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Author Topic: [Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.4 - Findings  (Read 5429 times)

WhitiusOpus

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Re: [Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.0 - Gearing up
« Reply #30 on: February 18, 2014, 10:22:13 am »

Ok, here's my input -

Spoiler: goody store (click to show/hide)
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Quote from: The Froggy Ninja
Young Masches: Fetch yonder blade!
Masches grabs his "sword." Navi gasps. Her aura flushes a pinkish hue and she flies out the window.

escaped lurker

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[Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.1 - Untamed Land
« Reply #31 on: February 19, 2014, 11:16:55 am »

( As we total 18 people, we also brought another tent. Or rather, I took the liberty to do so. )

Chapter 1.1 - Untamed Land
Mist Season - First Month - First Cycle - Day 8

It is a long and somewhat hard trek towards your part of the outskirts, going through several valleys, up some mountains and along some ridges. At some point you have to leave the wagon behind, the wares bound to the salamanders instead by the way of ropes. While you try your best to hide it, the journey does take its toll on you, more so than it does on the soldiers or – the worse part – on the failures. Luckily some of the crafters show more fatigue than you do, and it is them that set the much-needed breaks on your travelling.

While making your way through the range, the climate and landscape – together with the plant and wildlife – slowly but surely changes to something you are less accustomed to. You also get your first looks on the tulga-inhabited hill-land. On the last stretch the prospectors already show their worth, pointing out some crude markers that even the soldiers went by. They even replace them with easier visible ones, and as they did so without any prompting, they have earned themselves some respect with you. Either way on the eigth day and after a particular ill-traversable ridge, they suddenly stop. You have reached your goal, or so they tell you...


Spoiler (click to show/hide)

By this point you know not what you actually expected, back in the capital. The mountain is sloping down over several small plateaus, and you have to look thrice until you make out the small brook that was mentioned – and subsequently pointed out – by the outdoor-men. Looking around,  there seems to be scant a plant around that you would recognize, and some of the gnarled hillside trees look just straight ancient to you.

Much of the foliage seems to be the thorny bushes, first encountered in the latter third of your trip, but the fact that there is plant life – in stark contrast to most of the orcish hills – is already something you should be grateful for. Or so you are told, at least. But as even the grass growing here pierces cloth on the touch, it feels quite unwelcoming. Descending the pathless lay of the land, it takes you another two hours before you are able to set up your temporary camp, placed in the shadow of the mountainous outcropping from which the brook seems to flow. Or drizzle, come the right season, as your prospectors fear.



Coming here from the capital has taken over a full cycle, much shortened by the fact that you already had the goods delivered to a town near the old border, where you met up with the others. Either way, now it is time to start up your enterprise here~

What are your orders for the next Cycle?
(Oh, and if you could remember what 1-H Weapon you choose back at the market, that would be dandy.)


Your Realm:

2 Tents:
A durable tent made out of leather, with enough space for ten sleeping rolls.
Albeit it is far less than you are accustomed to, you can vouch for its comfort.

Spoiler: Your Noble Self (click to show/hide)

Your Stores:
30 Dried Foods - 11 to be eaten this Month
14 Dried Meats - 7 to be eaten this Month

Well then, about time we get started. I am still not sure what to think about the map, but at least it should be easy to tell where what is.

Q: Escaped Lurker, why is the map so... empty?

A: Why, we still haven't discovered anything of note. Before that, it will be not much more than a dirty smear.
       Well, actually, we already "did" discover the brook, and that the small valley is overgrown with steppe-grass.


Reminds me, as soon as we actually want to settle down somewhere - as in "a permanent collection of houses", we also will get the city-map. The Buildings will be still featured in the "Your Realm"-Spoiler, because they will block each other over time. Or the walls will, if we ever build some.

Edit: Spoilered some stuff - should look a tad more orderly now.

Else, open for suggestions and comments~
« Last Edit: February 19, 2014, 05:37:15 pm by escaped lurker »
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Re: [Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.1 - Untamed Land
« Reply #32 on: February 19, 2014, 08:51:00 pm »

-Carpenters cut wood and build enough houses for the entire population
-Failures and masons build a well defendable manor for your guard and yourself.
-Soldiers scout the area
-The Guard shall train next to your presence.
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Playergamer

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Re: [Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.1 - Untamed Land
« Reply #33 on: February 19, 2014, 08:53:54 pm »

-Carpenters cut wood and build enough houses for the entire population
-Failures and masons build a well defendable manor for your guard and yourself.
-Soldiers scout the area
-The Guard shall train next to your presence.
What about food?
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Re: [Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.1 - Untamed Land
« Reply #34 on: February 19, 2014, 09:03:15 pm »

We got food for now, it is important to build defendable structures asap. Food will be the next step. Then a wall
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Re: [Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.1 - Untamed Land
« Reply #35 on: February 20, 2014, 02:11:03 am »

-Carpenters cut wood and build enough houses for the entire population
-Failures and masons build a well defendable manor for your guard and yourself.
-Soldiers scout the area
-The Guard shall train next to your presence.

In-between

Sitting around the fire on the first evening, you break down everyones job to them;
The Soldiers are pleased with your decision, rather wanting to look for potential trouble that might prowl around here themselves, than being surprised by it. The prospectors chime in that they would accompany them, at least untill the area is deemed safe.

Your addmitance on planning to further your worth as a combatant, is not really met with enthusiasm by the guards, but they are willing to coach you somewhat. Seems like they thought it would be a more idle season for them.

Bringing up your plans for a domicil made out of stone, is accompanied by a discussion about where to place it, and how big you want it to be - a discussion the whole gathering seems to have an opinion on. The Masons also make a point about the material you want to use, not sure if stone favourable for defensive undertakings would be present. Without you being less vague, they will take a look around for that matter, their knowledge of stone and its qualities surely no less than that of the prospectors.

The Carpenters will get started with preparing the wood needed for some hovels on-site, lowering the workload of the failures somewhat by doing so.

The later only voice that they think one or two of them should be able to keep the carpenters supplied with raw materials, the rest free to do the bidding of the masons.


Would that be your intention?




To make it clear - carpenters would never lower themselves to the likes of woodcutters, as that would be a job strictly for failures. Cutting wood in the right way, however, requires skill and thus falls into their profession. They still would let a failure do the cutting itself.

What I really would like to know, is where you plan on building that manor, and how big it should be. On your plans of a wall that would be able to fend off anything but common wildlife, I do judge it as a rather ambitious idea, especially at this stage. Raising a small one around our domicil - if it also is on the smaller side - should be possible, but even then it ought to take longer than this season.
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Re: [Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.1 - Untamed Land
« Reply #36 on: February 20, 2014, 05:58:13 am »

Indeed, place the manor in between the hovels. Do as they say, the failures shall give the carpenters their raw materials.
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cheesemcmuffin88

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Re: [Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.1 - Untamed Land
« Reply #37 on: February 20, 2014, 05:50:56 pm »

Well looking at it from a defensive perspective you want to have the manor on the high ground or something to give it a edge on the defensive assuming this is going to be our early defensive structure. I would recommend building it on the north of the map on top of the Plateau not only does this offer a great defensive position it also meshes well with the goblin class system nobles live up top clergy only slightly down then soldiers below them then artisans then failures. If not there I would recommend to the east by that pool which one day we could either expand into a full blown lake or we could  channel it into a moat around our manner. Now for the exact construction of the manor I would suggest a center tower meant for defensive purposes it will also serve as our primary living quarters it should be three stories with roof access the bottom floor will serve as a foyer and dining hall the second floor will serve as a bedroom and armory for ourselves. The third floor will be a sort of shrine to our gods. Then the roof will have some arrow caches hopefully once we get bows till then throwing stones will work. I then suggest branching from this tower two wings made of wood or a lighter colored stone the wing to the right of the tower shall contain the dining room/living are as well as the kitchen and the left will host the servants quarters for personal chef butler maid etc... but till the time as us having those employes it can serve as the barracks for our soldiers. For the Hovels I recommend building square 12 foot by 12 foot homes the walls being made of upright wooden logs with a flat roof made of sawn wooden planks. The intent of this is that the bottom floor for now can serve as workplaces and homes but later we may add another layer the top layer being residence for the merchant and his family and the bottom can be his place of work any failures that find themselves under the merchants employ can sleep in the workplace or their can be a cellar dug for the storing of food and the housing of failures.
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Re: [Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.1 - Untamed Land
« Reply #38 on: February 20, 2014, 11:48:36 pm »

Well now, that obviously is a "Vision" that I could work very well with.

I suppose the Tower - being more stories tall - would need to use "not-low-quality-stone", but unless the dice were very unforthcoming lads, I am sure you are bound to have some of it. This being the mountains and all.  :P

Where to build is actually a big concern, as it takes quite some time to get around here. As in - as was written - over 2 hours from the left edge with the ridge, to the valley. Which was easy downhill trekking. Subsequently, the pond is already a lake. Not that big a lake, but we do have a rather arid climate here. Yeah, I know - the true "vastness" of the area is currently somewhat lost on the picture, so I'd rather have it mentioned now.

Either way, as I got some stuff to do, update will be coming sometimes later, but I'll make it today. Maybe even multiple, but we will see. If there is not a consens on where to build by then, I'll just have the crafters prepare the stuff for now. The valley - with fresh water - should be an ok place to stay for the moment. Or rather, it was choosen as the "starting point" because of the water and somewhat central nature.
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smurfingtonthethird

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Re: [Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.1 - Untamed Land
« Reply #39 on: February 21, 2014, 01:21:07 am »

There is a game of Civ! (sorta) I was gonna start one but you beat me to it.

Have the failures and half the carpenters start lumbering the surrounding area for wood, and pick any berries/tubers/fruit we find. Keep the failures from eating them until we can prove they aren't poisonous. Have the prospectors start prospecting for metal, good stone and clay, and have the masons and the other carpenter draw up the plans for the manor. Use half the footsoldiers to scout the surrounding area and have the others guard the lumbering team. Send one of the personal guards with the prospectors, keep the other on your person.
« Last Edit: February 21, 2014, 01:38:19 am by smurfingtonthethird »
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[Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.2 - Exploration
« Reply #40 on: February 21, 2014, 08:56:27 pm »

Chapter 1.2 – Exploration
Mist Season - First Month - Second Cycle - Day 10

After the fruitful discussion on the first evening, everybody settles into their work quickly. The Carpenter and Mason get together to form a plan for your domicile, and over the course of a few days come to a fruitful conclusion: The Tower is possible, but definitely would need “workable” stone, as they put it. The wings really ought to be made out of wood, else the masons will need more than 1 season by far. Not that they promise to get the job done in one season either, but at least they are honest about it.

Speaking of the masons, over the course of the cycle the one not planning the new building, is readying the available stone to blocks – the failures assisting him able, albeit a bit clumsy in their endeavours. He is joined by his college in the later half, speeding up their production.

The failures logging wood show themselves to be very able at the job, and make great strides in their work. Directing their work are the carpenters, and they get a good deal of the advanced work done. At some point the assigned soldiers start a contest between themselves, resulting in a logging trees as a show of strength. This occurrence leaves your carpenters with plenty of work for the next cycle, and the group as a whole at high morale.

Your own endeavours in training are not bad either, but your instructors leave it at theory and learning the movements for now – deeming sparring still unproductive, if not even counterproductive.

Of great interest are the finds of the prospectors, both hard at work in the surrounding area. While they fail to find anything but brittle stone on the cliffs surrounding the valley, they succeed in finding a spot of workable loam. It won't do for anything fancy like tableware or jugs, but could be used in housing. As the whole valley seems to be more or less loamy, there still might be better stuff around, but that remains to be seen.

Wandering the surrounding area, they find two patches of different woods. The southern, red-leaved trees thrive on the loamy ground, but their wood will only do for simple crafts, housing or coal. While the trees on the northern slope also grow on similar earth, it is by far dryer – the brook not supplying the area with water seemingly the reason for dominance there. The carpenters see great promise in them, and advise you to let them only be logged as needed.

The area near the northern cliff-face is dotted with smaller slabs and rocks, seemingly withered and fallen from it over the course of the times. Not many trees grow there, the area dominated by the spiky grass and thorny bushes. It is here that the prospectors make two interesting finds. For one, there is a recently deceased animal – or the gnawed bones of it. Not older than a year, they tell you, but no candidates for either victim nor predator have shown themselves yet. They also find a small semi-precious gem, hinting at a possible deposit in the area.


Spoiler (click to show/hide)

All in all, work is progressing smoothly, and no problems have occured as of yet.


Your Realm:

2 Tents:
A durable tent made out of leather, with enough space for ten sleeping rolls.
Albeit it is far less than you are accustomed to, you can vouch for its comfort.

Spoiler: Your Noble Self (click to show/hide)

Your Stores:
30 Dried Foods - 11 to be eaten this Month
14 Dried Meats - 7 to be eaten this Month

Quote from: Orders this turn
Where should the prospectors search next?

Should the Carpenters build some hovels first, or concentrate on helping with the manor?

Anything else that you can think of~

Spoiler (click to show/hide)
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smurfingtonthethird

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Re: [Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.2 - Exploration
« Reply #41 on: February 21, 2014, 11:55:15 pm »

Have the prospectors keep prospecting. Have the failures and carpenters start building houses and a farm. Have the footsoldiers go on a hunting trip for a quick boost in food. Have the masons at least start to build the groundwork for the tower. Personal guards are again on guard duty.
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WhitiusOpus

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Re: [Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.2 - Exploration
« Reply #42 on: February 22, 2014, 01:50:15 am »

Have the five failures continue to chop and stockpile the southern woods - leave the northern alone for now so that it may grow.

Have the carpenters begin construction on a storage building for our raw materials, and more permanent housing.

The soldiers should engage in hunting (as stated before) to create a boost in food, as well as scouting the rest of the area.

The two prospectors should continue prospecting, with special focus on the area where the gem was found.

Have the two masons mark out a Loam Pit. If the prospectors find a mineral deposit, or better stone, have them mine there, otherwise, have them mine the loam.

Continue weapons training.
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Masches grabs his "sword." Navi gasps. Her aura flushes a pinkish hue and she flies out the window.

cheesemcmuffin88

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Re: [Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.2 - Exploration
« Reply #43 on: February 22, 2014, 08:17:38 am »

Start construction on the tower. Have all of the Masons get to work on building that as well as one of the carpenters were going to need scaffolding and stuff lets face that.The other carpenter can work on the housing for now. We should try to learn the secrets of construction from our masons instead of focussing on the combat. We have people for that. Prospecters should focus on finding hard stone as well as surface deposits of metal ore which in a region as mountanious as this one should be in abundance
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[Illustrated Kingdom Builder] Of Blood & Power: Chapter 1.3 - Blunder Days
« Reply #44 on: February 22, 2014, 02:04:11 pm »

Chapter 1.3 - Blunder Days
Mist Season - End of First Month - Last day of Third Cycle

Spoiler (click to show/hide)

As per your orders, the Prospectors search the nearer area for useful resources. They do find some stone which “will do” - as your masons put it eloquently – but have no such luck with finding a trail of the semi-precious gems. Well, they do find a few more pieces, but nothing of much worth – the blood-red stone does have its charms thou, at least as far as you are concerned.

When asked to find metal, the impudent pair actually wants to ask for a bonus on discovery. While it takes you somewhat by surprise, your reaction leaves nothing to be desired for. Your anger at them is geniue, and your words well-played – at the end of the one-sided conversation they apologize for springing that part of their deal on you, but tell you that the following prices are the normal custom. By account of all their reactions, you know for sure that they are not lying either.


Quote from: Prospector-Team
Finding a vein of mundane metal – read, not usable in military matters – would be 5 Gold.
Finding a vein of workable metal – read, usable in military matters – would be 15 Gold.
Finding a vein of valuable metal, or valuable gems – read gold, silver, magical or true gemstones – would be at least 30 Gold.

Looking at their current intimidated, if not distraught state, it would be no problem for you to lower these prices, or even forego the custom al together. You are not sure how such a deed would influence their morale over the coming two months thou.

The soldiers like the idea of going hunting for a bit, and do so cheerfully. They are able to net some birds and plunder some nests for eggs, but have no luck finding true game. As luck wants it, they are able to find a trail, with the prospectors that take a look at it later sure that it was used recently. Setting up some traps was easy, but has yet to yield results.


Reports from the soldiers indicate that there is another patch of the green-foliaged trees northwards, but much more overgrown with another breed of thorny bushes. Handling the berries found on them carefully, the bitter fruit is not only bound to be unappetizing, but actually quite poisonous as well – the one trying a small peck of it feeling under the weather for days.

Leaving some of the failures to dig the groundwork for the tower, the masons start to work on the  bricks. Sadly, the earth turns out to change a few ankles down, leaving them with a bit of extra work, slowing the overall process. The carpenters are able to help greatly with that part thou, and the project wont be further prolonged by that matter.


Fuelled by the previous' cycles influx of lumber, the carpenters are able to gather enough wood for a hovel of some kind, and will be most likely finished with it come next cycle.

Most unpleasant is the issue of the failures. If it was being hounded from one project to the other, or just a plain and simple slip-up is unknown to you – either way, while logging wood one of them is caught by a tree, his leg mauled in the process. It will take months to heal, and by the end of the cycle he is still in danger of slipping back to critical condition. Needless to say, he is currently cared for by one of his comrades, with the rest of them in a rather low mood.

Having your workforce almost halved obviously slows down any further projects, but while sacrificing or abandoning the sod would be an option, it sure won't help to gain any morale or favour with the failures. You are actually torn if you should even care, or just be done with it.

On another matter, your training procceeds smoothly, with the masons willing to teach you a bit about architecture once they beginn construction in earnest.



Your Realm:

2 Tents:
A durable tent made out of leather, with enough space for ten sleeping rolls.
Albeit it is far less than you are accustomed to, you can vouch for its comfort.

Spoiler: Resources (click to show/hide)
Spoiler: Your Noble Self (click to show/hide)

Your Stores:
19 Dried Foods - 11 eaten this Month - 11 to be eaten next Month
9 Dried Meats - 5 eaten this Month - 7 to be eaten next Month
2 Game Meat - 2 eaten this Month

Quote from: Orders this turn
What - if even - are you willing to pay the prospectors?

What to do with the mauled Failure?

Name the trees~

Anything else that you can think of~


Phew~ close call. I do hope I did not make any mistakes. Else, some very high and very low rolls this time around. Seldomly middle-ground, actually. Short on time today, cause now I'm out drinking~ Take care :P
« Last Edit: February 22, 2014, 02:05:58 pm by escaped lurker »
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