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Author Topic: (SG) Rise of the Smith Lord  (Read 20716 times)

10ebbor10

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Re: (SG) Rise of the Smith Lord
« Reply #225 on: August 12, 2017, 03:57:39 pm »

All goes well, it appears.

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Chalice of the Inferno Monarchs - Unknown Powers. Owned by Lady Nietharth Chance, who is currently struggling to cope with the recently awakened ambition and detachment from reality that runs in her bloodline.

Not a nice artefact, it appears.
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omada

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Re: (SG) Rise of the Smith Lord
« Reply #226 on: August 12, 2017, 06:14:06 pm »

Peaceful quarry:
-Give a congratulation for the nice idea of building the pit, ask if needs something more for the pit and give white card to look for potential raider partners or contact.
-Give a word that we will give as a prize a decent bunch of wicked salt for anyone that brings a decent number of mummy's heads
-Bonus prize to whoever eliminate all of the mummys, but take care, in some weeks the mummies won't be there anymore.

Dark fortress:
-Grab our bugbear that we got with the Chace back them, put him there a nice and sweet tittle of "First Hammer's Dark Fortress overlord"

Wicked salt deal:

-Yes, we should do this, maybe we could risk making them raid the tomb with us, maybe we could get raiding-partners
-Bring the educated feathered-drugar or those highborn drugars
 
Fucked quarry
-Errr, someone send scouts? Hire adventurers?
-Prepare to make an enormous assault after the undead's force is weakened by the wicked-salt lovers probably defeat

King Asshole:

-A nice letter saying for him to stop putting his own population in the cover of fear of a war, We don't do what we do just for our please, we make diggers united, and make drows fight each other, making sure that those who love commerce and metallurgy rises and change all drow culture. And he should or deal with us, the problem, with a nice talk in the court or start using this new strategy to not get behind.

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IronyOwl

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Re: (SG) Rise of the Smith Lord
« Reply #227 on: August 12, 2017, 08:38:48 pm »

Of course the quarry is infested with mummies. How else would that go.


So now that we've given our other two husbands a child each, ideally we'd call in our third. He might still be indisposed, though, so we may have to go to him. This would be unfortunate, but will give us around a year to pick through his court for opportunities anyway. Since his court is likely filled with literal monsters, this should be pretty awesome.

I say we abandon the second quarry for now, maybe even start up a third quarry in the meantime, and just spread news about the mummies. Sooner or later somebody with interest and talent regarding mummified monsters will show up asking permission to do something with it, and we can consider their offer.

Before any of that, though, I do think we should meet up with some trollish and goblin leaders. I also like the idea of expanding the arena, if anyone can give us a good design for such a thing.


In development terms, I think we could maybe use another quarry, another farm, and possibly a tower to defend our farms, but we should really get our crafting stations set up.
Soil Survey Results:
Spoiler (click to show/hide)

Faust's Valley Survey Report:
Spoiler (click to show/hide)
City Status and Expansion Report:
Spoiler (click to show/hide)
Relevant bits:
40 LU to dig out the City Undercenter into a 3-slot space plus decorative gem mine
25 LU and materials for a Large Scale Metal Foundry; under the city center and in the same district as the mines strikes me as a fitting location
10 Wealth for Neptune's gem forge, which would also do well next to the regular foundry and the gem mines

Given that we have 43 LU and need 14 of it for quarrying and farming, we could have all this online with about 3 months worth of effort.
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omada

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Re: (SG) Rise of the Smith Lord
« Reply #228 on: August 12, 2017, 10:45:52 pm »

Hmmm... that would really be funny

I am +1 to your plan

but... Don't give 10 wealth to Neptune. Give 5 to the opal elves, see if they have a better contract in dealing with this stuff, from mining to sell. if not we still buy for 5 wealth (4 wealth that the material is worth and 1 as a symbolic but always appreciated token of gratitude) of the resources and put the Neptune to work on it.

And if we are going out, we should still try to talk with that someone who blackmailed an pinewood elf, we could get a safer trade route from Ukareen's land who is rich in Bronze (nice for doing our metal stuff) and maybe even give possibility to bring cooper and flux stone from the Greatwalls alliance and establish a nice cooperation between both. Or we could be proxies and get some wealth from this.

Anti-digger troops:

Tranquilize the population that this troops weren't even asked for and might not stay for much time (Ahem, we might have to give it to our husband in the greatwalls alliance cause he might get a bit of unrest, if we leave put orders in the court to send these troops in the first problem)

-Ask the Deathlord Morgu the situation of his lord's war, who are his enemies and it's needs for the war. Also ask what are the possibilities of we personally going to meet him alive (or he comes without losing his kingdom)
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VoidSlayer

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Re: (SG) Rise of the Smith Lord
« Reply #229 on: August 12, 2017, 11:26:23 pm »

We will also need room for more LU of citizens, what about turning the north slope underground into a housing area (later) and putting the gem mine next to the hobbits?

We should make that predator lake artifact soon.  Then we can build a fishing village, town and fortress for any humans that want to live outside our capital.

omada

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Re: (SG) Rise of the Smith Lord
« Reply #230 on: August 12, 2017, 11:57:16 pm »

We will also need room for more LU of citizens, what about turning the north slope underground into a housing area (later) and putting the gem mine next to the hobbits?

Errr, there are only decorative gems inside the city center
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VoidSlayer

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Re: (SG) Rise of the Smith Lord
« Reply #231 on: August 13, 2017, 12:10:12 am »

We will also need room for more LU of citizens, what about turning the north slope underground into a housing area (later) and putting the gem mine next to the hobbits?

Errr, there are only decorative gems inside the city center

I meant the factory whatnot thing...

Mithras

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Re: (SG) Rise of the Smith Lord
« Reply #232 on: August 13, 2017, 04:50:33 am »

I am in agreement with the plan to expand our industrial capacity, as we have enough food to make it happen in the next three months before we need to consider building a farm. However I think taking a few LU to build a monument after our industry has been expanded, however I think we should start considering building a monument after we have set up our industry, just to see what sort of capability building monuments unlocks for us. And of course, our higher population means we are currently running on a food deficit, so a farm as soon as we have built up our construction infrastructure is vital.

I think, if we are offering wicked salt we might as well wait a month to install our bugbear in the dark fortress and advertise the position to the nomadic bugbears around our quarry, this might net us a bugbear who already controls a tribe of goblins for a quick infusion of labour. This would distract from our construction efforts as it would require 5 LU of highborn drugar and goblins and a similar force of guards. I feel like our monthly activity should be to go along with this convoy.

We should inquire as to the progress of the were hunter training academy.

Didn't our embattled husband send us a guy to impregnate us on his behalf? Maybe it is time to talk to him our the new captain and the guys mother in law about who should help us produce and heir for him should the king be able to attend himself, this should be wrapped up in the conversation about this king's situation, his war has been going on for an uncomfortably long time.

I think prince Neptune should be given his wealth, but we should notify the opal elves that we would be willing to deal with them if they were able to out compete him or buy him out. This gives us a chance to show our diggers that we will give diggers opportunities but that we will ultimately reward results and effectiveness.

That said, we should inquire about obtaining an elf druid to convert our forest steel wood into weaponry.

King Trakion is showing his hostility against our husbands, and has what is considered an impenetrable set of fortifications. While we are not yet equipped to enter this war ourselves the one husband who is yet to be involved in this war is Scholar-King Emscythe who specialises in siege warfare. The least we can do is set up a meeting or communication between the three to coordinate against this digger king who has dared to insult our name. We could help by sending 20 sulfur (so long as one of our husbands was able to deal with the haulage for us) and our siege engineers who have been idling so far to aid the war effort. A cold war will not serve us, if we can orchestrate a swift victory for our husbands this will teach diggers to understand the consequences of attacking our name and our allies.

Not sure if people agree but my three choices for the next artifact (to be begun within the next few months) would be, the predator lake skin suit, the trident (seems like only really an option if we don't want to have a child during this artifact's building) an artifact for King Emscythe using one of his feats that will greatly increase his ability to lay siege to an impenetrable fortress (on the condition that he helps our other two husbands with their little dwarf problem)

I am in favor of using the next artifact to move against King Trakion, because it demonstrates strength, helps all our husbands at once and gives us fodder for a deed to put on a monument and I really want to see what happens.
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IronyOwl

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Re: (SG) Rise of the Smith Lord
« Reply #233 on: August 13, 2017, 05:46:23 am »

We will also need room for more LU of citizens, what about turning the north slope underground into a housing area (later) and putting the gem mine next to the hobbits?

Errr, there are only decorative gems inside the city center

I meant the factory whatnot thing...
We could, but I figured putting our critical industries under the city center would be dwarfier.


Speaking of which, I forgot the Drone has been waiting on his artifact for several months now. Given that he's rather legitimately dangerous, we might want to consider his offer (dig up everything under Silent Hammers, should be 330 LU), figure out what we'd want instead, or sandbag him politely so he doesn't think we need a poke.

On a much more trivial note: We can probably figure out what Lady Chance's artifact does by paying her a friendly visit.


...
Agree that experimenting with a monument would be interesting, but since we don't know what it does it's hard to place priority-wise.

I agree with shopping around for a goblincrafter.

Neptune is buying straight from the elves, so they're unlikely to undercut or buy themselves out. We could renegotiate directly if we wanted to, but I'd rather let nature take its course and consider it an object lesson for everyone involved about everyone involved.

Not a fan of jumping into a dwarf war. He's already harassing one husband and has now begun pestering another, but he's still a digger, still in an invulnerable fortress, and we're still sitting in a civil war waiting to happen and next to the home of our greatest enemies. Flying into a huff and trying to take him out over this strikes me as a really unpleasant, long-term commitment thrown onto a pile of far more pleasant and immediate concerns.
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omada

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Re: (SG) Rise of the Smith Lord
« Reply #234 on: August 13, 2017, 07:36:09 am »

About the trident, We could maybe do something that the trident can't be used against targets we don't approve, instead it will turn against it's own master. BOOM drone killed, maybe the entire eastvile.

I don't know, too late to buy a bit of troll bone? maybe some pire-cone or deep saphire to make him spend all his mana against his own people (and pray it won't explode our allies)

Or we could put marble in it and make it's destructive powers focused on light, banishing undead and evil creatures. But he might get a bit mad.


And we can influence the human lady with our chalice to ease her ambition and to focus on making sure her sister's magic won't hurt her people, an interest in study of defensive magic
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Weirdsound

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Re: (SG) Rise of the Smith Lord
« Reply #235 on: August 13, 2017, 07:33:24 pm »

We should inquire as to the progress of the were hunter training academy.

I could have sworn I typed that up with the last turn, but I don't see it there. Odd. Ukareem has sent a large convoy of materials and guards into the Trollish Wastes. They are building both a fortress and a cloister in the Dragon's Grave region, where religious buildings are upkeep cost free using contracted labor from the Kingdom of Narm and the Greatwalls alliance.

---

"I would hesitate to consider the Bloodlord an ally merely because
he shares a wife with our emperor. My mole reports that he has turned
the entire White Castle into one massive Blood Reactor, where thousands
of prisoners are farmed for bloodstone by hundreds of magic users.
I have also recieved reports that the Wizard Labs of Bedlamb have
access to flawless bloodstone, heavyily implying that Haigen captured
and is farming first diggers!

Should he be allowed to continue bloodstone production at this
unprecedented rate, the Bloodlord will pose a dire threat to any digger
nation within a decade. From what is known of his ambition, we should
not trust him with such power. Should it come to war, the elf warriors
of your clan would be our emperors best hope against the bloodstone
wielding savages."

-Intel Report to Queen Vi-Highlen, Leader of the Bear Tribe and Commander of Pine-Eagle Watch


Smith Lord Aurora Wordfire, Refuge Queen of Silent Hammers, Empress Consort of the Southernfrost, and Queen Consort of Bedlamb and the Marble City
Spoiler (click to show/hide)

Refuge City of Silent Hammers
Spoiler (click to show/hide)

It is begining to become clear that, since you left isolation, you have been developing a case of wanderlust. Three ideas for trips bounce around the inside of your skull at this time: Another visit to Goldears (to visit Lady Chance, appraise the artifact you made her, and perhaps meet the merchant who controls an elf queen), a trip to Bedlamb (to meet and fall pregnant with your absentee husband) or another adventure into the trollish wastes (to meet local leaders and bribe them with Wicked Salts).

---

Deathlord Morgu the Massive is a being who truly lives up to his nickname. At 6'8 he is taller than most humans, and his stocky digger frame is well over 400 pounds of raw muscle. His pale drugar flesh is heavily tattooed with images of death and torment, and his bald head is inked up to resemble a skull. Despite your title and personal reputation, you can't help but find him a bit intimidating, but you manage to ask about his master's war and the possibilty of you visiting him or visa-versa nonetheless.

"The war goes well, if slowly." The Deathlord explains, "Our chief enemy is Hareemist the Pike Master, a first digger who has taken offense to the slaughter of his descendents, who were part of the old Bedlamb nobility, at the hands of the Bloodlord. His host was raised from the neighboring Drugar state of Abyss, which is not formally at war with us, but their queen is both Hareemist's puppet and grandaughter."

You are familiar with Hareemist, as you are with all other first diggers. The legendary champion of the polearm wades into battle with multiple artifacts (none of which were made by you), and effectively counts as 4-5 FU singlehandedly. In addition to his skill in combat, he is also a master tactician and general.

"If Hareemist were to enter our lands any time soon, we would be soundly thrashed." Morgu admits, "but luckily to reach us he must either march his army of drugar across the surface, likely starting fights with the local surface dwarves, or push through the Bloodfalls, where your husband and most of his might is located."

The Bloodfalls is another thing you happen to know about, this time from legend. It is a fortress built by elder hags long before the First Diggers, directly underneath the world's north pole. It is said to be the location where the banestones were first extracted from mortal blood, and is said to be impenetrable if commanded by a strong enough sorcerer or hag coven.

The large digger offers a sly grin, "We are extracting Bloodstone from the prisoners of our conquest of Bedlamb at a rate no digger nation has ever done so. In another five or six years we will have the might to annihilate Hareemist and conquore Abyss. Another few years after that, and no nation of diggers will be able to stand against the Blood Lord!"

"So Haigen is stuck holding the Bloodfalls for another six years? Do you think it would be possible to visit him?" You ask.

"Sure... It would be a hell of a trip, and a bit dangerous, but nothing undoable."

The Deathlord proposes three routes that you could travel to reach The Bloodfalls. The quickest and easiest way would be to travel a week and a half to the Infernal City, capital of the human Kingdom of Narm, and charter an air coach from the local elementalists guild to bring you to North Star Shrine, an elfish holy site right at the north pole. From the Shrine, it is a four day walk downhill through the tunnels to reach the Bloodfalls. There are, of course, serious drawbacks to hiring a coach; You wouldn't be able to bring a large number of people with you, so a military escort is not an option. There is also no human civilizations, and thus no elementalist guilds to hire coaches from, anywhere near the polar regions, so finding your way back home might be tough.

The remaining two routes are land routes, and thus require you to navigate the territory of the Pinewoods Tribes, always a sensitive issue. Too small an escort, and the elves might see you as a ripe target, but too large of one may be seen as provocation. Morgu recommends 4-10 FU, and no more than 5 LU accompany you through the woods.

Once you clear the woods, you would have to choose between traveling primarily above ground or underground. The Underground route would see you travel through the heart of the Southernfrost Empire, passing through several major cities (including Silver Heights, the imperial capital and home to Ukareem's court) to reach Pine-Eagle Watch, a massive elf stronghold of living trees and fungus built into a tunnel that marks the border between The Southernfrost and Bedlamb. From there you would follow trek through the subterranean rural expanse of Bedlamb for several months until you reach the Bloodfalls.

The above ground route would follow side roads out of the woods to the rocky coast. This route would bypass the major settlements of the Southernfrost Empire, but would take you through the territory of the Charcoal Tribe of Elves, the group from which your rangers and physician hail and the best Smiths in Southernfrost. Once you reach the coast you would follow it north passing several months and several digger nations, alternating between boat and foot depending upon location and weather conditions. About a week after you pass through the northernmost digger town, you will encounter the Bitfrost Tribe, a minor elf clan ruled by one of Haigen's Hag Ancestors. They would help you navigate the Northern tunnels of the world to reach The Bloodfalls.

Morgu guesses that the overland route would take about 5-6 months, while the underground route would take 4-5. Although quicker, the underground route is more dangerous; Although Rural Bedlamb is somewhat tamer than the Trollish Wastes, there is still a handful of dangerous primitive tribes, and the possibility of running into dwarven raiders from Raven Peaks. Either way you could make the trip shorter by forgoing an escort of your own, and hiring mounted mercenaries from Southernfrost to travel with you and a carriage to ride in.

---

You ponder the potential of a Trollish Wastes recruitment trip, which would require 16 LU if you wanted to bring all of your wicked salts. Your first stop would likely be the quarry at Oddearth Cliffs, where you would leave some of your salts to potentially expand the pits and offer as a bounty to mummy slayers. From there you would have to speak to some of the friendly local goblins at the pits to figure out where you would go next.

Visiting the Opal Elves, who as merchants might know where to find some non-aggressive tribes, would also be a viable plan. You could try and re-negotiate prince Neptune's deal with them while you are there.

If you are brave, you might visit the Eastvile Drone's hive. You suppose as a resident of the trollish wastes, he would know where to find goblins and trolls, and you could also finalize negotiations regarding the trident while you are there.

---

Another trip to Goldears would be trivial. You are sure Count Chance and his family will take good care of you. It might be prudent, however, to haul some wealth along, and bring some educated merchants to try and purchase more brick while you are there.
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Madman198237

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Re: (SG) Rise of the Smith Lord
« Reply #236 on: August 13, 2017, 07:50:12 pm »

We, uh, probably need to do something about these digger wars, fast.

If the Bloodlord gets these nasty weapons prepared everything is going to go to pieces. Massacres are counterproductive.
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IronyOwl

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Re: (SG) Rise of the Smith Lord
« Reply #237 on: August 13, 2017, 08:55:05 pm »

Massacres, yes. Conquest... is not ideal, but is arguably preferable to some other states. We do need unified diggers to stop the apocalypse, even if they get somewhat damaged in the process.


I'm somewhat inclined to set our things in order and then make the trip, but holy shit we have so much stuff to set in order. The Drone isn't going to be happy waiting over a year for his trident, Silent Hammers needs expanding, we're not well set up to harass the drow... on the other hand, we're always going to have things to do. Maybe we should just put some people in charge, assure the drone we'll get his artifact eventually, and take off.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

VoidSlayer

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Re: (SG) Rise of the Smith Lord
« Reply #238 on: August 13, 2017, 09:14:38 pm »

So... not that I don't trust the blood draining hag-son sorcerer who wants to destroy the world in his own way... but maybe we should wait until he can see us instead of us walking into his lair?  Or at least go with a full entourage and guard.

omada

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Re: (SG) Rise of the Smith Lord
« Reply #239 on: August 13, 2017, 09:44:43 pm »

He can still only strike harder few times and ask for submission, no one will dare to do anything against an overwhelming force, it will not be needed a massacre. Although we married quite a villain, really got scared here.

Deal with raven peaks will solve the problem of two husbands, and as they're neighbors that idea of creating a trade route will be easier, we can import iron, make steel (be it from flux stone from our husband or marble from our human neighboor's quarry) stay with some (to improve our troops) and sell the rest for profit +wealth +steel for us and our husbands ( i promise i will stop trying to convince it now  :P)

Although i like to deal with things personally (more history and opportunities) we don't NEED to see personally a bunch of tribes, we should go to the arena-quarry where we can give our personal look of the arena, put a bit of wicked salt there and then redirect our convoy with educated drugars to the marked places and we go whatever else we need to go.
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he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.
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