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File: 1373305475078.jpg (1.19 MB, 1383x2875)
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Civilization Thread

Three votes picks race
>>
>>2304688
:)
>>
>>2304688
:)
>>
>>2304688
00111010 00101001
>>
Sentient ducks

World War 2 japan
>>
>>2304688
LGBT union

Saudi Arabia
>>
>>2304688
fuck off
>>
File: 823479273.jpg (325 KB, 1383x1600)
325 KB
325 KB JPG
>>2304729
>>2304737
>>2304782

I'm just trying to start a normal civ thread, please no bully.
>>
>>2304838
Id be more invested if you could describe the setting we play in.
>>
>>2304838
Make it multiplayer and with a map like here and I'll join >>2304645 I'm not playing any more of these zero effort single player civs with no maps and which die after a day no more nigga
>>
>>2304845
Also this
>>
>>2304845 sure although it'll be a bit vague until we have our choices of race, location and a few others
>>2304860 sorry it's centered around a single civ, it's not a builder it's a civ thread, I might make a map later but I won't provide one from the get go. It will likely last longer than a day and will not be a zero effort thing, for me at least.

The gods once walked the earth amongst the mortals, it was a time of great and powerful magic where archmages battled out to figure out who was the fiercest but the magic over the centuries seems to have weakened - artifacts from this bygone golden era of magic lie buried in ancient towers and dungeons for those bold enough to face the perils to go fetch them. The era of the gods came to an end when the good gods led by Tyemis the god of order defeat the forces of Qiqton the god of the underworld and his allies and banished them out of the material plane. The good gods then left the material plane out of their own accord, but not before teaching their mysteries to their respective chosen races. The mysteries of the dark gods were also preserved although mainly in more secretive circles.

In more recent times an ancient continental island who was deemed long lost was rediscovered and several factions from the old world decided to send settlers to colonize the place. These islands however already had some inhabittants plus settlers from another continent then unknown to the people of the old world.

In these new lands you'll carve a place for yourself and your race in the history of this world or perish like countless other did before you.
>>
Dang, I was expecting a quick start.

Oh well, guess I can wait. If we don't get enough votes today until around midnight I'll be back tomorrow around 16h UTC to start the thread.
>>
Rolled 2 (1d2)

>>2304961
Yo Pretty sure i was in your other thread till the autists showed up like these guys>>2304885
>>2304860
>>2304737
>>2304729
>>2304719
>>2304720
but Swamp or Desert Humans seem like fun rolling for which terrain in case there's no ther people yet
>>
>>2304991

You're the first one to give a proper vote so far

So it's Desert Humans? Could be fun, let's wait awhile to see if more people show up.
>>
Are you the dude from the cucked Elf Civ?

Anyway, ignore the faggots, they just want attention.

I'm feeling like doing a little Demon stuff but I don't want this to slow down even more.

Desert Humans please.
>>
>>2305100 yep it's me
>>2304991


So two votes for Desert Humans so far.
Should we begin already or wait for another one?
>>
>>2305208
I say we go now, seems to be pretty slow today.
>>
>>2305208
Might as well start
>>
>>2305223
>>2305228


We are humans, a versatile bunch adept at the use of technology and diplomacy to solve our problems.


Versatility -> Artisans + 10
Technology Research + 10
Diplomacy + 10
Easy to Manipulate - 10
Orc Intolerance - 20

What is the form of government adopted by our people?
> Dictatorship. Our supreme leader has uncontested rule over our population. No bonuses nor penalties.
> Republic. In theory anyone can run for public office but in practice the oldest families hoard all the power. Small bonus to diplomacy.
> Nobility. Our land is ruled by a noble, a count or duke, bound by oaths to the king who has god given rights to rule and the duty to protect the serfs. Large bonus to militarism, small penalty to diplomacy.
> Council. We're ruled by a council that has authority over our military appoints new members once the older members retire or die led by a lawspeaker also appointed by the council. Small bonus to militarism.
> other?

Where is our settlement located?

> In a big oasis in the middle of the desert where we keep our herds
> On the margins of a caudalous river coursing through the desert
> On the mouth of a caudalous river coursing through the desert
> On the edge of the desert near some waterholes on a vast expanse of savanna
> other?

How familiar are we with our surroundings?
> We live in our traditional lands. Our population is large and well established.
> We recently split from a larger clan. We have plenty of tools and eager settlers to start building a new settlement
> We're newcomers in this land. We have many brave explorers who ventured forth into this land and deemed it appropriate for settlement.
> We're actively invading enemy land. We have a contingent of warriors ready to wage war at a moment's notice
> other?
>>
>>2305231
> Nobility. Our land is ruled by a noble, a count or duke, bound by oaths to the king who has god given rights to rule and the duty to protect the serfs. Large bonus to militarism, small penalty to diplomacy.

> On the margins of a caudalous river coursing through the desert

> We live in our traditional lands. Our population is large and well established.
>>
>>2305260
Support.
>>
>>2305260
>>2305285

Our land is ruled by a noble bound by oaths to the king who has god given rights to rule and the duty to protect the serfs.

> Name leader

We live on the margins of a caudalous river coursing through the desert, timing our sowings and harvests according to the flood and drought seasons of the river.

> Name river

We live in our traditional lands. Our population is large and well established.

about 5000 people
Treasury 1000 gold (+100 gold/year)
Tax rate 10% (750 gold/year)
30 Town Guards (150 gold/year)
50 Swordsmen (500 gold/year)


Quarry -> Stone
Mines -> Iron ore
Farms -> mostly Wheat, Rye, Barley
Granary -> food storage
Brewery -> Beer
Smith -> Iron
Barracks -> Swordsmen
Tavern -> Adventurers
Market -> Tax revenue + 50%


What is our tribe known for (pick three instead of two due to human versatility)
> Our well trained hunting dogs
> Our impressive herds of cows
> Our large flocks of sheeps
> Our large swine herds
> Our steeds bred for speed
> Our steeds bred for combat
> Our skilled foot soldiers
> The accuracy of our ranged soldiers
> The devastating charges of our horsemen
> Our powerful divine magic
> Our powerful arcane magic
> Our learned scholars
> Our highly skilled masons
> Our highly skilled carpenters
> Our highly skilled metalsmiths
> Our highly skilled artisans
> The competency of our hunters
> The competency of our farmers
> A powerful and renowned adventurer
> A famous mercenary company
> other

What gods do we traditionally worship (pick up to three)

> Fithar, God of War
> Uius, God of Harvest
> Fuzneas, Goddess of Weddings
> Irthys, Goddess of Health
> Xikraura Goddess of Music
> Yagi, God of Nature
> Yfdea, Goddess of Finance
> Kinla, Goddess of Children
> Gewlena, Goddess of Fall
> Tydar, God of Magic
> Ahrus, God of Time
> Weenar, God of Night and Day
> Kaphine, Goddess of Oracles
> Meana, Goddess of Misfortune
> Yyja, Goddess of Good Luck
> Husrasil, God of Beauty
> Tyemis, God of Order
> Oteus, God of Fire
> Wobagi, God of Blacksmiths
> Qiqton, God of the Underworld
> We worship our ancestors
> We worship no gods
> other?
>>
>>2305355
Im terrible at naming so ill wait for other anon to suggest something but my other suggestions are

> Our steeds bred for speed
> The accuracy of our ranged soldiers
> A famous mercenary company
A band of highly skilled heavy horse archers would be sweet

> Weenar, God of Night and Day
> Kaphine, Goddess of Oracles
> Yfdea, Goddess of Finance
Cause these seem like a fun combo to me
>>
>>2305372

> Our steeds bred for speed
> The accuracy of our ranged soldiers
> A famous mercenary company
Our horses are some of the finest in the known world, coming from a long lineage of steeds bred for speed. Our town is famous for being the hometown of the "Irontip Brigade", a band of highly skilled heavy horsearchers who sell their services to whoever has the gold to pay for it. Last you heard they were asking a whooping 4,000 gold coins for a year of service - not that anyone would likely need them for more than an odd season anyway. We have a number of horses and we can train horsemen, their upkeep is twice as costly as that of a swordsmen.

Stables -> Horsemen

Our traditional gods are Weenar, the God of Night and Day, Kaphine, the Goddess of Oracles and Yfdea the Goddess of Finance. We've built shrines to each of the three gods in our town, the shrine to Weenar bestowing upon us the boon of Watchfulness ritual giving us a bonus to exploration, the shrine to Kaphine bestowing upon us the boon of Prophetic Dreams ritual, giving us a bonus to diplomacy, and the shrine to Yfdea bestowing upon us the boon of Rubbing Hands ritual that gives a bonus to trade.

Weenar's Watchfulness Ritual -> Exploration bonus
Kaphine's Prophetic Dreams Ritual -> Diplomacy bonus
Yfdea's Rubbing Hands Ritual -> Trade bonus

But we're not alone in the world!

Living around here for so long we've had our share of feuds with the surrounding races. Which races do we have unresolved feuds with? (pick two, you can pick the same race more than once)

> humans
> elves
> dwarves
> halflings
> gnomes
> fairies
> undeads
> formians
> orcs
> minotaurs
> demons
> trolls
> dark elves
> centaurs
> lizardfolk
> vampire
> goblin
> dryads
> satyrs
> homunculus
> other?


We also have good relationships with two other groups, pick two allies from the same list, you can pick the same race more than once.
>>
>>2305355
> Name leader
Trit Atatau

> Name river
The Gety River

Feuds
Trolls
Goblins

Buds
Dwarf
Centaurs
>>
>>2305355

> Our steeds bred for speed
> A famous mercenary company
Horse archers are great, but I don't know if I'd want to devote all our bonuses to them, especially since we're not nomadic or in immediate danger. But knowledge never goes out of style.
> Our learned scholars
knowledge + oracles = divination = superpower
This way even in peacetime, we can sell horses and make money from mercs while we focus on economics and fun stuff.

> Kaphine, Goddess of Oracles
> Yfdea, Goddess of Finance
not sure about third, night & day sounds weird and interesting, but so does ancestor worship. Or we could do something practical like Time or Luck, or something fancy like Music or Beauty.
>>
>>2305434
If you wouldnt mind QM could we switch to > Our learned scholars, he makes some good points

Yeah i was thinking day and night time and oracles but then thought MONEY
>>
>>2305481
Yeah, I like the exploration bonus tho, good call on that.

The neighbors sound good. Perhaps we can be the middleman between dwarven goods and centaur caravans while we ply the rivers.
>>
>>2305434
Feuds
>Human
>trolls
Allies
>Dwarves
>Humans
>>
>>2305434
>>2305452
Switching my feuds to
>>2305611
>>
>>2305452
>>2305459
>>2305481
>>2305527
>>2305611

I'm having trouble with captch lately so expect delays.

Alright, switching to

> Our learned scholars

Our scholars are famous for their vast collections of scrolls that they acquired from three continents, they are learned in wisdom that scholars from other lands can only dream of.

Library -> Bonus to research

>Name settlement

Lord Trit Atatau the ruler of the settlement built upon the margins of the Gety river has had to contend with the trolls from Golurtz and the goblins from Suma in the east way too many times. Luckily we have our trusty allies the dwarves in their southern citadel of Khela and the centaurs of the Brine tribe who roam in the vast expanse of the savanna to the west. Besides them we know of the halflings in the northern city of Asminster on the mouth of the Gety river. We're also aware from ancient lore and tales of travellers of the existence of lizardmen, elves, vampires, orcs and demons in this continental island, although we aren't certain about where they dwell.


It's the year 801 and it's Spring.

We replant our farms as usual. Our tax rate is 10%. The tax collectors go around doing their business and after paying the wages of our military we raise our treasury to 1109 gold coins.

Our most recent census report our population at a whooping 5067. Our population have 329 horses, 2567 cows, 4325 sheep and 5320 pigs.

In our tavern circulates rumors about a necromantic tower in the far southeast, orcs cultuating demons in the far southwest, a war between elves and humans in the northeast and a war between halflings and lizardmen in the northwest.

Our artisans complain that we don't have any wood! Perhaps we could trade with one of our allies for some.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2305644
I like the idea of trading with the dwarves, and it makes sense to be allied and hostile different human faction considering we're well established.
>>
>>2305644
>>2305653


Those last minute switches really mess things up. Do you expect me to redo the whole post? I was already drawing up the map and fleshing up the factions. Make your call, it's now or never.
>>
>>2305658
It's fine how it is
>>
>>2305658
>>2305661
I'd rather just get things moving, and don't want you to do a bunch of extra and get burnt out
>>
>>2305665

relax we're only at the beginning, I could scrape the whole thing now and I'd lose about fifteen minutes of effort, but since you're alright with it let's keep going.
>>
>>2305649
>Send trade caravan to Khela to trade with the Dwarves, try to trade sheep for wood and seeds to start planting here, send an escort of 6 horsemen for for 120 gp
do we have stone to start building walls with?
>>2305672
sorry for the last minute, I just got here
>>
We have two actions per turn by the way, so pick two.
>>
>>2305681

yes we have a quarry so we have stone.
>>
>>2305688
Then >>2305681
and start building first tier stone walls
>>
>>2305649

Start Stone Wall
Build Scholar's Guild

I think the guild would be best since we got learned scholars
>>
>>2305690
>>2305681

It's the year 801 and it's Summer

Our miners do open pit mining for stone and iron ore at a nearby hill. It's neither safe nor particularly profitable but get us enough trued stone and iron ore to serve our everyday needs.

We decide to send a large trade caravan to Khela to trade with the Dwarves. We trade 263 sheep for a couple wagon loads of funguswood. The dwarves only had seeds for underground fungus trees so we took some of those. We hire 6 horsemen and equip them for 120 gp, they'll cost an additional 120 gp upkeep every spring. Our treasury is down to 989 gold.

We also start building a stone wall. How large should this stone wall be?
> Large enough to encompass most of our houses (1/8)
> Large enough to encompass all our houses and some of our fields (1/16)
> Large enough to encompass most of our fields (1/32)
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2305712
I need to post faster...

> Large enough to encompass most of our houses (1/8)
> Build Scholar's Guild
>>
>>2305712
>Large enough to encompass most of our houses (1/8)
>Build Scholar's Guild
like >>2305709 said
> Send exploring party consisting of our 6 horsemen to the NE
>>
So guys what direction should we take the civ? looking at the basic research options we dont really have basic magics
>>
>>2305738
I was actually going to ask if we could do a wizard-lord ruler, but I got here late, at this point I think we should focus on trade and setting up defenses, while trying to chain the scholars into magic users on the side
>>
>>2305723
>>2305729


It's the year 801 and it's Autumn.

We decide to build a stone wall large enough to encompass most of our houses. Our miners are hard at work stripping the hill of stone to our masons specifications while our laborer's do the foundations work.

Stone wall (1/8)

We decide to spend 800 gold buying and crafting all the special aparatus our scholar's need to perform their research. We build them a large guild house where they can experiment with all kinds of tools and components. Our treasury is down to 189 gold.

Scholar's guild -> Research bonus

We send an exploring party consisting of our 6 horsemen to the northeast. They travel past the goblins territory and reach some lush forests. Perhaps these are the lands where the elves dwell? They also find a ruined tower with gargoyles guarding it. They return to report their findings.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2305745
Sounds good to me and tie Magic and Knowledge into our concept of Nobility
>>
>>2305755

COntinue wall
Research Arcane theory
>>
>>2305755
> Research [arcane theory]
>Send trading caravan to Khela, escorted by our horsemen to try to establish a consistent trade route to make more money, bring pigs to sell
>>
>>2305755
does the wall construction use an action every turn or can we still do two?
>>
>>2305766
>>2305772
>>2305779
it takes an action every turn, or two if you want to spend both on the wall

roll 1d100 with your choices from now on to make it easy for me to decide when there's ties since it's just the two of you

It's the year 801 and it's Winter.

We decide to have our laborers continue building the stone wall around our houses.

Stone Wall (2/8)

We have our scholars start researching arcane theory. Luckily we have plenty of scrolls detailing basic rituals so we should be able to start casting at least some cantrips soon enough.

This winter is not particularly harsh, we're well prepared to survive it with warm clothig made out of leather and wool.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2305794
> continue building the stone wall around our houses.
>Send trading caravan to Khela, escorted by our horsemen to try to establish a consistent trade route to make more money, bring pigs to sell
>>
Rolled 99 (1d100)

>>2305794
Once we start research it continues in the background right? Also can we have state controlled adventurer groups?

Also
> Continue wall

> Send trading caravan to Khela, escorted by our horsemen to try to establish a consistent trade route to make more money, bring pigs to sell
>>
>>2305802
forgot roll
>>
>>2305814
also forgot how apparently, what do you put in the option box?
>>
Rolled 93 (1d100)

>>2305819
dice+1d100
>>
>>2305823
thanks
>>
>>2305745
>>2305756
Reminder not to neglect the gods, especially the Oracle. Divination is the purest form of scholarly magic.
Also don't neglect the river. We should build a tree farm and some boats asap.
>>
>>2305834
Well we have weird underground fungus tree seeds right now not much good for us just yet and lets have a major festival this coming turn you make a good point
>>
>>2305834
tree farm is why I wanted seeds but we got subterranean plant seeds
You're probably right about the gods though
>>
>>2305802
>>2305808

If you hire the adventurers you can gave state controlled ones, sure. Humans are all about money.

It's the year 802 and it's Spring.

Your tax collectors go around again and after paying our army we end up with a deficit of 11 gold! Our treasury is down to 178 gp. Your advisors say we should consider either lowering our expenses or raising taxes.

We have our laborers continue building the stone wall around our houses.

Stone Wall (3/8)

We send a trading caravan to Khela trying to establish a consistent trade route to sell our pigs attempting to make some extra money! The dwarves are happy to buy 155 pigs from us, our caravan has netted us 63 gold and will keep netting us more gold every year! Our treasure is up to 241 gold.

Our army catches sight of about twenty goblins trying to sneak into our territory to steal cattle! Our swordsmen and horsemen go after them and make them flee for their lives! Our horsemen manage to kill two goblins and wound three others before they flee.

Some travellers who came recently from the west tell tales about a small band of jackalweres stealing from lone travellers in a small oasis in the desert.
> Place a bounty of 50 gold on the jackalweres
> Send our army against the jackalweres
> Hire an experienced adventurer to pretend being a normal traveller to take the jackalweres by surprise for 30 gold
> Don't do anything about the jackalweres
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
Rolled 59 (1d100)

>>2305851
> Continue wall
> Hire an experienced adventurer to pretend being a normal traveller to take the jackalweres by surprise for 30 gold
>>
Rolled 42 (1d100)

>>2305851
> Send our army against the jackalweres
5 Horsemen
15 Soldiers

Continue stone wall
Research Healing Magic
>>
>>2305851
>Continue wall

>Send Exploring party to the nearest known forest to hopefully aquire some seeds/saplings

>>2305841
in case you weren't in OP's last bread, sacrificing/celebrating to a particular god gives you access to another ritual (grants a bonus) and upgrading their shrine allows you to perform multiple rituals.
>>
Rolled 9 (1d100)

>>2305875
>>
>>2305865
>>2305871
>>2305875


It's the year 802 and it's Summer.

We decide to hire an experienced adventurer to pretend being a normal traveller and surprise the jackalweres. Ardric the Brave takes upon himself the task for 30 gold. He travels to the small oasis wearing a cloak over his armor and sure enough he finds himself surrounded by four jackalweres. He draws his sword and kills two jackalweres on the spot, then runs after a third one and kills it. The last jackalwere manages to flee, but jackalweres are a coward bunch, a lone one won't be harassing anyone. Ardric still tries to track him but alas that was a windy day and the shifting sands of the desert made the task all but impossible. He claims his reward after recounting his tale and bringing the three heads of the slain jackalweres. Our treasury is down to 211 gold.

We decide to have our laborers continue building a stone wall around our homes.

Stone wall (4/8)

Some of out farmers report having lost several sheeps from their herds! Nobody saw the culprits but it must have been the goblins in another of their cattle raids!

We consider having our priests start researching healing magic! Channeling the divine energies to heal the wounded and the sick is an obscure art but if we don't try we'll never know if we'll be able to do it. Our priests are optimist about the research even though so far they didn't manage to channel any divine healing magic at all.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
Rolled 65 (1d100)

>>2305897
Have a large festivals with all of the traditional trappings(animal sacrifices or whatever)
Continue wall
>>
>>2305909
>>2305897
a large festivals for our traditional gods
>>
Rolled 74 (1d100)

>>2305909
supporting

we should build a watchtower next turn to prevent cattle raiding
>>
>>2305914
I was thinking a stockade but watch towers are probably better short term we should limit the long term projects early game
>>
>>2305921
yea and watch towers take one turn each
>>
>>2305909
>>2305913
>>2305914

It's the year 802 and it's Autumn.

We decide to hold a large festival to celebrate our harvest and to honor our traditional gods with plenty of animal sacrifices to them! We feast night and day, praising Weenar, Kaphine and Yfdea, and the general mood of our population improves, travellers from small nomad communities around our town come to partake of song and drink with us. We hear tales about air elementals and djinns dwelling in the most desolate corners of the desert. We organize a small tournament of mock combat that Torpher the Mighty wins.

We decide to have our laborers continue building the stone wall around our houses

Stone Wall (5/8)

A caravan from Brine shows up in our lands! The centaurs wish to trade jungle wood for warm clothes for the winter! Our stocks of warm clothes are kinda low, if we trade them away we might not have enough for ourselves if the winter is particularly harsh. On the other hand wood could be used as firewood if the winter turns out to be really harsh.
> Accept their deal
> Ask for tree seeds instead
> Offer them wool instead
> Deny their offer
> other?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
Rolled 37 (1d100)

>>2305947
> Offer them wool and a smaller amount of clothes
>Ask for less wood but ask for some seeds

Continue wall
3 horsemen scout east
>>
>>2305947
supporting>>2305965 except I'd rather build a watchtower than send a patrol, but we should probably cut back on building/spending so I'm fine with a patrol instead
>>
>>2305965
>>2305969


It's the year 802 and it's Winter.

We offer the centaurs wool and a smaller amount of clothes. We ask them for less wood and some seeds. They hadn't actually milled the trees rather just felled them and dragged them around in sleds so a great deal many seeds where still preserved, they say we can have those. They thank us for our business and take their leave.

We have our labourers continue work on the stone wall around our homes.

Stone Wall (6/8)

We decide to send a group of 3 horsemen to scout east. They go through the goblin lands with great peril to themselves. They approach one of the goblin's settlement, a large amount of animal pens can be seen in the savana nearing the forests and mountains farther away in the east. Past the goblin lands in those mountains we know lie the troll lands of Golurtz. The goblins assemble a group of armed goblins to come after our horsemen so they are forced to flee. They explore a bit further through goblin territory and find a marks of heavy wagons going southeast in a trail meandering through a valley in between the mountains. They see a watchtower in the mountain with an orc on it! Once they approach the orc blows a horn and within a few minutes a group of ten orcs on horseback show up; our own horsemen flee at top speed from the orcs. They then return to report.

The winter wasn't very harsh, we barely had any snow.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
Rolled 89 (1d100)

>>2306017
>Wall x2
>>
Rolled 82 (1d100)

>>2306017
Continue wall x2

And thats probably not a good thing to see orcs
>>
>>2306032
Hive mind
>>
>>2306033
probably really not good considering the goblin AND troll territory being in the same general area and all of them being [spoilers] evil [/spoilers]
>>2306039 we may have trouble with the spring upkeep of our soldiers though
>>
>>2306048
we have a regular Pig trade route with the dwarves i think
>>
>>2306054
that's true, but it doesn't make us much
>>
>>2306062
But enough to cover like the 11 gold wed be losing without
>>
>>2306032
>>2306033


It's the year 803 and it's Spring.

After taxes and paying our troops and selling some pigs to the dwarves we end up with an extra 58 gold this year. Our treasury is up to 269 gold coins.

We have our labourers work overtime to finish the stone wall around our homes.

Stone wall (8/8) -> Bonus to defense

News about the orcs spread like wildfire through our settlement. Our population is very concerned about these newfound neighbours. We know very little about them but what we know - that they're ready to do battle at a moment's notice - we don't like.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2306077
Build Tree Planters cottage
Research Cheesemaking
>>
Rolled 42 (1d100)

>>2306094
>>
>>2306017
>continue wall

>build treeplanter cottage
>>
Rolled 57 (1d100)

>>2306077
>Have our scholars/priests try to perform an arcane ritual to give us info on the orcs
>further research magic/arcane arts if possible
>>
>>2306106
wall's done
>>
Rolled 44 (1d100)

>>2306077
>>2306106
replace wall with
>research fishing boats
>>
>>2306094
>>2306106
>>2306107
>>2306117


It's the year 803 and it's Summer.

We decide to built a tree planter's cottage, buying and crafting all the vases and fertilizers needed for large scale tree planting.

Treeplanter's cottage -> Planting trees

Our research on the arcane arts is going slowly. Some of our scholars can perform simple cantrips with much preparation, we're still far from being able to use magic to scry far off lands.

We have our priests perform a sacrifice to Kaphine in order to gleam some wisdom about the orcish situation. One of our priests have a vision of several warships filled with orcs landing in some beaches. He takes that as an omen of sorts.

The goblins send another group to steal cattle from us! This time our patrols catch them before they can run away with our cows and the goblins are forced to leave our cattle behind and run for their lives. Our horsemen still manage to kill two goblins.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
Rolled 47 (1d100)

>>2306140
>build watchtower in the east
>send emissary to improve relations with the dwarves/see what they need/want
>>
Rolled 56 (1d100)

>>2306140

>Research Arcane Arts
>Research Cheesemaking
>>
Rolled 98 (1d100)

>>2306140
>Research fishing boats

>Sacrifice to Kaphine for more Oracle buffs

I assume that planting trees is automatic?
>>
>>2306172
I would think so since we built something for the task and not a bonus to a roll
>>
>>2306157
>>2306163
>>2306172

sure, in three years or so we should have some trees


It's the year 803 and it's Autumn

We have a plentiful harvest this season.

We decide to research fishing boats. We'd need a lumber mill to work the raw wood into usable shapes and a shipwright to actually assemble the boats, but it's all doable, our carpenters are confident that we can do it anytime.

We perform a sacrifice to Kaphine! We unveil the ritual The Good Stuff that gives a bonus against unrest. We could build a temple to Kaphine, or switch the shrine to perform this ritual instead of the Prophetic Dreams one. We don't actually have enough money to build a temple, with only 69 gold in our treasuty.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2306205
>send emissary to improve relations with the dwarves/see what they need/want

I don't care what else
>>
Rolled 60 (1d100)

>>2306213
>>
Rolled 78 (1d100)

>>2306205
Ill back >>2306213
and add cheesemaking
>>
>>2306205
>>2306213
>>2306249
supporting
perhaps we can get a regular trade for dwarven wares that we can trade to centaurs and whoever else.
>>
>>2306213
>>2306217
>>2306249

It's the year 803 and it's Winter

We decide to send an emissary to the dwarves at Khela to improve relations with them and ask what they need or want. They are in need of salt to preserve the cave meat that they hunt in the lower levels of the caverns they inhabit and they could use some glassware. The dwarves themselves produce large amounts of metal and stone trade goods that they could trade for our commodities, or they could buy from us paying money (silver and/or gold).

We decide to start researching cheesemaking to store milk into an edible form for a longer period of time. Our cooks manage to craft some generic gouda, and start experimenting to see what other kinds of cheese they can make.

The elvish heroine Findelye the Bright, a reasonably accomplished spellcaster, offer her services as an adventurer and magic tutor to our town for 60 gold/year.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
Calling it a night, I'll probably be back tomorrow around 16h UTC
>>
Rolled 71 (1d100)

>>2306319
60 gold a year is pretty good for a consistent magic user, I say we hire her for a year and have her train some guys for now.
>Search for a source of salt, maybe look in the quarry/the surrounding hills
> Have Findelye get us info on the orc/goblin relationship via magic

>>2306327 Good night thanks for running
>>
Rolled 7 (1d100)

>>2306319
>>2306333
yeah, she'd probably be worth it for at least a year.
>Hire Findelye

>Research Glassware
I think this would be the easier tradegood atm, since we're kinda already surrounded by an infinite supply of raw materials.
>Send caravan to Asminster
Lets see what some of our expensive world-famous horses sell for. Also trade some assorted livestock/goods in exchange for wood, salt and gold(of course) Also just get a feel for the market and political climate up there.


>Business Meeting
We really need to get some trade monies rolling in next year. And some boats to facilitate said trade.
>South: Dwarves of Khela
We know the dwarves need glassware and salt, we can make glass easy and probably trade for salt easier than wasting actions and money building infrastructure for it.
>West: Centaurs of Brine
We know the centaurs need wool clothes, we have plenty of sheep, all we need is to amp up our looms.
>North/Downriver: Halflings of Asminster
Once we contact the halflings we can tailor trades for them. Also since they're at the mouth of the river, they'll have access to sea routes and distant lands, so there's a lot of potential trade opportunities. Hence boats.
>Security
We don't need to get too focused on military yet and neglect our economy, all we've experienced is minor poaching. So in place of an expensive watchtower and stockade, how about we hire an extra company of cavalry and assign them to guard the flocks and patrol their fields? We do need intel on what they're planning however and can probably assume that gobs, orcs and trolls are allies. But since we can't into scrying yet, how about hiring a cheap spy at the tavern?
We also saw that vision of orcs in ships, so having our own boats to counter before they sail up to our doorstep would be another way to utilize our harbor.
>Diversifying
We also have the ability to get money by building entertainment venues. Should we look into things like casinoes and brothels? Perhaps even building them in the cities we trade with for additional passive income.

TL;DR autist takes civquests way too seriously
>>
>>2306319
>Continue stone wall
>Search for a source of salt, maybe look in the quarry/the surrounding hills
>>
Rolled 24 (1d100)

>>2306498
>>
Rolled 66 (1d100)

>>2306319
Lets hire Her if we need to we can fire some Swordsmen if money becomes an issue

>Send a trade caravan to the Centaurs offer to sell them some sheep and iron

>Send a trade caravan to the dwarves see if they want more pigs and cows

>>2306427
I like you ideas but Id rather not sell our horses when we have wayyyy more of our other livestocks to sell off and i think we should build a wool loom ASAP this year
>>
Hey guys I think we forgot to name the settlement how about Sharz Avanzer?
>>
>>2306333
>>2306427
>>2306498
>>2307136

It's the year 804 and it's Spring.

We decide to hire Findelye the bright for 60 gp/year. She says she can stay with us for a few years before she leaves back to the elvish lands in the northeast. She's native from the elvish city of Lothlione in the northeast. Besides teaching our scholars she also teaches whoever wants to learn the basics of magic for a fee. Her classes are very crowded, she has at least twenty apprentices. Amongst our scholars the cantrip fire bolt is becoming highly popular.

With the aid of the new teacher our scholars master arcane theory and start learning to cast spells! They learn a number of cantrips and start researching real magic spells. Magic is a long and arduous path though so it might still take several years before we get to the point where we'll have wizards capable of the feats usually atributed to them, like fireballs and scrying.

We ask Findelye to use her magic to get us information on the orcs and goblins. Although she's not capable of scrying she is capable of casting an invisibility spell! The spell only lasts about an hour though so she takes one of our horses and go investigate the orcs herself, confident that she can use the speed of our steed and her invisibility spell to get out of any tight spot. She discovers that the orcs are building a port city in the southeast past a mountain pass. From the looks of it there must be at least two thousand orcs living in that city. They seem to be ready to battle, with a network of watchtowers and horsemen patrolling their territory. Findelye is almost caught by the orcs a couple times but her invisibility spell lets her get off the hook. She returns unscathed to report her findings.
>>
>>2307189

We try to find any nearby sources of salt but we're unable to find any in the desert around us.

We decide to send a caravan to the centaur lands in Brine offering to sell them some sheep and iron. They gladly buy some of our herds and iron and we make a profit of 247 gold! Our treasury is up to 316 gold.

Our caravan to the dwarven lands sells them some more pigs and nets us 98 gold. Our treasury is up to 414 gold.

Our tax collectors go around doing their business and fter paying all our troops and hero we end up with a deficit of 71 gold! Our treasure is down to 343 gold. Our advisors tell us we should consider raising our taxes or lowering our expenses.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2307191
How much would a loom or a Glass blowing workshop cost?
>>
>>2307197

A loom would cost 100 gold, a glassblowing workshop would cost 300 gold.
>>
Rolled 51 (1d100)

>>2307191
Build a Wool loom
Research Healing Magic
>>
>>2307221

It's the year 804 and it's Summer.

We decide to comission the construction of a wool loom to turn wool into cloth in a more expedient manner. Our treasury is down to 243 gold.

Wool Loom -> Cloth

Our leaders grow impatient with the pace of our priests healing magic research and keep bothering them to hurry up. The priests say that if they had some rare herbs that grow in swamps and forests it would be easier to perform healing magic.
> Send adventurers to seek forest herbs
> Send adventurers to seek swamp herbs
> Send a caravan to buy some forest herbs (NE or W)
> Don't send anyone
> other?

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2307242
send the mage hero with invis spell and some men to gather herb

increase tax but keep it reasonable to prevent unrest or crime
>>
>>2307250

It's the year 804 and it's Autumn.

We decide to send our hero Findelye with three of our horsemen to go gather some of the rare herbs. Findelye chooses to go gather herbs in the forests in the northeast near the territory of the Lothlione elves, a territory that she knows well. They manage to fill several bags with the herbs and travel back with no incidents. The priests say that those herbs will help with their research and they'll probably have some results next year.

Lord Trit Atatau decides to raise the tax rate to 20%! There are protests and unrest greatly increases amongst the townsfolk. Our advisors tell us to hire at least 30 more townguards to patrol the streets protect the nobles and keep the population pacified. Should we hire more townguards?
> Hire 10 more townguards
> Hire 30 more townguards
> Hire 50 more townguards
> Hire 70 more townguards
> Don't hire any townguards
> other?

A group of goblins slip past our patrols and steal some sheep!

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2307285
>> Hire 30 more townguards

I want to explore but don't know which direction to take, do you have a map ?
>>
>>2307242
>Continue building stone wall
> Send adventurers to seek forest herbs
>Change tax to 12%
>>
>>2307285
> Hire 30 more townguards
> Continue stone wall
> Explore West
>>
Rolled 16 (1d100)

>>2307313
dude we finished the wall ages ago,unless you mean expand the wall?

>>2307285
> Hire 40 more townguards

>Research Crossbows
>Explore west
>>
>>2307292
>>2307313
roll dice you two
>>2307334

next time you pick explore specify who you want to send exploring

It's the year 804 and it's Winter.

We decided to hire 40 more townguards to keep the order in our city.

We have our artisans start researching how to craft crossbows. Which variety of crossbow should we focus on?
> Light crossbow
> Heavy crossbow
> Hand crossbow
> Siege crossbow (ballista)
> other?

We decide to send an exploration party towards the west composed of Findelye and three horsemen. We travel through the savannas that are home to the centaur tribes finding large herds of antilopes and zebra drinking on the watering holes. We find a ruined tower guarded by a sphinx. Traveling further west we find a large thick jungle, filled with snakes, spiders, monkeys and birds amongst many other critters. Our explorers return to report on what they have learned on their travels.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Take a census
> other?
>>
>>2307364
either light or hand idk which one is the best for horse archer, i will wait for more opinion
>>
>>2307285
We really need to go north and establish trade with Asminster.
Also building casinoes/brothels would be a nicer way to get money than raising taxes.

What do we need to do to establish regular caravans and get passive income/resources from it?
Spending actions every time we want to trade seems wasteful unless you intend to gear the game more towards a combat-focused wargamer approach. Cause if we are going for a mercantile empire then the answer is "All the time".
>>
>>2307364
> Light crossbow
> Build watchtower
Gotta protect our herds
> Send exploring party with Findelye
S
>>
Rolled 40 (1d100)

>>2307364
>>2307387
> Light crossbow
Im pretty sure hand crossbows are very small and would be impractical for horse archers and wouldn't be the best for military use

Send Findelye the Bright with 3 horsemen and a dozen swordsman with horses for travel to the sphinx's tower
Build second Wool loom

>>2307421
I think trade routes are an annual thing like our taxes and my idea for making money is being able to process all of these animal products we have, we can make candles out of all of the lard or soap, we have all the cows we'd ever want for leather and dairy purposes
>>
Rolled 3 (1d100)

>>2307432
>>
>>2307387
>>2307421
>>2307432
>>2307438

swordsmen on horse are horsemen you funny man, either give them a raise for their new duties or send them on foot.

It's the year 805 and it's Spring.

Our trade caravan with Khela sell some more of our pigs and make a profit of 60 gold.

Our tax collectors go around collecting the taxes for the year. After paying our military we make a profit of 488 gold. Our treasury increases to 791 gold coins.

We have our artisans research how to craft light crossbows. An unit of light crossbow should cost about 25 gold pieces.

We build a second wool loom to make the work of processing all the wool into cloth faster. Our treasury is down to 691 gold coins.

We send Findelye with 3 horsemen and a dozen swordsmen to travel to the sphinx tower. Once our troops approach the tower the sphinx gets up and ask them a riddle, but none of them knows the answer the riddle, so the sphinx attacks them. The sphinx mauls to death our three horsemen and 8 swordsmen before being obliterated by Findelye's spells and the blows of the remaining 4 swordsmen. Upon exploring the tower Findelye finds 150 gold coins stashed in a small chest, bringing our treasury to 841 gold, and upon casting detect magic she finds a magical ring amongst the rubble. Once back in town our scholars determine that the ring is a powerful ring of protection, devised to greatly improve survivability of the wearer in combat. It should fetch us at least 750 gold coins if we were to sell it. Should we have Findelye wear the ring?
> Keep the ring of protection stored
> Have Findelye wear the ring of protection
> Sell the ring of protection
> other?

Should we hire more troops to substitute the one's that fell in battle?

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/yearp; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, other?)
> Take a census
> other?
>>
Rolled 90 (1d100)

>>2307488
> Have Findelye wear the ring, but we will want it back at some point before she leaves but sounds like a new family Heirloom to be lent out to great adventurers

>Send Findelye with 3 horsemen and 2 dozen swordsmen to the gargoyle infested ruined tower in the northeast(we should take out monster dens when we find them)
>take a Census
>>
>>2307501

It's the year 805 and it's Summer

We decide to have Findelye wear the ring of protection that we found in the ruined tower.

We send Findelye with three horsemen and two dozen swordsmen to the gargoyle infested ruined tower in the northeast that we had previously found. Once we arrive there and start approaching the tower sixteen statues turn into gargoyles and fly towards our troops attacking mercilessly. Our soldiers fight bravely and even manage to kill off six of the gargoyles but are ultimately defeated. Findelye has to cast an invisibility spell to flee the battlefield, abandoning the corpses of the fallen soldiers behind.

The goblins make a large cattle raid this summer! They manage to run off with dozens of heads of cattle and even some of our horses!

We decide to take a census. We currently have a population of 5604, 335 horses, 2642 cows, 3780 sheep and 4984 pigs. Our standing army consists of 70 Town Guards, 18 Swordsmen and 1 Adventurer.

Our tax collectors adjust the amount of tax they charge each household accordingly based on this new information.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, other?)
> Take a census
> other?
>>
>>2307539
> Build watchtower
> Research spears
>>
Rolled 17 (1d100)

>>2307539
>build watchtower
>craft light crossbow to outfit guards in the tower and on the walls with
>>
>>2307539
That did not go well shit, what armor are our swordsmen and other units wearing?

>Recruit 12 Swordsmen, 20 Horsemen
>Build Watchtower
>>
Rolled 30 (1d100)

>>2307695
>>2307539
>>
>>2307637
>>2307679

It's the year 805 and it's Autumn.

We have a plentiful harvest.

We decide to build a watchtower to help us spot the damn goblins when they come raid us for our cattle. It stands tall above our fields as a vantage point to see farther and warn us about incoming enemies.

We consider researching spears but we already know how to manufacture and use spears - our town guards use spears, clubs and shields to protect the town and manage any trouble we might have. We could however use pikes, long polearm war weapons particularly effective against cavalry, and train pikemen to use them.

We have our artisans craft 10 crossbows and leave them with the town guards in the watchtower and our walls. Our treasury is down to 591 gold coins.

The centaurs show up again proposing a trade agreement to exchange Cloth for Wood. Do we accept it?

Our resident military company was hired by halflings in the northwest to attack a lizardsmen tribe in the west! They depart our town and go fulfill their contract.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, other?)
> Take a census
> other?
>>
>>2307695

Our military units wear padded leather armor.
>>
Rolled 1 (1d100)

>>2307702
>>2307707
well thats no good

but accept their trade offer

>Recruit 20 horsemen
>Begin crafting chainmail for all non guards
>>
Rolled 23 (1d100)

>>2307702
accept the centaurs trade offer and ask if they'd like to set up a permanent trade deal

>research glassware
>send an emissary north to see how the halflings fare in their war, see if they are in need of anything we could trade them
>>
>>2307714
>>2307733

It's the year 805 and it's Winter.

We accept the centaurs deal to trade wood for cloth, every autumn they'll bring us wood and will come pick some cloth for the winter.

We consider having our artisans craft chainmail for our troops. Each chainmail will costs us 30 gp.

We start researching glassware. If we build a glassblower workshop we should be able to craft a large amount of glassware to fulfill our internal needs and for sale. Specialized equipment for our scholars could also be crafted once we have a workshop going on.

We send an emissary north to see how the halflings are faring in their war and see if they are needing anything we could trade them. The halflings at Asminster say they are not at war, their fellow halflings from Heabury are the ones at war with the lizardmen. The halflings would be willing to buy finely crafted food like specialty cheeses, wood for building ships, and iron , and they have salt, wine, vinegar, salted fish, pearls, seashell trade goods and fish oil to sell.

Talking about specialty cheese some of our cheesemakers figure out how to make blue cheese, we could make a cheesery to mass produce it, we would need some vinegar to prepare the curd, and keep researching how to make other types of cheese.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Rolled 37 (1d100)

>>2307770
>build a glassblower workshop
>build a cheesery
>>
>>2307783

It's the year 806 and it's Spring.

Our trade caravan sell pigs to Khela and makes 67 gp profit. Our treasury raises to 658 gp.

Our tax collectors go about their business. We pay our town guards and our swordsmen and end up with a surplus of 1150 gp! Our treasury raises to 1808 gp.

We decide to build a cheesery and a a glassblower's workshop. Now our cooks can research fine cheese making and our glassmakers can perfect their techniques at making glass containers and various glass tools. Our treasury goes down to 1308 gp.

Cheesery -> Cheese
Glassblower's Workshop -> Glass

The goblins send a group of 42 goblins to raid our cattle, they are sighted by our soldiers but instead of fleeing they stand and fight our swordsmen! The goblins manage to kill 4 of our swordsmen before our town guards arrive and then they finally decide to flee. Our swordsmen and townsguards kill 16 goblins. Some of the goblins were wielding bronze tipped throwing spears and carrying small wooden shields.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
>>2307821
>have Findelye focus on teaching one apprentice combat magic
> Send trading caravan to Khela to trade glassware
>>
Rolled 24 (1d100)

>>2307770
> Build watchtower
> Build glass blower workshop
>>
Rolled 78 (1d100)

>>2307842
>>
>>2307821

Just noticed I didn't deduct the pay of Findelye, treasure is down to 1248 gp.
>>
Rolled 8 (1d100)

>>2307821
> Send trading caravan to Khela to trade glassware
> Build palisade
>>
>>2307842

It's the year 806 and it's Summer

We decide to have Findelye focus on teaching one apprentice combat magic. Our apprentices are very green so the best she can do is teach him how to make the best use of the fire bolt cantrip in combat. Findelye plans on leaving back to the elvish lands in a few years, she hopes that at least a few of her apprentices will have the basics down enough to cast at least magic missiles before that, but she can't guarantee it. Findelye says that this teaching position is too draining and requests a raise to 100gp/year. She also requests scrolls, grimoires and magical components worth 300 gp in order to keep teaching our apprentices.
> Raise Findelye's pay to 100gp/year
> Buy the magical material she requests
> Raise her pay and buy the material
> Don't raise her pay nor buy the material
> other?


We decide to send a trading caravan to Khela to trade glassware. The dwarves buy plenty of our glassware and comission a spyglass! Our glassblowers are only so happy to oblige. It takes all their wit and skill to craft such a high precision item but after several failed attempts they manage to make one precise enough to fulfill the dwarvish requirements. We make a wooping 934 gp profit on this business venture. Our treasury increases to 2182 gold pieces.

Our priests have finally figured out how to channel the divine energies to cast healing spells! They should be able to heal wounded combatents in and out of combat situations. We can hire priests to go on missions for 40 gp/year each (or 10 gp for an individual mission lasting up to one season). While in town they provide their healing services for nominal fees in the form of donations for their respective churches. We only have a very limited number of priests available so we ought to be careful with them out there.
>>
>>2307895

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
>>2307895
>> Raise her pay and buy the material
we have the gold and I'd like to have a few magic users asap
>send a priest to serve in the watchtower to heal anyone wounded in skirmishes
>>
Rolled 11 (1d100)

>>2307908
>>
Rolled 87 (1d100)

>>2307896
> Build treeplanter's cottage
> Build palisade
>>
>>2307936
>> Build treeplanter's cottage
we have one
>>
>>2307908
Support on what to do with the elf.
>>2307936
Support on what to do in general.
>>
>>2307895
>>2307936
> Raise her pay and buy the material
Forgot this
>>
>>2307908
>>2307936
>>2307952


It's the year 806 and it's Autumn

We decide to raise the pay of Findelye effective immediately. We also buy all the grimoires, scrolls and components she requested to keep teaching spellcasting to our apprentices. Our treasury goes down to 908 gold pieces.

We decide to build another treeplanter's cottage to increase the amount of trees we're able to replant. Some of the trees from our earlier treeplanter's cottage are already large enough to be cut down for lumber, we could build a lumber mill to start processing the wood. Our treasury is down to 608 gold pieces.

The centaurs show up with more trees and leave with their share of cloth.

We decide to build a palisade. How large should we build it?
> Large enough to encompass most of our houses (1/2)
> Large enough to encompass all our houses and some of our fields (1/4)
> Large enough to encompass most of our fields (1/8)
> other?

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Rolled 28 (1d100)

>>2307983
> Large enough to encompass most of our fields (1/8)
> Build lumber mill
> Research cheesemaking
>>
Rolled 61 (1d100)

>>2307983
>> Large enough to encompass most of our fields (1/8)
> Send trading caravan to Asminster to trade cheese for vinegar and salt with the halflings
>>
>>2307983
can you list what we have so >>2307988 will stop asking to do stuff we've done
>>
>>2307988
>>2308008


It's the year 806 and it's Winter.

We decide to build a palisade large enough to encompass most of our fields

Palisade (1/8)

We also build a lumber mill to work the trees we've been planting and getting from the centaurs into usable shapes.

Lumber Mill -> Wood

We send a trading caravan to Asminster to trade cheese for vinegar and salt with the halflings. They greatly enjoy the fine taste of our blue cheese and gladly trade some vinegar and salt with us.

We forgot to name our settlement, should we call it Sharz Avanzer like was suggested or some other name?

The mercenaries from the Irontip Brigade return from the lands on the northwest. They report having won most of the skirmishes against the lizardmen population and greatly reduced their numbers, but the thick jungle made it very difficult for them to pursue their foes once they decided to stop fighting and start fleeing. The mercenary company buys lots of horses, hires more personnel and it's soldiers spend a great deal of money in the taverns and markets, movimenting the economy and generating extra tax revenue. After paying their licence for functioning as a free army and all the legal fees we end up earning an extra 453 gp. Our treasury increases to 1361 gp.

A group of minotaurs recently settled in the lands northwest of us between Asminster and Heabury! Travellers say that they came in trirremes from the far east and settled by a river in the plains past the savana and the desert. They call their settlement Petun.

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Rolled 54 (1d100)

>>2308131
>Palisade
>send scouting party of 4 horsemen to investigate the sighted Minotaurs

I'm fine with Sharz Avanzer
>>
>>2308181

We don't have any horsemen left, all we have is 14 swordsmen, should we hire some?
>>
>>2308199
yes hire 10 but send 4
>>
Rolled 16 (1d100)

>>2308131
Did we buy findeyle her teaching matrials? if not go for it(just

Recruit 26 Swordsmen Recruit 20 Horsemen
Contnue Palisade
>>
>>2308181
>>2308218
>>
>>2308181
>>2308218
>>2308258

We have 88 soldiers almost all of them are guards we need to beef up our military quickly
>>
So guys ive been keeping notes and theyre not perfect but should help us all a lot https://docs.google.com/document/d/1mro5d0XEjh-SQT7btYnSQvOHlcj7cpgz1NvyMNIAZnc/edit?usp=sharing tell me if im missing anything Major in there
also we should build a tannery and expand our iron mines
>>
>>2308181
>>2308218
>>2308256

It's the year 807 and it's Spring.

We hire 10 more horsemen.

Our trade caravan with Khela earns us 59 gold by selling some of our pigs.

After paying our army we earn 890 gold from taxes. Our treasury increases to 2310 gold pieces.

We have our labourers continue working on our palisade

Palisade (2/8)

We send 4 horsement to investigate the reported minotaurs at Petun. As our horsemen approach their settlement they hail us. They say that they travelled from the eastern continent coming to settle this new continent but they have a small problem - they are a little short on women. There are about 400 minotaurs in their settlement, but less than 50 women. They ask if we can't spare some of our women for them to start their settlement, they'd be eternally grateful if we allowed them to marry some of our women.
> Allow the minotaurs to come to our town and court our women
> Ask them to pay some compensation to our town for every woman they marry
> Send a couple hundred of our women to the minotaur settlement
> Don't give them any of our women
> other?

What should we do next?
> Build basic infrastructure (lumber mill, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
>>2308274
>> Allow the minotaurs to come to our town and court our women
this seems reasonable, it allows for them to potentially increase their pop. but doesn't force our women to marry them
>continue working on our palisade


>>Our trade caravan with Khela earns us 59 gold by selling some of our pigs.
shouldn't we also be trading glassware as well? or do have to renegotiate our trade agreement?
>>
Rolled 66 (1d100)

>>2308282
>>
>>2308274
Well the real question is if there's Evil in setting and if races can be Evil and if the minotaurs are Evil, Ill wait for other anons on this one but we should build up our military with such a large potential threat

Continue Palisade
Recruit 10 Horsemen and 22 Swordsmen
>>
>>2308282
Isn't it traded at different time ?
>>
>>2308282

the glassware was a one time deal, the dwarves don't break their glass cups and glass utensils fast enough to justify yearly purchases, nothing stops us from plying our trade there again, maybe they'll buy some more glass for a reason or another
>>
Rolled 78 (1d100)

>>2308274
> Allow the minotaurs to come to our town and court our women
> Continue palisade
> Trade our glass with Khela
>>
Rolled 15 (1d100)

>>2308288
whoops
>>
>>2308282
>>2308288
>>2308302


It's the year 807 and it's Summer.

We decide to allow the minotaurs to come to our town and court our women. Every summer the minotaurs will send some of their men to our town court our women.

We decide to have our labourers continue working on the palisade around our fields.

Palisade (3/8)

We send a caravan to Khela to trade some glassware. There's not as much enthusiasm as the first time we sent the caravan as many dwarves already bought themselves some glassware but we still make a solid amount of sales and earn 77 gold pieces. Our treasury is up to 2387 gp.

Dozens of our women are wooed by the minotaurs and decide to marry them! They leave to go live with the minotaurs at Petun. The minotaur leader, a massive warrior called Gouk, say that they consider us as their friends and if we need help in the future they can count on them.

The goblins steal some of our sheep! They flee with them before we can catch them.

Our first apprentice, a young man named Erard, manage to cast magic missile spell! Findelye is very proud of him and believe he amongst all the apprentices has the most potential. The rest of the class should catch up in a few seasons.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Rolled 3 (1d100)

>>2308332
Recruit 32 Swordsmen and 20 Horsemen
Continue palisade

Im not gonna let up until we have more than town guards and a dozen or so swords and horsemen each
>>
>>2308341
what the hell is with my rolling?!
>>
Rolled 58 (1d100)

>>2308332
>Continue palisade
>>2308341
I think that's way too many, we're not being threatened by any major forces, I think we should recruit half of what you proposed
>>
>>2308348
Really? we have almost 6000 people and less than 100 in our standing army most of that being guards not actual soldiers eh maybe my scale is skewed
>>
>>2308353
We have a stone wall surrounding our houses and the ability to make crossbows, and if we get really desperate we could hire the merc company, the worst we've had are some cattle raids, and the gargoyles
>>
>>2308362
I still want to get those gargoyles! and we have no units that have trained with them nor do we have have any crafted so we can't use them if needed on the spot also i'm pretty sure we don't have an armory either.But your right about no major threats but id like to strike at the goblins and trolls in the future
>>
>>2308381
from what we've seen the goblins need our cattle, it's possible they would be willing to trade, but I wouldn't count on it due to the long running feud with them
>>I still want to get those gargoyles!
I'd like to have our scholars do research and try to find a weakness we can exploit
>>
>>2308388
Imma hazard a guess and say hammers but we probably have some sort of written info on them we have Scholarly shit on lock
>>
>>2308341
>>2308348

It's the year 807 and it's Autumn.

We decide to have our laborers spend their time building the palisade around our fields.

Palisade (4/8)

The centaurs show up to do their trade of wood for cloth.

We have a plentiful harvest this year.

We decide to hire 10 horsemen and 16 swordsmen. Our treasury goes down to 2027 gold coins. Our army is now composed of 70 Town Guards, 30 Swordsmen, 20 Horsemen and 1 Adventurer.

A large troll raid comes our way! 80 young trolls led by 10 adult troll clubsmen attack our village early in the morning when the farmers are out harvesting the fields, mauling to death everyone in their path! The trolls kill 125 villagers and wreck our watchtower. The young trolls are unarmed but are still tough foes. Their chaotic army is inneffective against our organized troops. Our army assembles to defend us! We kill 25 young trolls and the remaining trolls decide to flee for their lives!

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Rolled 18 (1d100)

>>2308417
> build the palisade
> Send raid party to Suma consisting of all of our horsemen and our adventurer
>>
>>2308417
Well troll raids are a good reason to get those crossbowmen we were just talking about also Seige crossbows/ballistas would be good for our walls

Recruit 20 Crossbowmen with chaimail
Build Tannery
>>
>>2308430
>>2308417
switch tannery with continue palisade
>>
Rolled 76 (1d100)

>>2308433
>>2308430
and a lost one cause im a dink
>>
>>2308430
careful, crossbows are pretty expensive, and I don't think we can make chainmail yet
>>
>>2308429
>>2308430
>>2308433

It's the year 807 and it's Winter.

We decide to have our laborers keep building the palisade around our fields.

Palisade (5/8)

We decide to recruit 20 crossbowmen wearing chainmails. Our treasury goes down to 927 gold pieces.

It snows heavily this years, we're glad we have plenty of firewood and warm clothes to protect us from the harsh winter.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Calling it a night, wednesdays are a bit hectic for me so I don't guarantee I'll be around tomorrow. If I show up it will be around 16h UTC.

Even if I don't show up tomorrow at all I'll be back the day after.
>>
>>2308453
ok thanks boos
>>
Rolled 19 (1d100)

>>2308452
Continue Palisade
Send a Glass and cheese caravan to the halflings in Asminister

>>2308453
Looking forward to it!
>>
Rolled 83 (1d100)

>>2308455
>>2308452
Support
>>
>>2308271
>notes
that's awesome dedu

Things seem to be faring well. I had a few thoughts while I was out tho.
>We should build a temple to Oracle god so we can better quell the unrest of the higher taxes. Then we can reassign some town guards as better troops.
>Also we need to sacrifice to all three gods so we can unlock more rituals.
>Selling ships might be more lucrative than simply selling wood and prevent us from having to buy ships.
>Speaking of which we ought to notify the Minotaurs and Halflings about the Orcs naval aspirations. We could actually use that as our sales pitch to sell more boats.
>>
>>2309043
Whats even more awesome is some other anon is helping and not making a mess of it!

I feel like we'll need better info on the orcs before we can use that pitch and i think the vision meant they were landing in those ships much like the minotaurs just did
>>
>>2309061
It seems that there may have been some sort of mass migration based on what the minotaurs said
>>2309043
you make some good points

>I've never played a civ with this much trade/economy stuff, I don't know how to feel about it
>>
>>2308453
>>2308452
How much do the crossbowmen cost to maintain 10 like normal archers or 25 like the recruitment price?
Also can we get a more detailed tax summary every spring?
>>
>>2308332
Man what is with your civs and attracting cucks, first it was the Orcs and now people are literally whoring their women out to minotaurs.
>>
>>2309502
Nigga, the minotaurs got that pussy by themselves, we just let them. If they can do that, they can keep them, plus, they're now our bros.

Those that tried to work with the orcs were faggy cucks though.
>>
>>2308452
yo, mind if i join in?
>>
>>2308453
oh fuck i just realized that everyone seems to post between 22:00 and 01:00 london time


oh well

>>2308452

is it possible to have the church create an army of zealots to raid ruins for artefacts? some kind of proto-paladin deal.
>>
>>2309859
>>2309877
This isn't a multiplayer thing, just come on in, read up, post what you want to happen and watch the fireworks.
>>
>>2308455
>>2308456

It's the year 808 and it's Spring

We make 69 gold coins from selling our pigs to Khela.

Our tax collectors go about their business. They collect 1680 gold pieces, we pay the wages of our soldiers, 350 gp to our town guards, 300 gp to our swordsmen, 400 gp to our horsemen, 200 gp to our crossbowmen and 100 gp to Findelye leaving us with a surplus of 330 gp.

Our treasury is raised to 1326 gold pieces.

We decide to have our laborers continue building a palisade around our fields.

Palisade (6/8)

We send a caravan to trade cheese and glassware with the halflings in Asminster. A couple of wealthy halfling naval captains comission spyglasses and we make huge profits by selling such fancy items to them! The halflings greatly enjoy our cheese as usual and buy every last piece of it paying in silver, seems like they simply can't get enough. A halfling cook even shares with our tradesmen the secret of how to make cheddar cheese and asks us to sell them more of those in addition to the gouda and blue cheese we're already selling. We make a whooping 2378 gp profit in silver with our caravan! Seens like the halflings have found and exploit a nearby silver mine and as such have become quite wealthy. It's always good to have wealthy trade partners. Should we make our cheese and glassware caravan to Asminster into a yearly affair?

Our treasury is up to 3704 gp.
>>
>>2310203


A human emissary comes up from the south! They say they have came from the west recently and founded a city called Oxwick lead by Lord George south of dwarvish territory on the shores of these lands. They say they have orc neighbours to the east and to the west and as such are worried about their safety. They are building a large wall and training many archers in order to survive any orcish incursions. The emissaries had to trek many weeks through the mountains to get in our town so it's unlikely we'll see much trade between our towns. Still, it's nice to be acquainted with our human neighbours in such a hostile land. They bid us farewell and continue on their travels.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
>>2310207
Continue work on the palisade and research into balistas, considering we already have light crossbows that should be easily figured out.
>>
>>2310222

It's the year 808 and it's Summer.

The minotaurs from Petun show up again in our village to woo our women.

We decide to have our laborers continue work on the palisade around our fields.

Palisade (7/8)

We have our scholars star researching how to construct balistas. It's a tad more complicated than simply an oversized crossbow so it will take awhile to figure it out. Luckily we have some scrolls with diagrams on how to build balistas so we're not doing it from scratch, our research shouldn't take very long.

Our watchtower is still wrecked from the troll attack last year, should we fix it?

Surprisingly enough the goblins didn't show up at all this summer to raid our cattle. Our soldiers are left wondering what they might be up to.

The shifting sands of the desert uncover an ancient temple not very far from our town!

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
Rolled 78 (1d100)

>>2310229
> Finish palisade
> Fix watchtower
>>
>>2310229
Also what does the "take a census" option do ?
>>
>>2310229
fix tower
build blacksmith or research better armor and weapon for melee soldier
>>
>>2310243
>>2310248 checks how many people and cattle we have and updates how much money we make with the tax collectors


It's the year 808 and it's Autumn.

The centaurs from Brine show up to trade wood for clothes.

Our harvest is decent, we should have enough food to feed our population for the year.

We have our laborers finish the palisade around our fields.

Palisade (8/8) -> Bonus to defense

We fix our watchtower on the east.

Our wizard apprentices are now able to cast magic missiles! It will still take several years until they are fully capable wizards but they already made plenty of progress!

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (stone wall, 8/16/32 seasons depending on size; palisade, 2/4/8 seasons depending on size; watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, other?)
> Take a census
> other?
>>
>>2310254

Currently our troops have padded leather armor. We can craft chain mail for our troops at a cost of 30 gp each. We could also craft plate mails for our troops at a cost of 200 gp each.
>>
>>2310257
> Build watchtower
> Continue researching ballista
>>
>>2310273
+this
if we could also take census that would be mighty swell though
>>
>>2310292
Let's ask for it later
>>
>>2310273
>>2310292

It's the year 808 and it's Winter.

We decide to build another watchtower closed to the edge of our palisade to see when enemies are approaching.

We decide to pressure our scholars about the balista research. After fumbling with their scrolls they find one detailing the construction process of a balista. They say that if we could spend 300 gold building a siege engine workshop the construction of balistas would be much simpler to streamline. The main obstacle to the construction of balistas is the prohibitive cost of a thing that big that forces us to plan very carefully every step of the construction of these siege engines.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, other?)
> Take a census
> other?
>>
>>2310295
> Build siege engine workshop
> Build quarry
>>
>>2310301
agreed
>>
Rolled 24 (1d100)

>>2310295
>Build siege engine workshop
>send half a dozen infantry to investigate the temple
>>
>>2310301
>>2310304
>>2310327

It's the year 809 and it's Spring

Our caravan with Khela makes a profit of 77 gold selling pigs.

Our tax collectors do their job and we get 1680 gold pieces. We pay 1350 to our army and get a revenue of 330 gp this year.

Our treasury goes up to 4111 gold.

We spend 300 gold with the construction of a siege engine worshop. After finishing it our scholars, carpenters and artisans ask our nobles what kind of siege engine do we have in mind.
> Man portable balista (operated by 1-3 men, shoots bolts the size of a small tree), 1000 gp each
> Medium balistas (with wheels, can be pulled by a horse, shoots bolts) 1200 gp each
> Heavy balistas (with wheels, can be pulled by a few horses, can shoot bolts or rocks) 1500 gp each
> Superheavy balistas (rotates but is fixed, can shoot bolts the size of a tree or large rocks) 2000 gp each
> other?

We decide to start another open pit quarry to cut and true stone for our purposes. We clear off a section of the desert in a hilltop of the sand and start digging the rockbed below.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, other?)
> Take a census
> other?
>>
>>2310345

Our treasury goes down to 3811 after building the siege workshop.
>>
Rolled 7 (1d100)

>>2310345
>> Medium balistas (with wheels, can be pulled by a horse, shoots bolts) 1200 gp each

>send half a dozen infantry and our Adventurer to investigate the temple
>>
>>2310352

The year is 809 and it's Summer.

Our scholars spend their time drawing full sized diagrams for the construction of medium ballistas, we should be able to craft one or more when we need it.

We decide to send Findelye and half a dozen infantry to investigate the temple that the shifting sands uncovered in the desert. As we investigate the temple we find a large number of mumified corpses. Some of them rise to attack our troops! Our soldiers fight back the mummies and Findelye burns them with her fire magic.

On the last chamber of the temple we find a large number of funerary vases and dozens of scrolls. Scattered throughout the temple we find 200 gold pieces. Inside a sarcophagus we find some jewels worth at least 600 gp. We add the scrolls we found in the temple to our library for our scholars to peruse at their leisure. Should we sell the jewels we found in the temple?

In one of our local taverns a group of adventurers boast about having defeated a large number of gargoyles in a ruined tower and after exploring the place and claimed to themselves a powerful magical sword! Should we offer to buy the magical sword from them for 1000 gp?

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 92 (1d100)

>>2310384
>We add the scrolls we found in the temple to our library for our scholars to peruse at their leisure.
>have our scholars see if they can learn something from these scrolls

>>Should we sell the jewels we found in the temple?
>>Should we offer to buy the magical sword from them for 1000 gp?
See if they will trade for the gems and a little gold
>>
>>2310405
This also get two balistas and start drilling our men in how to use them in the field and from the top of the wall
>>
>>2310405
>>2310417

It's the year 809 and it's Autumn.

We offer to trade the jewels we found in th temple and some gold for the magical sword the adventurers found in the gargoyle's tower but they say they have no use for the gems and decline the deal.

We have our scholars see if they can learn something from the scrolls found in the tomb. One of the scrolls had inscribed an explosive runes spell, exploding in the face of one of our foremost scholars and setting several scrolls on fire. We lost an awful lot of scrolls before we could put down the fire in the library. Most of the remaining scrolls dealt with funerary rites and proper ritual purification that would be of more interest to our priests. One of the scrolls tells the lore of a powerful demons and explain the steps to summon it; it involves many ritual sacrifices of sentient beings. It also explains the basics on how to summon an evil spirit to inhabit a dead body and turn it into an undead. Findelye urges us to destroy this scroll ere it falls in the wrong hands. Should we destroy the scroll on demonology and necromancy?

We have our carpenters and artisans craft two balistas and start drilling our men in how to use them in the field. Our treasury is down to 1411 gp.
What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2310468
we should thank the gods for our prosperity and get more divine blessings

>Sacrifice to Finance god

>Sacrifice to Night & Day god
>>
>>2310476
This
>>
Rolled 71 (1d100)

>>2310476
Also
>Scholars
>Destroying knowledge of any kind
>absolutely OOC
I bet she'd want us to burn the aztec library because the pictograms look scary too.
I'd rather put them in a jar and bury them under the floor of our most secure building.
Or better yet, reverse engineer them to learn turn undead/banish spells.
>>
Rolled 82 (1d100)

>>2310536
SUPPORT
>they should be kept secret and guarded though

>>2310468
>sell those gems to the dwarves if they want them
>Sacrifice to Finance god
>>
>>2310536
agreed, tell Findelye that they were burned, but secretly switch the real scrolls for dummies and preserve them with the lord for him to study. We don't want any scholars to raise an undead army in town and rebel after all

>>2310468
send Findelye to attempt to steal the sword perhaps?
>>
>>2310606
oh, and if she refuses, tell her that we burned invaluable scrolls to honor her wish, and that we must recuperate the loss. Convince her that stealing a sword is a lesser evil compared to demons and undead running rampant throughout the world
>>
>>2310476
>>2310536
>>2310544
>>2310606 the lord is not a magic user
>>2310618


It's the year 809 and it's Winter.

Our scholars agree that the scrolls would be dangerous in the wrong hands but they are confident in their ability to secret the scrolls away. None of our wizard apprentices is powerful enough to perform any of the magic spells in those scrolls, and even if they were those are forbidden evil rites that easily corrupt the soul of thoses who partake in it. They put the scrolls into jars and bury them under the floor of the library, that should keep it safe from thieves at least for awhile. Findelye is not very pleased with our decision not to destroy the scrolls, she says they'll certainly cause us problems in the future, but she doesn't press the issue.

We decide to thank the gods for our prosperity and sacrifice to Weenar the God of Night and Day and Yfdea the Goddess of Finance. The Weenar priests unveil the All Seeing Eye Ritual that gives a bonus against evil, and the Yfdea priests unveil the Free Market Ritual that gives a bonus against unrest. We could switch our shrines to start performing the rites of the newly unveiled rituals instead of the current ones, Watchfulness for Weenar's that give exploration bonus and Rubbing Hands ritual for Yfdea that gives trade bonus; or we could build temples to make larger seasonal sacrifices to them to have both boons bestowed upon us at the same time.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2310636
I still say we steal the sword.


Build two more shrines, and recieve all rituals
>>
>>2310636
i should ask, how does this bonus VS evil manifest? Is it a military bonus against evil aligned creatures, or a more arcane protection?


I'd also like to suggest that we focus more on cheese production in the future. A cheesery might be a good investment with the halflings eagerness for it.
>>
Rolled 96 (1d100)

>>2310636

Send Cheese and glass caravan to Halflings in asminister and make it a yearly thing
Build a temple to Yfdea

Guys we should have made the halfling caravan a regular thing for all the cheese dosh
>>
>>2310673

It's a divine bonus against any special harmful effects caused by evil creatures plus a minor combat bonus against the same creatures.

We have a cheesery already >>2307821
but we could build more of those in order to sell even more cheese to the halflings.
>>
Rolled 42 (1d100)

>>2310684
Support
>>
Rolled 72 (1d100)

>>2310636
> Build lumber mill
> Build temple
>>
>>2310684


agreed
>>
>>2310659
>>2310673
>>2310684
>>2310688

It's the year 810 and it's Spring.


Our caravan to the dwarven city of Khela makes a profit of 78 gp selling pigs.

Our tax collectors get 1680 gp from our population and we pay 1250 to our army (Findelye doesn't accept pay for this year), generating a revenue of 430 gp. Our treasury is up to 1841 gp.

We send a trading caravan to Asminster to sell glassware and cheese to the halflings and make it into a yearly thing. We make a profit of 74 gp. Our treasury is up to 1915 gp.

We decide to build a temple to Yfdea the Goddess of Finance. Our priests perform ritual sacrifices of animals according to her mysteries and she bestows upon us the bounties of both the Rubbing Hands Ritual, that gives bonus to Trade and the Free Market Ritual that gives bonus against unrest.

Temple to Yfdea

Our treasury is down to 1615 gold pieces.

A group of elves from Lothlione shows up in our town. They come to ask for assistance in raiding the goblins from Suma to thin their population, as they have shifted their attention to raiding the elves ever since we built our walls. The elves grew weary of the endless goblin raids and decided that it's about time to do something about it. They have 60 longbowmen ready to attack the goblin encampment. They plan on attacking next summer. Should we pledge to send our army to help the elves attack the goblins?

Findelye says she'll head back to the elvish lands with this elvish delegation. She thanks us for the time we employed her and wish our apprentices good luck in their journey of learning the arcane arts.

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (crossbows, arcane theory, healing magic, fishing boats, glassware, cheesemaking, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 99 (1d100)

>>2310723
Accept the war offer

Recruit 20 Horsemen
Take a census
>>
Rolled 78 (1d100)

>>2310723
pledge to send 20 horsemen to help the elves attack the goblins next summer

>research fishing boats
>Take a census
>>
Rolled 56 (1d100)

>>2310723

accept war offer

recruit 20 horsemen

begin constructing a fourth shrine, considering what we have buried under the library
>>
>>2310741
>>2310744
>>2310754

It's the year 810 and it's Summer.

We decide to accept the offer to wage war on the goblins of Suma made by the elves from Lothlione.

We recruit 20 more horsemen. Our treasury is down to 1215 gp.

We decide to take a census. Our population is 6223 people, we have 337 horses, 2857 cows, 4071 sheep, 4562 pigs. Our tax collectors adjust the amount of tax they exact on the peasantry accordingly.

The elves are thoroughly impressed with the quality of our steeds and offer to buy 100 of our horses for 20 gp each.
> Accept their offer
> Make it 25 gp each and you have a deal
> Only accept to sell 50 horses
> Deny their offer
> other?

What should we do next?
> Build basic infrastructure (lumber mill, tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research ( other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 77 (1d100)

>>2310779
> Build lumber mill
> Craft chain mail for our swordsman
> Only accept to sell 50 horses
>>
We decide to accept the elves proposal and go wage war against the goblins in Suma!

The elves sent 60 professional longbowmen and 100 militia men wielding spears. Their captain intends to maintain lines marching forward slowly while the longbowmen shoot at the goblins from a distance, then disengage and flee once the goblins get too close.

Which troops should we send against them?

We have 1215 gold coins.

> 70 town guards
> 30 swordsmen
> 40 horsemen
> 20 crossbowmen

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000 gp)

Should we draft some of our men into a temporary militia?
> Spearmen militia (1 gp each) around 800 available


Which strategy should we use against the goblins?
> Charge at them
> Divide troops in two try to flank them
> Dive troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2310779
Backing this guy>>2310801


>>2310804
20 Swordsmen
40 Horsemen
10 Crossbow
150 Spear Militia

Have the infantry and Archers advance and the horsemen break off to do hit and run attacks on the flanks of any enemy groups
>>
Rolled 90 (1d100)

>>2310779
>> Only accept to sell 50 horses
>>2310804
>20 horsemen to flank and attack from the south
>40 militia spearmen to attack from the west
>>
>>2310825
>>2310829

We decide to send 20 horsemen to flank and attack the goblins from the south and 40 militia spearmen to attack from the west while the elves advance with their troops slowly from the northwest. As we approach the goblins settlement we are spotted by their patrols. The goblins muster an army of about three hundred goblins to defend their settlement. The elvish longbowmen methodically shoot at the advancing mass of goblins while our green militiamen nervously hold their lines against such a numerically superior oponent. Our horsemen start attacking goblins at the southern flank, killing them off with their swords. The goblins are tiny and often evade our horsemen attacks with their swords simply by ducking down. Still our horsemen manage to kill at least thirty goblins. The elves manage to kill of at least a hundred goblins before they close in to engage in close ranged combat. Our militia attacks the goblins once they first come in, managing to kill about twenty goblins, but then when they start to get swarmed by goblins they start running for their lives. We lose 20 militiamen. Our horsemen keep attacking the goblins on the edges of the battlefield, never getting into the thick of the combat. By the time the goblin lines touch the elvish militia lines they start fleeing, with their longbowmen stopping now and then to take potshots at the advancing tide of goblins. Both our armies then retreat from goblin territory.
>>
>>2310801
>>2310825
>>2310829

It's the year 810 and it's Autumn.

We mourn the death of the 20 militiamen who died in the raid against the goblins.

We consider building a lumber mill but we already have one and our two tree farms don't justify building another one.

We decide to have our artisans craft 30 chainmails for our swordsmen. Our treasury is down to 275 gp.

The centaurs come back to trade wood for cloth again.

We only agreed to sell 50 of our steeds to the elves. They're still grateful to us nevertheless as those are really fine steeds. Our treasury is up to 1275 gp.

Our troops heard from the elves about an ancient temple in ruins in the midst of Suma territory, the goblins don't enter the temple for they fear the other creatures that dwell inside it. Our scholars find a scroll in our library that say it's a temple to a demon called Mondu. The scroll says that the temple spans at least ten underground levels. What sorts of horrific beasts and treasures lie buried in there for the taking we can only wonder.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research ( other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 40 (1d100)

>>2310885
>> Hire a group of adventurers (specify purpose)
Hire at least 1 powerful magic user and at least two warriors to search the demon temple near suma
>sell the gems to the dwarves if we can
>>
>>2310904
>>
>>2310904
>>2310925

We ask around in our taverns for adventurers and those are the ones we find willing to work for us

Ardric the Brave, a young but already quite accomplished warrior, 100gp/year
Holeon the Cunning, an experienced warrior, 80gp/year
Torpher the Mighty, a very strong warrior, 80gp/year
Griffin the Wise, a priest of Kaphine, 100gp/year
Alicia the Daring, a highly experienced rogue, 120gp/year
Mogul the Minotaur, a famous adventurer from overseas, 150gp/year
Erard the Tenacious, a wizard apprentice, 60 gp/year
>>
Rolled 42 (1d100)

>>2310946
>Griffin the Wise, a priest of Kaphine, 100gp/year
>Erard the Tenacious, a wizard apprentice, 60 gp/year
>Holeon the Cunning, an experienced warrior, 80gp/year
>Torpher the Mighty, a very strong warrior, 80gp/year
>>
>>2310904
>>2310925
>>2310951

It's the year 810 and it's Winter

After asking around in our taverns for adventurers we hire Griffin the Wise, a priest fo Kaphine for 100gp per year, Erard the Tenacious, a wizard apprentice for 60gp per year, Holeon the Cunning, an experienced warrior for 80gp per year and Torpher the Mighty, a very strong warrior for 80gp per year. Our treasury is down to 955 gp. We send them to the temple of Mondu to explore the ruins and find us whichever ancient riches are buried within.

We send an emissary to the dwarves to sell the gems we've found in the buried temple in the desert. The dwarves haggle the price with us, offering 400 gp for the gems.
> Accept the deal
> Make it 500 gp and the gems are yours
> We won't sell them for less than 600 gp
> Don't sell them the gems
> other?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research ( other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 4 (1d100)

>>2310966
> Accept the deal
> Build hunting den
> Research longbow
>>
Rolled 13 (1d100)

>>2310966
> Make it 500 gp and the gems are yours

>Build parthenon for Kaphine
>Build Siege Engine workshop

So other anon wanna focus on ships and cheese for a couple turns while we finish up the temples and what not for our gods?
>>
Our adventurers enter the Temple of Mondu. They go through a large room with many columns and three ways out. They then go through a small lateral passage. They find a room with a skeleton. Haleon and Torpher destroy the skeleton with their swords. They keep advancing and find a locked door. Haleon and Torpher knock down the door but active a trap! A crossbow bot hits Torpher in the chest. Griffin heals Torpher. They enter into the room with the crossbow. They dismantle the trap and loot the crossbow, but don't find any more bolts. The room has a small chest with a key. They turn back and take a different lateral passage. After walking awhile they find a locked door. They try the key and it opens the door. Behind the door they find a flight of stairs. They go down the stairs. On the second level of the Temple of Mondu they are surprised to find six skeletons. Griffin raises his holy symbol and makes the skeletons flee. They look around and find a corridor leading in two directions. They follow the corridor north. They find seven doors on this corridor. They open the first door and are surprised to find a room packed full with zombies. There's at least twenty of them. The zombies flood the corridor while the adventurers flee. They flee back through the flight of stairs, lock the door behind them and decide to check the third corridor on the first level. It leads to a back room with some beds and chests under them with robes and unholy symbols. The place seems like it has been used somewhat recently, perhaps less than a month. The zombies start loudly banging on the locked door. The adventurers unlock the door and attack the zombies. The zombies pour out of the locked door flooding the corridor. The adventurers flee to the main hall of the temple. The zombies come after them. The adventurers attack a couple zombies with their swords, Griffin tries a healing spell in one of the zombies to great effect and Erard finishes off another zombie with a magic missile spell. The zombies follow the adventurers into the open. After running around for awhile and losing the zombies into the wilderness the adventurers come back to continue exploring the dungeon. They open another door on the corridor on the second level and find a large amount of weapons, mainly halberds.
>>
>>2311056

Erard casts a detect magic spell and find a magic dagger amongst the whole bunch of weapons and loots it. The adventurers then open a third door on the dungeon and find a magic circle drawn in the ground. A woman is within the circle and tell them "Thank god you guys showed up, those crazy cultists were going to sacrifice me to some sort of demon, they imprisoned me within this magic circle, if you were so nice as to deface it so I could get out I would be very grateful". Erard presumes that it's a demon disguised as a human and decides to simply leave the room. "Wait", says the woman, "are you going to simply leave me here? Please don't abandon me, the cultists will kill me!". Holeon and Torpher say that we must save the woman, Griffin doesn't know what to do, Erard says it's a trap and she'll attack us when we least expect it. Torpher then go ahead and deface the magic circle. The woman leaves the circle and says "Thanks for saving me! Now let's get out of this dungeon!". Erard and Holeon want to keep exploring, Griffin and Torpher don't want to push our luck. They decide to open another door. They find a library with hundreds of tomes. They fill theis sacks with scrolls then decide to leave the Temple of Mondu.
>>
calling it a night, I'll probably be back tomorrow around 16h UTC
>>
btw do you guys want to do the dungeon crawl decisions or is it fine if I run it automatically like this? this format doesn't lend itself very well to dungeon crawling, it would take the civ game proper to a halt, but we could do it anyway if you guys want.
>>
>>2310885
>Build Temple to Weenar

>Build Harbor

We should see about trading with the Minotaurs on the reg and the elves. iirc there are two elvish cities nearby.
Also, Do we need to be so stingy with our horses? Those could be a real money maker. Literally one of the things we are renowned for, yet we hardly utilize. Perhaps building a stable/ranch to increase horse pop is in order?
>>
>>2311086
I think it'd be pretty cool if we kinda took the role an rpg party for the crawls, but I also feel like it would take MUCH longer

>>2311184
>>Perhaps building a stable/ranch to increase horse pop is in order?
Good idea
>>
>>2311086
this is fine. keeps us in the big picture so we don't get distracted micromanaging our favorite characters. Also it adds a nice sense of realism that we can't control everyone, we just nudge them in the right/wrong direction and hope for the best.

>>2311066
Do not go gentle into that good night!
>>
>>2311056
>a large amount of weapons, mainly halberds.
>>2311061
>a library with hundreds of tomes.
Sounds like we need to come back with a bigger wagon.

>>2311021
that sounds like a plan man.
Not sure about temple upgrades tho. We need to ask QM if we need shrine->temple->parthenon->cathedral or if we can skip steps.
>>
>>2311066
research lance for our cavalry sword is more like a side arm for cavalry
can we still buy the magical sword?
>>
>>2311017
>>2311021
>>2311184
>>2311197
>>2311230
>>2311243

you need to know enough rituals of the god you want to build the place of worship to (2 for temple, 3 for parthenon, 4 for cathedral)

It's the year 811 and it's Spring.

Our caravan to Khela makes a profit of 62 gp selling pigs.

Our caravan to Asminster makes a profit of 35 gp selling cheese and glassware.

We collect taxes and after paying our troops and adventurers we're 104 gp on the red this year! We should consider reducing our expenditure or raising our taxes.

Our treasury goes down to 948 gp.

We consider building a parthenon to Kaphine but we don't know enough rituals to support one, so we decide to build a temple to Kaphine instead. Now we're receiving both the boon of the Prophetic Dreams Ritual that gives a bonus to diplomacy and The Godd Stuff Ritual that gives a bonus against unrest.

Our treasure is down to 648 gp.

We agree to sell the gems to the dwarves for 500 gp.

Our treasure is up to 1148 gp.

Our adventurers drop by an awful lot of scrolls at our library that they looted from the Mondu's Temple for our scholars to peruse at their leisure.

We decide to build a horse ranch to increase the breeding rate of our prized horses.

Horse Ranch -> Breeding horses

Our scholars consider researching lances as weapons for our cavalry. They hypothesize that we could have our mounted soldiers train to perform powerful charges.

The woman our adventurers rescued claim to be from a settlement in the east called Cheygrove, from what she says it is beyond the troll lands. She won't travel there alone so she decides to join our town instead. Her name is Joane Halley.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 ; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (cavalry lance, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2312061
>Our treasure is up to 1148 gp.
Build university 1000 gold 20 seasons
What is the benefit of university ? smarter citizen and heroes ?

>Her name is Joane Halley.
Ask how did she end up at the cultist temple and ask what is her skills to offer her a job
>>
>>2312077
And bring her to the temple to cleanse her from demonic corruption
>>
Rolled 95 (1d100)

>>2312061
>>2312077
I Think we should focus on our economy for a while longer along with the various dungeons that pop up and Id be game for sending even more adventurers back there

>Sacrifices to Weenar for a new ritual
>Build second horse ranch if possible if not start fishingboat research
>>
>>2312077
>>2312081
>>2312086

It's the year 811 and it's Summer.

The minotaurs show up again to woo our women.

We decide to perform sacrifices to Weenar for a new ritual. We unveil the Watchful Eye Ritual that gives a bonus against good. Counting this one that's three rituals we now know of Weenar, the Watchfulness ritual that gives bonus to exploration, currently active, the All Seeing Eye that gives a bonus against evil, and this new Watchful Eye ritual that gives a bonus against good.

We decide to build a second horse ranch to see if we can breed horses even faster.

We ask this Joane Halley how did she end up in the cultist temple and what are her skills so we can offer her a job. She says she's but a humble serf and was kidnapped by the cultists amongst a dozen others who they were sacrificing at a rate of about one per week. We bring her to the temple to cleanse her from demonic corruption and as our priests perform a cleansing ritual on her she fall to the ground convulsing and screaming out of control then pass out. Our priests say that she must have some sort of evil spirit in her and they're not sure whether or not they're capable of driving it out.

> Have the priests perform cleansing rituals on her every week
> Confine Joane Halley to the temple
> Confine Joane Halley to jail
> Let her be it's probably nothing serious
> other?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (cavalry lance, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 21 (1d100)

>>2312106
> Confine Joane Halley to the temple
Oh yeah did findeyle or whatever her name was return our ring before she left?

Build Harbour
Research new Cheeses
>>
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>>2312106
Perform sacrifice to god to increase our priest holy power

Build 1 Yfdea temple for more trading profit
>>
>>2312130
>>2312147

we already have a temple to Yfdea

It's the year 811 and it's Autumn.

The centaurs show up to trade wood for cloth.

We decide to confine Joane Halley to the temple. The priests often try to perform cleansing rituals on her but are unable to drive off the evil spirit that possesses the young villager. Should we perform a large sacrifice to the gods to temporarily increase our priests power to try and drive out the evil spirit from Joane Halley?

We decide to build a harbor on the Gery river. We end up with a very well stocked harbor with all sizes and shapes of fish lure. Our villagers are now able to fish on the river both from the harbor and using several small canoes, a couple fishing boats and various sized fishing nets to catch large amounts of river fish.

Harbor -> Fish

Our treasury is down to 548 gold coins.

We start researching new cheeses. Our cooks are experimenting with various techniques and places to leave the cheese to cure, in a few seasons we should be able to figure out some new type of cheese to trade.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (cavalry lance, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2312173
>Should we perform a large sacrifice to the gods to temporarily increase our priests power to try and drive out the evil spirit from Joane Halley?
yes we need to learn how to exorcist evil spirit and demon properly

Build herbalist and learn to process useful plants and herbs
>>
Rolled 89 (1d100)

>>2312173
> Perform sacrifice to increase our priests power
> Continue researching new cheese recipe
>>
>>2312189
>>2312190

It's the year 811 and it's Winter.

We decide to perform a large sacrifice to the gods in order to empower our priests to drive away the evil spirit possessing Joane Halley. As the ceremony progresses she starts convulsing and screaming like the previous time but this time she also foams through the mouth. An entity comes out of her mouth and partially materializes, some sort of female demon. It attacks our priests who them exconjure it with their holy symbols and sprinkle holy water on it. The holy water burns the demon as if it's a potent acid and a portal opens behind the demon and its pulled back into the hellish dimension it came from.

We decide to build a herbalist to process useful plants and herbs. Most of the initial money we put up front for opening the herbalist was spend acquiring herbs from distant lands, since there are few useful herbs that grow in the desert. The apothecary in charge also keeps locked away a stash of poisonous substances.

Herbalist -> Healing and poisoning

Our treasury is down to 148 gp.

Our cooks manage to figure our how to craft mozzarela cheese! We bet the halflings will greatly enjoy this new kind of cheese.


What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (cavalry lance, other?)
> Craft (light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 14 (1d100)

>>2312253
Research Calvary Lance
Research Military naval vessels
>>
Rolled 50 (1d100)

>>2312253
> Take a census
> Research Calvary lance
>>
>>2312253
research lance

trade caravan to halfling and sell new cheese
>>
Rolled 45 (1d100)

>>2312279
remember your dice man
>>
Rolled 44 (1d100)

>>2312253
>send adventurers back to dungeon


fuck we could have kept her confined in the temple and attempt to bind the demon after studying the demonology scroll below the library

what scrolls did the adventurers bring us btw?
>>
>>2312271
>>2312274
>>2312279

It's the year 812 and it's Spring.

The caravan to Khela sells pigs and make a profit of 77 gp this year.

The caravan to Asminster sells glassware and cheese. The halflings are quite thrilled with our new type of cheese and buy every last bit of it! They say they would buy more if we were able to make more cheese for them. We make 115 gp of profit.

Our treasury is up to 340 gp.

We decide to take a census. We have a population of 6544 people, 332 horses, 2883 cows, 4155 sheep and 4387 pigs. Our tax collectors adjust the tax accordingly.

Our tax collectors get 1962 gp from our population. We pay our military and our heroes a total of 1970 gp. Our treasury is down to 332 gp. We should consider lowering our expenses or raising our tax rates.

We decide to research cavalry lance. Our weaponsmiths make a few prototypes and believe they can equip our horsemen with good sturdy lances for 10 gp each.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons depending on size; castle 2000 gold 40 seasons)
> Build special purpose building (scholar's guild 800 gold, shrine 100 gold, herbalist 400 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, glassblowing workshop 300 gold, siege engine workshop 300 gold, harbor 600 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, other?) to buy/sell (horses, cows, sheep, pig, iron, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (cavalry lance, other?)
> Craft (lance 10gp, light crossbow 25gp each, chainmail 30gp each, plate mail 200gp each, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 75 (1d100)

>>2312321
>send adventurers back to dungeon
>continue cavalry lance research


can we take a census on expenses? i'd like to know if theres anything we can afford to cut
>>
>>2312335
I think its 60%ish army 40% adventurers for our spending
70 Town Guards (150 gold/year)
34 Swordsmen (340 gold/year)
40 horsemen (400 Gold/year)
20 Crossbowmen( 200 Gold/year)

>Griffin the Wise, a priest of Kaphine, 100gp/year
>Erard the Tenacious, a wizard apprentice, 60 gp/year
>Holeon the Cunning, an experienced warrior, 80gp/year
>Torpher the Mighty, a very strong warrior, 80gp/year
>>2312321
Send Adventurers back give the wizard apprentice our ring of protection

Research Military naval vessels
>>
>>2312343
town guards are 350 a year whoops
>>2312335
>>
>>2312335

Our only recurring expenses are with the military, everything else keeps afloat being self funded on guild system or by free market after we put the starting capital in (mainly because I don't want to deal with building upkeeps, that's a can of worms I won't be opening for this particular civ, maybe in the future)


70 Town Guards (350 gp/year)
30 Swordsmen (chainmail) (300 gp/year)
40 horsemen (800 gp/year)
20 crossbowmen (chainmail) (200 gp/year)

Griffin the Wise, a priest of Kaphine, 100gp/year
Erard the Tenacious, a wizard apprentice, 60 gp/year
Holeon the Cunning, an experienced warrior, 80gp/year
Torpher the Mighty, a very strong warrior, 80gp/year

(2) Quarry -> Stone
Mines -> Iron ore
Farms -> mostly Wheat, Rye, Barley
Granary -> food storage
Brewery -> Beer
Smith -> Iron
Barracks -> Swordsmen
Tavern -> Adventurers
Market -> Tax revenue + 50%
Stables -> Horsemen
Library -> Bonus to research
Scholar's guild -> Research bonus
(2) Treeplanter's cottage -> Planting trees 803, 806
(2) Wool Loom -> Cloth
Cheesery -> Cheese
Glassblower's Workshop -> Glass
Lumber Mill -> Wood
(2) Horse Ranch -> Breeding horses
Harbor -> Fish
Herbalist -> Healing and poisoning


Palisade (8/8) -> defense bonus, surrounding our fields
(2)Watchtower-> early warning, east
Stone Wall (8/8) -> Defense bonus, surrounding houses


Temple to Yfdea
Temple to Kaphine
>>
>>2312343
>34 Swordsmen (340 gold/year)
>40 horsemen (400 Gold/year)
>20 Crossbowmen( 200 Gold/year)
>>Griffin the Wise, a priest of Kaphine, 100gp/year
>>Erard the Tenacious, a wizard apprentice, 60 gp/year
>>Holeon the Cunning, an experienced warrior, 80gp/year
>>Torpher the Mighty, a very strong warrior, 80gp/year

we should make use of this idle men, either raiding gobo and orc or exploring dungeon
>>
Rolled 69 (1d100)

>>2312343
fucking hell my roll
>>2312321
>>
>>2312348
thats what ive been saying all this time

>send
>adventurers
>into
>dungeon
preferably with some swordsmen


>>2312347

Forgot to ask, but do we have any notable soldiers or guards among our population? any rumors of talented youths that we may be able to recruit and nurture?
>>
>>2312354
KEK accidentally used my trip for another quest
>>
>>2312354
>Forgot to ask, but do we have any notable soldiers or guards among our population? any rumors of talented youths that we may be able to recruit and nurture?
maybe we can do fencing tournament and archery tournament to pick talented individual
>>
>>2312348
Once we square away this dungeon lets raid the goblins and commit more than a token force
>>
>>2312335
>>2312343
>>2312348

It's the year 812 and it's Summer.

We decide to send our adventurers back to the Temple of Mondu to try their luck exploring those ruins in search of treasure!

We decide to start researching military vessels. Our carpenters say that we could build a shipwrighting facility to craft triremes. Larger military vessels would be pointless in a river.

The minotaurs show up again to woo our women.

The goblins send a raiding party to steal our cattle! They come with a shaman that burns a hole right through our palisade with its fire magic! They attempt to steal some of our cattle but the amount of fuss they made wrecking our palisade gave them away. They flee under fire from our crossbowmen, we manage to kill off four goblins. They left a sizeable hole in our palisade.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2312365
thats a good idea


Perhaps we should wait until we have more funds, however. I cant imagine that a tournament wouldnt be costly
>>
Rolled 46 (1d100)

>>2312372
>The minotaurs show up again to woo our women.
i dislike this lets send envoy to trade with them and see how our female situation at minotaur land

repair wall
>>
>>2312383
Why do you dislike it?

I mean, it is a bit cuck-like but it's not nearly as bad as the orcs from last time.

But I agree that we should check on them.
>>
Rolled 93 (1d100)

>>2312372
Repair wall
Send small Exploration/scouting party to the east 5 horsemen

>>2312386
>>2312383
what is with you guys and cuckolding?!
>>
>>2312386
just bad feeling or orc trauma but sending envoy to ask for trade and check our female seems okay
>>
>>2312396
I don't care, just saying it's mildly cuck-like.

But hey, the Minotaurs got the chicks by their own work, not by rape, so they can have them.

They're our bros now.
>>
We sent our heroes back into the Temple of Mondu! They get down in the first room and notice that the floor is coated in a thick goo. They head to the stairs towards the underground levels and it's locked. They unlock the door but this activates a spear trap, hitting Torphor in the arm. Griffin heals him. The group then goes down to the second level of the ruin. The room where there were zombies previously is now locked and we can hear some moans coming from inside. The room with the halberds have less weapons than the last time we checked. The library room doesn't have any more scrolls. The room with the magic circle is scrubbed clean. We open another room and find a dwarf swiping the floor with a mop "Oy, you're adventurers huh. The boss don't like your kind, go away", says the dwarf. "Who do you work for?", asks Erard. "The big guy in a cloak, he pays me to swipe the floors and keep the undeads locked in their rooms on the first two underground floors, what are you all doing here anyway?". "We came to investigate this place." "If you know what is good for you you'll leave at once." "Why do you work for a necromancer anyway?""Me? I was banished from the dwarven lands for witchcraft. The necromancer taught me some spells." "So you're a cultist?""Nah, I don't mess with this whole demon stuff, I just do ice magic""Wouldn't you join our group of adventurers instead of working for this necromancer? We could get you a pay of 60 gold coins per year easily.""60 gold coins per year? Shiver me timbers, it's more than twice what I make here, I'm on board.""What is your name?""Call me Dhurkon the Frost Mage". We then open another door of the dungeon "Here I was supposed to put some more undeads but I'm not working for the boss no more". Dhurkon opens a locked door on the endof the corridor "Here's where we store the undeads", we enter into a room with a dozen cages packed full with undeads. There must be about a hundred zombies in here. "The boss is planning something with these zombies but for now he just needs them stored somewhere, so we just lock them in cages and in the many empty rooms of this place. The first few levels of the dungeon were pretty abandoned when he arrived here" "What about the lower levels"
"Well there's where the freaks live" "The freaks?" "Yeah, a bunch of demon cultists, they kidnap people to feed their souls to demons, we don't mess with them they don't mess with us". We then lead to the other end of the corridor and go down a flight of stairs.
>>
>>2312440

We then run off into a guy wearing a cloak "Dhurkon what's the meaning of this?" "I don't work for you no more boss", says Dhurkon, attacking the necromancer with an ice bolt. Erard attacks the necromancer with a magic missile spell. Torpher and Holeon jump towards the necromancer and attack him with swords. The necromancer is totallu flabergasted by all those attacks and ends up dead in a pool of his own blood. "Let's loot his stuff" says Dhurkon. They all enter a large room with a spacious table with a human body lying on top of it, and a couple smaller desks with lots of scrolls. We bundle up the scrolls into sacks then keep looking for something valuable. We find a small chest with 400 gp inside it. We then decide to explore further down the corridor. There's a stair to the next level of the dungeon. As we move along we find a corridor with several locked doors "These be the rooms of the cultists, let's move along.", says Dhurkon. We then find a large hall with ten sturdy column and an altar. Six hooded figures are in front of the altar while another is behind it, all of them chanting. There's a woman tied to the altar. They are about to sacrifice her. Torpher jumps in the middle of the ceremony and attacks the head cultist with his sword. The cultists start casting spells against us. The cultist leader uses some sort of touch spell that drains the life of Torpher. He falls to the ground, dead. Holeon strikes dead one cultist and is hit by a couple magic missiles, getting pretty seriously wounded. Erard and Dhurkon kill one cultist but then Dhurkon says "They be too powerful for us, we better flee" and start running away. Erard and Griffin run away and so does Holeon. The group runs out from the dungeon and heads back to our city.
>>
>>2312383
>>2312396

It's the year 812 and it's Autumn.

The centaurs show up to trade cloth for wood again.

We have our laborers fix the damage the goblins caused in our palisade.

We decide to send an envoy to the minotaur lands to check the living conditions of our women in there. They seem to be well treated by the minotaurs. There are still far more single minotaurs than married ones so it's likely that they'll keep coming to our town looking for brides for years to come. Their leader Gouk receives our envoy and show him around the burgeoning minotaur settlement. They're building mines and have a small flotilla of triremes. There seems to be about 800 to 1000 people living in the minotaur settlement, mainly minotaurs. Gouk says they're coming from the east to colonize these lands since their ancestral lands are being ravaged by undeads and he's the leader of the group of people who would rather leave and seek a new place to live than stay and be slaughtered by the undead. These minotaurs have a deep hatred for the undead for destroying most of their homeland, and they still keep somewhat loose ties with the folks in their distant homeland. The minotaurs would be willing to buy large amounts of iron, far more than what we're capable of producing. They have highly skilled smiths and would be willing to sell us plate mails at a discount for only 150 gp a piece.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
btw should we hire Dhurkon the Frost Wizard, a dwarf spellcaster specialized in ice magic for 60gp/year?
>>
>>2312440
>>2312442


1. paragraphs

2. why does this seem so out of place?
>>
Rolled 9 (1d100)

>>2312463
>Send adventurers back out but with half a dozen crossbowmen and a dozen swordsmen to clear out the cultist for good
>Expand Iron Mines

>>2312472
Im pretty sure we did
>>
>>2312473

Sorry about the poor formating.

No idea why this seems out of place, I just wrote the whole thing right now.
>>
>>2312473
>>2312477

It's the year 812 and it's Winter.

We decide to send our adventurers back into the Temple of Mondu with half a dozen crossbowmen and a dozen swordsmen to wipe out the cultists.

We consider expanding our iron mines. Our open pit mineration is very costly, somewhat dangerous and not particularly efficient but it's the best that we have and iron is iron so we expand the width of the pit and start digging deeper, stacking away all the refuse in massive piles away from the pit.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 78 (1d100)

>>2312498
>Build Parthenon to Weenar
>Open Iron trade route with minotaurs maybe we can get suits of plate armor for the iron we bring(we could slowly build a stockpile of this expensive armor)
>>
We send our adventurers back into the Temple of Mondu! They are escorted by six crossbowmen and twelve swordsmen.

The whole place is covered in a sticky goo.

The door to the first level has a spear trap! Holeon gets hurt by it. Griffin heals him.

On the first level we're faced with corridors flooded with zombies! Someone must have got the zombies out of their cages! The corridors only allow a couple people to fight side by side at a time while the zombies keep piling up towards us. The crossbowmen take potshots from behind the swordsmen who attack the zombies.

Griffin tries to scare the zombies away with his holy symbol, a few of the zombies back off but most of them continue advancing in waves. Our swordsmen fight with the zombies who try to bite them, some of the zombies break their teeth biting hard against the chainmail our swordsmen are wearing.

This fight in a cramped corridor is too disadvantageous to our troops so we retreat back through the stairs luring the zombies outside where our crossbowmen start shooting at them as they get out the temple.

Our crossbowmen run out of bolts and our swordsmen keep killing off the zombies as they step out of the temple.

Then four cultists show up amongst the zombies and start casting spells against our troops, they kill off five of our swordsmen with a fireball and some magic missile spells, Erard and Dhurkon cast spells at one of the cultists and bring him down before we're forced to retreat as the mass of zombies start to get out of hand.

The cultists command the zombies to come after us and our remaining seven swordsmen start to make short work of them. The cultists then flee back inside the temple. Once our swordsmen are done with the zombies our group enters the temple again. Our crossbowmen collect some of the bolts they used from the piles of zombies on the outside, but still they're low on ammo.

As we get down to the first underground floor the ground was slippery with oil, a cultist then throws a torch and run away, lighting the place on fire, three swordsmen are caught in the flames and suffer serious burns, Griffin heals them. Griffin starts to run out of healing spells.

We then get down to the second underground floor and find that the stairs to the third underground floor have been barricaded from the inside with furniture, we can hear the cultists throwing more mobilia on the pile in front of us.

Our soldiers then start to pry the way clear with their swords. After much effort they clear enough room to go through. The first soldier that goes through is met with several blows from halberds and ends up dead, his corpse stuck in the barricade.
The cultists yell "Go away or we'll kill you all."
>>
>>2312567

Erard decides to set the barricade on fire with a firebolt spell. The barricade catchs on fire and burns down. After it is reduced to cinders we advance. We go through the corridor with six locked doors. We have our soldiers kick the doors open. There's nobody inside the rooms, just beds.


We keep moving and go towards the altar room with the columns. The place is empty. There are three ways to go from there. We decide to split. One of the doors leads to a small corridor with an open door on the end of it, revealing a small room with altar supplies.

The second door leads to an office full of scrolls. We loot the scrolls and keep moving.

The third door leads to a small staircase into the fourth level underground.

On the fourth level one of the ways the corridor leads to a pit filled with shit.

The other way the corridor leads into a series of catacombs, widening and doing curves being filled with sarcophagus. We open some of the sarcophagus and there are ancient looking bodies withing. By the end of this creepy corridor we find a very large room with a large amount of skelettons.

When we get there we see seven hooded figures talking to a tall creature with a skullmask the creature says "It's no reason for you to intrude upon my domains" "Please", the hooded figure says, "they killed the necromancer and are now coming after us, look, there they are".

The creature then looks at us and says "Who's foolish enough to venture into the domain of Alphax! You shall deeply regret ever stepping into the temple of Mondu!"

The creature then opens a portal and about a dozen small flying demons come out of it. The little demons fly towards our men clawing at them with the ferocity of little wolves. Erard kills one off with a magic missile, while Dhurkon kills another with an icebolt. Our crossbowmen try to shoot at them but most of them miss, only one crossbowmen hits one of the flying creatures, killing it. The larger demon Alphax attacks Holeon with a bone sword, Holeon parry the blow.

Two more swordsmen die to the little devils. Our crossbowmen manage to kill a couple more. Our swordsmen manage to kill three more of the little devils.

The cultists cast spells on our swordsmen. They kill off three more of our swordsmen.
We're down to only two swordsmen.

Dhurkon then says "It's no use this devil is too tough, we should leave before we get killed"

Alphax then says "Follow the advice of your small friend if you can foolish creatures, and never set foot on the temple of Mondu ever again" says Alphax, as he opens another portal and summons a dozen more little devils.

Our adventurers and remaining troops then start running away for their lives.
>>
>>2312567
how is a narrow corridor disadvantagious for an outnumbered but individually superior force?
>>
>>2312627
because they keep piling up and pushing us further back
>>
>>2312509

It's the year 813 and it's Spring.

Our caravan with Khela makes a profit of 69 gold by selling pigs.

We raise prices of our cheese for our new caravan of cheese and glassware to Asminster, the halflings still buy it all! We make an astounding profit of 141 gp mainly with our overpriced cheese. The halflings say they have a much larger demand for our cheese and if we could produce far more cheese they would buy it. They say their demand is for at least five to ten times more cheese than what we're currently selling them
Our farmers and cooks believe that if we could build more cheeseries and if we can keep selling our cheese at such high prices we could have a return in our investments in a few short years.

Our treasury is up to 750 gp.

Our tax collectors get 1962 gp from our population and we pay 1850 gp to our troops. We get a 112 gp.

Our treasury raises to 862 gp.

We send a caravan to Petun selling iron. They say we don't produce nearly enough iron to satisfy their needs. Still they say they could either buy the little iron we produce or give us a couple platemails every year in exchange for it. Which do we choose?
> Selling our iron for money
> Trading our iron for a couple platemails
> Haggle for three platemails per year
> Don't sell our iron
> other?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 49 (1d100)

>>2312498
>use both of our actions to research all of the scrolls the adventurers have brought back so far

also does the restless bonus effect how many actions we have or how effective they are or something else entirely?
>>
>>2312634
>> Trading our iron for a couple platemails
>>2312635
>>
Rolled 13 (1d100)

>>2312634
> Trading our iron for a couple platemails(I doubt theyd be paying us 400 gold for the iron)
otherwise backing>>2312635

backing this guy we should do that and then focus on iron and cheese
>>
>>2312634

Fuck, completely forgot about the parthenon to Weenar.

We start to build a parthenon to Weenar, our treasury is down to 162 gp.

Parthenon to Weenar (1/3)
>>
>>2312635
>>2312640
>>2312643


It's the year 813 and it's Summer.

We decide to pressure our scholars about all the scrolls the adventurers keep bringing back, we have them come to our town hall and tell us what is in each scroll one by one.

Most of the scrolls are treatises on common topics like architecture, herding, shipwrighting, botany, swordsmanship, weaponsmithing and so on and so forth. A few of them contain magic spells. The lord gets fidgety and is curious about which spells so he has the scholars decipher the scrolls.

Even though our apprentices are not skilled enough to cast any of those spells our library now contains scrolls of the following spells
- Fireball
- Lightning Bolt
- Slow
- Haste
- Animate Dead
- Bestow Curse
- Conjure Lesser Demon

The scholars are quite upset about this disturbance of their work, one of them even says that unread books also have their beauty and knowing precisely everything that our library contains kills a bit of the mystic about the place.

Should we store the scrolls dealing with animating dead, cursing and conjuring demons away with the rest of the forbidden scrolls in jars underneath the floor of the library?

The minotaurs once again show up to woo our women.

Emissaries from Oxwick show up in our town! They want to buy 100 of our horses for 20 gold each.
> Sell them the horses
> Only agree to sell 50 horses
> Make it 25 gold each and you have a deal
> Don't sell them horses
> other?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 80 (1d100)

>>2312681
Seal them in the Parthenon we're building

> Only agree to sell 50 horses(our herd is to small even if they are humans)

Continue Parthenon
Build Cheesery
>>
>>2312681
Moralfag elf is gone now so i say we dig it all up and get ourselves some necromancers and demons. I'm sure we can keep it a secret from any self-righteous zealots in the vicinity
>>
Rolled 28 (1d100)

>>2312690
forgot to roll
>>
>>2312690
Id be cool we necromancers but id rather not mess with demons i dont wanna have to worry about mages getting possessed. And lets keep them seal till we have a couple actual wizards cause Erard the Tenacious, a wizard apprentice is our best magic guy at the moment
>>
Rolled 87 (1d100)

>>2312681
>> Make it 25 gold each and you have a deal

>Continue Parthenon
>and >>2312690
>>
>>2312688
>>2312690
>>2312716

It's the year 813 and it's Autumn.

We sell 100 horses to the humans at Oxwick for 25 gold each, they find it expensive but consider that those are mighty fine horses and it will be well worthy the expense. Our treasury is up to 2662 gold.

We decide to seal off the forbidden scrolls into a secret compartment in the parthenon to Weenar we're building.

We continue the construction of the parthenon to Weenar.

Parthenon to Weenar (2/3)

We also build another cheesery. Our treasury is down to 2462 gp.

The centaurs show up to trade wood for cloth. They tell us that the orcs from Gorkil have been doing lots of military exercises lately, they might be preparing to attack us or Oxwick.
> Send an emissary to warn Oxwick about the potential threat
> Send an emissary to coordinate a preemptive raind on Gorkil
> Attack Gorkil by ourselves
> Thanks Brine emissaries for the info but do nothing
> other

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2312703
well there is the greater demon in the temple to worry about, so knowing how to bind demons could be pretty useful. Besides, i highly doubt that lesser demons would be able to possess our mages.

If you insist i guess we could leave the demonology alone and just get ourselves some necromancers. It'll probably be much cheaper to just fund a few powerful necromancers than having standing armies later, and for now we need something to keep the goblins away from our cattle, and undead guards seem like a good option.
>>
>>2312757
and hang on me and the other anon outrolled the other suggestion.
>>
Rolled 9 (1d100)

>>2312757
>> Send an emissary to warn Oxwick about the potential threat
>>2312764
yea and since there was two of shouldn't we get it anyway? I thought rolls were only for ties

>>Continue Parthenon
>>
>>2312764
>>2312770

Oh you two agreed on it? Sorry, I must have missed it.


It's the year 813 and it's Winter.

We send an emissary to Oxwick to warn them about the incoming threat of the orcs from Gorkil. They thank us for warning them and start performing their own military drills.

Our wizard apprentices decide to pursue the dark path of necromancy! They ask Dhurkon about it and he says "Your lot better be prepared to be hated everywhere, nobody likes necromancers. That aside the basics are really simple, we just need to turn this complicated and convolute mess of an animate dead spell into a simpler ritual that low level apprentices like the lot of you can actually manage. Look at these diagrams, tell me to slow down if I start rambling too fast, if we untangle these sigils and use these runes one at a time instead of all at once..."

Dhurkon himself is not a necromancer and can't really animate dead by himself but he makes a solid point - even with our limited knowledge of magic our solid grasp of arcane theory should allow us to turn a higher level spell into a ritual form that our apprentices could execute. So far we're holding secretive meetings in our scholar's guild but to keep pursueing this dark path we'll need corpses. Where will we get corpses?
> Dig for bones of our ancestors in the local cemetery
> Go loot ancient tombs in the desert
> Launch a raid against someone (Suma, Gorkil)
> This is getting too grim give up necromancy
> other?

We finish building the Parthenon to Weenar! We're now being bestowed the boons of Watchfulness Ritual that gives bonus to exploration, All Seeing Eye that gives a bonus against evil, and Watchfuel Eye ritual that gives a bonus against good.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2312799
Not rolling for it but this seemslike the perfect opportunity to arrange that joint raid with Oxwick. Both corpses and a potential enemy taken care of in one fell sweep
>>
Rolled 65 (1d100)

>>2312799
>> Go loot ancient tombs in the desert

>>2312818
I'll support this

>recruit 20 more horsemen equiped with lances
>>
>>2312818
>>2312822

It's the year 814 and it's Spring.

Our caravan to Khela makes a profit of 75 gold trading pigs. Some are concerned our pig herds are being depleted at an unsustainable rate, although we're still many years away from it becoming critical it's a concern when our pig population is lower than our sheep population.

Our cheese caravan to Asminster makes a huge profit of 250 gp! Those halflings sure love cheese.

Our trade caravan to Petun sells our iron for 2 more plate mails. We now have 4 of those.

Our treasury goes up to 2790 gp.

We hire 20 more horsemen and equip them with lances! Our treasury goes down to 2590 gp

Our tax collectors go around collecting taxes. They get 1962 gp from our population. We then pay our military and heroes 2250 gp. We're on a deficit of 288 gp, we should consider lowering our expenses or raising taxes. Our treasury goes down to 2302 gp.

We decide to send our apprentices and adventurers to go loot ancient tombs in the desert for corpses to practice necromancy on! We disturb the resting places of many a mummy and bring their remains back town to the scholar's guild, the common townsfolk eye all this cadaver movimentation suspiciously.

We consider arranging a joint raid with Oxwick. They say that this spring they are busy planting their fields but in the summer they pledge to go on a raid on Gorkil with us.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (fix palisade; watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2312919
> Build pig ranch
> Build watchtower
>>
>>2312974

It's the year 814 and it's Summer.

We decide to build a pig ranch to increase our pig population faster.

Pig ranch -> Pig breeding

We also build another watchtower to improve our chances of early warning when any enemies approaches us. It's our third watchtower.

We send our troops on a joint raid with Oxwick against the orcs in Gorkil.

The minotaurs once again come to our city to woo our women.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
We decide to go wage war against the orcs in Gorkil with the people from Oxwick!

The people from Oxwick sent 40 soldiers armed with sword and wearing chainmail and 300 militia wielding spear. Their captains plan to charge towards the orcs and kill as many as they can

Which troops should we send against them?

We have 2302 gold coins.

> 70 town guards
> 20 swordsmen (wearing chainmail)
> 60 horsemen (20 with lances)
> 20 crossbowmen (wearing chainmail)

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000 gp)

Should we draft some of our men into a temporary militia?
> Spearmen militia (1 gp each) around 800 available


Which strategy should we use against the orcs?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2313015

20 Swordsmen
60 Horsemen
20 Crossbowmen
300 Spear Militia

> Irontip Brigade (100 horsearchers, 1000 gp)

Thatll cost us 1300 gp but well be able to do a actual raid against the orcs with this many people

Follow the other humans plan but have the calvary wait to engage until after the infantry have engaged
>>
Rolled 86 (1d100)

>>2313015
Support >>2313066
>>
Man, captcha are so annoying, not like bots are gonna be posting in quest threads anyways
>>
>>2313091
thank you! some other anon always wants to commit a token force to these things
>>
>>2313094
you dont have an extension that takes care of that for you?
>>
>>2313066
>>2313091

We decide to send 20 swordsmen, 60 horsemen, 20 crossbowmen, 300 spearmen militia and the Irontip Brigade charging against the orcs from Gokil, with the cavalry waiting to engage after the infantry have engaged.

Gorkil musters about 500 orcs spearmen to defend their settlement plus 50 heavily armored orcs carrying battleaxes. They divide their troops in two and try to flank our troops. Our horsemen and the Irontip Brigade spread around and make our charging front wider ruining the orcish strategy! Our armies clash one against the other! The Irontip brigade and our crossbowmen focus on sniping the armored orcs! Our swordsmen and the swordsmen from Oxwick start dueling the armored orcs while they're under crossbow and archer fire to distract them. The orcs lose 20 heavily armored orcs and nearly 300 or their militia before they flee, while our side suffers about 200 militia losses, spread more or less evenly between our and Oxwick militias. While the orcs are fleeing the battlefield they lose an additional 100 orcs being sniped by the Irontip Brigade. We then invade the orcish settlement. Oxwick troops start killing civilians and plundering whatever valuables they can find in there. The orcs scatters all over the place. The orcish shamans flee from the town once they see our troops invading. We plunder about 4482 gp worth of silver and trade goods from the orcish town, then we put it to the torch. We share the loot with Oxwick so we gain 2241 gp. Considering the 1300 gp we spent on this raid we profit 941 gp from it. Our treasury raises to 3243 gp. We order our troops to bring back some corpses from the battlefield. They bring back 200 corpses, about 100 of those orcish corpses, including 20 chain mails that we loot, giving 10 to Oxwick and keeping 10 to ourselves that we could refit for our troops.

The orcs should take a long time to recover from this raid, if they do at all.
>>
>>2313008
Whoops cant believe we forgot to make a move

>Build a Parthenon to Yfdea
>Host a large festival to the gods to celebrate our victory(and get new rituals)
>>
Now vote on something so I can advance to the next season.
>>
>>2313168

We don't know a third ritual for Yfdea so we'll sacrifice for it instead then.
>>
Rolled 50 (1d100)

>>2313176

>>2313168
>>Host a large festival to the gods to celebrate our victory(and get new rituals)
>Send a group of 10 horsemen to the ruined orcish settlement to see if they returned
>>
I gotta go for a bit, I'll be back on later if you're still running by then>>2313169
>>
>>2313168
>>2313198

It's the year 814 and it's Autumn.

Our population rejoice with the success of our large raid against the orcs! Our population buries and mourns their loved ones that we brought back from the battlefield, but are puzzled on why did we bring so many orcish corpses.

The centaurs show up to trade wood for cloth as usual and congratulate us on our succesful raid on the orcs.

We host a large festival to honor the gods! We have our priests perform a large sacrifice to Yfdea to learn more of her mysteries. We unveil the Bounties Of The Earth Ritual that gives a bonus to mining. We could build a parthenon to Yfdea to receive all the boons or switch it for one of the other two the Rubbing Hands ritual that gives bonus to trade and the Free Market Ritual that gives bonus against unrest.

We decide to send a group of 10 horsemen to the ruined orcish settlement to see if they returned. Our horsemen report that there are still more than a thousand orcs living in there, they're rebuilding all that we've put to torch and although their settlement is in pretty bad shape they're still standing.

We decide to start building a Parthenon to Yfdea to have the boon of a third ritual bestowed upon us.

Parthenon to Yfdea (1/3)

Our treasury is down to 2543 gold pieces.

We have a plentiful harvest as usual.

Our apprentices are pretty sure they figured out how to perform a ritual to animate a corpse! Should we try it?


What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 79 (1d100)

>>2313281
Yes animate Corpse

Continue parthenon
Send an large armed group with a diplomat demanding a yearly tribute from the orcs or we'll wipe them out
>>
>>2313290
30 Horsemen for the armed group
>>
>>2313290
Support
>>
>>2313290
>>2313294
>>2313322
It's the year 814 and it's Winter.

We decide to have our apprentices animate a corpse! They can make the animated orc move around and perform tasks as they order him, but the ritual is very complicated and must be performed every day. Dhurkon tell us that the bite of the zombies is infectious and that once you're bitten by one you get sick and turn into a zombie after awhile unless you're magically healed by a priest. We keep our zombie tied down to a table in the scholar's guild. Should we animate more corpses?

We continue building a parthenon to Yfdea.

Parthenon to Yfdea (1/3)

We send 30 horsemen with a diplomat to the orcish town demanding a yearly tribute from the orcs or we'll wipe them out. After a few weeks some of our peasants find the head of our diplomat stuck on a pike outside of our town out of the field of view of our watchtowers.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2313328
>Build a University
>>
>>2313344
Ignore this
>>
>>2313328
stop the necromancy practice destroy the subject we dont want zombie outbreak in our town
>>
>>2313008
>Build another cheesery
>Sacrifice to Finance god

Also can we adjust our trade with dwarves as a free action.
I suggest we try to get large amounts of iron from the dwarves at cheap bulk prices and then sell it to the Minotaurs for profit.
Also are we selling salt to the dwarves? That needs to be part of the deal.
Something like this could be arranged:
Salt(Halflings)->Iron(Dwarves)->Plate Mail(Minotaurs)
And how much gold would the Minotaurs pay for our iron? It may be more cost-effective to just take gold and then turn 360degrees and buy plate mail. Since they're selling price is 50gp less than our manufacture price.

And we should figure out how many town guards we actually need and retrain the surplus as swordsmen and pikemen. And go ahead and pop on equipping all our horsemen with lances.
>>
Rolled 57 (1d100)

>>2313482
Agree, this is too suspicious. Only use as a last resort.Focus on divination and learning other scrolls we've acquired.

>>2313328
>>2313500
>Change sacrifice to Oracle god
>>
Rolled 33 (1d100)

>>2313328
Did we lose the 30 horsemen?
Also we neeed to go finish off the orcs shortly
otherwise ill back >>2313520
>>2313500
>>
Rolled 14 (1d100)

>>2313328
>Should we animate more corpses?
no, instead keep the one and study the scrolls to try to learn how to cast spells to turn zombies back into corpses

>Continue pantheon
>sacrifice to Oracle god
>>
>>2313482
>>2313500
>>2313520
>>2313523
>>2313556

It's the year 815 and it's Spring.

Our trade caravan to Khela makes a profit of 58 gp selling pigs this year.

Our trade caravan to Asminster makes a 263 gold profit selling cheese and some glassware.

Our trade caravan to Petun sell iron for a couple platemails. We have 6 of those now.

We collect 1962 gp from our taxes. We pay 1650 gold to our troops and heroes 70 Town Guards (350 gp/year)
20 Swordsmen (chainmail) (200 gp/year)
30 horsemen (20 with lances) (600 gp/year)
20 crossbowmen (chainmail) (200 gp/year)

Griffin the Wise, a priest of Kaphine, 100gp/year
Erard the Tenacious, a wizard apprentice, 60 gp/year
Holeon the Cunning, an experienced warrior, 80gp/year
Dhurkon the Frost Mage, a dwarf spellcaster specialized in ice magic, 60gp/year

making 312 gp surplus.

Our treasury is up to 3176 gold pieces.

We decide to build another cheesery. We now have three of those.

Our treasury is down to 2976 gp.

We make a sacrifice to Kaphine the Goddess of Oracles and unveil the Inspiration Ritual that gives bonus to artisans. We could build a parthenon to have the three bonus active at the same time or switch for one of the other two rituals that we know, Prophetic Dreams that give a bonus to diplomacy and The Good Stuff that gives a bonus against unrest.

We decide to stop the necromancy practice and destroy the subject for fear of a zombie outbreak in our town.

We consider changing our trade caravans with the halflings, dwarves and minotaurs.
From now on we're to send the salt we get from the halflings in exchange for cheese and glassware to the dwarves in exchange for iron, then get the iron from the dwarves and sell it to the minotaurs for more plate mails. Is that it?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 ; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2313616
>Is that it?
What would that net us based on current estimates?
As much as I'd like to get more plate mail, we still need gold revenue to make payroll and buildings.

>What should we do next?
>Another sacrifice to Kaphine
Lets see if we can skip the parthenon and go straight for a cathedral.
>Equip all remaining cavalry with lances
>>
Rolled 36 (1d100)

>>2313654
Roland
>>
>>2313654
>>2313616
Ill be backing this goi
>>
Rolled 66 (1d100)

>>2313675
>>2313675
>>2313616
>>
Calling It a night probably be back tomorrow around 16h UTC.
>>
>>2313801
Gud nacht mein kleine kartoffel.
>>
>>2313654
>>2313675
>>2313679


It's the year 815 and it's Summer.

We decide to perform another large sacrifice to Kaphine. We unveil her last ritual, Predicting Weather that gives a bonus against winter.

We decide to equip all our remaining cavalry with lances. Our treasury is down to 2876 gp.

The minotaurs show up to woo our women again.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
The goblins and orcs sent a combined army to raid our town! Our patrols catch sight of about 300 orcs and 500 goblins marching towards our town from the east, most of them armed with spears! There seems to be a number of heavily armored orcs and goblin shamans amidst them.

Which troops should we send against them?

We have 2876 gold coins.

> 70 town guards
> 20 swordsmen (wearing chainmail)
> 60 horsemen (20 with lances)
> 20 crossbowmen (wearing chainmail)

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000 gp)

Should we draft some of our men into a temporary militia?
> Spearmen militia (1 gp each) around 800 available


Which strategy should we use against the orcs and goblins?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
Rolled 65 (1d100)

>>2314982
>> Irontip Brigade (100 horsearchers, 1000 gp)
hire 100
>> Maintain lines wait for them to approach
archer and infantry hide behind wall and shoot them with arrow and rock
>> Divide troops in two try to flank them
horsemen and horse archers hiding outside of town and charge with infantry when they hit our wall
>>
>>2314982
can we use our heroes to help ?
>>
>>2314982
whelp there goes our profits.
> 70 town guards
> 20 swordsmen (wearing chainmail)
> 60 horsemen (20 with lances)
correct to all lancers
> 20 crossbowmen (wearing chainmail)
Call in the Irontips
And draft 500 militia


Not sure about tactics, but I'd rather keep the militia in reserve or at least off the front line rather than use them as cannon fodder.

Maybe have the cavalry harass them until they enter the stockade, then pin them against it with the infantry as the archers and wizards make it rain and the cavalry make strafe runs. Also don't block off their escape route. We're outnumbered so I'd be better to let them flee than decimate our own troops. We can punish them later.
idk, I literally just made this up.
good luck guyz.
>>
>>2314982

damn we only have 30 horsemen all of them with lances, sorry about that small mishap
>>
>>2315045
>we only have 30 horsemen

ok hire 200 militia but use them as reserve behind town guards and swordsmen
>>
>>2315054
>>2315031
>>2315024 sure
>>2315023

We decide to hire the Irontip Brigade and have them hide outside town with our horsemen waiting to charge the enemy when they hit our wall. We have our crossbowmen and infantry hide behind the wall and shoot at the incoming army of orcs and goblins. We also recruit 200 militia men and leave them in reserve behind the lines of our soldiers.

Our crossbowmen manage to kill of about 50 enemies amongst goblins and orcs before they close in into our wall. The goblin shamans burn a section of our palisade with their fire magic. Our 20 swordsmen and 70 town guards hold the line against the incoming waves of orcs, killing off about 50 orcs. Meanwhile our cavalry and the Irontip Brigade charge the flank of the combined orcish and goblin army. In their charge our horsemen kill off about 20 enemies before they are forced to drop their lances and defend themselves with their swords. The Irontip Brigade decides to focus on the goblins, killing off about 200 goblins and some orcs while running laps around the orcish and goblin army. They manage to snipe the goblin shamans, dealing a great blow on the goblins morale. The mass of orcs and goblins quickly overwhelms our swordsmen killing of ten of them and 20 of our town guards who lose morale all of them starting to fall back. Our militia that was in reserve tries to hold the lines agains the incoming mass of orcs and goblins but the fight quickly becomes bloody. We lose 100 men while the orcs and goblins lose very few of their own to our very green militia. The Irontips kill off about 100 more goblins before running out of ammunition and retreating. The orcs and goblins kill off 50 more of our militia. Without support and being slaughtered the remaining of our milita men and soldiers scatter. The crossbowmen run and take cover behind the stone wall. The orcs and goblins invade our town and start climbing the walls. The crossbowmen kill off about 50 more goblins before running out of ammo then they also flee. The orcs and goblins start roaming our streets killing civilians and taking plunder. They plunder our townhall and put our granary, looms and cheeseries to the torch. They walk off with a good chunk of our treasury before our ranged troops have time to go back to restock on ammunition to shoot them down. Our horsemen still catch a few greedy orcs who were carrying too much weight and were slowed down by their plunder but most of the other scatter running away with our treasuty.

We lost the engagement but inflicted heavy losses on the orcish and goblin armies, they should take awhile to recover their numbers.

Our treasury is down to 324 gp!
>>
Vote on what to do next so I can advance season!
>>
>>2315086
Contact the minotaurs and the humans to see if theyll join us in an attack on them next spring
>Take a census
>>
Rolled 58 (1d100)

>>2314980
>>2315109
>>2315109
>>2315086
>>
>>2315086
also are our looms and cheeseries totally destroyed or are they being repaired in the background?
>>
>>2315118

They've been destroyed and will cost their full price to be rebuilt.
>>
So guys I think we should build a mages tower/guild what have you once we have our cheese and steel economy locked down and cathedrals up and running
>>
rebuild everything and repair wall
focus on restoring economy
>>
>>2315109
>>2315110
>>2315144

It's the year 815 and it's Autumn.

The centaurs show up to trade wood for cloth but alas we don't have enough cloth to trade with them. They leave the wood in our town anyway as a token of good will in solidarity to help us rebuild our destroyed buildings, trusting we'll have enough cloth for them next year.

We decide to take a census, our population is down to 6159, we have 324 horses, 2944 cows, 4301 sheep and 3955 pigs. Our tax collectors changed the rates accordingly.

We decide to send emissaries to Petun and Oxwick to see if they'll join us in an attack on the orcs or on the goblins next spring.
Petun's minotaur leader Gouk says they'd love to go wage war alongside us but during the spring they'll need all hands sowing the fields. Perhaps we could postpone the attack till summer?

Oxwick's leaders say that the orcs from Buga that attacked us are a very numerous tribe with at least 4000 orcs, we'd need to amass a huge army to attack their town. They'd be willing to send a raiding party to kill as many orcs as possible if we're really committed to sending our full army, and they'd rather do it on summer rather than spring for they also need all hands to sow their fields.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2315149
push it back to summer thats fine
Build Loom
Build Cheesery
>>
>>2315149
accept both offers and prepare for summer

spend 100 for loom and 200 for cheese building
>>
>>2315157
>>2315169


It's the year 815 and it's Winter.

With our granary burnt our peasants took their share of grain for the year directly to their own homes.

We pledge to go to war on the orcs from Buga alongside the minotaurs from Petun and the humans from Oxwick in the next summer!

We decide to build a cheesery and a loom to start slowly recovering our economy from the losses caused by the orcish raid.

Our treasury is down to 24 gp.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2315178
>Build Granary(can we go into debt a little bit?)
>Host a small Festival for morale and the gods
>>
>>2315178
>only 24 gp left

Sacrifice to Yfdea we need economy boost

send caravan to trade but where ?
>>
>>2315195
the dwarves and halflings may want more spy glasses?
>>
>>2315210
and cheese but our cheesery is destroyed
>>
>>2315214
we just rebuilt one and i was thinking low number=huge payout for cheese you still need quite a bit but spy glasses are still a silly high priced item(As far as i can tell,which isnt much honestly)
>>
>>2315193
>>2315195


It's the year 816 and it's Spring.

Our caravan to Khela makes a profit of 69gp selling pigs.

Our caravan to Asminster makes a profit of 144gp selling extremelly overpriced cheese. The halflings are very sad to hear about the orcish raid destroying our cheeseries but are glad we managed to rebuild one to make some cheese for them regardless.

Selling salt for iron to the dwarves and iron for platemails with the minotaurs in Petun we get 4 more platemails. We now have 10 platemails.

Our tax collectors get 1845 gp from our population and after paying 1450 to our troops and heroes we get 395 gp.

Our treasury is up to 632 gp.

We have our laborers rebuild our granary. Now we have once again a place to store grain for the year to be distributed fairly amongst the townsfolk.

We decide to host a small festival and sacrifice to Yfdea for an economy boost. Our priests are confident that if we pursue trade with the people we know about already but still don't have trade relations with, namely the halflings from Heabury northeast, the humans from Oxwick south past the dwarven lands, the elves from Lothlione northwest, and perhaps also the humans from Cheygrove beyond the troll lands, we should get nice trade opportunities.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2315229
> Rebuild cheesery
> Rebuild palisade
>>
>>2315240

It's the year 816 and it's Summer.

We decide to have our laborers fix the sections of our palisade that have been burned off by the goblin shamans.

We also rebuild another cheesery.

Our treasury is down to 432 gp.

We send our men on a raid alongside the minotaurs from Petun and the humans from Oxwick against the orcs from Buga in the southwest!

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
We send our troops to raid the orcs at Buga!

The Minotaurs from Petun send 100 heavily armored minotaurs armed with swords. They intend to charge the enemy and kill as many orcs as they can.

The humans from Oxwick sent 50 armored swordsmen and 300 militia men. They intend to charge the enemy and kill as many orcs as they can.

Which troops should we send against them?

We have 432 gold coins.

> 50 town guards
> 10 swordsmen (wearing chainmail)
> 30 horsemen (with lances)
> 20 crossbowmen (wearing chainmail)

Should we hire mercenaries?

> Irontip Brigade (100 horsearchers, 1000 gp) (can't afford them)

Should we draft some of our men into a temporary militia?
> Spearmen militia (1 gp each) around 800 available


Which strategy should we use against the orcs?
> Charge at them
> Divide troops in two try to flank them
> Divide troops in three try to surround them
> Maintain lines wait for them to approach
> other?
>>
>>2315257
Build a Loom
Send envoys to Lothlione, Oxwick, Heabury to get trade options

>>2315268
> 10 swordsmen (wearing chainmail)
> 30 horsemen (with lances)
> 20 crossbowmen (wearing chainmail)
> 300 Spearmen Militia

Charge at them but calvary makes sure we dont get flanked or out maneuvered
>>
>>2315273

We deploy 10 swordsmen, 30 horsemen, 20 crossbowmen and 300 spearmen militia against the orcs with orders to charge and kill as many orcs as possible, telling our cavalryto make sure we don't get flanked or out maneuvered.

The orcs deploy about 50 armored soldiers carrying battleaxes and 500 militia with spears, charging ahead to confront our three combined armies. The four armies clash and the battle that ensues is fierce. The minotaur heavy troops really shine in the battlefield against the orcish militia, each of them killing their share of orcs in the frontlines until they're faced with the armored orcs and start dueling them. At a point the armored orcs are surrounded by the armored forces of our three armies combined and facing oponents from all sides cannot parry and block the blows efficienty. We kill off about 30 armored orcish soldiers and 300 of their militia before they start losing morale and start to flee. We pursue them back to their city but when we arrive there we're faced with about a hundred archers on their walls so we choose not to pursue the raid further since we didn't bring siege weapons. We only loot about 30 chain mails and a large amount of iron tipped spears, and we divide 10 chain mails to each army. We suffered only minimal losses of militia men, we drag their bodies back town to be mourned.
>>
>>2315298
Also before I forget can we give our remaining swordsmen our plate armor we should have just enough right?
>>
>>2315229
We probably ought to recruit some more troops for the battle. Crossbows are too expensive, so lets try to get a nice balanced force of swordsmen, pikemen and archers.

For future reference, perhaps we should strive to maintain a force equal to 10% of our pop, with another 10% trained to be a well regulated militia.
>>
>>2315320
or we can focus quality over quantity with better equipment
>>
>>2315346
Im with you also heavy horse archers
>>
>>2315273
>>2315311 sure
>>2315320 would be hard to afford such a large standing army

It's the year 816 and it's Autumn.

We decide to build a Loom to have enough cloth to trade with the centaurs.

And sure enough they show up dragging another shipment of wood. We give them pretty much all our cloth production for the year and thanks them for having had faith in us.

We send envoys to Lothlione, Oxwick and Heabury to inquiry about trade options.

Our envoys to Lothlione are welcomed there, turns out Findelye is the daughter of a local noble, she puts good words for us with the local leaders. The elves would be willing to buy iron and once they learn we're in the glassware business they ask if we could sell them crystal glass for them to build crystal spyres for their seers and mages. We ask them how to make such crystal glass and they give us precise instructions, turns out we need some lead to make it. Perhaps we could get some lead with the dwarves? The elves would be willing to buy large amounts of crystal glass worked to their specifications. The elves would also buy luxury goods like gems and pearls and luxury food. The elves have a vast arcane library and could sell copies of some of their scrolls to us if the price is right. They also have more venison available than they know what to do with, so they'd be willing to buy some salt to preserve and sell it. The elves have a gold mine in their territory so they're very rich indeed.

Our envoy to Oxwick says that although they'd be eager to get some trade routes going on between our cities the direct routes go through the mountains making the movimentation of bulk items difficult. We could go around the mountains but on both sides the mountain passes are orcish territory so our caravans would need to be heavily guarded. Oxwick produces large amounts of salt, salted fish, lobster, oysters and pearls. They have a decent iron mine in the mountains and recently uncovered a vein of galena, getting a nice surplus of silver and lead. They'd be willing to buy armor and weapons to better equip their army and advanced siege engines like heavy ballistas and catapults.

Our envoy to Heabury figures out that the halflings have claimed far more land than they would be able to utilize. They have massive farms in the plains and produce humongous amounts of grains. They're simple folk that don't like war but have suffered invasion and raids from the lizardmen south on occasion. They have a silver mine and so are somewhat wealthy. They won't worry much about anything in life and are content in living a simple life, however their nobles would be willing to buy luxury food and goods, and they have a huge market for meat, leather, wool, dairy and animals that produce it since their herds are modest for their large lands.

What should we do next?
> specify
>>
>>2315382
>They're simple folk that don't like war but have suffered invasion and raids from the lizardmen south on occasion.
maybe we can offer them our merc service
>>
>>2315410

They hired the mercs once
>>2307702
>>
>>2315382
Offer Mercenary services to the Heabury
Sell armor and weapons to Oywick for Lead
Begin to produce Crystal glass and sell it to the Elves
>>
>>2315382
So Im thinking the elves and dwarves and halflings are prime targets for trade

So see if we can start trading cows with the dwarves for little more lead than we'd need to trade with the elves and also get more iron out of the deal too

And Lets send one large animal caravan under guard to the halflings to make some quick cash
>>
>>2315382
>Build Cheesery
>Build Tannery

How about we try to get 50ea of all troop types?
Also seems like we have plenty of excuse to make ballistas now.

>for them to build crystal spyres for their seers and mages.
Hm, that sounds useful. Can they teach us how to build one?
>>
>>2315410
>>2315436
>>2315444
>>2315449

It's the year 816 and it's Winter

We offer the mercenary services of the Irontip Brigade to the halflings of Heabury. They say "We are aware of your mercenaries, we hired then about ten years ago to help us against the lizardmen, if we need them again we won't hesitate to hire them."

We decide to sell some armor and weapons to Oxwick for Lead. We pressure our artisans to see the cheapest they can make chainmails for. Affter much haggling they agree that they can make chainmails for 25 gp each. At which price should we sell chainmails to Oxwick?
> 30 gp each
> 40 gp each
> 50 gp each
> 60 gp each
> other

We need a load of lead worth about 500 gp to fulfill the elvish deal of crystal spires. Should we trade chainmails for lead with Oxwick? We could trade cows with the dwarves instead to get some lead.
> Make a deal with Oxwick chainmails for lead
> Make a deal with Khela cows for lead
> other?

Our envoy asks the elves what these crystal spires are for and they answer "Some might thinks it's just a fancy roof for your towers but our wizards and seers believe that actually consistently meditating under crystal spires improves magical abilities over time, that's why all our magic users want to have their own crystal spires and we also want to commision and build some larger communal ones."
Whether they're correct in their belief or it's just a spook of the mind you cannot tell, but in any case it's a great business opportunity. The elves give us precise specifications on how they want their crystal spires. The elves promise to pay us 4000gp for this first sale and will likely buy more in the future. We're short on money so we ask 1000gp in advance and they agree on it.

We consider sending one large animal caravan to sell to the halflings in Heabury to make some quick cash. How large are we talking here?
> A couple hundred animals
> Five hundred animals
> A thousand animals
> Two thousand animals
> other?

We build another Tannery.

Tannery -> Leather

We build another Cheesery.

Our treasury is down to 832gp

What should we do next?
> specify
>>
>>2315550
> 40 gp each doesnt seem too bad consider that we're taking all the risk
> Make a deal with Khela cows for lead and iron

> A thousand animals(but only 50 of our horses)and lets send half our horsemen and half of our crossbowmen as an escort

Hire 20 Swordsmen Hire 30 Archers
Build Loom
>>
>>2315585
>>
Rolled 69 (1d100)

>>2315677
are you like backing me or??
>>2315585
>>2315550
might as well roll
>>
>>2315859
Yup
>>
Rolled 28 (1d100)

>>2315550
>> 40 gp each

>We need a load of lead worth about 500 gp to fulfill the elvish deal of crystal spires. Should we trade chainmails for lead with Oxwick? We could trade cows with the dwarves instead to get some lead.
can we do both? it seems like we'll be needing a lot of lead

> Five hundred animals
>>
>>2315585
>>2315677
>>2315859
>>2315913

It's the year 817 and it's Spring.

We send a large trade caravan to Heabury with 50 horses and nearly a thousand of our other animals escorted by 15 horsemen and 10 crossbowmen to sell! We make a profit of 1575 gp selling all those animals!

Our treasury is up to 2407 gp.

We offer to sell Oxwick chainmails for 40gp. They comission 50 chainmails. We send a caravan through orcish territory to deliver the goods! Luckily the orcish patrols didn't spot our traders. We make a profit of 750 gp.

Our treasury is up to 3157gp.

We make a deal with Khela to sell a large amount of cows for lead and iron! They gladly accept the deal, selling us large amounts of iron and lead for our cows. We should have enough lead to fulfill the elvish orders of crystal glass spires.

Our peasants are a bit concerned with our reckless selling of our herds.

We decide to hire 20 swordsmen and 30 archers.

Our tax collectors raise 1845 gp and we pay 1950 gp to our troops and heroes, ending up with a deficit of 105 gp.

Our treasury is down to 3052 gp.

We build a loom.

Our treasury is down to 2952 gp.

A centaur emissary shows up in our town to say that the centaurs tribe will be travelling to the plains west beyond the jungles of the Sinabu lizards and as such will no longer be able to fulfill our trade agreement on bringing us wood every year. Well have to figure out a new source of wood for any large scale project that requires it, even though our day to day needs are reasonably met by our two tree farms by now.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 32 (1d100)

>>2316173
> Take a census
>start building the crystal stuff for the elves
>>
>>2316208

It's the year 817 and it's Summer.

We decide to take a census. Our population is 6454 people, we have 274 horses, 2180 cows, 3751 sheep and 3524 pigs. Our tax collectors adjust their rates accordingly.

Our artisans start to craft the crystal spires to the specifications of the elves. He have to heavily modify the techniques we usually use for making glassware in order to craft these large unwieldy things that the elves want for their towers. It will take awhile.

Crystal Spires (1/3)

The minotaurs show up again to woo our women.

An emissary from distant lands arrive at our town! He says he hails from Hedon, a recently built human settlement to the west of the halfling lands of Heabury. They say they come from the eastern continent seeking to settle these lands and are sending emissaries to get acquainted with all the locals. They've met the halflings from Heabury, the centaurs from Brine who recently settled near them, the lizardmen from Sinabu and ask us for more information about this region.
> Tell them about the minotaurs
> Tell them about the elves
> Tell them about the orcs
> Tell them all we know about the continent
> other?


What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 25 (1d100)

>>2316285
>Finish Crystal Spires
>>
Rolled 66 (1d100)

>>2316285
> Tell them all we know about the continent
>We should our ranches and work on rebuilding our horse herds
>Set up a bridal tax for the Minotaurs, if they want to take away our population they should at least pay something for it.
>>
>>2316315
>>2316325

It's the year 817 and it's Autumn.

We decide to tell the Hedon emissaries everything we know about the continent, mentioning the other humans, the elves, the halflings, the minotaurs, the orcs, the goblins, the trolls, the demons, the undeads and other tidbits of lore. The emissary thanks us for sharing so much valuable information with him and travels back to Hedon to report back to his superiors.

We have our artisans work overtime to finish the Crystal Spires for the elves! Now it's just a matter of taking these things to Lothlione in the northwest and claim our pay.

Crystal Spires (3/3)

We have a couple horse ranches already but it takes awhile for our horses to grow.

We've considered a bridal tax for the minotaurs back the first time when they showed up but decided against it. Should we reconsider and start charging a bridal tax from now on?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 91 (1d100)

>>2316358
>Yes to a bridal tax, them come repeatedly on what we initially thought was more of a one time thing
>Deliver the Spires
>Construct a military academy
>>
>>2316376
support
>>
>>2316358
Also can we get the current holdings list?
>>
>>2316376
it was pretty clear it wouldnt be though
>>
>>2316388
If they can't sustain their population why should we be the ones to suffer for them? They are taking our peasants and should simply pay a dowry for them, they have gotten plenty of women from us already.
>>
>>2316386

(2) Quarry -> Stone
(2) Mines -> Iron ore
Farms -> mostly Wheat, Rye, Barley
Granary -> food storage
Brewery -> Beer
Smith -> Iron
Barracks -> Swordsmen
Tavern -> Adventurers
Market -> Tax revenue + 50%
Stables -> Horsemen
Library -> Bonus to research
Scholar's guild -> Research bonus
(2) Treeplanter's cottage -> Planting trees 803, 806
(2) Wool Loom -> Cloth
(3)Cheesery -> Cheese
Glassblower's Workshop -> Glass
Lumber Mill -> Wood
(2) Horse Ranch -> Breeding horses
Harbor -> Fish
Herbalist -> Healing and poisoning
Pig Ranch -> Breeding pigs
Tannery -> Leather


Palisade (8/8) -> defense bonus, surrounding our fields
(3)Watchtower-> early warning
Stone Wall (8/8) -> Defense bonus, surrounding houses


Temple to Yfdea
Parthenon to Yfdea (2/3)
Temple to Kaphine
Parthenon to Weenar (3/3)

If my notes are not wrong it looks like we started a parthenon to yfdea but never finished it
>>
>>2316376

A military academy would require university to be built first. We could build an armory and/or a fighter's guild.
>>
>>2316397
A Fighter's Guild sounds like a capital idea
>>
>>2316395
>Parthenon to Yfdea (2/3)
>>2316400
we should finish this first
>>
>>2316402
I suppose so, I will support this.

How would everyone feel about building that castle with the money we get from the Elves?
>>
>>2316413
I'd rather put it towards more ballista, or the university
>>
>>2316417
What use is a ballista if we have no one to siege and no castle to put it on.
>>
>>2316422
we can put it on our walls, but yea I guess none our our current enemies will require us to siege them
>>
>>2316422
We have Orcs Goblins and Trolls to seige also Id rather build up our magic base we need a mages guild or two so im with this guy>>2316417
>>
>>2316428
>>2316422

The orcs we were just fighting has decent walls and a bunch of archers look here>>2315298
>>
>>2316435
Actually a mage's guild is a very good idea, I'm just saying we aren't much of a lord without a castle or a manor.
>>
>>2316376
>>2316381
>>2316402
>>2316413

It's the year 817 and it's Winter.

We decide to start charging the minotaurs a bridal tax, argueing that they're bleeding us out of young female villagers. Gouk the minotaur leader is not very pleased but understands and says that his men will bring suitable payments when they come court our women.

We send a caravan to Lothlione to deliver the Crystal Spires to the elves. They are delighted to see that we crafted the spires to their specifications and we help them install some of the spires on top of a bunch of towers. They pay us 3000 gp for our fine work of art.

Our treasury is up to 6052 gold pieces.

We decide to finish our parthenon to Yfdea. Now we're being bestowed the boon of the rituals Rubbing Hands that gives a bonus to artisans, Free Market that gives a bonus against unrest and Bounties of the Earth that gives a bonus to mining.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2316442
Well i mean thats fair enough we also lack a moat if we're going down that road
>>
>>2316444
>Build a Mage's Guild
>Ask the Hedon if they have wood to trade
>>
Rolled 80 (1d100)

>>2316444
>build mage's guild
don't care what else
>>
File: motte_03.jpg (29 KB, 460x292)
29 KB
29 KB JPG
>>2316444
How much and how long to get a stone moat and bailey castle system going?
>>
>>2316453

a mage's guild also has a university as prerequite. University unlocks an awful lot of cool stuff.
>>
>>2316460
Shieet really that takes a huge amount of seasons to complete
>>
Rolled 71 (1d100)

>>23164444>>2316460

Lets build a university then!
Lets build a loom for our second Action

Also can we get a list of known factions?
>>
>>2316460
>>2316454
Start a uni then
>>
>>2316444
>Construct a university
>See if Hedon has any wood to trade
>Build a medium moat
>>
You guys wanted to build a fighter's guild, already changed your mind? Anyway, I'll add it to the list of stuff to build.

>>2316464
Magic ain't for the faint of heart, our apprentices are at it for what, ten years now? Maybe more? If we give them the proper environment to develop themselves they should become full fledged wizards faster.
>>
>>2316478
It's just me that wants fighters everyone else wants magic.
>>
>>2316478
More like they got reminded that we've sunk a small fortune into magic shit already
>>2316483
Getting good fighters is a lot easier than getting good wizards sorry man but Ill vote for fightan stuff once were on the road to the mage tower
>>
>>2316486
We need some proper defense and maybe a way to train our militia up a little bit, hey we could actually invent a warrior class.
>>
>>2316493
We do have nobility so its not far fetched so im game but from what i can tell our stone walls are more than adequate but we lack the numbers to take advantage of it though we should upgrade our palisade and arm our town guards with bows so theyre skirmishers instead of light infantry
>>
>>2316478
Whats the cost and benefits of a fighter's guild?
Also, what's the benefits of a cathedral? It's gotta do more than just activate 4 rituals since it takes so long to build?
>>
>>2316493
This, before we get too invested in long term projects, we need to bolster our army, get some ballista and maybe snuff out the orcs before they fully recover.
>>
>>2316453
>>2316454
>>2316464
>>2316467
>>2316468

It's the year 818 and it's Spring.

Our caravan to Khela makes a profit of 81 gp selling pigs.

Our caravan to Asminster makes 254 gold mainly selling cheese.

Our caravans with Petun net us 4 platemails.

We decide to start an university to further the education of our people into the liberal arts and into professional pursuits. This building once finished should make our town into a hub for scholars from all friendly cultures. We start the ground works for a large campus with enough room for several large departments and a few smaller ones.

University (1/20)

Our treasury is down to 5052 gold coins.

We send an emissary to Hedon to see what they have to trade. They're newly arrivals in this land and are still heavily dependent on fishing and hunting for feeding themselves. They recently started an iron mine. We ask them whether they could sell us wood and they say that they could get some wood from the jungle and bring us in exchange for some herds. They have galleys, are in good terms and can contact the folks from the western continent to bring more colonists and perhaps any trade goods if the price makes the trip overseas worthwhile.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, fighter's guild 5 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2316550
>Continue the University
>Build a Leatherworker so we can make leather armor
>Take a census of peasants good with bows and weapons, offering them a small tax break for such skills
>>
>>2316550


Our treasury is up to 5472, forgot to add the revenue from caravans and the loss from our taxes (1935 from tax, 1950 spent on troops, 15 gp deficit)
>>
>>2316557
>>Build a Leatherworker so we can make leather armor
I think we already have leather armor
>>
>>2316557
>>2316565


All our troops have leather armor already.
>>
Rolled 70 (1d100)

>>2316550
>Continue the University

>Take a census of peasants good with bows and weapons, offering them a small tax break for such skills
that seems like a good idea
>>
>>2316557

Do you mean to make leather armor for the militia? Then we could make a large scale leather works. Our professional soldiers all have at least padded leather armor.
>>
>>2316572
>>2316576

It's the year 818 and it's Summer.

We decide to continue the construction of our university.

University (2/20)

We decide to take a census of peasants good with bows and weapons offering them a small tax break for such skills. Our peasantry is not particularly skilled with bow and arrow for hunting is not part of their daily routine, we making our living our of farming and herding and living in the middle of the desert not having much game to hunt at all so we don't find many peasants particularly skilled with bows and arrows. As for being good with weapons that's a hard to assess skillset. Our nobles advise us not to mess too much with the tax rates giving some people special privileges, specially not based on such fickle things as being good with weapons so as to avoid unrest. Everybody hates taxes and if abandoning the fields to toy around with weapons is put as an option for evading taxes for the average serf we all will end up starving. Improving the combat fitness of our population can be done in other ways, building a fighter's guild for instance.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, fighter's guild 5 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 66 (1d100)

>>2316597
>Continue the University
>build fighters guild if we can
>>
>>2316615

It's the year 818 and it's Autumn

We decide to continue the construction of our university

University (3/20)

Lord Trit Atatau is dissatisfied with the green state of our militia and decides to comission the establishment of a fighter's guild that will see to it that our young male population have a place to train and become fit for combat. The fighter's guild will also hold frequent contests amongst the fighters taking bets and handing prizes so as to finance it's operations. We plan a huge hall for the guild where multiple spars and training sessions can be conducted at the same time.

Fighter's Guild (1/5)

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, fighter's guild 5 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 79 (1d100)

>>2316623
>Continue the University
>Continue Fighter's Guild
>>
>>2316634
Support
>>
>>2316634
>>2316659

It's the year 818 and it's Winter.

We decide to continue building our university

University (4/20)

We decide to continue building our fighter's guild

Fighter's Guild (2/5)

We receive news from the elves that a group of human settlers from Cheygrove trekked through the mountains and are building a new settlement on the eastern side of the elvish forest bordering the territory of Asminster. They claimed a ruined tower they found in there and started building their city around it near a small river. The elves say they saw them carrying several large sealed wooden boxes with them all the way through the forests. They call their settlement Woton.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, fighter's guild 5 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2316675
Continue the University and Fighter's Guild

Send Envoys to the new village telling them of the dangers of the area and outlining the territory we claim.
>>
Rolled 11 (1d100)

>>2316675
>Continue the University
>Continue Fighter's Guild
>>
>>2316696
>>2316699

It's the year 819 and it's Spring.

Our caravan to Khela makes a profit of 81 gold selling pigs.

Our caravan to Asminster makes a profit of 249 gold selling mainly cheese and some glassware.

Our caravan to Petun nets us 4 more platemails trading iron. We have 8 of those in store now.

Our tax collectors get 1935 gp of tax and we spend 1950 paying our army and heroes.

Our treasury is up to 5787 gp.

We send some emissaries to Woton telling them about the dangers of this area being close to goblins and not beyond the reach of orcs. They say that they have highly skilled artisans and would be willing to sell us siege equipment at a discount price if we need it. They're willing to sell battering rams with metal tips and sturdy wooden roofs for just 900 gold.
Their army is composed of a hundred crossbowmen. They intend to make a living mostly out of hunting in the forest and farming. They'd be willing to buy some cattle if we're willing to sell, they still have some coin to spare. Their leader is a certain Lord Awtun that our emissaries didn't actually meet, the townsfolk claimed he's very old and sick and almost didn't survive the journey. When inquired about why they decided to start a new town they say that Cheygrove was becoming overpopulated with the influx of imigrants from the eastern continent and they were discontent with the direction current leadership was taking with the town so they decided to start their own.

We decide to continue building our university

University (5/20)

We decide to continue building our fighter's guild

Fighter's Guild (3/5)

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, fighter's guild 5 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 30 (1d100)

>>2316741
>finish fighter's guild
>>
>>2316741
Continue University and Fighter's Guild
Buy a Battering Ram just in case for later use
>>
>>2316749
>>2316753

It's the year 819 and it's Summer.

We decide to finish the construction of our fighter's guild! Now our young villagers have a place to train combat in their spare time and hopefully we won't have to drawn from a pool of green militia men when we need them again in the future.

Fighter's Guild (5/5) -> Training troops

The minotaurs from Petun come to woo our women again! This time they pay a bride tax! We earn 187 gp.

Our treasury is up to 5974 gp.

We decide to buy one battering ram from the folks at Woton. They craft it and deliver it to our town.

Our treasuty is down to 5074 gp.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, fighter's guild 5 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 62 (1d100)

>>2316785
>Continue the University x2
>>
>>2316797

It's the year 819 and it's Autumn.

We decide to continue the construction of our university, having our laborers work overtime. A few of the buildings are already getting off the ground.

University (7/20)

A young red dragon has been sighted stealing cattle in our farms! It grabs a cow and flies away to the south before we can do anything about it.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 78 (1d100)

>>2316741
>carrying several large sealed wooden boxes
>Lord Awtun that our emissaries didn't actually meet
these guys are vampires, we should confirm this eventually.

>Finish fighter's guild with both actions

what does our military look like now?
>>
>>2316844
>>2316845
fugg, thought I f5ed

>Continue Uni
>Build a new pig ranch.
>>
>>2316844
Attempt to locate and talk with the Dragon, maybe we can work out a deal with it
>>
>>2316854
>>2316864

It's the year 819 and it's Winter

We decide to continue building our university

University (8/20)

We also decide to build another pig ranch to try and stop the trend of our depleting pig herds from sacrifices and selling off.

A spice merchant from Hedon show up in our town. He offers to sell spices from the western continent. Our nobles are interested in these fancy condiments, but the price is rather steep, 500 gp. Should we buy the spices?
> Buy only a few spice samples for 100 gp
> Buy the load of spices from the trader for 500 gp
> Haggle to buy it for 400 gp
> Don't buy the spices
> other?

Our villager got very concerned about the dragon, those beasts are best dealt with while they're young, when they get older they become powerful spellcasters. There's always the chance that the creature was just passing thought though. Should we send our adventurers south to go look for the dragon's lair?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 25 (1d100)

>>2316889
>Continue the University
>Hire adventurers to kill the young red

>> Don't buy the spices
>>
>>2316892

We have a party of adventurers on the payroll do you want to hire new ones?
>>
>>2316900
Use the ones we have and maybe hire a few more
>>
>>2316905

We scour our taverns looking for adventurers and we find these willing to work for us

Eathild the Cutthroat, an assassin from Cheygrove, 80 gp/year
Urdud the Swift, a dwarf priest of Yyja, 100 gp/year
Cola the Dependable, a halfling warrior, 60 gp/year
Theri the Oneeyed, a dwarf warrior, 80 gp/year
Alwel the Pretty, an elvish thief, 100 gp/year
>>
>>2316933
>Cola the Dependable, a halfling warrior, 60 gp/year
>Theri the Oneeyed, a dwarf warrior, 80 gp/year
I'd just go with these two since one or two of the other warriors we hired died
>>
>>2316889
>Haggle spices
perhaps we can sell these to our neighbors for profit.

>Send adventurers to deal with dragon.
>Build another ranch for whatever livestock needs it.
How big is our military now?

>>2316889
>to kill the young red
don't be hasty, we need to determine its powerlevel and disposition before we start another conflict.
>>
Rolled 16 (1d100)

>>2316965
>>
>>2316892
>>2316965


It's the year 820 and it's Spring.

Our pig caravan to Khela makes a profit of 50 gp.

Our caravan to Asminster makes a profit of 236 gp selling cheese and some glassware.

Our caravan to Petun nets us 4 platemails. We have 12 of those in store now.

We hire Cola the Dependable, a halfling warrior for 60 gp/year and Theri the Oneeyed, a dwarf warrior for 80 gp/year.

Our tax collectors get us 1935 gp this year and we spend 2090 gp paying off our army and heroes, we get a deficit of 155 gp, we should consider lowering our expenses or raising our taxes.

Our treasury is up to 5205 gp.

Lord Trit Atatau decides against buying the spices. The merchant is a bit upset and leaves to peddle his wares elsewhere.

We decide to continue building our university

University (9/20)

We send our adventurers to go look for the red dragon's lair in the direction it flew away the south.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 82 (1d100)

>>2316991
chase down that merchant! he's gonna make money without us being the middleman! unforgivable!

>Continue uni

>Find out the latest specs on our military so we can decide whether or not to hire more troops before the next conflict.
>>
>>2316991
Work on the university
Construct a Leathworker, they can make leather armor, saddles and fancy boots
>>
>>2317016
>>2317017

It's the year 820 and it's Summer.

The minotaurs from Petun show up in our village again to woo our women, they pay 208 gp in bride tax.

Our treasury is up to 5413 gp.

We decide to continue building our university.

University (10/20)

We build a leatherwork to craft large amounts of leather armor for our militia. Also saddles and fancy boots.

Leatherworks -> Leather armor

Our military currently consists of
50 Town Guards
30 Swordsmen (10 with chainmail and platemail, 20 with just chainmail)
30 horsemen (lances)
20 crossbowmen (chainmail)
30 archers

We have in store
11 crossbows (handed to the town guards for watchtower duty)
12 platemails
10 orcish chainmails

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2317062
Continue with the University
Build another Cheesery
Can we sponsor a large festival to gather merchants from all over the known land?
>>
>>2317062
Also equip 10 of our horsemen with chainmail and platemail
>>
After trekking for many weeks through the mountains our group of heroes finds a cavern that seems promising as the Young Red Dragon's Lair.

They enter the cavern and are assaulted by the stench of death. They see carcasses of various animals near the entrance. As they advance through the cavern they find a second chamber occupied by a number of lizardmen who flee towards a third chamber when they see the adventurers. The adventurers then enter the third chamber and find a dozen lizardmen with spears, a lizardmen shaman and the young red dragon. The young red dragon then says

"So you humans have found my lair. I can hardly await until I can use spells powerful enough to conceal it properly."

"We've came to put an end to your reign of terror foul beast."

"Oh please, you're outnumbered, you'll surely lose."

The dragon then uses his fire breath on our heroes to great effect, causing severe burns in most of them. The lizardmen then advances and start attacking them with spears. Holeon, Cola and Theri fend off the attackers while Erard and Dhurkon cast spells at the dragon. Griffin starts healing the burns on the worst wounded heroes. The dragon makes his way to through the ceiling towards the exit of the chamber and attacks Erard on his way there, deeply gashing him in the chest. The lizardmen shaman casts an icebolt, but Dhurkon casts an icebolt back at him and both spells anihilate in a flash of light.

The dragon then leaves the chamber and we're left fighting the lizardmen. After a couple more rounds of combat the lizardmen also decide to make a run for the exit but our warriors attack them and most of them end up dead. Erard and Dhurkon specially target the lizardmen shaman who ends up dead by a magic missile spell.

Our heroes then hastily run out the chamber after the dragon and catch sight of him flying away. He says "You'll pay for making me abandon my hoard! I'll come back to destroy your town one day! Mark my words!"

In the third chamber of the young red dragon's lair we find a hoard of 1300 gp.

Our heroes collect it and return town.
>>
Our treasury is up to 6713 gold coins
>>
>>2317118
welp, guess it's time to construct some anti air weaponry and fireproof fortifications
>>
>>2317072

You could try to invite them. Although they'd probably just make a bunch of trade deals amongst themselves depriving you of the opportunity of acting as middleman.
>>
>>2317145
True enough
>>
>>2317118
>angry dragon
time to build ballista on wall and tower and ask dhurkon to teach our mage ice magic
>>
Rolled 33 (1d100)

>>2317062
>Continue the University x2
>>
>>2317072
>>2317137

It's the year 820 and it's Autumn.

We decide to continue work on our university. We have our laborers work overtime.

University (12/20)

A few ships full of imigrants mostly human from the western continent recently arrived at Asminster. An envoy from the halflings come ask if we want to receive imigrants in our town.
> Receive as many imigrants as possible
> Receive only families
> Receive only women and children
> Don't receive anyone
> other?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2317259
>Receive only families
>Work on University
>Build another Cheesery
>>
Rolled 48 (1d100)

>>2317259
>> Receive only families
>Continue with the University
>take census after receiving the immigrants
>>
>>2317259
can we sustain the imigrants? i suggest doing census first on our population, food and housing before accepting them
>>
>>2317274
>>2317281
>>2317285

It's the year 820 and it's Winter.

We decide to receive only imigrant families into our city. We provide them with housing and labor as serfs in our fields. There is a large scale war going on on the western continent between two large kingdoms and many people see imigration as an opportunity to escape the draft and live and prosper in more peaceful lands.

We decide to continue work on our university.

University (13/20)

We decide to take a census. We have a population of 8457 people, 372 horses, 2409 cows, 3900 sheep, 3695 pigs. The tax was adjusted accordingly.

It was hard to feed everyone this winter, we'll have to plant extra grain next season to feed all our population. Having all hands in the field on spring and autumn will be of extra importance as we can't relly solely on our herds to feed our large and ever increasing population.

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2317342
Cancel the pig trade deal with the dorfs after this last one
>Continue university
>Build farms
>>
Rolled 28 (1d100)

>>2317349
support
>>
>>2317353
im at work so limited posting try to buy enough plate from the minotaurs next turn for our swordsmen and craft a couple hundred bows so its not a issue in the near future
>>
>>2317349
>>2317353

It's the year 821 and it's Spring

Our pig caravan to Khela generates 62 gp profit. We then cancel further pig caravans to Khela since our pig population is depleting.

Our cheese caravan to Asminster generates 272 gp profit.

Our caravans to Petun net us 4 more platemails. We have 6 of those in store now.

Our treasury goes up to 7047 gp.

Our tax collectors get 2535 gp from our population and we pay 2090 gp to our army and heroes, generating a surplus of 445 gp.

Our treasury goes up to 7492 gp.

We decide to continue building our university

University (14/20)

We also sow extra farms outside of our palisades.

The centaurs come to us for aid! They say they're at war with Hedon for they have found a silver mine within Brine's western territory and are exploiting it even though the land rightfully belongs to the centaurs! The centaurs want to raid Hedon and drive them out of the silver mine.

> Promise to send military aid against Hedon
> Send a diplomat to Hedon to negotiate a tithe to be paid to the centaurs
> Argue that since the centaurs are nomads they can't really lay claim on all the lands they inhabit everywhere
> Don't get ourselves tangled in this mess
> other?

What should we do next?
> Build basic infrastructure (tannery, shipwright, other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
Rolled 73 (1d100)

>>2317428
>> Send a diplomat to Hedon to negotiate a tithe to be paid to the centaur
>Continue the University x2
>>
Rolled 67 (1d100)

>>2317428
> Send a diplomat to Hedon to negotiate a tithe to be paid to the centaurs
>Build Uni
>Build another Cheesery
>>
Rolled 92 (1d100)

>>2317428
> Send a diplomat to Hedon to negotiate a tithe to be paid to the centaurs
> Build University
> Build cow ranch
>>
Rolled 68 (1d100)

>>2317342
>>2317349
Why not keep the pig deal and just build more ranches/farms this year.
And dragon won't be back for several years probably, so we don't have to rush for platemail.

Also suggesting that we recruit some more soldiers once we get our food and financial situation stable.
>20 swordsmen
>50 pikemen
>20 horsemen
>30 crossbowmen
>20 archers
That'll give us a total of 250 composed of 50ea, giving us a modest well-rounded and well-equipped force that we can rely on when the orcs come back.
>>
Didn't we build a couple of balistas? What happened to them, if they are still around why are they never used for combat? OP can you please include them when we select troops, since they would be quite potent in siege and field battles.
>>
>>2317954
I'd also like to propose to increase the hight of our stone wall and to build towers and gatehouses as fortified points. Towers should be equipped with ballistas, if possible ones that are big and long ranged enough to shoot past our palisade. The tower should have enough ammunition stored that the ballista can be fired for a day at least. It should also be made as difficult as possible for invaders that scaled the walls to reach the ballista towers. I'm unsure of where exactly our harbor is located in relation to our wall but it's defensive capabilities should also be assured. Another defensive measure would be to build a ballista with a front shield behind every gate and to include a slim opening in the gate for bolts to come through, once the gate breaks that would also give us an edge in holding this chokepoint. Hot oil installations would also be fun
>>
upgrade wood wall into stone wall

build 2 ballista place it on tower or wall
>>
>>2317447
>>2317448
>>2317498
>>2317954 sure they're still in store
>>2317988
>>2318219

It's the year 821 and it's Summer.

We decide to send a diplomat to Hedon to negotiate a tithe to be paid to the centaurs of Brine for the privilege of mining silver in their lands. After many heated discussions they manage to come to an agreement on a 20% tithe on the silver mine production. Our diplomat is very proud for being able to avert a possible war.

We decide to continue building our university
University (15/20)

We decide to build a cow ranch to improve the rate at which our cow population increases.

Cow Ranch -> Breeding Cows

The minotaurs from Petun show up at our town to woo our women again. They pay a bride tax of 196 gp.

Our treasury is up to 7688 gp.

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2318667
Put balista on wall or tower
>>2317523 and recruit army like this
>>
>>2318667
> Continue university
> Build tree planter cottage
>>
>>2318667
Reinforce our stone wall with towers, a gate house, get it to at least 30ft high (should be hard to scale with out equipment) and install ballistae. That will probably take some seasons so also continue with the university or recruit troops.
>>
>>2318706
>>2318722
>>2318737

It's the year 821 and it's Autumn.

We decide to place our two ballistas on top of our outermost watchtowers. If enemies comes from the east we should be able to fire at them even beyond the palisade.

Our laborers continue building our university. It's already shaping up and should be up and running in about a year if we keep building it, perhaps even less.

University (16/20)

We consider hiring
20 swordsmen
50 pikemen
20 horsemne
30 crossbowmen and
20 archers

That should cost us 2050 gp, and incur a yearly upkeep of 1600 gp. Should we hire all those soldiers?

We considers reinforcing our stone wall with towers, a gate house and to get it to be at least 30 ft high. All those reforms would take several seasons to be accomplished, our masons estimate about eight seasons. Should we begin work on an improved inner stone wall?

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (horses, cows, sheep, pig, iron, cloth, cheese, salt, salted fish, other?)
> Send exploring party (N, NE, E, S, SW, W, NW)
> Sacrifice to (Weenar, Kaphine, Yfdea, other?)
> Send raid party to (Suma, Golurtz, other?)
> Change tax rate (0-30%)
> Hire a group of adventurers (specify purpose)
> Hire mercenaries (100 horsearchers, 1000gp per season)
> Hire more military units (town guard 5gp/year; swordsmen 10gp/year; archer 10gp/year; crossbowmen 25 gp to hire, 10gp/year; horsemen 20 gp/year; pikemen, 10gp/year; priests, 40gp/year)
> Research (other?)
> Craft (lance 10gp, light crossbow 25gp, chainmail 30gp, plate mail 200gp, medium ballista 1200 gp, other?)
> Take a census
> other?
>>
>>2318766
Yes and yes because I smell imminent dragon and orc raid, and we can use our army to raid orc and goblin for loot if the dragon doesn't come
>>
Rolled 8 (1d100)

>>2318766
> Improve stone wall
> Hire 30 swordsman
>>2318800
We can't afford an army that big,let's start small for now
>>
>>2318800
Support + 50 crossbows for our milita and guards to use when city wall comes under attack. Also continue with the university if we have time
>>
>>2318800
>>2318823

It's the year 821 and it's Winter.

We spend 2050 gp to hire 20 swordsmen, 50 pikemen, 20 horsemen, 30 crossbowmen and 20 archers. We also comission the crafting of 50 crossbows to distribute to our townsguards for them to use when our city is under siege.

Our treasury is down to 4388 gp.

Our army now consists of 50 Town Guards, 50 Swordsmen (10 wearing chainmail and platemail, 20 wearing chainmal, the remaining in leather armor), 50 Pikemen, 50 Horsemen (30 of them with lances, 10 with chainmail and platemail), 50 crossbowmen (20 of them with chainmails) and 50 archers.

We decide to continue improving our stone wall

Improved Stone Wall (2/8)

Our laborers continue the construction of our university.

University (17/20)

What should we do next?
> Build basic infrastructure (other?)
> Build defensive structures (watchtower, 1 season; moat, 4/8/16 seasons size dependent; castle 2000 gold 40 seasons)
> Build special purpose building (shrine 100 gold, cheesery 200 gold, treeplanter's cottage 200 gold, loom 100 gold, windmill 800 gold, temple 300 gold, parthenon 700 gold 3 turns, university 1000 gold 20 seasons, cathedral 1300 gold 20 seasons, other?)
> Send trading caravan to (Khela, Asminster, Brine, Petun, Oxwick, Heabury, Lothlione, Cheygrove, other?) to buy/sell (ho