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dwarf civ game starting up! Get in here! the more people the better!
>>
>>29347638
Sir Stallion
>>
>>29347638
Woooo! are we regular fantasy dwarves or dorf fortress dorfs?
>>
Rolled 38

>>29347638
Ferrum the Pale
>>
woot
>>
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Rolled 19

>>29347638
Woddy Woodcock
>>
>>29347638
just for reference dwarf stats

breeding:avg
ranged: strg
melee:Exp
magic:avg
technology:avg
diplomacy:avg
bonus to combat ability, mining, crafting, dislike elves, consume food faster than other races
>>
>>29347638
Is this part of that multi thread civ game I've heard snippets about?
>>
Uhhh... Freyja the Shortstack?
>>
Rolled 55

>>29347704
No, this is fresh.
>>
>>29347718
what D are we using 100?
and just to get it out of the way.
DM you have twitter?
>>
>>29347692
>>29347691
>>29347675
>>29347672
>>29347664
basic fantasy dwarves.

For the first decision we get to select 2 leaders. This is the decision for leader #1

A. Warrior
B. Mage
C. Engineer
D. Other (be specific with this as well as all other answers after we decide the class we can go into their name and backstory
>>
Rolled 17

>>29347779
>B. Mage
we be stoneshapers and creators of magical weapons
>>
>>29347779
>C Docam the Tinkerer
>>
>>29347704
nope this is just gettin started
>>
>>29347779
C. Engineer. with the resources of our mountain we will quickly become a great Mech City!
>>
>>29347800
2nd
>>
Rolled 51

>>29347779
C) An Engineer/Miner fellah.
>>
Rolled 88

>>29347779
Engineer
>>
Rolled 23

>>29347812
>>
>>29347812
>>29347830
>>29347849
Engineer.
>>
>>29347768
making a twitter for dming right now
>>
Rolled 3

>>29347895
do it after the thread, keep your pace up instead
>>
>>29347895
okay twitter info
https://twitter.com/teamshmeh
>>
>>29347858
>>29347849
>>29347830
>>29347817
>>29347812
>>29347800
okay everyone make sure you have names on you for vote counting purposes

our first hero is a engineer

what class for our second hero? and who do you want to be the main leader?
>>
Rolled 8

>>29347945
Mage for maximum science.
>>
Rolled 13

>>29347945
Mage
>>
>>29347945
>>29347953
>>29347965
Mage, obviously.
>>
>>29347945
Id say mage.
But we should have more of a roman style republic. With two consuls
>>
>>29347979
im cool with a more open style of leadership for our civ, every civ doesnt need to be some sort of direct dictatorship
>>
>>29347945
Mage
Aeriga the witch of metal and stone
>>
>>29347993
>>29347979
>>29347971
>>29347965
>>29347953
Okay so we have a mage and an engineer, lets do the backstory for the mage first. What kind of magic is their focus, any personality traits male/female stuff like that
>>
Rolled 89

>>29347953
I agree! Engineer Dorf builds and Magey Dorf Enchants!
Name Engineer: Hafgan Cogheart
Name Mage: Zazu
>>
Rolled 8

>>29347945
>>29347993
seconding Aeriga the mage
>>
Rolled 12

>>29348024
Mage: stoneshaping and enchanting
>>
Rolled 22

>>29348024
Enchanting
>>
>>29348024
I vote for my own option Aeriga
>>
>>29348059
>>29348065
>>29348045
>>29348030
So I think we have a consensus on Aeriga, Geomancer and runic enchanter of the iron beard clan.

Whats the story on our engineer? Same idea as before
>>
>>29348086
Docam the Tinkerer
Mad dwarf that specializes in mechanics
>>
>>29348024
>>29348027
>>29348030
I would recommend a mage focusing upon Geomancy and runic magic. A male dwarf of many years, who has helped pioneer a form of magic that utilizes the power of tectonic movements (ripe in the mountains we reside in) in order to fuel the magics. They are able to be replicated by those with a steady hand, effectively a form of writing into itself.

He is equal parts thoughtful and slow to action, but much like a mountain, immovable and stubborn in pursuing that action. He has a habit of taking as much time as possible on those choices.

>>29348086
>Well, bugger.

For our engineer...

Why not Engineering Chief Ironmonger? The opposite of the proposed mage. A man who is quick to action and fast in thought, for maintaining impressive mechanical feats requires a quick mind. He is adept with the processes of clockwork and steam, and is youthful and powerfully built even for a dwarf.
>>
Rolled 8

>>29348115
>clockwork and steam
pls no, we are basic fantasy dorfs. can we for once not go the golem/mecha streisand route?
>>
>>29348115
But let's have both male and female leaders so they can pop out little magi-tech babies
>>
>>29348143
Ill just say this as gm im not big on steampunk, I would be willing to put in primitive firearms and explosives though
>>
Rolled 35

>>29348086
Civil engineer.
>>
>>29348143
>Imblying clockwork and steam automatically means steampunk, and not just making advanced mechanisms by which we can crush invaders or leave them open to bombardment.

>>29348155
Male and female works for me.

>>29348160
Hey, steampunk isn't necessary, but the value of advanced mechanics cannot be denied.
>>
>>29348195
I didnt mean to sound like a jerk, sorry I just meant that I dont want any kind of gyrocopters and golems ridicilous steampunk machineguns stuff like that, plus it would make our civ too op anyway if we got that stuff
>>
Sorry to interrupt but someone said players from here played in the vampire civ thread yesterday. Was anyone archving it? if so link?
>>
>>29348227
Haha, it's fine! I was intending to work along the lines of doing stuff like, for instance, designing some obsidian mechanisms to provide magma-based water wheels to power our city's mechanisms.
>>
>>29348232
the guy has a twitter page, ill probably play it myself later tonight. follow my twitter page and im following him hes mfreemans voice
>>
>>29348253
thats fine, thats the kind of creative stuff i like to see
>>
Rolled 1

>>29348253
>designing some obsidian mechanisms to provide magma-based water wheels to power our city's mechanisms.
>not steampunk...

I'll spend my time elsewhere then. Enjoy the thread anons. And I'm not being a jerk
>>
>>29348191
>>29348155
>>29348143
>>29348115
>>29348112
Our dwarven engineer Docam, is a tinkerer focused on mechanical technology
>>
>>29348315
now for the rest of our civ

20m/20f
400 food(- 40/turn)
tech:primitive iron age
Heros:
Aeriga, Geomancer and Runemage
Docar, Tinkered and Mechanist

Aeriga and Docar lead the ragged survivors of the iron beard clan after being exiled from their old kingdom for supporting the wrong side in a civil war... They find themselves in an ancient abandoned dwarf outpost after fleeing in escape tunnels centuries old.

What the first step (pick 2)

1.Explore
2. Build defenses
3. Move on down the tunnels
4. Other
>>
>>29348405
>2 We need to secure the area
>>
>>29348405
>>29348416
seconded
>>
>>29348405
We need to secure so we can start growing mushrooms (that lack of food will kill us)
>>
>>29348416
>>29348405
2nd
>>
>>29348405
1.Explore
2.Build Defenses

I think it is good that we stay near our original kingdom as we know we wont have to bother with any other factions until we decide to move farther away.
>>
>>29348416
>>29348451
>>29348456
I forgot to mention that we have a builder bonus for our civ which helps with this option...

Anyways. Docar leads several volunteers looking at the ancient defenses remaining from the old outpost. They see that if they can mine some material it shouldnt be hard to rebuild a fairly strong wall around the outpost based on the previous wall. He also spots several ancient pieces of machinery, including two heavily damaged ballistas on the wall and an advanced steel crossbow buried in some rubble

Whats next? We have 9 turns of food left
1.Explore
2. Develop a food source
3. Start surveying for mining(exploring would help both this and the foodsource)
4. Train some of our men
5. Examine the old outposts equipment
>>
>>29348473
Rethinking exploring is a good idea, we need an excellent position to place our base, good rock for sturdy structures minerals etc.... Besides exploration could warn us of future dangers. Information is quite useful.

So i'm with Sir stallion on this one.... then we begin the mushroom growing.
>>
>>29348545
also other of course
>>
>>29348545
2 and 3
>>
>>29348545
>2 Get the essentials done first
>>
>>29348545
2/3
even with the strongest men and the best equipment we can not survive without food
>>
>>29348557
>>29348581
>>29348582
>>29348604
The clan decides to develop some kind of reliable food source, and find a small underground river with fish, as well as a large open space with strange mushrooms.

What should they use as their first food source?

1.Underground river (1 turn development time +10 food a turn)
2. Mushroom farm (2 turn development time +20 food a turn)

Note we can do both but can focus on just one major project at a time
>>
>>29348662
>2 Mushroom farm
>>
>>29348662
2
>>
>>29348662
do both, then we don't have to worry about one of them failing
>>
>>29348662

Develop the Underground river first, primarily because anything that stems the hemorrhage of food immediately is useful, while its not as much as 2 turns for 20, it still is immediate. We can then continue onto the mushroom farm.

Are we able to do anything else during the meantime? Also does developing the underground river prevent us from using it for other things down the road?
>>
>>29348700
do you have a screen name friend?
>>
>>29348723
>>29348700
>>29348696
>>29348673
Yes I should note that Aeriga will be leading most of the clan and using her magic to clear rocks and such, docar and a few men are still free to assign a job(think scouting or surveying)
>>
>>29348724
no. i am anon.
i am not to fond of namefagging.
>>
>>29348724
cant you just make it like one letter, it makes tracking easier for voting on close issues
>>
>>29348745
Like does developing the underground river for food prevent us from using the water as hydro mechanical source of power down the road?
>>
>>29348773
It's hardly namefagging if it's done for ease of voting and discussion.
>>
>>29348789
it seems like i am the only anon here, and i do not appreciate samefagging either.

i promise to not be a fag
>>
>>29348800
no were just taking some fishies is all
>>
>>29348820
alright I trust you
>>
>>29348829
ok, Secondary question how far away is the old kingdom that we were exiled from?
>>
>>29348886
A weeks journey, far enough away that we wont run into them unless we want to. The old kingdom hates us by the way
>>
>>29348800
>>29348723
>>29348829
Can I build on an idea for the river and farm.
If we rotate on what food we take then we will never completely run out of fish. (Keep some fish alive, fish can populate, we never run out of fish)
>>
>>29348907
week journey. I was thinking we would be closer to home and farther from any other factions, making us more protected as long as the kingdom doesnt find out. Seems like we better get that exploring done so we know of any surrounding tribes
>>
>>29348914
Agreed we certainly need to sustain that food souce but there are some things we can do down the road to improve our food source in that river (perhaps).

>>29348907
Secondary question the old kingdom hates us, do they know where we went? Was it exile or actually a full on we slipped away? Information is power. (sorry if to many questions)
>>
>>29348914
Ha yes, I built in the idea that we were only taking enough fish already to make it long term sustainable
>>
>>29348949
dont be sorry, clarification makes a better experience for the players and fills out backstory. Anyways, our faction was defeated in a civil war and they seized our clans lands and wealth and exiled us out into the wilds
>>
>>29349005
that is a little better than us slipping away and they still want to enact revenge.
As long as we dont come into contact with us it is not like they are out looking to attack
>>
>>29348700
>>29348723
We tell Aeriga and the workers to establish a fishing system in the river and then go to build a mushroom farm(2 turns remaining)

What shall we do with docar and the 3 men left
1. Scout down the tunnel( goes east)
2. Survey the surounding caves for minerals
>>
>>29349062
>2
>>
>>29349046
>>29349005
An important question since there was a civil war. Is there a possibility of any other dwarves who were exiled? I mean for future purposes of population increases.
>>
>>29349062
>2. Survey the surounding caves for minerals
no need to stretch/risk our forces this early. let us focus on getting the closest resources and bettering our equipment first
>>
>>29349062
2
>>
>>29349062
Scout
we should know if there are any other factions or maybe necros or skaven that could be in these ancient tunnels among us. we dont need to get ambushed
>>29349089
great question
>>
>>29349089
Its possible, its not like the ruins of the old dwarven empire are a big secret... but the dwarves lost this region a long time ago and havent retaken it back for good reasons...
>>
>>29349062
Scouting first, knowledge of the threats and obvious resources of the area is useful. It gives us information on what we should start building towards.

Do our ragged group of 40 dwarves+2 heros are they armed at all or where they disarmed with minimal tools?
>>
>>29349199
They have some shitty iron weapons and basic tools, no armor. Since the old kingdom didn't want them to be able to pull anything when they were exiled. Just the stuff they absolutely they need to survive against wild animals and such
>>
>>29349078
>>29349104
>>29349104
Docar takes a few men around the outpost to see if there are any resources around, after all dwarves arent stupid and would likely place outposts near something important. They ultimately find a vein of iron suitable for production, docar notes that they still could use a source of wood and workable stone for construction
>>
>>29349227
ok.. Side note if they come across any dogs twould be useful. Good for scouting, tracking, and guarding. Keeps rats away and such.
>>
>>29349299
Aeriga and the others have 1 turn left on building the mushroom farm,

Docar and his men can
1.Train
2. Explore
3. Examine old technology from the outpost
4.Other
>>
>>29349422
2. find a way to the surface and find materials
>>
>>29349422
>3 now that we have food, more defences are our biggest priority
>>
>>29349422
>1.Train
find and get aquainted with the defenses of this outpost. in this case we are ready if someone comes
>>
>>29349422
>3. Old tech

Might as well make use of it
>>
>>29349422
>>29349454
This. we can finally start getting defenses ready
>>
>>29349422
2. Explore, for a way to the surface. We need to be able to find another Food source and wood. That way we can not starve and then we can start building and growing. While deciphering this ancient outpost.

>Since we have no armor fortifications after food will be extremely important so we don't lose dwarves in this area that for some reason hasn't been reclaimed in so long....
>>
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>>29349492
>>29349489
>>29349454
Docar notes the ballistas covering the battlements and the old steel crossbow in his hands. Which should he look at first?

Ballistas or crossbow?
>>
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>>29349573
>>
>>29349573
crossbows, they can be used away from our fort to.
>>
>>29349573
ballistas. more useful for crowd control
>>
>>29349573
crossbows first. Portable, and extremely effective versus most things.

It troubles me that anyplace with ballistas fell.... Is there anyway to tell how this place fell?
>>
>>29349573
At the same time Aeriga and most of the workers are free for other projects
Pick two
1. Assign 5 dwarves to the iron mine
2. Send exploration team
3. Run training and defense drills
4. Other
>>
>>29349573
Crowsbow for ranged mobile units
>>29349667
3.Training time!
>>
>>29349635
nope any corpses decayed long ago.
>>
>training and defense drills
>>
>>29349667
>3 Training montage time!
https://www.youtube.com/watch?v=DZz3y6r-5H8
>>
>>29349667
3
>>
>>29349667
3. training and defense
>>
>>29349622
>>29349635
>>29349686
Docar examines the crossbow and determines that with some iron and wood he could design some crude copies, however he is sceptical that they can replicate the precision of the some of the parts with their current level of iron craftsmanship and that they will need to work on that to improve their crossbow design
>>
>>29349667
>1. Assign 5 dwarves to the iron mine
for proper weapons and armor
>3. Run training and defense drills
for obvious reason

we need to get our troops in proper order, then we can go bananana with the exploring
>>
>>29349727
>>29349725
>>29349716
>>29349696
>>29349686
Aeriga gathers up 3 volunteers who fought in the civil war, between them( while they have no weapons) they learn to position themselves on the wall for maximum defensive coverage and how to march in basic formation. The old soldiers claim that they can hold off a small raid now but they need a lot of work if they are expected to go on offense
>>
>>29349740
Seems like we need to start mining for more resources so we can experiment with our crafting
>>
>>29349667
did we finish both the river and the mushrooms? I mean even if we did we should still be at -10 food per turn.

Even if we have finished both I suggest exploration towards the top so we can find a food source (so we don't have to worrie about it anytime soon again), and wood/good stone so we can build properly/ run our forges since ironmines won't do us any good if we can't shape it.
>>
>>29349792
I second that emotion
>>
>>29349792
this
>>
>>29349806
yes and we are losing food very slowly but our supplies will last another 25 turns at this point, so we do need to scout out new sources but we have a good amount of time yet to prepare and explore
>>
>>29349792
yes!

>>29349829
well hello there anon #2
>>
>>29349792
this
>>
>>29349829
>>29349810
>>29349792
>>29349792
Aeriga gathers a detail and uses her geomancy to help setup a small iron mine. We now produce 5 iron a turn. I think its time for an info update
>>
>>29349837
Is it possible to go about expanding the mushroom farms at some point?

If we make a surplus we can brew beer and stockpile food.
>>
>>29349837
Fair enough 25 turns is better than 9.

>>29349792 I agree so we can make superior tools. As long as we can somehow run the forges (need to find coal or something)
>>
>>29349867
not without taking new space or making some major decisions and yes we can do those things if we get a surplus. Alcohol could make a good trade product
>>
>>29349916
mushroom alchol
>>
>>29349867
mushroom beer... well i suppose it could work.
>>
So explore for new food source once we get a some crossbows made?
>>
>>29349863
Pop:40
20m/20f
3 warriors
all dwarves have basic stoneworking and crafting knowledge
Heros
Aeriga- geomancer and rune mage
Docar- engineer and mechanist
5 iron swords
basic tools
currently have a diplidated ancient wall around an ancient outpost, two broken ballistas adorn the battlements
1 advanced crossbow
>>
So priority's are:
Gather wood
Secure structure
make or use pickaxes : expand farm
Stabilize food supply.
>>
>>29349971
it would be my priorities at least. proper equipment--->explore for food/more resources
>>
>>29349988
Oh i forgot resources
5 Iron(+5/turn)
Food 250(-10/turn) 25 turns remaining
>>
>>29349971

We could simply just dig a new level for a multilevel mushroom farm. So I mean new food sources aren't as important as I once thought unless moral is a factor.
>>
>>29349988
Please ask if you any clarification is needed, I forget things sometimes
>>
>>29350016
Oh yea, just now read all the previous entries.
>>
>>29350037
Is there a moral factor for dwarves and different types of food?
>>
>>29349998
What do we need wood for? just to start fires for the forge? or are we using it for other things?
>>29350016
Can we do this? just dig out a level for food only
>>
>>29349988
Now that we have some iron coming in the clan needs to make some decisions. Some complain of the lack of food and demand a solution.
1. Expand the mushroom farm via mining and geomancy(5 turns +20 additional food a turn)
2. Placate the hungry people by sending an exploration team out to find a new source of food.

If we choose #2 we can also have the people who stay behind

1. Train
2. Celebrate the new colonies success(breed)
3. Build accomodations for a potential pop increase
4. Other
>>
>>29350186
fires, forge, crossbows, weapons, furniture
>>
>>29350186
Wooden supports mainly, and as handles for tools.

Not to mention cooking fires etc.
A dwarven fort consumes quite allot of wood.
>>
>>29350211
>1
>>
>>29350186
fuel for fires, tool construction, crafting in general, we dont need a lot but a small income of wood would be beneficial for our current needs
>>
>>29350211
>1. Expand the mushroom farm via mining and geomancy(5 turns +20 additional food a turn)
this is a guaranteed success, exploring is not
>>
>>29350211
1
>>
>>29350211
>expand mushroom farm
>>
>>29350211
sorry make the second list ABCD my bad that was confusing
>>
>>29350211
1.Expand
2.Train
>>29350213
>>29350223
>>29350238
Can we explore upwards? Maybe we are under a forest and can just create a direct tunnel to and from the trees
>>
>>29350211
I'm digging multi level mushroom farming it creates a surplus and we can make beer out of it (or whatever). Besides we can continue to make multiple levels for later it shouldn't be much of a problem.
>>
>>29350291

We do need wood so i agree with sir stallion on this. A variety of resources while cultivating what we have will lead to our prosperity. (if we find a forest make sure that we replant it rather than clear farming)
>>
>>29350269
>>29350253
>>29350240
>>29350230
Aeriga gets the group started on the farm expansion, how many people should we assign to this project
A. All (completes in 3 turns)
B. Most (completes in 4 turns) leaves 4 people for guarding, exploring small tasks, etc
3. Half (completes in 5) allows to do two major actions at once
>>
>>29350346
>3. Half (completes in 5) allows to do two major actions at once
>>
>>29350346
>B Most
>>
Can we have an exploration group and another group to start expanding the mushroom farm?
>>
>>29350346
3
>>
>>29350346
B
we still need eyes and ears for the surface. Ignoring the front door will get you killed.
>>
>>29350346
>3. Half (completes in 5) allows to do two major actions at once
start expanding mushroom farm
>>
>>29350346
Half long. Since multi tasking is important and if something happens it allows us to be aware and not die all in one hole.
>>
>>29350447
>>29350389
>>29350367
We assign half of the dwarves under Aeriga to expand the farm leaving 16 dwarves remaining
1. Have the rest train
2. Forge some basic weapons
3.Forge some basic armor
4. Other
>>
>>29350507
Or alternatively they could launch a reconnaisance in force, but I dont recommend this since they are mostly unarmed
>>
>>29350507
>2. Forge some basic weapons
>>
>>29350507
I'd say train before making weapons because basic weapons wouldn't be very effective in the hands of untrained dwarves.
>>
>>29350507
2.
Forge some simple crossbows and axes.

crossbows can be used to hunt and axes for chopping wood, alongside their weapon use.
>>
>>29350561
but how can we train to use weapons without weapons?
>>
>>29350507
2
>>
>>29350585
True, and hadn't considered the tool aspect.
>>
>>29350507
>2
>>
>>29350617
>>29350588
>>29350569
>>29350555
Docar takes the rest of the dwarves and has them forge some basic iron swords spears and axes, enough to arm everyone

What next?
1. Explore
2. forge basic armor
3. Train
4. Other

3 turns remaining on mushroom farm 220 food remaining
>>
>>29350569
we need wood for crossbows
>>
>>29350758
1
>>
>>29350758
Explore!
>>
>>29350758
>1
>>
>>29350758
>2. forge basic armor
we should not risk our small numbers without protection
>>
>>29350758
1.Eexplore upwards in hopes of finding a forest for wood
>>
>>29350875
>>29350829
>>29350794
>>29350786
Docar gathers up all available people and prepares and exploration mission how many of his people do we send
1.All
2. Most (leaving behind 4 as sentries)
3.(Half leaving behind 8, enough to fully man the fort in its current condition)
>>
>>29350942
>3.(Half leaving behind 8, enough to fully man the fort in its current condition)


were gonna regret leaving without armor, mark muh words
>>
>>29350942
>3. Half
>>
>>29350942
3
>>
>>29350942
3
>>
>>29350942
Half, hopefully it should provide enough stealth for the half going that they won't get hurt. Secondly we should attempt to make Better Tools.
>>
>>29351064
>>29350988
>>29350986
>>29350978
Docar takes the advanced crossbow and leads 8 men into the tunnel, they march several miles down a suprisingly intact dwarven road and see a milestone marker addressing a fork in the tunnel leading to two different paths one sign says 20 miles to Gho'kar which translates to the city of steel, while the other says 10 miles to pavok livde or the path of light

1. Go to the city of steel
2. Take the path of light
3. Split up and do both
>>
>>29351397
never split up
>2. Take the path of light
maybe it is closer to the surface, and thus closr to our potential forest
>>
>>29351397

Ancient dwarves never were very creative with their names. First I wish to know if there are any recent footprints in these tunnels? Since they're intact.
>>
>>29351397
1
>>
>>29351453
haha those were the best names i could think of on short notice and no signs of any recent activity on the old dwarf road
>>
>>29351483

Well i was referring since ancient dwarves aren't very creative the path of light is possibly the top while the city of steel is probably quite interesting....

Against caution I suggest splitting up. Information quickly will be best. If we lose 4 dwarves its not the end of the world and the lack of their return is a clear indication of some sort of danger. Also 4 man squads are hard to detect anyway.
>>
>>29351467
>>29351415
>>29351529
well we got 1 vote for each option, do we have any other players in the house, else I can do a tiebreaker?
>>
>>29351657
shitty of fight please
>>
>>29351657
To the city of STEEL
>>
>>29351657
Alright ill be the tiebreaker vote and say we take the path of light

Docar leads his men down the path of light and notices a few miles in the theres definitely an upward incline, after a few more miles the air starts to feel a little different and before the dwarves know it they feel the heat of the sun beating down on them. They find the exit of the cave to be on a beach backed up by a dense forest.

1.Explore the beach
2. Explore the woods
3. Set up a lumber camp in the forest
4. Pull back into the cave
>>
Rolled 20

>>29351778
>2. Explore the woods
then
>3. Set up a lumber camp in the forest
>>
>>29351778
Explore the woods cautiously then see about setting up a lumbar camp.

what's going on back home?`
>>
>>29351825
Another turn worth of work on the farm then we will have another 16 people to play with
>>
>>29351778

First question how long to get from a possible lumber camp to the destination?

I suggest exploring the woods and beach since we don't know if anything is dangerous out here.
>>
>>29351839
ah thank you
>>
>>29351858
To clarify they would be setting up a lumber camp on the edge of the forest near the cave entrance, rather than trying to explore the forest interior with that option
>>
>>29351921
I vote explore forest/beach stealthily and then set up lumber camp if no other useful information shows up. (sending runners to tell of the city of steel and status etc)
>>
As a side question what do you all think about making our dwarves train in stealth? Partially to enhance scouting operations and make it quite useful for when we do have to fight... I mean for a while stealth will be the best way for these dwarves to fight so as to avoid losses.
>>
>>29351778
Back at the main base, 1 of the sentries notices something, possibly movement, just after raising the alarm an arrow takes him in the chest...

Aeriga looks up from the plans of the farm, after hearing the alarm she gathers up the workers, armed with pickaxes and farming implements to the gates only to see a Skaven raiding party rush through

1. Order the dwarves to charge the gates and repulse the invaders
2. Have Auriga throw some stones at the invaders using Geomancy (-25 Mana)
3. Have Auriga use her geomancy to give the dwarves stone armor for duration of the fight
(-50 mana)

Note: Auriga has 50 total mana and until she gains more skill and experience that will be her total she regains 5 mana a day from resting but she will be unable to use mana that day.
>>
>>29352189
lets have some stone armor, the arrows to the chest are troublesome.
>>
>>29352189
3 gotta keep the dwarves alive. How much mana does auriga have?

They can rigtiously charge whatever it is with stone armor pretty easily it would seem.
>>
>>29352189
3 and 1.
At least we know what killed the last settlement.
>>
>>29352230
We certainly need to kill all who attacked us so if this is a chance meeting they don't get a chance to report us so we can stay unfound.
>>
>>29351803
>>29351825
>>29352055

Docar leads the men into the forest and after walking for half a day they see a plume of smoke in the distance

As they move to check it out they find signs of a well traveled trail and advance into some brush wear they see a group of orcs around a fire.

A. Approach diplomatically
B. Attempt to observe more closely( may be seen a hostile act)
C. Attack
D. Pull back to the cave entrance
C.
>>
>>29352230
She can have 50 total at any one time until she improves her magic, and gains 5 mana a day when she doesnt use her magic, which is lowered by 1 for every enchantment she is maintianing
>>
>>29352272
how many orcs? I mean historically orcs are vicious and such so if they haven't seen us, and since we don't know whats happening at home base if we get a chance we should wipe these orcs out loot them and take the stuff back to base after hiding the bodies.
>>
>>29352272

B, see what kind of orcs they are.

If they're dick orcs, we need to be careful, greenskins and Dorfs don't mix.
>>
>>29352189
Auriga taps into innermost power and digs deep to pull stone around herself and the rest of the dwarves, they kill the skaven, losing only 2 of their own plus the sentry from the begining. As they inspect the corpses they find a fine ancient war axe on the party leader as well as a fine mithril helm. These items appear to be of dwarven make....
>>
>>29352369
Did any skaven get away? This is vital to know. It seems these skaven may be why the last settlement died.... and if they were big enough to take them out we really will need to work to root them out and kill them with fire while not being detected.
>>
>>29352369
After posting more guards Auriga has the rest of the group finish the mushroom farm. Everyone is very anxious after the raid and there is a clamoring to improve the defenses, however we have yet to find stone adequate for building of a defensive structures.

What to do?

1. Train our people in the arts of war
2. Have Auriga train the few promising mages in the arts of geomancy
3. Have armor made
>>
>>29352307
unknown further reconnaisance is needed to determine mroe information about the orcs
>>
>>29352429
All the skaven that charged the gates are dead, its unknown if any skaven spotted the settlement but werent part of the attack, the dead sentry is the only person that might know that now
>>
>>29352444
Have what armor that can be made, and train a few mages in geomancy so we can be more effective at saving our people and obtaining useful stone. So 2/3.

Is there anyway to improvise defenses? temporary earthen works or whatever using what rubble we have at our disposal?
>>
>>29352444
Find the entrance holes, seal them with simple stone barricades when we have the mana.

As for the orcs: avoid them. we need a propper millatery before we go poking green skins.
>>
Recon the orcs first! We need to find out if they're warlike.
>>
>>29352532
>>29352549
can you guys do names its confusing tallying votes with so many anons running around
>>
>>29352549 recon agreed with.
>>
>>29352549
This
and its time to get a set army in place
Training, armor, weapons
>>
>>29352602
Im slipping off now anyway so.
Ill read this tomorrow if the thread dosent sage by then.
>>
>>29352631
I do agree with needing an army but we either need the stone for fortifications or wood so we either cut just enough wood/ move it to build what we need or go find the stone in our mines and try to stay stealthy....

I half think that finding the stone (if we can build only with stone) is the better thing to do and building up in secret with armor, weapons, fortifications, breeding, and stealth
>>
>>29352505
>>29352532
>>29352631
Auriga gets the dwarves spending half the day drilling and training and spending the other half forging crude iron armor

In the forest Docar has the men fan out into the brush and sneak closer to the camp. They see a pig roasting on a spit over the fire, while the orcs to be well clothed and and one of them is reading a parchment, the sign of a fairly advanced culture
>>
>>29352774
What should docar do?

1.Attempt diplomacy
2. Sneak attack
3. Fall back to the cave entrance
>>
>>29352774


Approach them diplomatically, see what they have for trade.

Could investigate trading manpower for iron?
>>
>>29352774
>>29352798
>Advanced culture
1.Attempt Diplomacy
Better to try diplomacy and atleast we will get more info on them as we talk. we can always ambush later on.
>>
>>29352798
>inb4 orcs seem civilized but are actually still standard orc.

Diplomance them harder!
>>
>>29352774

Diplomacy to either absorb them into our society, get information about the region, or at the least allies... I mean this seems like a fairly dangerous region (the wild) and if they are culturally advanced they may wanta join. If not well we can kill them later..... though this goes against my better judgement to reveal ourselves.
>>
>>29352907
god if we could absorb them we would be set.
Dwarf engineering with Orc Strength.
All we have to do is outfit them and they are our muscle
>>
>>29352810
>>29352827
>>29352833
Any other players input is welcome so please talk, no need to lurk guys!

Anyways

Docar takes his men back to main trail and walks through what he assumes is the front of their camp. They are stopped by to large orcs that are suprisingly poorly armed considering docars previous observations. Their leader, a gray haired soon approaches and invites docar and to come share their fire.

He tells Docar of how his people once were settled in a large prosperous orc towns two weeks march from here and that their town was destroyed by a lizardmen horde led by a dragon named bloodwing.

Its been months since the refugees got here and they are desperate for food and a sense of stability. They have hunted this area of the forest bare and are desperate to trade for food, they appear to have large amounts of lumber and spare manpower.

After finding out everything Lothar knows about the area(not much since the refugees are too scared to travel far) Docar consults him men about what to do

1. Thank the orcs and leave
2. Make some sort of trade deal (specify)
3. Offer a formal alliance
4. Other
>>
>>29352969
Well as a generalized rule anything that doesn't base speak elf, dwarven, gnomish, halfling, common, or such I usually kill on sight. But diplomacy from some ok signs isn't to much of a risk. The whole point of recon and exploration is to find powers before they know about us and are a threat on their own. If we convince the orcs to join us, we will be awesome and better off as a society.

SECONDLY- ask the orcs if they know where any dogs are. I Would like to find some for some pest control/ guard/ helping scouting parties.
>>
>>29353082
Sorry man, Gta online calls my name

3
>>
>>29353082
4 other-

"We have not only stable food, but other such amenities that would prove useful to you, we can offer you creature comforts if you would but join us as equals in our caves, we can use what wood you have and you can use what food we have and together we can form a mighty society and prosper equally."
>>
>>29353082

Formal alliance, they work for us in exchange for food and shelter. When they're ready, they can set up a village outside our fortress.

This good with everyone?
>>
>>29353082
3.Alliance.
Food for manpower and lumber,
We can easily increase our mushroom capacity
>>
>>29353426
Fair enough, and possibly later offer to bring them into our societal fold? I mean dwarves only can make more dwarves so fast so two populations once we have built up would be nice.
>>
>>29353254
>>29353213
>>29352969
Docar quickly returns and offers an alliance with the orcs, in addition he offers that the orcs move their settlement closer to the cave entrance to make it easier to provide mutual support. (This also may be the first step for orc integration into the kingdom.)

The orcs eagerly accept and Lothar is seen ordering them to prepare to move. Now that Docar has secured support what should he do

1. Explore the forest further
2. Go back and explore the beach
3. Return to base
4. Start construction of a lumber camp near the cave entrance and orc encampment
>>
>>29353475
4.Construct the camp.
I think we the orcs can maintain the surface and we maintain the underground.
Once we have lumber for minimal buildings and fire then we can start production on more advanced things and go from there
>>
>>29353475
Make sure we equally give them fish and mushrooms (for a fairer trade and so that they are happier with the arragement).

I say we help them move to the cave entrance to expedite the process and then return to our caves.
>>
>>29353475
4
>>
>>29353556
>>29353519
whynotboth.jpg

lets take lumber home for now with orcs, fix up the farming abit with the new mats and then head out to make a lumber camp.

can we make tunnels?
>>
>>29353724

Where would we make tunnels? and why? I mean we already have a tunnel from our place to theirs. Another (secret tunnel) would take a long time and possibly be useless except for escape/ our own ambushes.

Unless i'm missing something? Is there anyway to improve our river fishing/sustainability (later)?
>>
>>29353821
I think I agree with this.
Another tunnel is only another possible way for the enemy to come at us. Right now we need as few openings as possible so we can focus our defenses and not be scattered.
If anything we blow some tunnels that have no use for us ;)
>>
>>29353721
>>29353556
>>29353519
>>29353724
Docar orders the men back to the beach, where after a half days march they begin chopping down trees and building a small permanent camp. We now gain +5 wood a turn plus more if we assign more than the 5 men currently gathering it. After another day the orcs arrive, looking ragged but hopeful about a new start. Lothar has them begin to build some huts in the new encampment.

Docar now has only a few available dwarves but Lothar has made his people available for joint construction efforts. He sends a runner back to the old dwarven outpost and goes to meet Lothar to discuss plans for the next day.


1. Fortify our new camp
2. Build fishing boats (+40 food a turn)
3. Other
>>
>>29353890
Quick question.
Can we have an update on how our food is each turn. Are we in the negative with our new friends?
Maybe we dont need to do the fishing unless it is vital to our survival.
>>
>>29353890
do we need to assign people to transfer the food? If not I say 1, then assign as few dwarves as possible to do 2.

question- how many orcs are there, and how much food did we agree to/ how much do they need?
>>
>>29353929
Sure a info update is a good idea right now after all thats happened
>>
>>29353929
Thank you
>>
>>29353979
Current population
Dwarves
18m/19f
2 heroes
Auriga- Geomancer and rune mage
Docar- Mechanist and engineer
technology- moderate iron
50 iron swords and axes
Lumber 5 (+5 turn)
Food 300 (-10 turn) mainly due to trade
Small ruined outpost and forest camp
one advanced crossbow
one rare mithril helm
one rare mithril war axe
anything im missing?
>>
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>>29354102
also pictures related to our current state of affairs, forest camp hut
>>
>>29354102
iron meter?

We should pick our best dwarven warrior and give them the helm/ war ax and make them a warrior hero dwarf? Or if size permits perhaps a gift to the orcs when they perma join us after time. (just future thoughts)
>>
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>>29354102
and this is what the ruined walls would kind of look like except in a cave with ballistas behind them
>>
>>29354102
Weren't we making armor? or did we bother to make mages? (I don't know actually)
>>
>>29354170
right Iron is 25 right now and still +5 a turn. Weapons cost 5 iron to make a piece, armor sets cost 10 just for tracking purposes
>>
>>29354218
yea were about to check in on our underground base
>>
>>29354249
mk are yeh archiving this thread? or is anyone?
>>
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>>29354249
After days of no word Auriga and the other dwarves have gotten anxious. However their spirits are lifted upon the arrival of the runner from the surface who bears them the good tidings of their new alliance as well as the lumber which will be getting shipped down shortly.

The dwarves at the outpost also have been training for a week and are starting to show some skill with their weapons. In addition they have forged a full of set of iron armor pic related and are eagerly awaiting to meet their new allies.

The dwarves should now focus on

A. Breeding
B. Training
C. Expanding the mines
D. Forging new equipment
E. Exploring the city of steel
F.Other
>>
>>29354330
im not
>>
>>29354393
Breeding.
Then we have enough reason to get the fishing boats
>>
>>29354393
a then e. I feel our population is a bit fragile. We also might be able to find better equipment/artifacts in the city, and it may be suitable to move i. I'm guessing it probably has some significant danger associated with it, however.
>>
>>29354393
We need to train more (the greatest commanders of history never lost a battle when they had the best trained units), we should expand our mines so we can increase later the quality of our equipment. Finally we should build the fishing boat to support our allies through trade and our eventual growth. (dwarves can have sex when they want).
>>
>>29354524
>>29354502
>>29354463
Docar has the remaining dwarves on the surface and the orcs design and build fishing boats. +40 food a turn, stabilizing our food intake and allowing for significant population expansion.

Whilst this is happening the below surface dwarves have begun having children again, now believing their people have a real chance of survival. They continue training for the time being, giving us now 10 well trained dwarven warriors + 3 other warriors who went to the surface. The births give us +2 dwarfs a turn for a population boost.

Whats the next step for our glorious people?

1. Outfit an expedition to the city of steel
2. Build a proper ship to explore down the coast and potentially across the very large freshwater lake we are encamped by. (this will use our remaining wood and take 3 turns for the surface group to design and build
3. Send a scout team down the beach.
4. Other
>>
>>29354502
I'm halfway worried thats where the skaven came from and if that is and they own a city full of ancient dwarven artifacts we may have problems. However if they have mithril in the city of steel then.... this could be quite interesting.
>>
>>29354763
Other
Have the warriors train with the orcs?
Lets see what they can do. It will be good to know if they can have our backs, also we may be able to learn from them...or the other way around
>>
>>29354763
Oh so they're building above ground fishing boats i thought it was below ground. Is it possible to train our dwarves in stealth later?

For now i'm game for 1 as long as they stay quiet and unseen.
>>
>>29354855
yep. We could become a naval power if we really want to.
>>
>>29354763
I'm starting to think we should have a bigger base population, better equipment, and more of a feel on the orcs capabilities before we explore the ruined city.
For now I'm voting on number 2.
>>
>>29354821
well you are right the orcs need to be able to defend themselves and as long as we are still friendly its ok. Learning about them is a good idea.What were they reading when we first saw them?

>>29354902
This is an interesting idea.
>>
>>29354955
I'm not feeling on the naval idea. doesn't feel dwarfish enough. unless we can geomance a floating island.
>>
>>29355073
>>29354955
>>29354821
any other votes? This is in important people lurking should get involved. Also if you guys have any other ideas just keep em coming its hard for me to think of all this stuff myself.
>>
>>29355142
Well we do have the mithril axe and helm we could pick one of the dwarfs we sent to the orcs to own it and become our hero warrior dwarf. That should draw awe from the orcs as we train them.
>>
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>>29354821
>>29354855
>>29354925
>>29354955
The dwarves offer to train the orcish refugees to fight and the refugees early accept, wanting to eventually retake their land from the lizardmen horde. As the army trains it becomes increasingly integrated... with dwarves and orcs marching together. The rest of the workers focus on building a proper ship to explore the coasts and protect our fishing fleet (pic related)

While this is happening the dwarves and orcs start to talk long term about their goals and plans.

1. Expand the iron mine
2. Focus on improving our smithing technology and production
3. Study Ancient technology such as the advanced crossbow and the ballistae
4. Start a formalized army consisting of orcish and dwarven warriors.
5. Other
>>
>>29355273
Lizardmen you say? Where was this at? Also what was that piece of paper that they were reading when we first saw them?

4. All of the of #4 lead by whomever has earned the right to own the mithrial axe/ helm (probably dwarven)
>>
>>29355376
A lizardmen horde destroyed the town where they once lived, the horde was led by a dragon named bloodwing. The piece of paper was just an inventory count of what the refugees had left, I used it as a narrative tool to show that these were educated and civilized orcs
>>
>>29355273
1 followed by 2. We should try to find higher quality ores.
>>
>>29355437
Ahh a dragon.... "I kill dragons because i want to undead because i have to"-Famous dwarven hero.

Seriously though is dragon plate/skin higher or lower quality than mithril?
>>
>>29355273
>>29355479
This.
bigger mine=more resources
better smithing=better resources
better production=more use of resources
>>
>>29355479

I'm okay with this
>>
>>29355520
well the way I see you could make leather from dragon skin, which being a nonmetal isnt quite as strong as mithril, but its the strongest material relative to its weight in the world, ideal for light armored people (assassins, snipers, ninjas) that type of thing
>>
>>29355561
dwarven ninja's here we come!!!


But seriously if we discuss how our long term goals and plans are to formalize our armies of both orcish and dwarven warriors that will bring both of us together into one society (hopefully). Just a thought, I do agree production base is what we need in the long run but hey unity early goes a long way late game
>>
>>29355479
>>29355520
>>29355526
>>29355548

Auriga shows a few of the orcs the forges and the mines and addition 5 iron per turn income and they agree to work in them in exchange for a share of the ore and finished product going to the orcs. This leads to develop steel technology which allows to build good quality crossbows and other weapons and armors of high quality.

Docar notes that they now have the material to study the ballista and that it would be a useful technology for base defense and naval warfares, with possible uses being for sieging enemy defenses with more advanced wheeled models.

What to do now (1 turn until the boat is finished building

1. Forge some new equipment (weapons and armor)
2. Train the armies (possibly integrating them under a joint leader)
3. Look into ballista technology
4. Other
>>
>>29355561
and luckily for us we have fat dwarves and big orcs non of which care for light weight items
>>
>>29355682
yea both dwarves and orcs are more heavy hitter armored guys that tend to bull through people, but you never know maybe we will find more races to join up or we can just work with what we got
>>
>>29355676
1
>>
>>29355676
2-totally sticking with this and looking for a joint leader with a second in command (bicameral leadership never works as proven in the Punic wars against Hannibal).
>>
>>29355676
>3
>>
Not revoting but just generalized thinking, (after we secure the ground) if we were to produce ships and ballistas (and train alot with them/improve them) we could rule the seas throughs superior gunnery?

Mithril ships anyone?
>>
>>29355734
>>29355795
>>29355908
we have a vote for each of the 3 main options, any other players want to give input on this issue?
>>
>>29355795
(Just sayin, it isn't truly joint. It's us.)
>>
>>29355979
>>29355682
you guys should vote to break the tie
>>
>>29355979
I'm referring to this particular tidbit of history http://en.wikipedia.org/wiki/Battle_of_Cannae

Expanding on talking about voting, forging new equipment and technology is a good goal and i do agree we should do it eventually, but we are kinda stockpiling iron atm I think.

Ballista technology ends up being useful for base defenses, seiges/counter seiges, and naval but at the moment I don't really see any large enough conflict to need this immediatly.

If we train an army/intergrate them under a joint leader (presumably a new hero whom gets the axe and helm) we could possibly take a 3rd action set dealing with the skaven. And if we control the orcs warriors we end up achiving control over the orcs and their ensured eventual societal integration.
>>
>>29356045
I'll change mine to 3
>>
>>29356093
aight thanks
>>
>>29356085
Don't worry, I'm more than aware of Cannae. I was just saying we are in a civ thread. With two leaders or one, we have the same mind.
>>
>>29356093
>>29355908
Docar looks into the ballista issue, adding to the new models to the ship as its primary armament.
We need a new hero to lead the ship and need to decide who should crew it, ratio of (dwarves to orcs). And then finally would you rather it go into the open seas or to check out the coasts.
>>
>>29356165
We have two Dwarven Heros
Let us honor our new brothers with an Orc hero
One with a peg leg from glorious battle
>>
>>29356165
I'm indifferent on who leads or what the ratio should be, but I believe we should scan the coasts.
>>
>>29356165
Coasts open seas are to vunerable. With this new ship we could either raid, form alliances, or trade.
>>
>>29356165
keep pressing the button by accident. stupid mouse.
We will have 50:50 so they dont just abandon us. and we should stay to the coast, we can quickly survey new land that way and have an eagle eye for any intruders by land or sea
>>
>>29356195
I like the idea of peg leg orc hero though if they don't have a peg leg thats fine as well. (if we get mitril later get a mithril peg leg)
>>
>>29356195
I'm with this. an orc hero sounds good. I don't think a dwarf would have inherent natural abilities on the open water.
>>
>>29356276
>>29356219
>>29356203
>>29356202
>>29356195
When requesting volunteers for the new ship a particularly grizzled fisherman comes up and is the first volunteer. " Gaz is my name I was a fisherman before the lizards came and I become one once again, but I want to help our people protect what we have so never lose our homes again". 20 orcs and dwarves join the crew.

Whats our new orc captain heros class/archetype feel free to get creative
>>
Since we are doing a land military and will be building the infrastructure for it how do you all feel about legionnaire like units since we are in caves and medium to heavy infantry that use both swords and spears dont sound half bad? With the ranged units behind the sheild wall advancing through the tunnelts.

>(another thought for future)
>>
>>29356391

I'd hope hes an excellent navigator and is able to get the most out of his sails at any given moment.

If we were to mix that with good gunnery this man could be a danger to the high seas
>>
>>29356391
Can he have been a privateer?
>>
>>29356391
Alright to move things along Im just gonna say hes good at fighting and navigation

Sending the ship to explore the coast, they find a small abandoned camp on the beach.

1. Keep sailing
2. Land a party and check it out

Meanwhile back at home,
What should they do now?

1. Send an expedition to the city of steel
2. Continue training and weapons manufacturing
3. Integrate the army( gain a new hero)
4. Other
>>
>>29356599
>2 Land a party and check it out
and then
>2 Continue training and weapons manufacturing
>>
>>29356599
1 and 1

Forgive me for being stupid, but did we fix up the walls?
>>
>>29356599
Keep sailing! mark it on the map for later

also intergrate dat army lets make sure we're a force to be reckoned with.
>>
>>29356675
nope we havent found proper materials left, but honestly its not that big of a priority since we have multiple basis and a much larger army now but thats a good point and we should look into the old outpost again
>>
>>29356700
Can we get a stat check?
>>
>>29356734
sure thing

Population
60 dwarves
30m/30f
80 orcs
40m/40f
Technology:primitive steel tech
gears simple machines basic shipbuilding
10 Iron +10 turn
50 Lumber +5turn
Heros
Ghaz, Ship Captain, Orc
Aeriga, Geomancer and Rune mage, Dwarf
Docar, Mechanist and engineer, sharpshooter
Morale is high, population is growing food supply: Surplus
Gear: Mainly low quality iron gear, a few iron weapons, set of iron armor
also Advanced mithril helm
Advanced Crossbow
Advanced Waraxe
>>
>>29356692
>>29356675
>>29356648
Ghaz elects to keep sailing down the coast where they see mountains and the horizon and some the dwarves recognize their homeland, the kingdom that exiled them. They sight a port town on the horizon

1. Approach the port
2. Return to base and get reinforcements
3. Check out the beach camp
>>
>>29356648
>>29356692
>>29356675
Back at base the army continues training and does some war games, during these wargames the orc leader Lothar wins a disproportiate amount of times. In order to honor his skill the dwarves award him the mithril helm and waraxe along with the first set of steel armor as our new nations official warleader.

With this the new Warleader looks to quelling the immediate skaven threat below the surface.

What is the first action on our grand campaign

1. Reinforce and repair the old outpost as a forward base.
2. Send a scout force to the city of steel
3. Send most of the army together into the city of steel along withLothar as commander and Aeriga for magic support.
4. Other
>>
>>29357012
1, then 2
>>
>>29356922
>>29357012
>3. Check out the beach camp
>1. Reinforce and repair the old outpost as a forward base.
>>
>>29357012
1 and then 2

We should always be scouting so as to keep our eyes out for potential threats. However if we manage to beat the skaven and some wish to join we should bring them into our fold, but with caution.
>>
>>29357176
You seem like a roman kinda guy, so I'm sure you'll appreciate when I say

> Kill the skaven. Slaughter their children. Salt the earth.
>>
>>29357252
Romans did things right, however they did take prisoners-slaves. As well as offer their conquered a deal for service serve under our military and you become a citizen after so many years.

I don't particularly care if we don't get the skaven but don't waste salt. (side note does our mage know that you can boil salt out of seas?) If so we become salt merchants quite soon.
>>
>>29357176
>>29357115
>>29357098
Ghaz sets sail for the port, as they approach they expect to be intercepted or at least met on the docks by customs officials or the city guard. They also notice a very well armed unfamiliar looking ship at the docks.

The ship docks and Ghaz orders the men to disembarck and check the buildings nearby. They find them to be recently abandoned, indicating something took the locals by surpise. One of the older dwarf sailors recognizes the city and has basic directions of the area.

1. Inspect the strange warship
2. Go to the city center and attempt to get a better grip on the situation
3. Other
>>
>>29357538
>1 I bet those damn lizard folk are behind this.
>>
>>29357538
keep a watch out and inspect the strange warship. If its useable and the city is abandoned she be ARGS!!!
>>
>>29357098
>>29357115
>>29357176
Lothar has Auriga lead a party of 8 of the best warriors into the city of steel. Each armed and armored with the best equipment available to our fledgling civilization.

They find a large abandoned dwarven city. They also notice several dwarven highways leading to the city from other directions, places for potential exploration. As they decend into the city they find the remnants of an ancient with several ancient corpses. Unfortunately the city looks like it has been looted and searched several times over by scavengers. However deeper in the city things get more interesting. They have to stop when they see a skaven scurry down the street around the corner from them. They follow him and see the Skaven have set up a shanty town in what used to be an open market square. Most appear to asleep and seem to have little security.

1. Launch a sneak attack
2. Have Aeriga use her geomancy to cave in the cavern ceiling on them
3. Fall back and report your findings
4. Explore other parts of the city (the citadel, Mining district)
>>
>>29357681
3. We can come back with the army.
>>
>>29357578
>>29357673
Ghaz places crossbowmen on the roof of the buildings around the docks while he and a few men guard the ship. He sends a small team of armored warrios to check out the strange vessel.One of the dwarves who was educated before the clans exilerecognizes some the inscriptions as elvish, buts theres something strange about them.....

also on the ship are strange looking weapons and what appears to be slave collars and torture implements...

1. Abandon this place, its not safe
2. Scout the rest of the city
3. Fall back to base and get reinforcements
4. Split the crew and steal the strange ship for our own uses
5. Other
>>
>>29357784
3, don't want to mess with this magic. No ship either.
>>
>>29357822
In fact, blow up the ship.
>>
>>29357784
Abandon the port its not safe, go in the opposite direction slavers are not something we want to encounter.... and i have a sneaking suspension i know what they are.

>>29357681
We need to come back with an army and sneak them, that show of force should have us win quickly while blocking their retreat breaking their moral and taking them as slaves and for information.
>>
>>29357711
>>29357822
>>29357889
Ghaz orders the men to loot the ship of the strange weapons, and set fire to it. They escape the port but soon see black sails on the horizon, the same color as the slaver ships sails.

1. Attempt to outrun the slavers( will make our rowers tired if we have to fight)
2. Attempt to meet them and possibly talk them down
>>
>>29357875
Good enough idea, we need to hide our boat when its ported just saying for fear of reprisal.
>>
>>29358022
>2
>>
>>29358022
We just burnt their ship. I say we decide to angle our sails in whatever direction gives us the best speed. Don't use our rowers and dog leg away from our home port. If they come after us they will slowly become tired as they follow us (assuming they use rowers) and then we can either talk them down or fight. If they can even keep up.
>>
>>29357711
>>29357889
Auriga orders the team back and they successfully exfiltrate back to the surface, where they report to lothar and the waiting army.
They leave with the full force force of our army.
What strategy should they pursue
1. Keep the army together, full frontal assault
2. Split the army and have Aeriga lead a second group down one of the other highways into the city for an encirclement/flanking manuever
3.Other (be creative we have a geomancer and a lot of military tactics I havent thought of)
>>
>>29358124
>2 because I'm sleepy and can't think of anything
>>
>>29358124
3 use the geomancer to silence our footsteps if they can (obviously our men will try to be silent as they get in position). Either way split our divisions and make sure no skaven escape. When we manage to do that have the geomancer buff our men with whatever he can manage for survivability. Proceed to slaughter and if they surrender take them as prisoners.

The geomancer should 100% be used to intimidate whenever we can. Any fight we can win through intimidate is another man we have saved from the depravities of war.
>>
>>29358124
A market has a lot of openings, right? So we post orcs at every opening, while the geomancer brings the house down (In a controlled way, just to cause panic not to kill). Then the soldiers kill the skaven flooding out. Leave none alive.
>>
>>29358234 make sure to post some people to watch and see if scaven get away and if so down what tunnel.
>>
>>29358240
We could do this, and use any crossbows to fire down into the square. If yeh really don't wanta take anyone alive. But we should 100% take one or two prisoners to at least get information. I don't mind examples but additional populations to manipulate is useful
>>
>>29358063
>>29358105
Despite their best efforts to get away, the slaver ship starts gaining on us. Ghaz seeing this, orders the rowers to stop rowing to conserve their strength, instead breaking out the weapons distributing everyone either a sword or a crossbow.

As the ship approaches, they are slightly built humanoids with pale skin, and stark white hair. Reminding the dwarves of the elves theyve seen but theres something off about them. They also notice that this ship is much larger than their own and that the rowers appear to dwarves chained to the deck.

Thats when the odd howling started. A woman on the ship takes one of the slave rowers on their ship and slits his throat while speaking incantations and rubbing blood over the blade.

As the enemy ship gets into range Ghaz tells the ballista crew to kill her first.

Submit to the Clar'da dominion or die scum says the woman casting the incantation.
In response Ghaz yells "give them cold steel" and the thungggggg sound of the ballista is heard as it rips the enemy mage in half with the rest of the crew opening up on the enemy warriors with crossbows.

Options
1. Ramming speed! sink these dogs!
2. Set up the boarding ramp! this ship belongs to us now!
3. Disengage and try to cripple their sails with ballista
>>
>>29358330
The only reason I say kill them is is because skavens are mischievous little things with no loyalty, like the orcs. If we intergrate them, they'd kill us the moment things get bad. I suppose taking slaves/informants is fine.

>>29358362
3, it's the only reasonable one.
>>
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>>29358362
The ship is bigger stay at a distance cripple their sails pick them off and then free OUR DWARVEN BRETHREN!!! from these accursed drow damnable dogs.
>>
>>29358234
>>29358240
>>29358216
The army splits up covering the market square from all sides posting crossbow troops on the roofs of buildings and placing highly armored footman at all entrances. Aeriga is able to sink the ground around the skaven camp forcing them to come to us. We easily cut down most of them, cornering the rest we force them to lay down their arms and surrender.

1. Kill them all! Take no prisoners
2. Enslave them and send them back to begin laboring for us asap
3. Attempt to win them over to our cause
4. Other
>>
>>29358401
I hope the orcs don't decide to kill us the moment things get bad.... These orcs seem pretty cool. I change my vote Kill them as humancivop said however post crossbowmen in good positions to fire down and take several alive for information. LET NONE LEAVE.
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>>29358469
Let's go with 2, actually. But be ready for genocide.
>>
>>29358469
well fuck they surrendered.....

4. Tie them up, figure out what they know, determine how many of them there are and if they will betray us or join us.
>>
>>29358469
>2 Do it like the Romans. Offer them a chance to be in the army and gain citizenship and put the ones that refuse in the mines
>>
>>29358561
With inherently unloyal creatures, I don't think this'll be a good idea.
>>
>>29358561
>>29358534
Fair enough. Lets roman this shit. The ones who join the military will be proper citizens by the time they're done anyway. (i still want information on what they know, lands they've traveled, other skaven/ races etc.)
>>
>>29358587
Oh yeah, forgot it was skavens... I change my vote to >>29358546
>>
>>29358587
Well i mean being in the military at least the way everyone meshes together at a certain point you almost get brainwashed with comrodery. If they are treated nice they eventually stick with you, plus they wouldn't make terrible scouts after time. Most things become complacent after a generation or so and well if you don't treat them like crap like kicking them or treating them as a subclass (the ones in the military and their offspring) they end up enforcing the system
>>
>>29358612
>>29358546

Nvm we will take this slow before we turn them into our military. I actually need to read the skaven entry.
>>
>>29358561
>>29358546
>>29358534
Lothar details a few men to escort the prisoners back to the surface where a prison will be built until we decide what to with them.
Shortly afterwards Lothar hears screams in dwarvish as two warriors drop down onto to the ground screaming covered in boils, as a skaven plaguemaster and an army of skaven come rushing out of the old dwarven citadel.

1. Stand our ground. This ends today.
2. Fall back to the old outpost and use the ballistas there to try to give us an advantage
3. Other (be creative)
>>
>>29358678
Any retreat will be met with more plague magic, so...

Aim for the plaguemaster first, using literally everything we have. That should destroy skaven morale, and we can just brawl with them.
>>
>>29358678
>1 Is the citadel made of stone? if so, collapse a part of the roof on the plauguemaster's head and stand our ground against the rest
>>
>>29358678
3 Fire the crossbows at the plaugemaster and then retreat to a more tactically beneficial position preferably the ballistas. Doing bounding retreats with the crossbows along the way.
>>
>>29358447
>>29358401
Ghaz orders the ship to disengage and circle having the ballista cripple the enemy sails while our crossbowmen sweep the enemy deck.

Ghaz begins to sense that we have the advantage as the crossbowmen find their mark in many a drow warrior. It appears that they have limited ranged combat abilities on their larger ships and rely heavily on intimidation. The drow seem to sense this as well and begin executing the slaves.

What to do?
>>
>>29358779
dwarves and orcs cannot be beaten in melle board them and free save our brethren. While doing so yell at the drow saying that if they give up they can live to see the next day (intimidation).
>>
>>29358779
Keep going with the ranged attacks, and then board.

I see no way to save the slaves, so revenge will have to do.
>>
>>29358730
>>29358733
>>29358734
The crossbowmen target the plaguemaster, striking him many times, but he uses magics to keep himself alive an unnatural amount of time and kills a half dozen men before finally going down to the rain of crossbow bolts. With his death the rest of the skaven host attempts to run. While many escape, dozens are slaughtered, after breaking down and being leaderless in moments. We are able to capture a few more and send them to the camp as well.
Lothar steps onto the battlements of the old citadel, giving a clear view of the city and whats left of the skaven fleeing for their lives. He sees a massive iron mine and metal works next to it. Also the citadel is largely intact, simply needing a new gate and ballistas. This city could be the jewel of an empire
>>
>>29358888
Make it so. Get info on it from the skaven, and begin rebuilding it (Farms first, you never want to live far from your food).
>>
>>29358888
Either we fortifiy our position and lead raids against the skaven (them using tunnels we may not know about to their advantage and possibly attacking our main food supply), or we lead a route right now on as many as we can risk victory turning to defeat but slaying as many of them as we can to reduce the threat of the future.

My money is on secure and do raids that similiar to the legion of the dead in dragon age (except we win because we are proper dwarves and orks).
>>
>>29358888
Also we should offer the orcs the right to be buried with our dead if they so wish. In proper stone so as to show our gratitude and possibly bring us closer together.
>>
>>29358970
>>29358958
The leaders decide to move most of the people from the surface village and the old input to the new city. Repairing the defense, starting new farms and reigniting the age old furnaces.

There are several ancient dwarven highways leading away from the city, possible exploration opportunities there
>>
>>29359001
>>29358958
Also for you guys and anyone else on here theres another civ game that got going a little while ago if your interested
>>29356808
Im probably going to retire in the next 20-30 minutes would you guys like me to continue this one tommorrow or should we try a new idea
>>
>>29359045
I always want continuation, at least until we are an empire.
>>
>>29359045
I'd like to continue this one personally don't end the great dwarven empire. We shall have our vengence in this thread or the next. Secondly Does anyone wanta archive this it'd be halfway useful.
>>
>>29359045
Continue it please
>>
>>29358779
After dropping most of the drow warriors Ghaz comes back in close and drops the boarding ramp. As we are about to board the prisoners rise up taking their captors from behind, allowing us a relatively bloodless victory only losing 2 men to their barbarity. We find 30 dwarven men still alive.

Ghaz decides to split up the crew and take the large drow ship for ourselves, with its size several ballistas could be mounted on it making it an excellent fire support ship.

As the return to the fishing village they are met with a heros welcome and news of the victory against the skaven.

Leaving our civilization to worry about several problems

1. Dealing with the skaven prisoners
2. The drow threat.
3. the development of our recently acquired city

which should we focus on first
>>
>>29359094
>>29359073
>>29359058
okay I will be on probably around 3 or 4pm getting this started tomorow if you guys are interested
>>
>>29359164
I got time for a few more Items before I go to bed though
>>
>>29359073
how do you archive it? and what does archiving it do exactly?
>>
>>29359148
2&3 We must deal with our internal problems so we do not rot from inside particuarly those scaven. We must determine wether they're only useful as slaves (and require a miltiary presence) or if some of them could be trained and trusted to eventually be useful in a military sense and not backstab us.

The drow sound like a terrifying problem but we have two ships and as long as we outfit them with ballistas and do the similar tactics and keep our ships together while our fishing village is hidden/ protected with a few days march military we should be fine.

(as a note your talking about the fishing village we made the fishing boat at and such that we man correct?)(if you are we may need to make ballistas (hidden and to use if they are ever attacked)
>>
>>29359148
2&3 We must deal with our internal problems so we do not rot from inside particuarly those scaven. We must determine wether they're only useful as slaves (and require a miltiary presence) or if some of them could be trained and trusted to eventually be useful in a military sense and not backstab us.

The drow sound like a terrifying problem but we have two ships and as long as we outfit them with ballistas and do the similar tactics and keep our ships together while our fishing village is hidden/ protected with a few days march military we should be fine.

(as a note your talking about the fishing village we made the fishing boat at and such that we man correct?)(if you are we may need to make ballistas (hidden and to use if they are ever attacked) So what is our orc, dwarf, and skaven count atm? As well as our food supply (mostly is it positive?)
>>
>>29359217
yes its basically a small village on the beach with a lumber camp and some fishing boats. It has potential to be developed into a proper harbor, once we get stone we could wall it and make it highly defensable
>>
>>29359250
Use skaven as slavelabor to rebuild city. Never leave them unattended, never let them talk.
>>
>>29359239
sorry about the double post thought it was aborted.

>>29359196
I imagine go to 1d4chan and create a page for the dwarf civ game and then basically copy the thread and paste it though i've never actually done it. I usually do it through google docs or something.
>>
>>29359239
ah yes one final info update before bed
Population
150 Dwarves
90m/60f
80 orcs
40m/40f
50 Skaven (Prisoners)
25m/25f
technology:basic steelworking
gears and simple machines along with intermediate boatbuilding
Military
30 crossbowmen
50 footmen
20 Sailors (crossbows/swords)
Ballistas
Captital- City of steel
Settlements- fishiing village, Old outpost
Iron 50 (+10/turn)
Wood 25(+5/turn)
Food 400 (breaking even right now)
>>
>>29359345
Okay, thanks for the good thread Shmeh
>>
>>29359308
alright ill just put it in google docs
>>
>>29359380
Cool, thanks for the game mate enjoyed it immensly. Secondary note (i think you already know) but you can set the docs so that anyone with the share url can view it which makes it quite useful for your games.
>>
archived here

http://suptg.thisisnotatrueending.com/archive/29347638/

because I love this sort of game


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