Ironborn: The City of Iron
The Sheriff has been tasked by the monarch of The Wet Lancers to establish an outpost, Ironborn, with leanings towards war preparations.
However, the Sheriff has peculiar beliefs and rules that will apply to Ironborn citizens.
Rule 1. No wine, but any other form of booze is allowed.
Rule 2. Trees are meant to be felled and used for beds, barrels, and fuel for the most part.
The outpost is located in a temperate shrubland and woodlands of The Hills of Squeezing with hopefully a wealth of iron underneath. The Prestigious Dumplings stream is to the east, running from north to south. This is no island, so expect plenty of visitors and hostiles alike.
The Cast of Seven
1. The Sheriff, crossbowman. Equipment: iron crossbow, copper bolts.
2. The Admin, a miner. Equipment: iron pick.
3. The Count, a miner. Equipment: iron pick.
4. The Doctor, a wood cutter. Equipment: iron battle-axe.
5. The Brewer, plant gatherer. Equipment: iron battle-axe.
6. The Woodsman, carpenter. Equipment: iron crossbow, copper bolts.
7. The Trader, a broker. Equipment: iron crossbow, copper bolts.
Rule 3. Iron is the proper choice of material for Ironborn weapons and armors. Lesser metals are allowed for ammunition.
The Plot
The Sheriff discovers the wagon provisions are none existent, no drinks, no meats, no seeds. No other resources such logs, stones, or anything to help injuries. There is one iron anvil so we better not have this stolen. And a few iron weapons (2 picks, 2 battle-axe, 3 crossbow), some pig leather equipment (3 quivers, 7 backpacks, 7 waterskins), and 30 stacks of [5] copper bolt bundles.
The System
Armor User (AU) skill determines uniform promotion increasing equipment worn:
Recruit (AU 0) iron weapon, iron mail helm
Recruit-Deputy (AU 1) iron mail shirt, iron mail high boots
Recruit-Soldier (AU 3) iron gauntlets, iron greaves
Soldier-Veteran (AU 5) iron breastplate, iron shield
Soldier-Elite (AU 10) steel equipment may be awarded
Weapon Skills (WS) promotion.
(WS 10) Steel weapons may be awarded to those who master their weapon.
(WS 10) Candy weapons may be commissioned to those deserving.
Rule 4. Ironborn is not a prison, we do not lock gates. Everyone is free to come and go.
Rule 5. We can lock doors (or hatch covers) for privacy, but if you can destroy that door, then you more power to you. What of hatch covers?
The Sheriff is adding Rules along the way.
In the past year 199, The Brewer House, The Kitchen, The Carpenter's House, The Butcher's House, temporary dwelling and forges under The Tavern, The Craft House, The Tailor's House, The Mead House, and The Fisher Guild have started.
A forgotten beast kinglet with poisonous blood came from the cavern and got inside. Admin Thikut lost a right arm, and a peasant lost a right toe. Admin Thikut should get the credit for the kill when her pickaxe removed the torso sailing in an arc.
The cavern has been sealed as the Sheriff has his business in building above ground.
The new year (200), is just beginning when the magma sea is discovered and preparations to fill the iron minecarts is happening.
--
Somewhat inspired by Game of Thrones, Ironborn. And Quill18 even had some video relating to it.
My idea is to make a list of rules as self-limitations, perhaps RP flavor.
The world is only 1 cavern layer, with ~30z from surface to magma probably.
The 4x4 embark is fairly fast too, even the 2 week world simulation start.
The next rule idea is only using pig leather for backpacks, quivers, and cloaks. Pig leather waterskin is fine, but I already made iron flasks.
I'm am tempted to seize all trades and piss off the neighbors, but there are other un-revealed neighbors.
And I want to max the pop, maybe 100-120, but I want to crank out to 200 when I have at least a 80+ equipped army.
I wanted to play this out some more until I have list of rules, before starting a similar inspired community fort.
Any feedback or thoughts is welcome. Thanks