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Author Topic: The Dynasties of Cairnwood Crossing -Beginning of Turn 4  (Read 14827 times)

Mullet Master

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The Dynasties of Cairnwood Crossing -Beginning of Turn 4
« on: October 09, 2012, 07:35:07 pm »

In 1478 a disease swept through all the major cities of Bethelos, killing thousands.  The best doctors of the time determined this was from overcrowded cities and lack of proper sanitation. The King met with all his advisers and Lords, and decreed that 50% of his peasants would be released from a life of servitude in the fields and would go into the untouched countryside to create new villages.

As a player in this game, you will start by controlling the lives of a young married couple (20 years of age, to be exact) who has just arrived at one of the newest settlements in the Kingdom, Cairnwood Crossing. All you have known your entire life is farming - ever since you were capable of bending down to pick up a weed, you've been on the farm.

This is a game of long term decision making. Don't concentrate too much on the first few turns. As the saying goes, Rome was not built in a day and neither was any of the great noble families. Your first turn begins in the year 1490. The technology level is roughly early renaissance - machinery is very uncommon except for windmills, warfare is sword , bow and arrow, and healthcare is almost non-existent. Writing is rare, and banking is non-existent.

City Information
Cairnwood Crossing is one of the newest cities in the kingdom. The first settlers to arrived cleared a spot in a dense forest next to a river. There are a few isolated farm plots in some of the less wooded sections. Currently, everyone lives in wooden lean-tos or ramshackle huts spread out in a muddy circle. Life for the typical Cairnwood resident consists of hunting, fishing, and foraging. Winters are harsh... even with ample wood for fuel, many people die every year from hypothermia.

The economy is almost non-existant, there is some minor trading of wool, food, and tools but the average person might not participate in a currency transaction until the tax man comes.

At the beginning of the game, the population is 40 + the number of player people.
To clarify, there are 40 npcs living in the village and each player has 2 people, making the total number of people 48 at the beginning of year 1480.

The King has decreed that settlers in Cairnwood Crossing will not pay tax for the next 30 years.

Currency :
1 gold = 10 silver pieces

Some areas of note :

Whipton Mountain - A steep mountain that looms high above the forest below.
Galen's Bog - A seasonal swamp, caused by the river flooding in spring.
Thurmun - A deep pond on the outskirts of town.

Gameplay- Finished for now.
You will be making a schedule for 10 years. There are a few actions you can do, and potential for other actions exist. Each person can
Claim fields - 1 year - making decent farmable land in such a forested area takes a serious amount of effort to clear the brush, etc. 
Hunting/Fishing/Foraging - 1 year, basically ensures you have food for the year but not very profitable.
Farm - Farm any available fields. Output depends on total field size and number of people farming. You will spend 1 food per adult, .5 per child, and any excess will be sold based on economy.
Have baby - Matriarch only, takes 1 year. Remember the year - having many children is dangerous and taxing on resources. You can have children up to age 35.
Learn a trade - Your character leaves town for 5 years to learn a trade as an apprentice.This costs 1 gold. Example: Blacksmithing, pottery, milling, carpentry,
Join the military - The King demands 10 years of service if you join the military. Depending on political climate, this could be very dangerous. It is also very physically demanding, and most return unsuitable for anything other than mild labor.
Build a basic house - 4 person-years. Builds something better than a teepee.
Logging - The land is rich with forests, so most timber is sold to traders. This is dangerous work but is a good way to earn coin for unskilled workers.
Other - I will allow reasonable actions and creativity, but they will be more heavily influenced by random numbers than set actions. Any "Official" action will be cataloged in the first two posts of this game.

Other rules :
You may not leave the town of Cairnwood Crossing permanently.
Your characters must always have food. If they do not, money will be spent at a current rate of 1 silver/year per person to feed them. This is dependent on the economy, so it is possible for your characters to run out of money/food and default to the "Hunt/Fish/Forage" action.
Children are useless until age 10.
Children must either leave the household at age 30 or become the new patriach/matriarch. If they leave, they will provide money to the current matriach based on overall experience and health. Elders will be assumed to be retired.
If you designate a 20 year old as a new matriarch or patriach, they will be automatically married to someone of the same social class unless you are willing to pay for a better class.


Character Sheet
Please place all information in the below sheet.


« Last Edit: October 14, 2012, 05:42:24 pm by Mullet Master »
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Mullet Master

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Re: The Dynasties of Cairnwood Crossing (3 spots)
« Reply #1 on: October 09, 2012, 07:36:07 pm »

Post reserved in case rules gets too long.
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mesor

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Re: The Dynasties of Cairnwood Crossing (3 spots)
« Reply #2 on: October 09, 2012, 07:38:25 pm »

House Fenix

Spoiler (click to show/hide)

« Last Edit: October 09, 2012, 08:01:31 pm by mesor »
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GreatWyrmGold

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Re: The Dynasties of Cairnwood Crossing (3 spots)
« Reply #3 on: October 09, 2012, 07:50:48 pm »



[sPlan coming soon. So, we're peasants and can pretty much only do the actions stated in the OP? Could we recruit otters, get tools, make and sell crafts, etc?[/s]
« Last Edit: October 09, 2012, 07:57:59 pm by GreatWyrmGold »
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Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Mullet Master

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Re: The Dynasties of Cairnwood Crossing (1 spot open)
« Reply #4 on: October 09, 2012, 07:55:30 pm »

Okay, you two are reserved. Please do not post a turn until I write finished in the list of actions. I'm having connectivity issues so post only limited chunks at a time. I will post a completely new post when I've posted all I'm going to before the first turn.
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mesor

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Re: The Dynasties of Cairnwood Crossing (1 spot open)
« Reply #5 on: October 09, 2012, 07:56:43 pm »

Im having the same problem as well so its fine.
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Nirur Torir

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Re: The Dynasties of Cairnwood Crossing (3 spots)
« Reply #6 on: October 09, 2012, 07:59:16 pm »

The reserved spot is mine, there's still room for another.

Spoiler: House Kappel (click to show/hide)
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Mullet Master

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Re: The Dynasties of Cairnwood Crossing (3 spots)
« Reply #7 on: October 09, 2012, 08:22:49 pm »



[sPlan coming soon. So, we're peasants and can pretty much only do the actions stated in the OP? Could we recruit otters, get tools, make and sell crafts, etc?[/s]

Any reasonable action is okay. If you want to do something drastically outside of what is listed, let me know in thread and I will permit or deny in thread.  You don't have to do extreme micromanagement - think of your three resources as "food", "money", and "safety".
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GreatWyrmGold

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Re: The Dynasties of Cairnwood Crossing (1 spot open)
« Reply #8 on: October 09, 2012, 08:26:28 pm »

Alright, good. About how much food is produced on one acre of land?
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Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Tsuchigumo550

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Re: The Dynasties of Cairnwood Crossing (1 spot open)
« Reply #9 on: October 09, 2012, 08:27:41 pm »

Spoiler: House Wolfclaw (click to show/hide)

« Last Edit: October 09, 2012, 08:57:52 pm by Tsuchigumo550 »
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There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

Mullet Master

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Re: The Dynasties of Cairnwood Crossing (1 spot open)
« Reply #10 on: October 09, 2012, 08:32:03 pm »

Okay. Players may now post turns. Here's a little bit of information.


Year : 1480

Cairnwall Crossing Population : 48
Cairnwall Crossing Buildings : 12 huts
Political Climate : Calm
Cairnwall Local Environment : Completely forested, lush wildlife
World Events : (see 1st post)

Burgomeister (appointed by the King) : Doral Root - Appointed 1480 (0 years of service)

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Mullet Master

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Re: The Dynasties of Cairnwood Crossing (1 spot open)
« Reply #11 on: October 09, 2012, 08:33:03 pm »

Alright, good. About how much food is produced on one acre of land?
Generally 2 units or 2 silver's worth.
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mesor

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Re: The Dynasties of Cairnwood Crossing -Beginning Turn 1
« Reply #12 on: October 09, 2012, 08:34:09 pm »

Spoiler (click to show/hide)

(( Hope I got that all right and it all fits. ))
« Last Edit: October 09, 2012, 09:01:42 pm by mesor »
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GreatWyrmGold

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Re: The Dynasties of Cairnwood Crossing -Beginning Turn 1
« Reply #13 on: October 09, 2012, 08:43:46 pm »

Alright, good. About how much food is produced on one acre of land?
Generally 2 units or 2 silver's worth.
Excellent. Am I correct in assuming that one person can farm multiple acres in a year?

Spoiler: Turn 1 (click to show/hide)
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Mullet Master

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Re: The Dynasties of Cairnwood Crossing -Beginning Turn 1
« Reply #14 on: October 09, 2012, 08:45:19 pm »

Mesor, The order does matter, as it determines timeline. I will try to post a table arrangement to help out in a few minutes. Getting a lot of 504 errors and 2 min load times.

Claim 1 field.
Farm.
Matriarch have 1 baby, Hunting / Fishing / Foraging.
Claim 1 field.
Farm, Matriarch have 1 baby.
Logging.
Claim 1 field, Matriarch have 1 baby.
Farm.
Claim 1 field.
Farm.


(( Hope I got that all right and it all fits. ))
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