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You are the Thane, the ruler of a small but important village at the very frontiers of a dwarven kingdom. Upon your shoulders lie two great duties; to foster good relations with your new neighbours, the recently-contacted humans, and to reclaim an ancient hold where you built your domain nearby. You must succeed in both, for you have sworn as such to both your liege and to your own honor, or face exile from your beloved lands forever.

On our last thread, we had decided to build up our housing, food production and defenses after a cold winter, as well as continuing the reclamation of the old fortress.

>It is spring
>Current commands in progress
>Improve housing (75g)
>Expand farms (75g)
>Construct defenses: Inside fortress (275g, 3 squads)) (Warriors, Crossbows, Scorpion)

>Your gold coffers: 908 (425 from season purchases) (-36, +614 next season)

>Continue reclamation: New Mines

We are also expecting guests to arrive at our village. A delegation of humans from the city-state of Gildroad, to formally open negotiations between them and our patron kingdom. The other nearby human faction will send theirs at a later date.

The Envoy, our king’s royal representative, will be entertaining the guests as the main host, though you will be attending the event as the local ruler. As long as the Envoy isn’t too busy, he will lend you what aid he can during his free time.

>A new structure will be built to house foreign guests
>Gildroad’s delegation arrives next season
>Three Spires’ delegation arrives in autumn, two seasons from now
>You may still make a request from the Envoy this season (write in)

>Cont'd...
>>
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With all other matters being settled by others, your greatest concern now lies in the upcoming military expedition to the old fortress’ mines, once in the process of being dug out before its downfall. The current list of soldiers stands as follows.

>The Captain may take part in combat (approve?)
>You, the Thane, may take part in combat (approve?)
>Squad 1: "Urist's Stonecarvers", Warriors
>Squad 2: "The Mad Lads", Warriors
>Squad 3: "Boys That Poke", Legionnaires
>Squad 4: "Shieldwall Sods", Legionnaires
>Squad 5: "First And Only", Crossbows
>Squad 6: "Spearchuckers", Hunters
>Squad 7: "Beerwrestlers", Hunters
>Squad 8: "Steady Samson", Engineer’s Guild Scorpion

Your Captain and his officers await your word.

>Approve current list and begin?
>>
>>4075434
>>You may still make a request from the Envoy this season
Ask for him to get us a hairy bride from the homeland

>>4075438
>>Approve current list and begin?
yes
>>
>>4075438
List approved.
Having both Thane and Captain feels a bit overkill. Lets lead this just by one ourselfs
>>
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>>4075533
"Ah refuse t'let ye go off on yer own here. M'sorry, Thane. I know of yer oaths, but I got mine too. Ah swore t'defend you an' your hall, an', by the oldbeards, ah'll do just that."

>The Captain refuses to leave you to your own devices.

>>4075502
The Envoy shakes his head at the suggestion. "Recall again your oath to retake the fortress. You may take no bride nor have any woman bind their troth to yours until the last hall of the fortress is taken."

>You may not marry until the fortress is taken.
>>
>>4075588
>>You may not marry until the fortress is taken.
THEN IT IS TIME
>>
>>4075438
>Approve
>>4075533
DID YOU SEE HOW BIG THAT SPIDER WAS?!
>>
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>>4075605
>>4075602
You haven't the heart to dismiss the Captain now, given his reasons.

>The Captain will enter combat
>You will enter combat (THE DESTRUCTION OF YOUR SQUAD WILL MEAN THE END OF THIS JOURNEY)

Your expedition begins its final checks. With axes sharpened and bolts loaded, you lead your arrayed squads into the dark of the fortress...

---

The western path of the fortress leading to the mines is blocked with debris, likely from decades of neglect and cave-ins...

It matters not for dwarves though, masters as they are of stone and rock. Industrious miners begin opening the way at your command, removing each slab and boulder with expertise.

>Cont'd...
>>
File: MineExpedition1.png (362 KB, 1024x512)
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Mercifully, nothing jumps out from the dark as the last stone is moved away. Your armoured warriors take the lead, followed closely by you, the Captain and the auxiliaries.

Your forces move at a sedate, careful pace. None speak; the only sound you hear are the footfalls and clinking of armed dwarves. Thanks to this, you and your men just barely make out a sound from the dark: A voice, quiet yet urgent, speaks out from the shadows.

“Stop. Stop. No come closer.” says the insistent whisper.

>Ask nicely, and quietly, about the speaker’s identity
>Demand the identity of the speaker in a loud voice
>Write in
>>
>>4075721
>write in
PLEASE TAKE NOTICE that you are guilty of forcible entry or detainer and you are hereby required to vacate the property within four (4) judicial daysvfollowing the Date of Service of this Notice. Your failure to vacate the property may result in the Court issuing a summary order for your removal or an order providing for your nonadmittance, directing the sheriff or constable of the county to remove you within twenty-four (24) hours after receipt of the order from the court.

YOU ARE HEREBY ADVISED OF YOUR RIGHTS to (1) surrender the real property to the Owner of the real property or Owner’s authorized representative; and/or (2) request that the court stay the execution of a summary order for removal, stating the reasons why a stay is warranted; or (3) contest this Notice by filing an affidavit, no later than the fourth full judicial day following the Date of Service of this Notice, with the Justice Court for the Township of Dwarfland, stating the reasons why you are not guilty of a forcible entry or forcible detainer, and by serving the affidavit by mail upon the issuer of this Notice. The Justice Court is located at (insert Justice Court’s address)


Owner or Owner’s authorized representative shall provide safe storage of any of your personal property remaining on the property for 21 days after your compliance with this Notice or after the execution of the order for removal, whichever comes first. You must pay Owner or Owner’s representative for the reasonable and actual costs of inventory, moving and storage of the personal property before the personal property will be released to you. If you dispute these costs, you can file a motion with the court within 14 days after the surrender of the property or after the execution of the order for removal. The Neighborhood Justice Center is a free service in Dwarf County that may be able to help you resolve disputes regarding the time, place, and manner of the turnover of personal property. For more information, visit their offices.

YOU CAN OBTAIN AN AFFIDAVIT AND INFORMATION at the Civil Law Self-Help Center, located at the Regional Justice Center in downtown DwarfVegas.
>>
>>4075721
>Ask nicely, and quietly, about the speaker’s identity
>>
>>4075721
>Ask nicely, and quietly, about the speaker’s identity
>>
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Covered by the First and Only as well as your own guards, you step forth and introduce yourself as the new and rightful ruler of the fortress, mustering as much authority as you can with your whispered voice.

The speaker keeps silent for a second to process your words before exchanging more with another individual in the dark, who scurries off deeper into the caves. A minute later, three pale-green creatures walk into the light of your torches, squinting and cringing at the cast light. Two are armed, as you take notice, with scavenged dwarf gear, whilst the third bears a great many curios of bone and looted jewelry, and wields an axe of clear dwarven make.

“I greet beard-ones.” whispers the bone-wearing creature in a mix of respect and fear. “I shaman of tribe.”

“Goblins.” says the Captain to you. “Must be th’keep’s mine-vassals left behind.”

“Shh. Shh. Not loud. Deep one will hear.” warns the Shaman in an urgent hiss. “You come here why?”

>Ask the goblin questions (write in)
>Make demands of the goblin (write in)
>>
>>4075821
Do we have a printed out evict notice?
>>
>>4075824
>You may opt to drive out the goblins from the mines by force
>>
Wait rereading that does mine-vassals mean that used to work for us?

>ask goblins what deep one is
>ask goblins if they will renew their vassalage.
>>
These fellas could turn out to be quite useful, if they have lived last few hundred years here.

>>4075886
What is the usual relationship between dwarfs and goblins and what does mine-vassal mean?

>>4075821
Ask how they survived here, and then everything he knows about Deep one.

We demand that they become our mine-vassals once again, and in return they will be under our protection and we will get rid of this so called Deep one.
>>
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>>4075902 >What is the usual relationship between dwarfs and goblins and what does mine-vassal mean?
>You answer that yourself as you recollect your memories of goblinoid races.

>The surface variety of goblins tend to be meandering raiders that deserve to be put down. Cave goblins, their weaker, weedier cousins, are more akin to pests at worst: easy to scare and prone to less violent pursuits.

>Given their docility, some large dwarven holds would strike deals with them: exchanging never-before-seen surface goods and protection from the monsters of the deep caverns, for their services in labour, where they will be sent off to work in the mines and cavern farms.

>>4075898 >ask goblins what deep one is
“Shh. Shh. Not mention. Deep one…” the Shaman points to the blocked off passage. “It sleeps there. We not know what it is; so long ago. During time of great-great-great-great grand-shaman. He lead many best warriors. Can’t kill it, so sacrifice selves so we block it off there. ”

The Shaman shivers as he retells the tale. “It sleep now. Make too much noise, it wake and maybe break wall and kill all.”

>renew vassalage
Some of the goblins break out in excited chatter at your offer, only to be shushed by the Shaman.

“Not trust. Me remember old stories. Old-time masters, they do all this. Bring doom to home. You, you prove self. Prove better than old-time masters. Kill deep one, then we talk about service.”

>Ask more questions (write in)
>Continue on with the expedition
>>
>>4076246
>bring us to this deep one. We will slay it.
>>
>>4076246
>>Continue on with the expedition
>>
>>4076247
Actually ask if the blocked way is only way to where deep one is
>>
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>>4076272
"Only way we know. This mine, made by beard-ones. Exit is here only. Deep one followed us here, but old heroes block it off to other side. Then we block exit so other deep ones and monsters not come."

>>4076258
>>4076247
The Shaman points at the blocked way and, to your surprise, the stones roll away one by one as if moved by some invisible hand. The rolling stones part away to reveal a disused, filthy path leading deeper into the mines.

"There. You f-find deep one there." says the Shaman as he teeters and sways, exhausted from his show of magic. "No turning back. Kill it now. Or it kill us."

You look at the Captain, who nods at your silent command. The squads move, carefully, quietly, into the gloom...

>Cont'd...
>>
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The air here carries a fetid stink, worsening as you sneak deeper into the path. At last, your darkvision beholds a massive cavern at the end of the path.

There, in a dank pool, lies the so-called "deep one", for it is the only thing here. Your men express confusion at its form: a gigantic, sickly-green thing, not unlike a slug, curled and asleep on the murky cave-pond.

But you know better. So, too, does your Captain and the older dwarves who have heard the stories. Your Captain grabs your shoulder, his stoic face now drained of blood, and whispers.

"Ancestors. It's a forgotten beast."

>Assemble a plan before engaging (write in)
>>
>>4076306
Fan out surround the best. Try moving stealthy as to now wake it up, then once all our ranged troops are ready all attack at once
>>
>>4076306
Spread out. Hunter and warrior squads circle behind the beast.
Legionaries make an line and creep closer. Crossbow squad and ballista stays behind legionares. Thanes and Captains squad should stay a bit behind legionares to be ready to join the attack when the right moment comes.

Start the attack by ordering all units to attack with range weapons at same time.
>>
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>>4076317
>>4076368
Your squads move to their assigned positions with delicate care, moving slow enough that even their armour makes little sound. None dare to speak; even their breathing is slow and shallow, for fear of being heard by the terrible thing they are about to assault.

>Squad 1: "The Thane", Honour Guard
>Squad 2: "The Captain", Honour Guard
>Squad 3: "Urist's Stonecarvers", Warriors
>Squad 4: "The Mad Lads", Warriors
>Squad 5: "Boys That Poke", Legionnaires
>Squad 6: "Shieldwall Sods", Legionnaires
>Squad 7: "First And Only", Crossbows
>Squad 8: "Spearchuckers", Hunters
>Squad 9: "Beerwrestlers", Hunters
>Squad 10: "Steady Samson", Engineer’s Guild Scorpion

As you look upon its corpulent form you notice the few spears still pierced on its hide. From the skeletons around it, it seems that the cave goblins’ ancestors did put up a great fight against the beast before their deaths.

>??? at (135/200) HP
> Attack: ?
>Def: 2
>??
>??

>Cont'd...
>>
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When every dwarf gets into position, you give the order. Your command rings throughout the cavernous room, and projectiles follow in its wake, peppering the slimy hide of the beast.

[AMBUSH - x2 DMG]
>??? at (87/200) HP
>-4 from S5
>-4 from S6
>-4 from S7
>-8 from S8
>-8 from S9
>-30 from S10

You watch in horror as it rises in fury and pain, a toothed maw somehow emerging from the emerald folds beneath its bulk to scream out its anger. You nearly fall to your feet, and many of the dwarves around you do, as the cavern shakes in its rage.
>>
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You have awakened something that should never be. A forgotten beast, terrible and twisted, born when the world was young, it stalked the ancestors of your ancestors as they crawled beneath the roots of the world.

It looks at you now, and your quivering dwarves, with a single eye filled with alien intelligence and deadly hate.

>The Forgotten Beast, Nashonkesh the Terror of Stalagmites has awoken. An enormous one-eyed slug, it is covered in boils and pustules and undulates rhythmically. BEWARE ITS NOXIOUS SECRETIONS.

>Nashonkesh at (87/200) HP
> Attack: 10
>Def: 2
>Poisonous
>Melee attacks against Nashonkesh will poison the attacker
>??

>Cont'd...
>>
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Like lightning, it sweeps backwards with its enormous bulk. Your warriors at the rear are caught off-guard, and all are sent flying back, crashing painfully on the cave floor. Some do not rise up, those that do shiver and cough as green slime soaks through their steel and into flesh.

>Squad 3: "Urist's Stonecarvers", Warriors at (9/15) HP (-6 from Nashonkesh) (POISONED)

"ANCESTORS!" cries the Captain. "AXES UP, LADS. FIGHT FOR YOUR LIVES!"

>Orders?
>>
>>4076779
Units with spears, try to hold the line
Ranged fire
Elites circle around for flanking attacks

We need to end this monster fast, and accept some losses
>>
>>4076779
Shoot shoot shoot
Dont stop shooting
Anyone that can attack as ranged instead of melee try to do that instead(by moving away should such an event happen)
Those that cant do so hit it while rotating around it a bit to give flanking bonuses if possible
>>
>>4076824
>>4076857
We are kinda in agreement i think? Difference is that i want the ones with long weapons to shield the ones with ranged.
What can we do to agree, and keep the battle going?
>>
Got a cold here so I'm stlll out of it. Will be back in a few hours.

Going with >>4076824 and >>4076857 next update. No comments on anything so far? If so, just drop in in the thread while I sleep.
>>
>>4076873
>i want the ones with long weapons to shield the ones with ranged.
Sure lets go with that
>>
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>Correcting something here: Nashonkesh is at 77 HP, not 87

Adrenaline now pumping through your veins, you lead your elite guard at the left flank of the legionnaires to strike at the beast whilst the Captain takes the right. Your other warriors follow suit, brandishing true steel against the monster before them as your ranged troops follow them up with another volley of missiles.

As your axe bites deep into the awful flesh of the slug-thing, a popped pustule showers you in green slime. You taste something acrid in your mouth, but bite the urge to gag...

>Nashonkesh at (34/200) HP (-43)
>-7 from S1 (5 DMG + 2 Flanking)
>-6 from S2 (4 DMG + 2 Flanking)
>-3 from S3 (1 DMG + 2 Flanking)
>-3 from S4 (1 DMG + 2 Flanking)
>-1 from S5
>-1 from S6
>-1 from S7
>-3 from S8
>-3 from S9
>-15 from S10

>Squad 1: "The Thane", Honour Guard, at (39/40) HP (-1 from poison) (POISONED)
>Squad 2: "The Captain", Honour Guard, at (29/30) (-1 from poison) (POISONED)
>Squad 4: "The Mad Lads", Warriors, at (14/15) (-1 from poison) (POISONED)

>Cont'd...
>>
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The beast bloats suddenly, like a filled balloon. It turns to the warriors assaulted before and, to your horror, it lets out a deadly flood of caustic acid from its maw. The shaken Stonecarvers and even the Beerwrestlers are caught in the full blast, their armour doing nothing as the acid melts away steel, leather, flesh and blood.

>Squad 3: "Urist's Stonecarvers", Warriors, has been slain! (-10 from Nashonkesh)
>Squad 9: "Beerwrestlers", Hunters, has been slain! (-10 from Nashonkesh)

>Squad 1: "The Thane", Honour Guard is POISONED
>Squad 2: "The Captain", Honour Guard is POISONED
>Squad 4: "The Mad Lads", Warriors is POISONED


>Nashonkesh at (34/200) HP
>Attack: 10 (melee), 10 (ranged)
>Def: 2
>Poisonous
>Melee attacks against Nashonkesh will poison the attacker
>Acid ranged attack hits in a cone in front of Nashonkesh, ignores armour

“URIST, NOOOO!”

The Captain rages, axe pointing at the beast. “TAKE IT DOWN! NOW! NOW!”

>Orders?
>>
>>4077303
all out attack
>>
>>4077303
>Take that bitch down!!! We have no choice now ki or be killed
>>
>>4077303
Surround it, spread out as evenly as possible and then full on attack.
>>
>>4077303
>attack with all troops
>hunters should move away from warriors before it sprays again

We kept legionares in backline too long, but the beast will pay
>>
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>>4077346
>>4077356
>>4077413
>>4077429
Fueled by anger and fear, your axe strikes, and those of your comrades, drive the creature mad with pain. It rears itself again, exposing its corpulent form to another barrage from your missile troops.

Its cries and shrieks grow weaker with each second until, with a great shout from its crew, your scorpion releases its deadly payload.

The bolt finds its mark, easy enough given the monstrous size of the foe, and the beast gives one final cry before it slams down into the earth.

>Nashonkesh is slain! (-37 DMG)
>-7 from S1 (5 DMG + 2 Flanking)
>-6 from S2 (4 DMG + 2 Flanking)
>-3 from S4 (1 DMG + 2 Flanking)
>-1 from S5
>-1 from S6
>-1 from S7
>-3 from S8
>-15 from S10

>Squad 1: "The Thane", Honour Guard, at (38/40) HP (-1 from poison) (POISONED)
>Squad 2: "The Captain", Honour Guard, at (28/30) (-1 from poison) (POISONED)
>Squad 4: "The Mad Lads", Warriors, at (13/15) (-1 from poison) (POISONED)

>Cont’d...
>>
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“The beast is slain!” cries the Captain, his jubilant voice ringing through the caverns. Your dwarves give a cheer, waving their weapons about crazily; they will live to see another day.

You raise your own weapon in celebration. At last, though, your adrenaline ebbs away, and a burning fever takes over your body.

>Cont’d...
>>
You collapse. The cavern darkens, and the cheers of your men around you turn to shouts…

>Combat ended

>Cont’d...

More tomorrow. Need rest.
>>
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forgot pic
>>
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Minor update. Major update to continue next week, as I am back in the cage.

---

You no longer stand within that dank, gloomy cave. You are not even sure if you’re standing at all: you are upright indeed, but your feet do not feel the hard, comforting stability of the earth that all dwarves cannot do without.

You recall nothing else beyond your battle against the forgotten beast and your subsequent blackout. Not how you got here, or where you are, or what time it is.

>It is ???

Nothingness stretches out before you on all sides. You call out. Once. Twice. But no reply comes. Nay, there is no sound around you at all save for your own.

Perturbed, you begin walking in one direction, hoping that you’ll run into something, anything. After what seemed to be an hour, you stop your futile attempts. Without even a landmark, you cannot even say that you’ve moved from your original spot.
>>
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You sigh in frustration and look at your surroundings again… and right there behind you are two doors.

Surprise crowds out all thought for a few seconds, so used you are to the emptiness around you. Recovering, you give each door an appraising look. The first is a temple door, clear enough from the engraving at the top of the frame: the three pillars of the Ancestor Cult that is their symbol. It is ajar, yet you can see nothing within the gap.

The second door is closed off. It takes you a second to register, but you realize at last that this is your door. That is, the door to your bedroom; you see clearly the familiar details down to the infinitesimal masterwork carvings on the frame. But you certainly do not recall the statue of the Envoy beside it, his hand outstretched as if to receive payment.

Sadly, you have nothing to pay him. You didn’t bring any spare change when you decided to take a trip beneath the fortress.

That is, until you looked at your hand. There, grasped firmly around your left gauntlet, is a bag of gold coins. A hundred in total. How…

You are disturbed now. Still, you’ve nowhere to go here. Where do you wish to go?

>Pay the statue and enter your room
>Enter the temple doors
>>
>>4078868
>Pay the statue and enter your room
hmmmmm
>>
>>4078868
>Pay the statue and enter your room
Presumably the temple gives us afterlife instead of sick Ancestor powers.
>>
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>>4078936
>>4078947
You do not have time for mysteries here. As Thane, you have your duties and your oaths to fulfill.

The bag of coins is placed on the statue's hands. The very moment they settle on the stone palm, the door creaks open slowly. Through the gap you see your room at night, empty and solemn.

You take one final look at that temple door on the other side, solemn and mysterious, before you return to the normal world.

>You have left ???
>>
And there we go. Updates Saturday again as I am slaving away at work. Maybe I'll put up an early update sometime during the weekdays, but we'll see.

Village again soon, after the aftermath of our little battle. Any comments so far? Or suggestions when we get back to village building?
>>
>>4079044
Darn we missed an mystery, oh well, fits our Thane.
>>4079045
The quest has been great so far. About the boss battle, there could have been more tactical choices for players. The only real option was to keep attacking the thing with all units every turn.
Finding out the enemy's abilities only when it uses them, was quite cool.
See you next time.
>>
>>4079116
Could have pulled back or rigged a good old cave in but in the situation I think it was fine. Not enough room/time for much tactics.
>>
>>4079045
you've gained a new reader. i think i've seen some quests by you in the past(?), excited to participate in this one
>>
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Random update to prep us for the next season.

---

Eyes fluttering open, you awake within your bed.

A heavy fog still lies upon your mind that is slow to lift. In your unfocused state you hear muffled voices speaking aloud, followed by the tramp of armoured boots.

When you come to at last, and sight and hearing are restored to you, you find the Envoy and the Seneschal by your bedside. Their faces, lined with worry, visibly brighten when you finally take stock of your surroundings, and their presence.

“The royal apothecary works wonders, I tell you.” says the Envoy. “The serum was worth the price.”

You ask aloud about the situation, and the events that transpired after you blacked out.

“The squads evacuated you out of the cavern with swift haste after you felled that beast.” replies your Seneschal. “You were insensate and aflame with fever when you were brought back. Our healers could only keep your condition stable, prevent the poison within from getting worse and allow the body to heal naturally, even if that took a great deal of time.”

Time. You inquire about the length of your stay in bed.

“Three weeks. It is still spring, my Thane.”

>It is spring

“A few days into your malaise you began speaking to us. Clear words, if broken up and weak: ‘Envoy. Cure. Pay.’. We took it as a command, and called for our Envoy here to acquire the aid of one of the royal apothecaries. The serum was administered just two days ago, and now we are here.”

You digest the information for a few seconds. The first thing you ask, curiously enough, is the price of the cure.

The Envoy shrugs. “One hundred gold coins.”

>Your gold coffers: 808 (-100 for cures) (-31, +614 next season)

>Cont’d…
>>
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“Some of our soldiers are still suffering from the poison. Including our dear Captain.” continues the Seneschal. “The royal apothecary has given us valuable advice on maintaining their health, but all in all they will be unavailable in summer whilst they rest.”

>"The Captain", Honour Guard, will be unavailable next season due to poison
>"The Mad Lads", Warriors, will be unavailable next season due to poison

>You may only make one military command next season (The Lieutenant + 3 idle squads)

“You may bestow upon them the same cure that you yourself took, to get them back on their feet. But that will incur a cost, of course.”

>You may cure all poisoned squads for 200g

“There is also the matter with your rescued goblins. When news of your victory against the forgotten beast reached their ears, they were all too eager to begin their service under your rule. It’s just that taking them in now will put a strain on our current resources.”

“Your food supplies, to be exact.” adds the Envoy. “I looked at your sheets. Should you make it, then under the Vassal’s Oath you are obliged to provide food, supplies and protection to your new mine-vassals in exchange for their loyalty and servitude.”

>Vassalization will incur a cost of -40 on your food supply and -50 on your income every season
>Your gold coffers: 808 (-100 for cures) (-31, +614 next season)
>Your food stocks: 45 (-69, +55 next season)

“To take the Oath now will send you into famine. That we cannot have. Do recall your oaths.”

>Famine occurs at 0 food stocks. Citizens will starve or migrate away from the village at the start of each season it happens. If this occurs too many times, you will be replaced as Thane and the journey will end.

“But,” interjects the Seneschal, “We needn’t take their loyalties in now. They’re self-sufficient for the time, so we may hold off on the oath until we stabilise the situation. It’ll mean that we can’t use all of the new mines for now, but it's a price we have to pay.”

>You may fix up the mines next season, but gains from it will be halved until the goblins are under your rule

>Cont’d…
>>
“Another solution is to purchase more food from the capital. A hundred units of food will cost us four hundred pieces of gold. Steep, yes, but it’ll give us a great amount of breathing room in the future.”

>You may make a purchase of food (100 for 400g)

“Permanent solutions for our sustainability are available to be pursued next season. We may construct even more farms next season, though we’ll need to reserve more of our land for it. Fishing, too, is a viable option. That river and lake nearby has gone on too long without being exploited, methinks.”

“Finally, if we vassalize the goblins, we can begin digging out some new cavern farms. The citizens will rejoice once we add mushroom brew and cave meat to their diets again, I am sure.”

The Seneschal nods. “That is all I have to say. I know you need to recover, Thane, but please give this some thought before you rest again.”

>Summary
>Possible commands for the remaining season
>You may cure all poisoned squads for 200g
>You may make a purchase of food (100 for 400g)
>You may vassalize the goblins now (Incur -40 food and -100 gold every season, starting next season)
>Write in

>Next season
>Construct more farms
>Construct dock and fishery
>Construct cavern farms (Requires goblin vassals)
>>
>>4081759
Buy food, vassalises gobbos, expand cave farms.
>>
>>4081788
Supporting.

>>4081759
>>
>>4081788
Sounds good if we can do it all at once, hopefully we can sell excess food later for a price that's near that mark
>>
>>4081759
>No commands of the remaining season

>Construct dock and fishery
>>
>>4081788
>>4081956
>>4081987
"I should have mentioned that any construction orders will have to be given next month, as our builders are already in the process of expanding our current farms and fortress defences."

"As for the food, we will send word to the capital on our fastest wagon. It should just arrive to us near spring's end, in time for distribution."

Income reduction finalized at -100 for goblin vassals
>Your food stocks: 145 (-109, +55 next season)
>Your gold coffers: 408 (-400 from season purchase) (-131, +614 next season)

The Seneschal nods and, together with the Envoy, leave you to your rest. Your next sleep this time is free of any strange dreams; a good thing, for you will need to be at your best tonight...

---

The ceremony is nothing too grand in a dwarf's opinion, occurring at nightfall for the comfort of the light-sensitive cave goblins. Within your clan hall (sparsely lit for the occasion), the Shaman and several prominent members of the goblin community kneel before you as you sit upon the thane's throne.

"Upon ancestors' spirits, we swear to serve great masters once more. May great masters protect and take care of goblins, as goblins serve and obey great ones."

The Shaman kowtows before you in submission and reverence. To him and his people you are a semi-divine being; a lord of mighty bearded demigods straight from their legends, who rules beneath the endless ceiling with infinite jewels shining above. Slayer of gods, bringer of light and shaper of the earth.

You raise a hand and make your own oaths. These binding words, promising protection and aid in return for fealty, are heard by your huscarls and the royal Envoy of the king. To break them now will be to break your honour, and to break honour is to invite doom to your hall forevermore.

After the event a small feast is held. Relatively simple, yet it is a delight for your new vassals who have gone for so long consuming the same things over and over for generations. They eat as much as they can and stuff what they cannot into secret sacks, subtly as not to offend their new masters. Yet your dwarves see it all the same, and amusingly pretend not to out of courtesy.

The Shaman, as the leader of your new vassals, sits by your side. as the ceremony proceeds.

"Great thanks, mighty lord. Many thanks." he says in broken Cont, the common tongue. "Must have many demands and questions now, since we serve. We get ready first, gather tribe and make ready for commands. But I answer any questions you want now."

>Ask the Shaman questions (write in)
>End the ceremony (Next season update)
>>
>>4082350
>>End the ceremony (Next season update)
>>
>>4082350
>>End the ceremony (Next season update)
>>
>>4082350
>End the ceremony (Next season update)
>>
>>4082350
Actually.

>You could move the rocks with magic, that is rare skill, what else you are capable of?
>>
>>4082350
>Do you know of any dangers in these mines besides the Deep One?
>>
>>4082598
"Power of spirits. Use much for tribe, find water, grow mushrooms, scare off monsters, maybe even tell future if spirits allow." says the Shaman. "But always taxing. Not do more after one spell."

>The Shaman can perform minor feats of magic for you, though he must rest for a random amount of seasons with each use. All of his magic will also be limited inside the fortress itself.
>The Shaman can cast a spell for you next season.

>>4082623
"Old stories only. Not been out of tunnel-home for five shamans."

"One hundred fifty years average" says the Envoy, who had been listening in the entire time. "Thirty years is the average cave goblin lifespan."

"As wise beard says. As for deep ones, you kill Poison-Green-Death, great god of sickness and shadow. Other tales speak of Many-Legged-Despair, queen of dark, and Screeching-Shadow, swift god of slaying."

"Monsters from deep caves come with them. Spiders. Snakes. Lizards. Jabber-heads and long-mouths... Then there are dead spirits of old masters. Sense sometimes, haunt near entrance. But they not like fire or great-outside-ceiling-light, so no come near fortress entrance."

>>4082501
>>4082466
>>4082435
You ask a few more questions regarding the general situation of the goblin tribe before allowing the ceremony to pass. When all the food is eaten (or stowed) away, you return to your quarters for rest and preparation for your clan duties.

>Time passes...

---

Update should be around next Saturday while I wrestle with work.
>>
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>>4082754
We should look into Flammenwerfers and oil pots tied to torches in that case.
>>
>>4082968
Thankfully we will get engineers soon lets hope they will be able to create some contraption
>>
>It is summer

The rising summer heat does nothing to slow the busy work of your industrious dwarves. Casting your gaze from your balcony, you survey your buzzing village and its many workers, all preparing for the coming event this season’s start.

Your eyes drift eastward, where new fields have been completed and sown with vital grains. The next harvest will be needed soon, for migrants have swollen your population once again. You watch as many of the new migrants enter their new homes, recently built by your builders.

>42 migrants arrive with 21 food and 163 gold
>Farms expanded (Added +30 food supply from farms)
>New housing constructed

Your eye catches several soldiers entering the cavernous entrance of the fortress, likely to return to their guard duty. You give their diligence an approving nod. The new garrison room had just been completed as you recall, allowing them some ease in preparation should an underground threat rear its head in the hold.

>Fortress garrison completed (Three squads will instantly join combat during underground defence battles)

Your council enters your chambers, prompting an end to your observations. Leaving your balcony, you take up your customary seat on your clan throne.

---

“Are we all set now for the delegation’s coming?” asks the Envoy.

You give a nod, as does your Seneschal and the Lieutenant. The Captain is nowhere within the room, sadly; he and a few dwarves are still nursing the poison from last season’s great battle, and will return on the next.

>The Captain is unavailable this season
>”The Mad Lads”, Warriors, is unavailable this season
>Your honour guard is unavailable this season, preventing you from joining combat

“Though you are the lord of this village, Thane, our king will be sending the local jarl to serve as his official representative. More of a figurehead, really; I will be doing most of the negotiating on his behalf.”

The jarl. You recall him to be an old and conservative codger, even for dwarf standards. Respectable, but immovable in certain matters. And a strong adherent to the cult of the Ancestors. He is your superior in the noble ranks and, technically, the village falls under his jurisdiction, but your special position here in the borderlands means you answer to the crown directly, and the jarl is wise enough not to dip his hands into royal matters and interfere.

“I suggest fostering some support for your own endeavours here while we make the usual political jabs with the representatives. Do be wary of any bad deals; I cannot protect you if you go about giving your word to every foolish idea and scam that comes your way.”

>The party will begin after your council
>Cont'd...
>>
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“As for the situation in the village,” says the Seneschal, “I’m happy to say that we’ve no problems. Trade is busting and we’re good on food now for a few seasons thanks to the purchase. Still, it’s best if we get more sources on top of that and attain sustainability. You never know when we’ll run out again.”

“The goblins have assembled as well, and are ready to aid us. They’re limited within the fortress boundaries, however, so their tasks are limited as well.”

The Lieutenant is next to speak. “Mhm. Military’s all good, still. Shame about Urist’s lot and the hunters. Ancestors bless ‘em. The fort’s defended inside, and we’re getting no threats on the roads so far.”

“All in all, we’re maintaining our position here smoothly, and we’re ready to expand once again.”

>There are 180 dwarves in our village
>Your food stocks: 112 (-130, +85 next season)
>Your gold coffers: 1059(+168 from migrants) (-161, +618 next season)

>Route unrest (less than 50 will block off that route)
>The route to the capital: 125/125 (-0, +0 next season)
>The western road: 125/125 (-0, +0 next season)
>The southern route: 125/125 (-0, +0 next season)

>You may issue two general commands this season (Thane, Seneschal)
>Improve housing (175g)
>Build more farms (175g)
>Construct fishery and docks (175g)
>Begin expansion up the cliff (300g)
>Write in

>You may issue one command to the goblins this season
>Repair the great hall of the fortress (75g)
>Repair the New Mines (175g)
>Dig cavern farms (125g)
>Scout: Industrial District, Merchant's District
>Write in

>The Captain is unavailable (Poisoned)
>You may issue one military command this season (Lieutenant + 3 squads)
>Continue reclamation: Industrial District, Merchant's District
>Recruit two squads: Warriors (20g), Crossbows (40g), Hunters (30g), Legionnaires (60g)
>Construct defenses: Improve village defenses (275g, dissolve 3 squads)
>Write in

>The Envoy is unavailable (Delegation)

>The Shaman can perform one magical feat this season, limited to within the fortress (Write in)
>Possible spells: Grow mushrooms, ward off monsters, see future
>>
>>4088893

>fishery and docks.
Should grow trade and food.
>repair the new mines
Should give the goblins somthing to do

>construct defenses for the village

>shaman see future.
>>
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>>4088881
captcha keeps killing me
>>
>>4088893
General
>Construct fishery and docks (175g)
>Build more farms (175g)
Goblins
>Dig cavern farms (125g)
Military
>Conduct patrols of the trade routes
The trade routes aren't in any danger, but I don't want our soldiers idle while we have insufficient forces to conduct another reclamation, and not enough gold to recruit a significant amount of troops after the last reclamation. The three food options is a bit much, yes, but it should keep us from having to worry about this issue for the next few years, hopefully.
>>
>>4088898
>shaman see future
+1
also the patrols as an added bonus will make us seem more diligent and the village safer to the thane/ambassador both
>>
>>4088893
>You may issue two general commands this season (Thane, Seneschal)
>Improve housing (175g)
>Build more farms (175g)


>You may issue one command to the goblins this season
>Dig cavern farms (125g)


>The Captain is unavailable (Poisoned)
>You may issue one military command this season (Lieutenant + 3 squads)
>Conduct patrols of the trade routes
>The Shaman can perform one magical feat this season, limited to within the fortress (Write in)
>Possible spells: See future
>>
>>4088898
you missed one general command, we can give two.

>>4088893
General
>Construct fishery and docks (175g)
>Build more farms (175g)
Goblins
>Dig cavern farms (125g)
Military
>Conduct patrols of the trade routes
Shaman
>see future

We may go a bit overboard with farms, but we don't have to worry about food for a long while afterwards, especially when we have secured different sources of food.
I'd hire units and build better defenses during the warm season, but as a lot of important visitors are coming, it's probably for the best to keep roads patrolled.

We need more squads if we are to build up the defenses..and I'd rather not not waste gold on that during the winter. Or do any other costly building projects.
>>
>>4088893
>Construct fishery and docks (175g)
>Improve housing (175g)

>Repair the New Mines (175g)

>Recruit two squads:
Crossbows (40g), Legionnaires (60g)

>shaman see future
>>
>>4088893
You may issue two general commands this season (Thane, Seneschal)
>Construct fishery and docks (175g)
>Build more farms (175g)

You may issue one command to the goblins this season
>Dig cavern farms (125g)

You may issue one military command this season (Lieutenant + 3 squads)
>Conduct patrols of the trade routes

The Shaman can perform one magical feat this season, limited to within the fortress (Write in)
>Grow mushrooms
>>
>>4088898
>>4088930
>>4088936
>>4088950
>>4088986
>>4088995
>>4089058
>Construct fishery and docks (175g)
>Build more farms (175g)
"Understood. We've some ranchers here that wish to try their hand at surface animal husbandry, like the humans do. With plenty of land at our disposal still, we can give them their chance."

"The carpenters will be sent out to build up a new waterfront as well. With this and the coming farms, our dwarves'll finally be able to enjoy some fine meat on their diets."

>Dig cavern farms (125g)
A runner is sent to the mines bearing your will. You've no doubt the over-eager goblins will be more than ready and happy to carry it out to the fullest. Just to be sure of the quality, you also send your own overseers to manage the project.

>Cont'd...
>>
I really want that temple... and brewery
>>
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>The Shaman can perform one magical feat this season, limited to within the fortress (Write in)
>Possible spells: See future
You pay a visit to the Shaman down below the caves to ask for his augury, taking the Lieutenant with you. Brought to his grand (for a goblin) hut, the Shaman drinks deep of a strange brew from a stone cup, and inhales mushroom vapors that make your own head spin.

He begins to convulse and shake, then collapses to the ground. His attendants bring him to his bed as if it were a normal occurrence. Beckoning you closer, the Shaman speaks to you in an unfamiliar voice, words clear and spoken in competent dwarven.

"DEATH TAKES FLIGHT, STALKING THE HALLS OF COIN AND GOLD. BE WARY OF CROSSING THROUGH THERE, FOR IT HUNGERS FOR PREY."

>A deadly enemy stalks the Merchant District for two seasons (Autumn and Winter)

"Doesn't sound good." says the Lieutenant. "Those predictions any good?"

But the Shaman does not reply, lapsing into a long sleep. The attendants shush any attempts to wake him, and you decide that it is for the best to let him get his reprieve.

>The Shaman is unavailable for two seasons

>Conduct patrols of the trade routes
"Well, there's that." says the Lieutenant as you leave the fortress. "We can still carry out the patrol as you like, Thane. Want me to wrangle up my own squad? Or have you some dwarves in mind to follow me?"

You ponder the matter, taking in the Shaman's prediction into account...
>Let the Lieutenant take a default squad of 2 warriors and 1 crossbows
>Pick your own squad
>Change your mind.

>>4089093
>A temple to the ancestors can be built with support from the Envoy
But he'll be busy this season and the next, given the second delegation

As for a brewery... well, you can just write that in next season
>>
>>4089115
>>Pick your own squad
warrior, hunter, xbow
>>
>>4089122
-1, the super bow is a special unit we don't want to risk losing on something like a routine patrol. though now you mention it, let's set it up on the walls or a guard tower
>Default squad is fine, this is a show of force, not a real encounter
>>
>>4089125
what are you talking about? i never said "send the scorpion"
>>
>>4089115
>Pick your own squad
She can't pick default because we don't have 2 warriors available for her

Legionnaires, warrior, hunter
>>
>>4089125
and i switched out a warrior group(since we only have 1 now) for hunters, for mobility and prob tracking skills, which are very useful on a patrol
>>
>>4089134
Oh, my mistake then. Crossbow sounds good
>>
i forgot about the missing warrior squad (rip urist)

>Lieutenant to patrol with Warrior, Hunter and Crossbow squad
>"Dead Drunk"
>"First and Only"
>"Beerwrestlers"

The Lieutenant nods, summoning an officer to her side to receive her orders as she makes for the fortress garrison.

With your tasks done, you return to the clan hall to prepare yourself for the coming social event.

>Your gold coffers: 584(-475 from season purchases) (-161, +618 next season)
>Time passes...

Lemme get some more sleep here and we'll continue tomorrow. Shoot out suggestions in the meantime
>>
>>4089122
Support. We need legionnaires at fortress.
Our squads are getting dangerously low

I suggest that we hire more crossbows next season and during the winter (when it costs more) we hire more warriors.
Also a reminder
>You may build an Engineer’s Workshop once you take the New Mines and Industrial Sector in the fortress
>>
>>4089189
yeh, we have to recruit more troops next turn
>>
>>4089177
ideas for more upgrades to the town
we've got a river, what do you guys think about a waterwheel connected to a sawmill or grain grinder? might req engineer's workshop. could build a bakery? brewery sounds good, I know someone mentioned that before. Stone walls, a quarry? Military training area to make our troops better/cost less? any other ideas?
>>
>>4089252
A blacksmith?
>>
>>4089277
That's pretty good. We won't have to ship in metal goods anymore, we can just make them ourselves.
>>
>>4089287
Another idea we're connected to three roads, so maybe an inn for travelers
>>
Firstly, we need to replace the lost units (and get some more).

Secondly, we need to clear out the Fort further. If we can get mines and manufacturing going we will be able to expand our means significantly, as well as get into esoteric dwarven tech like drawbridges.

Thirdly, we should expand further into the Fortress. The topside is nice but nothing beats the defensive capabilities of a literal mountain. If we can open up the fort to habitation and kill or drive off the beasties we not only open up the already finished infrastructure of the Fort but also draw in masses of immigrants to further our cause. And to top it off, dwarven metal goods trade for an awful lot.
>>
>>4089490
And most importantly clearing hold will give us opportunity to loose our V card
>>
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>>4089504
>>
>>4089507
What do you mean it's bait?
>>
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My times are erratic, so I'll leave this here to fish for votes and get back to you after a few hours. Also, best get your noggins working: results here will depend on your writing

>Night…

The reception went on as any other, with the only difference being the taller-than-usual guests this time. The humans take well to the dwarven welcome, and are swift to admire the beautiful reservation built and furnished just a season ago by the Envoy’s royal savants. The feast, too, is as lavish as to be expected: imported meats, fine cheeses, fresh bread and pastries… with plenty of dwarven beer and that fruity human juice (they call it wine, as you recall) to wash it down.

With the speeches done and bellies filled with food and alcohol, the event soon reaches the main course: the negotiations. All around you, dwarves and humans congregate and discuss, share stories and make future arrangements with one another for the future of their petty dominions.

You, yourself, are at the center of it all. With the Jarl and the Envoy in closeted talks with the head councillors of Gildroad, the nobility of two lands now place their focus on the next figure of import: the lord of the crossroads between their two lands, who holds authority over the trade routes between themselves and their potential partners.

It helps, too, that you have your great trophy on display: the single eye of your most recent foe, the deadly slug-beast from the depths. Even now, in the stillness of death, it is still a chilling sight to behold. There are a few in the room who swear that the eye still twitches and looks at them, but that might just be the alcohol.

The humans are impressed by the trophy, but it is your kindred who truly appreciate and respect its significance: a prize like this, and a fresh one at that, could have only been taken with blood and steel. Many are those dwarves in the room who press you for the tale.

Yet for now you keep them all at arm’s length, pretending to focus on your plate of food and mug of beer whilst talking with the Seneschal (whom you brought along). Whilst making small chit-chat with your aide, you recall the Envoy’s words before he left for his own meetings.

>Cont’d...
>>
There’s three groups here you can pursue for aid: the thanes from the other holds, the human nobles and the Jarl. I’m afraid I’ll have to abscond with the head councilors this time and drag them to the capital to talk with the king himself, but you should’ve expected this.

For now, take the time to ingratiate yourself with the three. The first and second are easy enough: the thanes crave glory, whilst the humans desire luxury. Both, too, lust for wealth in gold or resources. Regale the former with your heroism in the fortress, provide the latter with connections to suppliers, sprinkle both talks with the potential for weregild or exclusive deals and they’ll swear to aid your cause, whatever it may be.

The Jarl will be the hardest nut to crack. It’s easy to read his disposition, yes, but seeing a mountain from afar doesn’t make the climb easier: an oldbeard, a staunch follower of the Ancestor cult, and a grumbling traditionalist. He’ll heed an honourable dwarf committed to his pursuit, and you do fit the bill given your oath, but his standards are high and you may not impress him at all despite your work here.

Still, maybe you can do it. Give him the respect he is due, no more no less. Play up the great efforts you’ve done to pursue your oaths. Promise to continue treading the straight path of honour and duty. Explain your decisions with an honest but positive spin, if he questions them. And do not lie outright; he’ll see right through it.

Those are my suggestions. Good luck.


>Talk with the thanes
>Talk with the nobles
>Wait for the Jarl to return and talk with him
>>
>>4090643
>>Talk with the nobles
>>
>>4090643
>Talk with the nobles
>>
>>4090643
>Talk with the thanes

We know of two other legendary beasts and we have visual confirmation of one of them. And we know there is something in merchant district. We can have some glory to share. If thanes bringed personal guards. Maybe we could offer hunt for the beast? And clear merchant distric with their help and they would have trophys to take bacck to their holds.

Potential for glory might bring some volunteers or young officer looking for chance to prove himself.
>>
>>4090756
i'll second this
>>
>>4090756
the Jarl might also like this course of action
>>
>>4090756
Ok, not bad.

>>4090710
switching
>>
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The thanes. Your peers. Your rivals. It was so long ago now, you feel, when you competed with them for the right to rule here in the borderlands. But you made the cut rather than they. And now here you are.

You hope there are no hard feelings now as you go to seek their aid. Rising from your seat, you make a show of inviting a group of the more influential thanes to your side. So far, they're all eager to share in your tales, especially about the fortress and the encounters within.

What do you tell them?

>Write in your tale. Their response will depend on the quality
>Vote for the best reply
>>
>>4090872
>Write in your tale. Their response will depend on the quality

...OOF, anyone here can write?
Also how should we write?
humble/boastful?
downplay/realistic/exaggerate?
>>
>>4090872
"It wasn't easy. The first few months were spent on making ourselves more self reliant. I'm particularly proud of the lumbercamp, after all wood is always useful. Of course things only became noteworthy when we ran into the giant spiders during our first reclamation. We still dealt with the beasts without too much trouble but the soldiers saw a truly giant one that was even bigger than the others at the end of the battle though it left without causing any trouble.

After that we started on improving our relations with the humans by working on roads and taking out a bandit camp. I wasn't present myself but from what I heard, while they outnumbered our troops most of the bandits lacked training and discipline. There were some elites which were a lot tougher but all in all that battle wasn't too difficult either and we even managed to save some prisoners.

Of course you want to hear about I got that." *Points to eyeball.* "It all started with the still incomplete reclamation of the New Mine when we ran into the cave goblins who told us about the Deep One. The Deep One turned out to be a massive slug like Forgotten Beast. It's poison covered body riddled with weapons from previous attempts at it's life. I want to tell it was vanquished thanks to a brilliant plan the captain and I came up with but the truth is we simply outnumbered it greatly and we still lost a full squad in one attack. Eventually though the scorpion managed to land the fatal hit but not before the captain, several other warriors and myself were poisoned. Even with an expensive serum I was unconscious for three weeks while the other victims will require the rest of the season to recover. What is more the Goblin shaman has revealed there to be at least two more Forgotten Beasts, one of which likely is the giant spider seen by the soldiers."
>>
>>4090872
My fellow dwarves, thank you for coming. I understand the travel across the surface is tiresome and not befitting our folk but we do what we must. Precisely this has happened under my command here. Our folk has done what they must to best both nature and beast and reclaim our Grand Forts of Old. From wiping out petty bandits to repelling onslaughts by arachnids, our fellow beards at arms have done more than could be asked of them and showered themselves in glory because of it. You can see the fruits of their labour hung in the very hall above us. A titanic beast, the slaying of which not only gave us the services of a long-lost goblin tribe but secured further reaches of our mighty Fort.

But further dangers yet lay in the depths, for this was but one of three Great Beasts waiting in the shadows of this once great Hall. A Hall that must again be claimed by our folk and made fit to represent our King in these distant lands. This is where I turn to you my honoured guests - for as much as we have achieved here, it is but the beginning of the glorious task set upon us by our King. A task needing any and all dwarves able and willing to cleave the darkness and bring light, wealth and power back to these Halls. While I may have been granted lead in this expedition, I would be a fool not to turn to you, my greatest fellows, with the offer and request to clear these grand halls in the name of our King and for our everlasting legacy. Glory and conquest awaits in the depths and I can think of none more worthy to take the fight to ancient enemies, dread beasts and the cold dark itself than you.

What say you?
>>
>>4090975
Support is what I am saying
>>
>>4090975
Sounds good
>>
>>4090975
>>4091086
>>4091256
Your speech does not fail to touch upon the gathered dwarves' sense of duty and thirst for adventure. The younger thanes are swayed and make offers to aid in your cause, but the more reserved ones only give you their encouragement and praise; they will not, as it seems, take a grand risk for glory alone.

>You gained only a part of the rewards
>Pick a reward:
>Call to Arms: Gain one squad of Warriors and Crossbows
>Enlist Mercenaries: You may now construct a mercenary camp, where random special units can be temporarily hired for a price
>[LOCKED] Swear Oaths: Once a year, call upon the other thanes to join you for a military excursion.
>[LOCKED] Gain Favour: The thanes send you a single special unit
>>
>>4091285
>Enlist Mercenaries: You may now construct a mercenary camp, where random special units can be temporarily hired for a price

Let's look for the long term reward.
>>
>>4091285
>>Enlist Mercenaries: You may now construct a mercenary camp, where random special units can be temporarily hired for a price
>>
>>4091288
>>4091289
>Enlist Mercenaries: You may now construct a mercenary camp, where random special units can be temporarily hired for a price

The thanes pledge to send you aid. Any soul replete with skills and strength of arms that comes to their halls will be redirected to you, though you'll need to find housing to hold them if they turn their weary feet towards your dominion.

There's some time left for another attempt at negotiating aid. Choose your next target.

>Talk with the nobles
>Wait for the Jarl to return and talk with him
>>
>>4091285
fug

Wealth was also implied but I guess it didnt come across well enough.
>>
>>4091315
>Talk with the nobles
>>
>>4091315
>>Wait for the Jarl to return and talk with him
>>
>>4091315
>>Talk with the nobles
>>
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>>4091337
>>4091377
You make your way to one of the human cliques, which immediately swell in numbers thanks to your presence. You make some small-talk first about the party and the general atmosphere of the event. So far, they're quite pleased with all the preparations. They praise, specifically, the quality of your handcrafted goods and the materials seldom seen above ground.

There is a flame of greed in their eyes, no doubt fed by the Envoy as a show of dwarven wealth; even you were impressed by the free mastercraft steins and bolts of cave-spider silk given to the humans as a welcoming gift. It is clear they want more.

>Write in your tale. Their response will depend on the quality
>Vote for the best reply

>>4091332
Correct. It'll matter this time, what with these lot being all about the money. So do keep it in mind.
>>
>>4091395
"This fortress holds plenty of giant spiders and other monsters. Slaying them isn't easy but the rewards speak for themselves. That of course says nothing about the contents of the mines or whatever treasures the previous inhabitants had to leave behind.

And that is just this fortress we dwarfs are miners and metal workers, hard working too. This town might have a lumber camp but most dwarf keeps would be willing to pay for good wood, alcohol would also do well though we generally prefer something stronger than your wines. Also since one of our jobs is to improve relations with other races merchants will be welcome here, even though we have yet to reclaim the old merchants district. That means that we personally don't have much to trade at the moment aside from furs gotten through the hunt and the occasional "drop" from a monster like that silk but we do receive a steady supply of gold we can spend."
>>
>>4091395
Dear tallfolk. Thank you for taking the time to visit our growing community. I must say that trade with you has helped our situation very much and we appreciate all you have done to better the relations between our peoples. I especially wish to complement you on your wines. Delightful drinks we would surely like to enjoy more in the coming years. I likewise hope our small gifts find you well. We have only operated for a shirt while so I hope this taste of what is to come satiates your wants for now. Rest assured that as we continue to retake the Fortress of our Ancestors, the friends who help us along the way will be justly rewarded. Why in fact at the rate we are growing, the mines will be opened soon enough, allowing our craftdwarves to ply their trades once more and we would be honoured if you would consider strengthening our trade ties so we might share these gains with the rest of the world. Naturally, you as our premiere allies would gain preferential treatment in these dealings.

This brings me to my proposition - we have untold treasures in our Hall, yet foul beasts, like the one you see above, have taken residence in our absence and we must first drive out these dark creatures before we can truly take advantage of the wealth in the earth. Thus, we will be looking for aid in doing so, as to expedite the process. Rest assured, any man who lends an honest hand to help our folk will be rewarded for his deeds, and dwarves have long memories indeed. Would you gentlemen be open to discussing this opportunity for mutual growth over some of your delicious wines?
>>
>>4091461
Both are good, but feels like this would work out better.
Although it would be better to just ask for their aid in general, as tall folk hardy are any help underground.
Also we should tempt them with "untold and unseen riches" of our home kingdom, that only we can provide them, that would surely make them rich if they'd help us.
>>
Took short rest while waiting and fell asleep. Whoops.

Since there's no other posts...

>>4091461
>>4091511
Your spiel is greeted with bright eyes and eager nods. These nobles are merchants at heart, truly. Teased with new luxuries and tempted with the prospect of more, they all give you several proposals that you consider...

>You gained all of the rewards
>Pick a reward:
>Soldiers of Fortune: Once every two seasons, pay Gildroad a fee to temporarily gain three squads for a single military excursion
>Investment: Gain 400g
>Assemble Trade Caravan: Pay 400g this season, receive 1600g three seasons later (spring)
>Security: The road to Gildroad can no longer be blocked
>>
>>4091946
>>Assemble Trade Caravan: Pay 400g this season, receive 1600g three seasons later (spring)
>>
>>4091946
>>Assemble Trade Caravan: Pay 400g this season, receive 1600g three seasons later (spring)
>>
>>4091946
>Assemble Trade Caravan: Pay 400g this season, receive 1600g three seasons later (spring)
>>
>>4091950
>>4091990
You listen to the requests of your soon-to-be patrons on their likes and preferences. Later on you'll confer with the Seneschal in importing their wanted goods and exporting them to Gildroad.

You grumble as you think about your current finances, but console yourself that you'll profit from all this in the end.

>Your gold coffers: 184 (-400 for trade caravan) (-161, +618 next season)

---

Soon enough the talks with the two aristocratic groups end. You pay the Jarl and the merchant council your respects and while away the scant time left in the event before returning to your clan home.

The Envoy and the Jarl will be leaving a week from now to accompany the human leaders to the capital for further talks. He will return with the Jarl for next season's delegation. As for the thanes, they'll be paying a visit to Gildroad itself to cement their deals and sample tallfolk culture before returning as well.

As for you, you have your own duties to fulfill; a village to run, a fortress to take... so you return to bed, to rest and dream of better tomorrows...
>Time passes...
>>
Aaaaand we're on break again. Next update may come sooner than Saturday (maybe even tomorrow), but Saturday's the most solid time I can give you the next update.

Post your thoughts on this session and lodge your complaints on our dear deadbeat OP. Any suggestions on improvement, or requests for aesthetic/gameplay changes will be read.
>>
Anon, I am disappointed in you.

You could have had the umies take over protection duties for the road and would never have had to worry about it again. Instead you chose two seasons income. Less than that even. And we are now basically broke. Why did you do this?

>>4092049
Seems ok. No pussyfooting, which is nice. Drawings are a big plus as well. Personally miffed that we missed the spooky ghost door but thats not really your fault.
>>
>>4092049
i like this quest.
more consistant updates would be nice. but we don't pay you so..
>>
>>4092594
this, lol. however it could be said that a qm that is reliable in updating once/twice a week is better than a qm that updates all week but at weird times
>>
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>It is autumn

The third autumn of your stay here, and you can scarcely believe that that much time has passed. The cold season returns, and your village is more prepared than ever for its embrace.

You look out from your clan home’s balcony to see the new migrants admitted into new homes, whilst to the west a new shepherd drags his flock out to feed on the grass beyond the village walls.

To the east, you can just barely make out the small fishing craft of your dwarves bobbing around the clear lake, casting their lines and hoping to land that big catch to brag about in the tavern.

>41 migrants arrive with 29 food and 151 gold
>Farms expanded (Added +30 food supply from farms)
>Fishery and docks constructed (+30 food supply)

Returning to your meeting room, your gathered advisors all pay their respects and begin their reports. The first to speak is your loyal Captain, returned after his long absence.

“Not a thing on the roads, says Elndriline” he begins. “Good news, at least. But she made a comment sayin’ that it’s too quiet on the southern and eastern roads. Says somethin’ musta spooked the animals there.”

He gives a shrug. “I trust her instincts. Might be we need to investigate the land around the roads better.”

>Your patrols found no dangers on the road.
>You may investigate the eastern part of the forest
>You may investigate the southern part of the forest

“How concerning.” adds the Seneschal. “Let us hope no harm comes our way. After we’ve just made improvements outside our walls…”

“Speaking of which, you’ll be happy to know that our new experiment with surface husbandry is going well. This ‘sheep’ animal we brought from our neighbours is proving to be an easy one to handle by our farmers, and the meat’s quite tasty too.”

“There’s also our new fish market and docks just down the road, all well-built by our carpenters. And the goblins have dug out a double-floor of mushroom farms in the caverns. All in all, the new foods added to our citizens’ diets have raised their approval of our leadership by quite a lot.”

>Cavern farms constructed (+20 food, unaffected by winter malus)

“Finally, our new guests have just arrived.” says the Envoy. “No grand decadence planned for this one. These… crusaders from Three Spires are a pious lot, so luxuries won’t affect them as much. The layout for the delegation is a great breakfast on the ‘morrow, followed by a tour of the village, with a final lunch and dinner. Afterwards, I’ll be accompanying them to the next hold for the same, all the way to the capital.”

The Envoy steps up. “Do have a care with dealing with these. They mean you no harm, far as I can tell, but their actions nonetheless may cause friction in our relationships. I'll elaborate on the matter once we conclude this meeting.”

>The event will begin after the meeting
>Cont'd...
>>
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>There are 221 dwarves in our village
>Your food stocks: 96 (+29 from migrants) (-151, +165 next season)
>Your gold coffers: 792 (+151 from migrants) (-161, +618 next season)

>Route unrest (less than 50 will block off that route)
>The route to the capital: 125/125 (-0, +0 next season)
>The western road: 125/125 (-0, +0 next season)
>The southern route: 125/125 (-0, +0 next season)

>You may issue two general commands this season (Thane, Seneschal)
>Begin expansion up the cliff (300g)
>Improve housing (175g)
>Write in

>You may issue one command to the goblins this season
>Repair the great hall of the fortress (75g)
>Repair the New Mines (175g)
>Scout: Industrial District, Merchant's District
>Write in

>You may issue two military commands this season (Captain, Lieutenant + 3 squads)
>Continue reclamation: Industrial District, Merchant's District
>Recruit two squads: Warriors (20g), Crossbows (40g), Hunters (30g), Legionnaires (60g)
>Construct defenses: Improve village defenses (275g, dissolve 3 squads)
>Construct Mercenary Camp (200g)
>Investigate (South, East)
>Write in

>The Envoy is unavailable (Delegation)
>The Shaman is unavailable (Resting)
>>
>>4100605
>general command
Improve housing
repair the great gall

>Goblin command
Repair the new mines

>military commands
recruit 2 legionnaires
Recruit 2 hunters
>>
>>4100605
>You may issue two general commands this season (Thane, Seneschal)
>Improve housing (175g)
>Build a brewery

>You may issue one command to the goblins this season
>Repair the great hall of the fortress (75g)
Cheaper than repairing the mines and I don't wan them near the Merchant's District since "DEATH TAKES FLIGHT, STALKING THE HALLS OF COIN AND GOLD. BE WARY OF CROSSING THROUGH THERE, FOR IT HUNGERS FOR PREY."

>You may issue two military commands this season (Captain, Lieutenant + 3 squads)

>Investigate South and East
With winter coming up hunting will become even more important to our food supplies
>>
>>4100605
You may issue two general commands this season
>Improve housing (175g)
>Begin expansion up the cliff (300g)

>You may issue one command to the goblins this season
>Repair the New Mines (175g)

>You may issue two military commands this season (Captain, Lieutenant + 3 squads)
>Continue reclamation: Industrial District

>Recruit two squads:
>Hunters (30g), Legionnaires (60g)

740g total

most importantly this gives us engineer guild
>>
>>4100611
+1, we get that military buildup, and we fix what needs fixing without winter malus.
>>
>>4100611
+1
OP!
>do the hunters help with food?
>>
>>4100611
This

We should start looking into moving our populace underground as soon as we can. Also recruit more and more warriors as we have to clean out the filth downstairs.
>>
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>>4100664
The Captain replies to your question. "The spear-chucking lads? Hmh, well, they're a bit specialised, they are." says he, scratching his beard.

"S'possible to give 'em extra duties durin' combat, aye. We'll need to drag one of 'em real delver lads from the capital first, though. Give 'em the right training."

>You can now upgrade the Hunter's Lodge, allowing military excursions with at least one hunter to generate a small amount of food and gold when killing beasts.

>>4100611
>>4100646
>>4100667
>Improve housing (175g)

"Understood, Thane. I will raise a concern here, though, that our little village getting more and more crowded as time goes on. Either we knock down the walls to make more space for others, or we expand upwards to the cliff.

It is possible, too, that we take what passes for the civilian district within the fortress. But that is something our Captain and his officers must worry over."

>Repair the great hall of the fortress (75g)
>Repair the New Mines (175g)

"If we've no more construction duties on the surface, then we can spare some within the fort, yes. We'll split the burden with our vassals and take care of the two areas as you will."

>Recruit two squads: (total 4 squads)
>Hunters (30g), Legionnaires (60g)
>Hunters (30g), Legionnaires (60g)

"More soldiers'll do us good, aye. Thought this fortress here's just another pest control job. Forgotten beasts... ancestors, ah can still see Urist meltin' in me dreams."

"Banish those dark memories, Captain. Urist is avenged, as are the rest who died that day." says the Seneschal.

"Aye. We'll, if that's all, we'll get to work then."

"Mhm."

>Your gold coffers: 187 (-605 from season purchases) (-161, +618 next season)
>Time passes...

>You can still name your new hunter and legionnaire squads

Gimme a few hours to get the next bit started. In the meantime, ask questions to our council here.
>>
>>4100674
Do we know the layout of the Fortress? We will need to start moving dwarves underground for both security and logistical reasons.
Is there anything the people are missing or desire most right now?
Are the trade partners happy and what would they want most?
When the Mines are repaired, will we be able to gemcraft etc. without needing the Industrial District?
>>
>>4100674
Squad name suggestions.
Legionnaires: The bastion.
Hunters. Grimwald's lot.
>>
Internet's down so I must phonepost. Might have to delay the next bit by more.

Your Seneschal answers each question as best as she can.

>>4100739
>Do we know the layout of the Fortress? We will need to start moving dwarves underground for both security and logistical reasons.
"Unfortunately, no. Our records in the capital have been scoured, for some reason, of all information pertaining to this hold. And the Cold Years meant that the other holds have no information on them as well, given their enforced isolation. It is as if the keep simply faded from memory."

"At the very least, we have our new vassals to perform scouting actions for us. An excellent tool if you wish to advance in force inside the fortress."

>Is there anything the people are missing or desire most right now?
"Aside from living in the fortress? More food, larger houses and crafted goods."

>Are the trade partners happy and what would they want most?
"If you mean Gildroad's merchants, then excited would be the best word to describe them. A taste of dwarven luxury has ignited a great desire in their hearts. So far, they wish for more of our silk goods, beer and metalcrafts, but they, being merchants, will take anything of value from us regardless."

"Our southern neighbours, the Three Spires, seem to prefer metalcrafts, food and textiles. But you can get the full details during the meeting today, if you remember to ask the delegation."

>When the Mines are repaired, will we be able to gemcraft etc. without needing the Industrial District?
"Certainly we can build the right facilities to get our crafting trade up and running, but it would be a waste if we build them now only to go forth and retake the keep's existing infrastructure. It'll result in redundancy, having two crafting sectors in our dominion with our current population."
>>
>>4100674

Squad names
Legionnaires Spears Of Mogrim
Hunters The Wild Crew

Spring would probably be the best time to expand to the cliff, when we have more money.
About the reclamation, do we want to scout industrial district before we charge in? If we do, that will take another season of waiting, and I think it is just our many legged friend waiting there, Merchant district feels like it holds something more evil.
I'd like to sent lieutenant to investigate the roads as soon as possible, but our forces would be spread too thin, if tried to do that and reclamation at same season.

My suggestion, during the winter; Scouting of merchant district, Reclamation of Industrial district
spring: Investigations and building projects
>>
>>4101035
Instead of going up the cliff, we should focus more effort on getting our people inside the fortress. This is also what our people desire. Cleaning out the Industrial District will be a good first step towards it.
>>
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>The next day...

The tour began late in the morning. Following a sumptuous breakfast, you lead the gathered humans around the village, starting first with the residential districts. Crowds of dwarves gawk at procession, more so on the armoured tallfolk who, to your approval, maintain a stoic discipline.

The leaders of the humans, two men and a woman, nod their heads in approval and ask small questions on the architecture, culture and general lives of your folk. More, your journeyman political senses pick up, on the last. They seem to be gauging the quality of life of your people here, and approve heartily at their prosperity.

As you walk silently beside the Envoy, today’s appointed tour-guide, you recall his words earlier on the day.

The tricky thing about religion is that they tend to ignore the boundaries set down by, ah, “mortals”. After all, who has authority higher than the divine? Those boundaries include cultural ones as well.

The Ancestor Cult is infamous in being traditional and conservative to the point of being a byword for both. Most humans follow a similar religion, given our shared ancestry, and this is why they are regarded as kin by the cult. But this… Light Divine our guests worship is clearly different. And “different” is a synonym for “unsanctioned” in our Ancestor Cult’s language.

To get to the point, any agreement seen as beneficial to this new religion might offend our old one. I’m sure the humans mean no harm, but we move at a slower pace than the half-born tallfolk. It’ll take a decade, at the least, for the Cult to approve of this new faith should it even pass its rigorous screening process.

So be wary of making deals here. Recall that the Cult is the keeper of your oaths to the ancestors, and that they hold great support from the thanes and jarls. Yet be polite, too, to our southern neighbours. Religious folk are stubborn and prickly when you refuse their divinities. We don’t want any strife right now with our potential trade partners.


As the tour continues one of the leaders, the woman clad in hooded white robes, slowly leaves the chattering Envoy and her two fellow leaders to walk along at your pace.

“It is a beautiful village, my lord.” says the hooded woman. “And the folk who inhabit it are kind and stoic.”

You can only nod at the compliment.

“The feyfolk have always been fonts of wisdom, being our ancient forefathers and our oldest teachers. I am sure my people can learn much from yours, don’t you agree?”

>Let her continue
>Get to the point, human
>Write in
>>
>>4101209
>Let her continue
>>
>>4101261
You give no verbal reply, simply nodding in agreement.

"If you believe it to be so, then, please, allow us to build a sanctuary here. Our folk tend to travel far and wide in our quest to bring a little bit of goodness back into our darkened world, and will need a safe oasis where they can rest their weary feet and relax their tired bodies."

"Of course, we will pay for the land and the construction from our own pockets, and even lend our crusaders to the protection of the sanctuary and your village. Please consider our offer."

>Accept the offer (Gain 800g and three crusader squads)
>Give it some thought first (write in)
>>
>>4101390
>>Give it some thought first (write in)
It sounds like a good offer but it might be wise to hear what the cult of ancestors has to say before accepting
>>
>>4101390
>>Give it some thought first (write in)
So what Im thinking is to accept then spend all the cash from them to build a VERY NICE BIG temple and then accommodate priest or two.

After that trying to push for something along the lines center of reformation of their religion. As humans being our younger friends stray away from canon doctrine and head straighten up.

Something we would accommodate for.

In other words give both parties place where they can yell at each other over a scripture without disturbing other people.
>>
>>4101474
You realise this will create a shitstorm in our front yard and *not* confine it to a building?

>>4101390
>Give it some thought first (write in)
"While we appreciate the trust you place in us, you must understand that we have just recently resurfaced to join your world and thus have not yet had time to familiarise ourselves with it. I must seek council with my elders on matters of religeon for I am not as knowledgeable as I wish I was in such fields. I will have to decline your generous offer for now but would ask of you to explain your ideas to us, perhaps you have a book we could read so as to better acquaint ourselves with your ways?"
>>
>>4101539
Thank you for one smart answer +1
Would had wrote something in similar lines, but I am phoneposting
>>
>>4101539
+1, we don't want to piss off the cult by building someone else's temple first
>>
>>4101539
+1
>>
Internet's going down randomly now, haha. Sorry for delays

>>4101539
>>4101570
>>4101601
>>4101698
"Mm. I understand. And I would be honoured to explain the Light Divine to you, my lord. We will send you a copy of our creed."

"Are you sure, though, that you'll not take my offer? We shan't force your folk to accept the Light, if you deem it to be disruptive to your lives. And our travelling pilgrims will still need a place to stay to rest and practice their faith."

"Perhaps we can still arrange something?"

>Write in your reply/refusal
>>
>>4101757
There's always the tavern, but when we get our temple set up they could probably stay there.
>>
>>4101757
"All travelers are welcome in our town, tavern will offer an place for body to rest and as for mind and soul, I'll see that an proper temple is build, where people can practice faith the way as they see fit.

We may talk about this again on later date, if it becomes apparent that more permanent solution is needed. We dwarfs need some time to get used to tall folk mingling among us."


The idea is to either build single temple, that mainly serves the old faith, and has side wings for other cults, or 2 separate buildings.
>>
>>4101831
>>4101964
These aren't very good options. If we try to get the cult to share a temple we're gonna piss them off. Tell them the tavern will do for them, we were (are now) planning to expand it anyways
>>
>>4101831
>>4101964
The woman seems disappointed by your reply.

"Very well. If you do not wish it, then I will not push it. But please do not think of simply stuffing all those of religion in one structure; you will inevitably cause friction by doing so."

"I will inform our brethren to simply lodge in your tavern for the time being. However, my request still stands. If you have a change of heart, then we may discuss it further at a future date."

With that, she moves forward again to the procession, to talk with the Envoy.

You hear a chuckle behind your back. "I had told her she wouldn't convince you with well-wishes and gold."

Turning your head around, you see the speaker to be one of the delegation's leaders. This one isn't clad in robes like the other two, but armed and armoured like his guard.

"Faith is better spread through action, not words, don't you agree?" says he. "And I will prove to you, lord dwarf, that our faith is one worth vesting into."

"I have heard of your troubles within the fortress. I am willing to lend you the swords of my brethren to aid you, for it is our duty to challenge evil and throw down the beasts of the dark wherever they may be."

"I ask for nothing else. save for your hospitality. We'll pay for our stay, of course. And as for our faith... well, we will not force you to heed, as the Vestal says. But if any of your dwarves ask us, then forgive me if I oblige their curiosity."

>The Crusader wants to offer you his aid
>Accept, and you may call upon three squads of crusaders once every two seasons to help you in a military incursion
>Write in your reply/refusal
>>
>>4102029
This seems way too good deal, I'd refuse it just because of that.
>>
>>4102222
same. let's not start grabbing 'free' favors even if they say it's 'their' duty. maybe later if we come across another one(which I'm sure we will), but not now.
>>
>>4102222
>>4102231
"Stubborn, huh?" says the Crusader, laughing. "Alright, alright. I'll not force the issue. Let us continue with the tour then, and put aside these thoughts of deals. I hope we will be treated to some good dwarven ale after all this walking."

The rest of the tour continues on without any problems. The leaders of the delegation, true to their word, do not press the matter of their deals anymore and revert to polite and courteous guests.

Night falls, and you return to your clan home after a long dinner with your political guests. They will be leaving on the morrow, to do the same to the next hold along the capital route. You have no doubt that they will be making similar offers to the thanes there: you can only hope the outcome of such dealings, whether they are accepted and rejected, remains pleasant and cordial.

>Time passes...

Internet still on a fritz, so expect the next update late
>>
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>It is winter

Snowfall, the herald of winter. White flakes drift down slowly from the sky, chilling flesh and earth, withering plant life and freezing water.

You pray that your village is ready to weather the season.

>Certain commands cannot be performed during winter
>Price of commands rise during winter
>You may only issue one general command during winter

The last wave of migrants for the year make it to your doorstep, cold and hungry from their rushed travel to your village. New lodgings are quickly found for them, recently built since last season.

>44 migrants arrive at your village

The swell in population will be useful once winter passes: the once-untapped mines of the fortress have now been re-opened and repaired, bringing in new wealth to your dominion. Traders, haulers and overseers will be needed to dig out that precious metal from the earth and bring it to the markets to be sold.

>The New Mines have been repaired (New resource: Ore - +200 gold on all trade routes)
>The Great Hall has been repaired

You turn to enter your room now as the chill settles on your shoulders. Taking your customary seat, you hold this season’s meeting with your advisors.

---

“The new houses are up and the mines are working in full. Those goblins do great work at digging, I might add” says the Seneschal. “Shame, though, that we have no proper facilities still for processing the ore. But, until we can get our own forge, we can simply sell it off to our neighbours.”

“Shame, aye. We could use our own forge for the boys. We got a lotta arms here needs fixin’ an’ not an anvil in sight.” sighs the Captain.

“Well, nothing we can do about that except build our own forge, or get the one in the Industrial Sector working.”

“Yeah, yeah. We got new recruits lined up for that. Just say the word, Thane. We’ll get to as you will.”

>Cont'd...
>>
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>Certain commands cannot be performed during winter
>Price of commands rise during winter
>You may only issue one general command during winter

>There are 261 dwarves in our village
>Your food stocks: 110 (-170, +105 next season) (Farms, Fishery halved production during winter)
>Your gold coffers: 649 (-179, +477 next season) (Trade halved during winter)

>Route unrest (less than 50 will block off that route)
>The route to the capital: 125/125 (-0, +0 next season)
>The western road: 125/125 (-0, +0 next season)
>The southern route: 125/125 (-0, +0 next season)

>You may issue one general command this season
>Begin expansion up the cliff (400g)
>Write in

>You may issue one command to the goblins this season
>Scout: Industrial District, Merchant's District
>Write in

>You may issue two military commands this season (Captain, Lieutenant + 3 squads)
>Construct Mercenary Camp (300g)
>Continue reclamation: Industrial District, Merchant's District
>Recruit two squads: Warriors (40g), Crossbows (80g), Hunters (60g), Legionnaires (120g)
>Construct defenses: Improve village defenses (375g, dissolve 3 squads)
>Investigate (South, East)
>Write in

>The Envoy is available (Write in request)
>The Shaman is unavailable (Resting)
>>
>>4103143
>expand farms for winter, food stocks are getting low again

>goblins
>scout merchant district

>military reclaim industrial district with everything we got. Lieutenant goes too.
>>
>>4103143
>qm only has weekends to write
>spends the entire day asking us the same question

alright i guess


>General command
>Build brewery
The price for cliff expansion is already steep, no point wasting an extra 100 gold by doing it in the winter.

>Goblin Demand
>Scout Industrial District

>Military Commands
>Recruit Warrior squad
>Investigate South

>Envoy
>Have Envoy talk to priests about bringing the faith over

>>4103226
There's a violence event happening in that district. A boss. We're waiting for Spring for it to blow over.
>>
>>4103143
general command
>Build forge

goblins
>Expand Cavern farms

military
>Recruit two squads: Warriors (40g), Crossbows (80g)
>Investigate South
>>
>>4103228
This. Except 2 Warrior squads.

God knows we need to expand further into the Fort.

>>4103242
The Industrial District already has Forges and better ones than we could cobble up now.
>>
>>4103228
My bad on that. Time isn't something I have a lot of. This being just one of my hobbies, my attention is split between all my pursuits, social life and my job.

The write-in option is always there for you, if you want to spice things up a bit. And I encourage you to use it, even wish that you use it every time we update; I'd rather be surprised with a new decision rather than continue on with the same thing over and over again as well.
>>
>>4103143
>>Recruit two squads: Warriors (40g),
>build brewery

>goblins
>expand underground farms

>military reclaim industrial district
>>
>>4103249
It's because you don't have a lot of time that you should expedite the quest somewhat by not repeating the same question three times. We gave our answer of "no you can't build a temple here yet" and you had the NPC insist further. Ate up a lot of time, man.
>>
>>4103143
>You may issue one general command this season
Nothing save cash for future investment

>You may issue one command to the goblins this season
Nothing save cash for future investment

>You may issue two military commands this season (Captain, Lieutenant + 3 squads)
>Continue reclamation: Industrial District Captain
>Investigate (South) Lieutenant

>The Envoy is available (Write in request)
>"We'll need to drag one of 'em real delver lads from the capital"
>>
>>4103242
>>4103247
>>4103249
>>4103274
>>4103297
Going with some majority votes here

>Construct a brewery (275g)
"I'm sure the populace will rejoice at this news" the Seneschal says with a grin. "We'll need to purchase some hardware from the local holds. Once we get that, and with the new farms up and running, we can begin brewing our own local brand in greater batches."

>Investigate (South)
The Captain nods. "I'll get Elndriline doing that. Anything else?"

>Your gold coffers: 374 (-275 from season purchase)(-179, +477 next season)(Trade halved during winter)

>Have Envoy talk to priests about bringing the faith over
>"We'll need to drag one of 'em real delver lads from the capital"

"If you mean improving your current game wardens, then I believe you need to speak to your Seneschal about that"
>Upgrade the hunting lodge for 200g to give excursions a bonus on killing beasts (General Command)

"Or do you mean dragging the Delver's Guild over? I'm sure they'll like romping around your infested fortress, but you'll need coin you don't have yet to get them here."
>Build a Delver's Guildhouse for 500g

"As for the priests, well... The Three Spire delegation's got them riled up and assembling a moot over their religion. It'll be easier, now, to convince them to send a representative over."
>A representative of the Ancestor Cult may be summoned to the village for no cost

>You may issue one more military command (Tie between Taking Industrial Sector and Recruitment)
>You may issue one command to the goblins this season (Tie between Scouting Industrial Sector and Expanding farms (175g))
>You cannot scout and launch an excursion into the Industrial district at the same time
>The Envoy is available
>>
>>4103344
>take Industrial Sector
>farms

We could let goblins be this season to save some money
>>
>>4103344
>Taking Industrial Sector
>Expanding farms (175g)
>>
>>4103379
>>4103381
>Expand Cavern farms
>Your gold coffers: 199 (-450 from season purchase)(-179, +477 next season)(Trade halved during winter)
Messages are sent underground to make your decree known to the goblins. Expansion of the farms are to be done to alleviate the burden of the growing population and to support your new brewery.

>A representative of the Ancestor Cult may be summoned to the village for no cost
"I might as well not stay idle. I'll write that letter for you. But if you change your mind, do tell."

>Continue reclamation: Industrial District
"Ancestors, here we go again." says the Captain. "I'll rally the troops and empty the garrison. We'll need to leave three squads behind for Eln, so best decide now."

>Pick three squads to leave behind with the Lieutenant. The rest will accompany the excursion
>Will the Captain join the fight?
>Will you join the fight?
>>
>>4103416
>Eln will have both warrior squads and First and Only crossbow squad.

>Captain will handle this without us.
>>
>>4103416
>Both warrior squads and the first and only crossbows behind

>Deploy the captain only, not us
>>
>>4103775
>>4103425
>The Captain will join the fight

"Right. Let's hope for a clean run this time."

With your final decrees given, your council departs to make ready to carry them out, leaving you alone in your chambers.

>Time passes...

Next updates again on the weekend whilst I prep more drawings. I feel that this thread'll won't last til then, so a new one will have to be made.
>>
>>4103888
thanks for the run seeker
>>
>>4103888
Thanks for the run, awaiting the next thread. Enjoying this quite a bit, appreciate the dedication.
My thanks for taking my drunken naming suggestions, eager to see how they'll do in the Industrial District.
>>
>>4103888
this is the largest army we've had, be interesting how they do! :D
thanks for running seeker
>>
Couldn't do an update this time: work and family have conspired to keep me away from my computer. Oh well, that's life. Sorry folks.
>>
>>4114670
All good we are patient
>>
>>4114670
hey qm, how exactly do you do these drawings? specifically, how do you keep the perspective for the city aligned so neatly? how much time does it take to draw this stuff?
>>
File: TemplatesAndGrids.png (338 KB, 464x343)
338 KB
338 KB PNG
>>4115994
Pre-drawn templates and a grid overlay to keep things neat and aligned. When the players make the request, I just take what is relevant and draw the little details needed.

Time depends on the request itself. If it's surface village stuff, that usually takes twenty minutes minimum to slap down templates and draw necessary details. It gets harder when you go into fortress stuff, with the layout being 3D and all and having limited space to draw.



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