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408100 No. 408100 ID: b0d1a8

You are a Kobold. Today is the day when you will set off into the unknown wilds to create a Kobold Village! Surviving until next spring will be a major challenge when you get there but first you must Prepare for the journey.
Expand all images
>>
No. 408102 ID: b0d1a8
File 133618881428.png - (202.27KB , 800x600 , 2.png )
408102

There are three things you need to do to prepare for the journey. You need to Select a site, Organize a group and Purchase supplies.

You could also go Get new clothes if you really want to.
>>
No. 408104 ID: 886a4d

Group first, we need to know what skills we have to use before anything else.
>>
No. 408105 ID: a43a6c

>>408104
Yup.
>>
No. 408109 ID: 369d34

Are you wearing just a loincloth? Why the fuck are you wearing just a loincloth?! Go get some better clothes, right now! You're going to be founding a village; You need sturdier and better protecting garb than the "kobold sterotype special."
At least get some good boots and socks. You're going to be walking over far less than ideal terrain out there.
>>
No. 408114 ID: fb950a

No, you must get more information before heading out!
Seriously, terrain, personell, and supplies will all depend on each other. You don't take a woodcutter to a desert! By the same token, if you have forester people, don't go to a desert! More information, as the three choices will influence each other.
>>
No. 408115 ID: b0bf34

Dress to impress. Get new clothes so potential group members know you are a kobold who knows what's what.
>>
No. 408122 ID: 369d34

Actually, see what sites are available first. That'll influence what clothing to choose for and after the trip. Once you choose the appropriate clothes, then you can pick a group. They'll be more impressed if you look the part of a 'bold pioneer.
>>
No. 408139 ID: b0d1a8
File 133619391864.png - (61.15KB , 640x480 , 3.png )
408139

You decide to get some clothes first. Clothes are basically free but any armor will cost money.
>>
No. 408140 ID: b0bf34

>>408139
If you are a good fighter, get armor, otherwise just get nice clothes, and save armor money for warriors.
>>
No. 408141 ID: b0d1a8
File 133619400083.png - (72.70KB , 600x550 , 4.png )
408141

You know what to do.
>>
No. 408150 ID: 742815
File 133619493411.jpg - (78.86KB , 600x550 , dollbold.jpg )
408150

>>
No. 408154 ID: b0bf34
File 133619526105.jpg - (129.61KB , 600x550 , a man\'s kobold.jpg )
408154

>>
No. 408164 ID: d97a43
File 133619597119.png - (79.90KB , 600x550 , kobold quest.png )
408164

>>
No. 408210 ID: 551d90

>>408154

Pioneering spirit!

And is this going to be the sort of kobold village where we have a bunch of crummy wooden lean-tos, or the kind of village where we hope the abandoned cave we move into is not a volcano, flood prone, or less abandoned than anticipated?
>>
No. 408211 ID: b0bf34

>>408210
Clearly we should strive to create a fine kobold village, with a cattle range, farms, and a saloon. A nice one, with a stage.

Maybe a mining one if we can.
>>
No. 408212 ID: 369d34

>>408154
'Bold pioneering spirit, indeed! Just needs a rolled up cigarette and a six-(bolt)-shooter. We'll steal the matching gold pocketwatch and chain from the dwarves later on.

>>408210
The kobolds here appear to have at least a basic grasp of making adobe buildings, so hopefully things are already past the kobold stereotype of comically-falls-over-in-a-stiff-breeze structures.

>>408211
Have to wait and see what sites are available, but mining does sound interesting, if risky. It'll be fine as long as the site can support more things than mining.
>>
No. 408216 ID: 2563d4

>>408154
Very yes.
>>
No. 408243 ID: dbbed2
File 133621183970.jpg - (67.57KB , 600x550 , 133619400083.jpg )
408243

late mode
>>
No. 408253 ID: 42c1c6

ahahah

Can we bring a proficient lumberjack/woodburner called spurkskevz?
>>
No. 408262 ID: cf49fc

>>408243
...Now I really want to see how this plays out. Votin' for this one, even if we aren't voting.
>>
No. 408267 ID: 365adf

>>408243

I want.
>>
No. 408268 ID: d1f1b7

>>408243
This, just so it can be Kobold Marine village.
>>
No. 408284 ID: b0d1a8
File 133624062868.png - (135.97KB , 640x480 , 5.png )
408284

You trade in your Kobold Loincloth for a Pioneering Spirit Outfit.

You describe to the Boldsmith the armor you want. Everyone in the building just stares at you.
>>
No. 408285 ID: b0d1a8
File 133624076420.png - (153.81KB , 1024x1024 , 6.png )
408285

You decide before doing anything else that you should Pick a Site so you know who and what to get.
>>
No. 408287 ID: b0bf34

i vote for the spot where the mountains, desert and plains meet.

what scale is this map
>>
No. 408288 ID: d1f1b7
File 133624156506.jpg - (157.09KB , 1024x1024 , choice.jpg )
408288

X marks the spot.

Access to a river, so "fresh" water is available, as well as fishing. The river can be used to reach the ocean if need be, as well as trade with the kobold village in the desert, near the river. There is wood to make dwellings and boats as well as mountain near by to mine ore from, if the dwarves do not claim the entire mountain. All in all, an okay place, I think.

On a side note, once we have a decent settlement, we must make it a side quest to get mages, alchemists, metallurgists, blacksmiths and inventors. With their combined talents, Kobold Marine armour might even happen! I hope..
>>
No. 408289 ID: 0162ea
File 133624162756.png - (151.57KB , 1024x1024 , embark.png )
408289

>>408287
If you mean there, then seconded.

We shall have kobolds in turbans!
>>
No. 408290 ID: dbbed2

Begin crusade.
>>
No. 408292 ID: a43a6c
File 133624217524.png - (153.70KB , 1024x1024 , here.png )
408292

What? No.

Dominate the waters, dominate the world.
>>
No. 408295 ID: 5029d1

>>408288
this
>>
No. 408297 ID: 6f4add

>>408292

go.
>>
No. 408298 ID: 4bdd79
File 133624328156.png - (197.55KB , 1024x1024 , 133624076420.png )
408298

>>408285
I've circled the best-looking choices. Color indicates the risk level. In order:

>Source of the river to the north. Low risk, plenty of resources, and constant access to human and dwarf traders. Climate is a bit harsh, though.
>Peninsula on the west coast. If we can get there in one piece, we get an awesome defensive position, easy access to the sea, and endless resources. IF we can get there.
>South side of the eastern mountains. Pretty solid as long as we stay on the dwarves' good side.
>Opposite side of the southern mountains. We get lots of everything here. Including enemies.
>North side of the eastern mountains. Same as the south side, except everybody's convinced we're actually bandits.
>North side of the southern mountains. We get killed by dwarves. Only advantage is that it's close to friendly territory.
>>
No. 408301 ID: 0d2bec

>>408288

This guy has it right.
>>
No. 408305 ID: 886a4d

>>408288
yes this.
>>
No. 408311 ID: b0d1a8
File 133624554062.png - (161.03KB , 1024x1024 , 7.png )
408311

You think up of a number of possible places to settle. You finally decide to do a compromise of the two most favorable sites. You also jot down some Plans you thought up while deciding on the site.

Whats left to do now is to Organize a Group and Purchase Supplies.
>>
No. 408315 ID: 5029d1

check out the recruits
>>
No. 408316 ID: 0d2bec

>>408311

I move for purchasing supplies first, so that you may impress potential candidates for GROUP MEMBERSHIP with your FANCY SUPPLIES.

How much currency do we have, and what kind of supplies are available?
>>
No. 408328 ID: 6f4add

recruit someone who knows something about supplies, because I sure as hell don't. well, except to buy lotsa plump helmets and no fucking cats.
>>
No. 408329 ID: 0d2bec

>>408328

Dude, Dwarf Fortress proves that cats are essential for this sort of scenario.
>>
No. 408331 ID: 214bf9

Let us take a look at the potential recruits so we know what kind of supplies we might need.
>>
No. 408332 ID: d3b959

>>408298
I vote for the peninsula on the west coast.
>>
No. 408333 ID: 551d90

Yeah, by the river/mountain due east seems like the best bet... and before we go recruiting people or buying supplies, we really should be checking our funds, the weather, and... how are we going to be getting there? On foot? Some kind of wagon(s)? Don't want to go buying enough food to last 50 kobolds through the winter and then find out we're only going to be bringing along 6 others, leaving in early spring.
>>
No. 408386 ID: 369d34

Check which 'bolds are willing to go with you to settle a new village. If you get someone who's good at bartering before buying supplies, you could save a bit by having them do the purchasing.

>>408333
Looks like it'd be easy enough to float down the river, unless there's rapids everywhere. Build a couple barges, and either walk them along from the shore, or ride down. Then knock the barges down for lumber when you get there.
>>
No. 408399 ID: 166adc

>>408311
Something we should know before we leave the relative safety of the desert.
Just how Jerkish our neighbors are. There's a good chance the bolds didn't pick a desert village for the sand and sun, after all.

Please categorize our neighbors in the following categories.

Friendly:
Don't Care:
Kills bolds on sight:
Should be killed on sight:
>>
No. 408434 ID: b0d1a8
File 133625650645.png - (137.37KB , 640x480 , 8.png )
408434

>Money
You have exactly 2500 coins to use to hire kobolds, buy supplies and tools.

>your skills
On top of all the skills a kobold would usually know, your also a good negotiator and should be able to get a good deal from some traders.

>Neighbors
Other Kobolds are usually friendly, Goblins are also somewhat friendly and trades with the Kobolds from time to time. Humans will usually assume a Kobold is up to no good and shoot on sight. Dwarves are reclusive and will attack any outsiders who does not have permission to be near or in their fortresses. Elves consider themselves above all other races and see Kobolds as vermin and will kill on sight.

You go into the bar to round up some Settlers who are willing to go with you. At first they seemed uninterested, even with your clothes on but when you mention that there could be shines and other plunder all of them suddenly want to join.

You suddenly realize that you have no idea who to bring but there seems to be plenty of bolds to choose from so finding one with the skills you need shouldn't be a problem.
>>/questdis/362046
>>
No. 408443 ID: 0d2bec

10 farmers.
5 miners with mining equipment.
1 smithbold with applicable equipment.
1 woodbold.
1 craftsbold.
3 otherwise untrained crossbowmen w/ weapons to serve as guards.
One swordsman, to serve as personal bodyguard.

Buy equipment for whoever needs or ASKS for it.
>>
No. 408446 ID: 0d2bec

>>408443

And keep the rest of your funds for potential trading.

unless I messed up the actual hire prices or something. :c
>>
No. 408465 ID: 369d34

>>408446
We better discuss it in the discussion thread before making a decision.
I also think we'll need weapon and armor prices before we can make a good choice of military 'bolds.
>>
No. 408473 ID: 6f4add

>>408443

make it 3 swordsbolds, 2 woodsbolds and 2 craftsbolds and add two hunters. also maybe a mathbold. the rest is fine.
>>
No. 408490 ID: 369d34

>>408473
I think the mathbold is going to be the guy organizing the settlers and buying the supplies.
>>
No. 408501 ID: 5029d1

should go with classic group of seven. 2 diggers, farmer, builder, fighter, smith.
>>
No. 408548 ID: b0d1a8
File 133626429065.png - (95.49KB , 640x480 , 9.png )
408548

While the group of kobolds are fighting to be apart of your village you go to the store and see what you can get.
>/questdis/362064

The Store keeper beckons you to come over. She tells you that the chief has told her to give you this box.
>>
No. 408549 ID: fa9f7e

>>408548
That should be two arrows, and murder her with it.
>>
No. 408551 ID: b0d1a8
File 133626447072.png - (82.53KB , 640x480 , 10.png )
408551

Inside the box is a empty Revolver with a holster and Six Revolver Bullets.
>>
No. 408554 ID: 0d2bec

>>408551

Think you have time to personally thank the chief?
>>
No. 408557 ID: 369d34

>>408551
...Wow. You must have made quite an impression on the chief. ...Uh, you do know how to handle a firearm, right?
>>
No. 408580 ID: b0d1a8
File 133626891275.png - (105.67KB , 640x480 , 11.png )
408580

You ask if she knows where the chief is so you can thank him. She says that the chief is busy with a goblin diplomat right now but she will pass it on to him.

You ask the shopkeeper why the chief would give this to you. She tells you that the chief saw you and thought you were probably going to die. He said something about "at least looking the part if he dies.".

You need to decide on who to bring with you and also [b]what to bring[/s] with you.
>>
No. 408586 ID: 551d90

Well, there doesn't seem to be a total concensus, but the results of discussing it seemed to pretty much boil down to something I can get behind:

2 Fishbolds: 150 ('Cause the river is right there. May as well use it.)
6 Farmbolds: 450 (6 forage then plant, then 2 to grow, 4 to handle foraging. Switch to all grow after sucessful harvest.)
1 Kobold hunter: 125 (Primarily to scout at first, and get meat and pelts. Secondarily to watch out for incoming trouble.)
2 Woodbolds: 200 (Two to clear space for the farmbolds at first. Later, one to cut timber, one to build stuff from it.)
1 Smithbold: 100 (To repair and maintain the starting tools, replace lost ones, and make better ones later.)
1 Craftsbold: 75 (To work the pelts from the hunter, and make containers for food and stuff.)
1 Docbold: 75 ('Cause someone's going to get seriously injured, and it's always the damn metalsmith. Does cooking and hauling when not doctoring.)
3 Earthbolds: 300 (Getting the shinies out of the rock, and keeping the smith in metal and ore.)
1 Macebold: 75 ('Cause bashing kills most everything.)
1 Crossbowbold: 75 (To kill it before needing to bash it.)

Hiring total: 1625

1 Partial copper armor: 125 (For the macebold.)
1 Copper mace: 50
1 Partial leather armor: 75 (For the crossbowbold.)
1 Crossbow: 50
20 copper bolts: 20 (For the crossbowbold.)
40 basic bolts: 20 (For the hunter.)
2 quivers: 50 (For the hunter and the crossbowbold.)

Weapons, armor, and ammunition total: 390

1 spare smithing hammer: 50 (The smith can make more tools, but not if he loses his hammer.)
2 sets of farming tools: 50 (To help get the crop planted faster, and harvested sooner.)
2 fishing rods and nets: 50 (They're 'bolds, not bears. They won't be catching much with just their hands.)

Tools total: 150

10 meat foods: 50 (For the start of the trip.)
20 plant foods: 100 (For the rest of the trip.)
6 crop seeds: 60
1 dye seeds: 10
1 cloth seed: 10
2 bandages: 20 (Won't have cloth for more bandages for awhile.)
1 soap: 25 (Don't need infections from the doc.)
2 buckets: 10 (One for the doc to wash up in, one for the well.)
2 rope: 20 (Always need rope.)
1 bag: 10 (For harvesting seeds.)
20 plain rock mugs: 20 (Everyone gets their own mug!)

Food, seed, and other supplies total: 335

Grand total: 2500
Total kobolds: 20 (Including the leader.)
>>
No. 408587 ID: 369d34

>>408580
Now you have to succeed so you can come back and smack the chief in the face with your success and piles of shinies.
Better check that the revolver actually works. Leave it unloaded and pull the trigger a few times.

So how's who and what's brought going to be decided? We argue in questdis until there's a clear winner, or is the author going to choose from what's in questdis?
>>
No. 408589 ID: 369d34

>>408586
If that's not enough food for the trip, drop an earthbold and add more plant foods.
>>
No. 408593 ID: 5029d1

too much broadness. can have less bolds with more professions to each. a digger can double as a metalworker and such.
>>
No. 408642 ID: 369d34

>>408593
I'd rather not put our only metalsmith at risk to be crushed in a mine collapse or killed in some other underground hazard.

There's some additional changes to the loadout over in >>/questdis/362096 now.
>>
No. 408836 ID: b0d1a8
File 133632913768.png - (70.15KB , 640x480 , 12.png )
408836

After thinking for awhile you finally arrive at a list of what you think you want to bring. Any remaining money can be saved to buy items from a trading caravan later.

The Shopbold, after looking at you list recommends you should probably buy enough food to last until crops finish growing at the end of the season. (A season is made of 3 phases: early, mid, and late. A kobold will eat 1 unit of food per phase. It will take 3 units of food per kobold to last one Season. Crops must be planted in the early phase and harvested in the late phase)

----------
2 Fishbolds: 150
4 Farmbolds: 300
1 Farm + Macebold: 125
1 farm + Crossbowbold: 125
1 Kobold hunter: 125
2 Woodbolds: 200
1 Smithbold: 100
1 Craftsbold: 75
1 Docbold: 75
2 Earthbolds: 200

Hiring total: 1475

1 Full copper armor: 150
1 Copper mace: 50
1 Partial leather armor: 75
1 Crossbow: 50
20 copper bolts: 20
40 basic bolts: 20
2 quivers: 50

Weapons, armor, and ammunition total: 415

1 spare smithing hammer: 50
2 sets of farming tools: 50
2 fishing rods and nets: 50

Tools total: 150

15 meat foods: 75
20 plant foods: 100
6 crop seeds: 60
1 dye seeds: 10
1 cloth seed: 10
2 bandages: 20
1 soap: 25
2 buckets: 10
2 rope: 20
1 bag: 10
20 plain rock mugs: 20

Food, seed, and other supplies total: 335

Grand total: 2400
Total kobolds: 17
----------

Is this what you want to bring?
>>
No. 408838 ID: b0d466

Right, use the last 100 on 10 more food--five meat five plants.
>>
No. 408849 ID: 551d90

Just to double check, we have a decent gender ratio with these volunteers here, right?
>>
No. 408851 ID: 6d6017

agreed, stock up on more food in case things go wrong. a bit more protection couldn't hurt though, I mean we're just four armed people watching over 16 civilians.
>>
No. 408853 ID: 369d34

Drop three of the mugs, since you're down to 17 kobolds.

How much food does a kobold eat per day, and how many days is it to the settlement site? This can be mitigated by the hunter hunting, sticking near the river so the fishbolds can fish, and everyone else foraging. This could make the trip there take longer, though.

>>408849
Ah, yes. Double check the gender ratios. You don't want to arrive and find out there's only guys, or gals.
>>
No. 408944 ID: 6e44d2

>>408853
Well, only gals wouldn't be too bad for our fearless leader.
>>
No. 408946 ID: cf49fc

>>408944
But only dudes would be catastrophic. Can't unite the warring nationstates with a sausagefest.
>>
No. 408951 ID: 369d34

>>408853
Oh, derp. I completely missed the shopkeep's explanation of how much food the 'bolds eat.
Sink the remaining 100 coin into buying 20 more units of food, bringing us up to 55. At 3 units per 'bold, per season, and 17 'bolds, that means there'll be 51 units consumed before the harvest is in. Add in foraging, fishing, and hunting, and it looks like the settlement will be safe on food.

>>408944
Actually, have we confirmed the sex of our pioneering leader? And just as important, the sexual orientation.
>>
No. 408958 ID: 551d90

>>408141
Seems pretty male to me.

But neither that nor sexual orientation really strikes me as too important to the whole gender ratio issue. We want it as close to 50/50 as we can manage because, well, we don't really want to have to deal with inbreeding after one generation, do we? We also have an odd number of people, so, 8 guys+8 girls+the leader is as even a split as possible either way.
>>
No. 408962 ID: 09e5bf

>>408958
If it's down to an odd number, I'd prefer 7 males, 9 females, and leader.
>>
No. 408972 ID: 6d6017

>>408958

how come? he doesn't have a package.
>>
No. 408984 ID: 369d34

>>408972
And none of the text used a gendered identifier for the leader.

Anyway. Get a 50/50 split of 8 guy- and 8 galbolds. Unless these 'bolds are OK with polygamy or somesuch; Then get 7/9 or even 6/10.

Oh, and I forgot to ask: Do the meat foods decay faster than the plant foods? Or are they salted or otherwise cured so they'll last at least a season?
>>
No. 409022 ID: 4bdd79

>>408984
This system seems abstract enough that we won't have to worry about stuff like food rotting.
>>
No. 409087 ID: b0d1a8
File 133635703742.png - (147.02KB , 640x480 , 13.png )
409087

This is the list of kobolds and things you decide to go with, you can still do any last minute changes if you really want to. All the tools and armor have been distributed to an appropriate kobold.
---------- Villager list ---------- 1 You -Revolver --6 Revolver Bullets ----- 4 Farmbolds -2 Farming tools ----- 2 Fishbolds -2 Fishing tools ----- 1 Farm + Macebold -Copper Mace -Full copper armor ----- 1 farm + Crossbowbold -Crossbow -Quiver --20 Copper bolts -Partial leather armor ----- 1 Kobold hunter -Crossbow -Quiver --40 Basic Bolts ----- 2 Woodbolds -2 Wood Axe ----- 1 Smithbold -Smithing tools ----- 1 Craftsbold ----- 1 Docbold ----- 2 Earthbolds -2 Mining Tools ----- 17 Total Kobolds ---------- Stocks list ---------- Tools 1 Smithing tools ----- Food and Seeds 25 meat foods 30 plant foods 6 crop seeds 1 dye seeds 1 cloth seed ----- Supplies 2 bandages 1 soap 2 buckets 2 rope 1 bag 17 plain rock mugs ----- Money 3 Kobold Coins
>Food Rot
All the food has been preserved and stored in barrels that came along with the food, unless the food is left out, it will last quite awhile.

>Journey
All the kobolds with you will carry their own food on themselves which will only be enough to get to the settlement area.

>Gender mix
You make sure you have an even mix of Male and female Kobolds, although your own gender is...
>>
No. 409088 ID: 886a4d

female.
>>
No. 409089 ID: 09e5bf

We are the manliest of bolds. Even though we are a ladybold.
>>
No. 409090 ID: b0d1a8
File 133635730040.png - (70.73KB , 640x480 , 14.png )
409090

The Storebold runs up to you carrying a paper. She tells you that you need to fill this out so that the chief can keep track of where the items went.

Name: Gender: Purpose of purchase:
>>
No. 409091 ID: 09e5bf

Name: Abigail "Stormwind Gail" Boldfist
Gender: Female
Purpose: To create the finest kobold village the land has ever seen.
>>
No. 409093 ID: 886a4d

Name: Calamity
Gender: Female
Reason for Purchase: Founding a town in the name of freedom and the [strike]American[/strike] Kobold way.
>>
No. 409105 ID: d1f1b7

Name: Lelenia "Wolfking" Russ
Gender: Female
Purpose: To found the first Kobold Marine chapter in preparation for the Great Crusade.
>>
No. 409108 ID: 551d90

Name: Grek of the Forested Mound
Gender: Male! Honestly, look at this rugged jawline!
Purpose of purchase: To strike out and build the most glorious village any kobold shall ever lay eyes on!
>>
No. 409126 ID: 369d34

Name: Kira Freebold
Gender: Female.
Purpose of purchase: Founding the first successful kobold mining stronghold, and showing the dwarves what for.
>>
No. 409233 ID: 166adc

>>409090
Name: Habbashirbif
Genter: Female
Purpose: To get out of the sun goddamn i swear i'll dry out and blow away if i stay here
>>
No. 409326 ID: 6d6017

male
>>
No. 409338 ID: 6e44d2

Male. /quest/ is female too often.

Gregor Smith.

To create the finest 'bold village the world has yet seen.
>>
No. 409346 ID: 0d2bec

Name: Dukal Gromiel
Gender: Male
Purpose of purchase: To make a settlement in elven/dwarvish lands, hopefully scaring them away in the process.
>>
No. 409350 ID: 214bf9

Name: (I got nothing)
Gender: Female
Purpose of purchase: To found a Kobold Empire
>>
No. 409724 ID: 6868bc

Mirabeau Yurlilep Thomlinson.

Male.

Party supplies.
>>
No. 409740 ID: 6fe4ee

Name: Durk Nuuk'erm
Gender: Male
Purpose: To live up to your title as a berserker pack'en bold and a half by raising the greatest Kobold war settlement to ever exist!
>>
No. 409758 ID: 76c597

>>409091
>>409093
Calamity the Boldfist, manly female kobold, purpose: 'to win at settlement-building and then live a comfortable life surrounded by pioneer spirit and also luxury', sounds about right to me.
>>
No. 409774 ID: e6fcea

Name: Sviberifln
Gender: Male
Purpose of purchase: Supplies for the brave and boldest, in order to strike the earth.
>>
No. 409792 ID: 0d9d4d

Name: 'Mad' Muux Rukka'tanska (AKA The 'Bold With No Name)
Gender: Male
Purpose: To strike out into territories mostly unknown to boldkind, mark the trail for those who'd follow and settle into a self-sustaining village to welcome them.
>>
No. 409796 ID: d1f1b7

>>409758
Hah, the stalemate is broken! It only took three days, hehe.
>>
No. 409801 ID: 09e5bf

>>409758
As the person who suggested Abigail "Stormwind Gail" Boldfist, I change my backing to this.
>>
No. 410441 ID: b0d1a8
File 133671821207.png - (118.05KB , 480x640 , 15.png )
410441

From this day forward you shall forever be known as Abigail 'Calamity' Boldfist You shall create the biggest, richest and best kobold settlement known to you kind, with an army of the fiercest kobolds this world has ever known, and also to get out of the sun goddamn you swear you'll dry out and blow away if you stay here.

Do you wish to embark? Y/N
>>
No. 410443 ID: 551d90

Y
>>
No. 410453 ID: ce4a4d

y
>>
No. 410466 ID: 369d34

Hell Y!

Westward Eastward, ho!
>>
No. 410467 ID: e3aff6

Y
Strike the earth!
>>
No. 410470 ID: d1f1b7

Y
>>
No. 410490 ID: 365adf

Y is this even being asked?!

ONWARD! EVER ONWARD!
>>
No. 410491 ID: 72d49b

What if the answer was N? What even happens then?
>>
No. 410492 ID: 15c5f2

Get a sex change operation first, Abigail.
>>
No. 410493 ID: d1f1b7

>>410492
What she needs is a boob job.
>>
No. 410495 ID: 214bf9

>>410441
Y, let's get out of the sun ASAP
>>
No. 410506 ID: 61d71a

N

Just because
>>
No. 410507 ID: 80d422

Y
>>
No. 410512 ID: 6616f3

>>410491
She decides pioneering isn't for her after all and goes back to her old job at Wild Billbold's Wild West Show?
>>
No. 410519 ID: 0d2bec

Strike the earth!
>>
No. 410525 ID: a72563

Yes, but don't get caught by spear-lizard-women or similar threats...
>>
No. 410641 ID: b0d1a8
File 133680589206.png - (175.55KB , 800x600 , 16.png )
410641

You set out on your journey into the wilds. The wagons emerge from the cache tunnel. You look around and see mostly sand, with the river a tiny blue line far away. You notice some wild fruits growing along your path and your group picks some of them, and you gain 2 units of Food.
>>
No. 410643 ID: b0d1a8
File 133680617310.png - (339.39KB , 800x600 , 17.png )
410643

You ford down the river in rafts that were built ahead of time for your journey. The waters were rough and one of the ropes tying down your belongings snapped. You lost 2 Buckets.
>>
No. 410644 ID: b0d1a8
File 133680665582.png - (225.56KB , 800x600 , 18.png )
410644

As your group is walking to their final destination you come across a dead human soldier. There are multiple wounds on him, caused by what seems to be arrows. When you search his body you find 1 Rifle, 1 Bandage and a intact 1 Wooden arrow.
>>
No. 410645 ID: 5029d1

>>410644
and 50 pounds of meat.
>>
No. 410648 ID: b0d1a8
File 133680730722.png - (70.96KB , 1024x1024 , 19.png )
410648

Your finally here after weeks of traveling. It is currently Mid-Spring and somewhat cold. Your in the clearing far north of the river with many of your fellow settlers, tired but ready to work.

What do you want them to do?

----------
Villager list
----------
You
-Revolver
--6 Revolver Bullets

6 Farmbolds
-2 Farming tools

2 Fishbolds
-2 Fishing tools

Macebold
-Copper Mace
-Full copper armor

Crossbowbold
-Crossbow
-Quiver
--20 Copper bolts
-Partial leather armor

Kobold hunter
-Crossbow
-Quiver
--40 Basic Bolts

2 Woodbolds
-2 Wood Axe

Smithbold
-Smithing tools

Craftsbold

Docbold

2 Earthbolds
-2 Mining Tools

----------
Stocks list
----------
Tools
1 Smithing tools

Food and Seeds
25 meat foods
30 plant foods
6 crop seeds
1 dye seeds
1 cloth seed

Weapons
1 rifle
1 wooden arrow

Supplies
3 bandages
1 soap
2 rope
1 bag

17 plain rock mugs

Money
3 Kobold Coins

Yes I know the made and crossbow kobolds are separated. I didn't feel like keeping track of every single kobold. Now kobolds can only know one thing whatever it is a weapon proficiency or a job. Abigail is the exception to this.
>>
No. 410649 ID: 5029d1

the diggers should start digging and the woodcutters start cutting. the farmbolds start plowing an area. the fisherbolds and the hunter head back towards the river.
>>
No. 410650 ID: 72d49b

Start clearing trees. We need to get farms up as soon as can be. Fishers fish, hunter hunts, farmers get started tilling the soil that's treeless already. Miners should start digging into the hillside to make us a good place to sleep out of the rain.
>>
No. 410651 ID: 551d90

Farmers, big open fields, anything that isn't going to need irrigation you might want to get started on planting. Anything that'll need watering, hold off a bit.

Everyone who's armed, sweep down south a bit to deal with any dangerous animals/people in the area.

Woodbolds, start clearing a path towards the river, both because we could use some logs, and because it's nice having a clear path for the fisherbolds.

Craftsbold, make some replacement buckets, those are kind of important to have. After that, a nice big table, some chairs, spare bins and barrels if needed, and beds maybe after all that.

Diggers, if you can get started on a well, that'd be pretty cool. Past that, get a nice sized area cordoned off with a pit/dirt wall combo sorta deal as a temporary shelter against any dangerous wildlife.

Fisherbolds, give the tough types time to clear any dangers from the area before heading down to the river and getting started on the whole fishing bit (ever wary of carp). Meanwhile, you can get started on unpacking and sorting our supplies out into neat little areas.

Doc, uh... nobody's hurt that I know of, but you should probably prepare an area to treat anyone if they are in the future. Past that, help straighten up?
>>
No. 410652 ID: 0162ea

Put the militarybolds on patrol/scouting duty. If there's any trouble to be found in this area, it's best to learn of it as soon as possible.
>>
No. 410653 ID: 551d90

And oh hey, I forgot the smith! Try and get a forge set up, maybe build a nice firepit?

Also, if nobody managed to do so on the way over, everyone really should try and introduce themselves to each other, make some small talk. Learn some names and such.
>>
No. 410655 ID: 72d49b

Oh yeah, and you "skilled" laborers that are only good for fiddly little things, grow some muscles. You can haul felled trees for the woodbolds and pull up boulders and stumps for the farmers. The ropes will help for that later bit, employ them well.
>>
No. 410659 ID: 369d34

These forests are unknown, and there are elves about, as evidenced by that dead soldier. Better not send anybody too far into the trees who isn't equipped for it, without an escort. Send the hunter out for now, to scout and bring in some game.

Get the farmbolds tilling and planting the area that's already cleared. Maybe not the best site, but it's important to get the crop in the ground right away.

Send the woodbolds to clear a path to the river. Store the logs up near where the mine entrance will be. They'll eventually be used as tunnel supports, and to construct a palisade for defense, as well as crafting and construction materials.

Hold the fisherbolds back until a path is cleared to the river. Even then, they should only go and come back under military escort.

One earthbold starts digging a well, while the other mines stone for it at the mine site. After that, start digging defense trenches outside of where the palisade will be.

Craftbold, make two wood buckets right away; One for the well, one as a spare. Then get on making beds, if you've got the skill to.

Macebold and crossbowbold, stick together, watch over the woodbolds while they clear that forest path, and patrol the path to keep an eye out for trouble.

Everyone else, for now get some basic shelter up, and move the supplies out of the elements. Haul stuff around for those who are working, especially the logs and stone. Set up basic cooking facilities, such as fire pits.
>>
No. 410661 ID: 6616f3

>>410659
I like where this is headed. Once logs for the palisades are ready - give it a few days - focus on defense over anything but food and basic shelter. It's a dangerous world out there, and there's no conveient cave to hide out in here.
>>
No. 410735 ID: b0d1a8
File 133684479157.png - (121.14KB , 640x480 , 20.png )
410735

You give all the kobolds their assignments. You also warn the Fisherbolds to watch out for Carp. Later a Fisherbold was scared by a Carp and fell into the river, good thing all kobolds knew how to swim. They gathered 6 units of fish in total.

The rest of the month was quiet. The hunter used 5 boltsand gathered 3 units of food, bones and also a hide but the hide rotted away because we didn't have a workshop.

The Earthbolds mined up 8 units of stone and the woodcutters cut down 12 units of wood

3 Mud huts were built and also eight fields were prepared for the summer season.
>>
No. 410737 ID: b0d1a8
File 133684492508.png - (103.03KB , 1024x1024 , 21.png )
410737

It is now Late Spring, nothing else of interest has happened and your food stocks are starting to go down slightly. The huts are cramped as well as the mountain shelter. What do you want them to do this month?

----------
Villager list
----------
1 You
-Revolver
--6 Revolver Bullets

6 Farmbolds
-2 Farming tools

2 Fishbolds
-2 Fishing tools

Macebold
-Copper Mace
-Full copper armor

Crossbowbold
-Crossbow
-Quiver
--20 Copper bolts
-Partial leather armor

Kobold hunter
-Crossbow
-Quiver
--35 Basic Bolts

2 Woodbolds
-2 Wood Axe

Smithbold
-Smithing tools

Craftsbold

Docbold

2 Earthbolds
-2 Mining Tools

19 Kobolds

Stocks list

Tools
1 Smithing tools

Food
25 meat foods
36 plant foods
3 fish

Seeds
6 crop seeds
1 dye seeds
1 cloth seed

Materals
12 Wood
8 Stone
3 Bone

Supplies
3 bandages
1 soap
2 rope
1 bag
1 rifle
1 wooden arrow
17 plain rock mugs

Money
3 Kobold Coins
>>
No. 410739 ID: 166adc

>>410737
Have more farming tools made now that there's supplies for it. Build more houses, experimenting with wood and stone to make bigger, better ones.

Protip: No stone roofs yet.
>>
No. 410742 ID: 5029d1

stone floors with wood walls for making bigger buildings.
>>
No. 410755 ID: 252e1b

>>410742

Start harvesting more trees. Now that the planting season is over you'll have time to take care of expanding the croplands for the next growing season. Use the harvested wood to build a workshop so that tanned goods can be produced. Stockpile excess wood suitable for making planks with and give the planks time to season so that you can build good sturdy long-lasting structures.
>>
No. 410761 ID: 886a4d

Try constructing a workshop if you have enough supplies after the housing project.
>>
No. 410770 ID: ce4a4d

Chop down a lot of trees for more farmland, build better huts and workshops with the lumber, and sell spare lumber to whoever will buy.
>>
No. 410780 ID: 551d90

We really should craft two more stone mugs for those two extra kobolds that spontaneously sprang into existence.

Farmers should of course keep on farming. Which... might be a problem because apparently the plans to make replacement buckets and dig a well didn't go through? Seriously, those should be our #1 and #2 priorities, especially if we're following modern Dwarf Fortress rules here and it is impossible to grow anything otherwise. Otherwise we'll have to set up some kind of mug brigade any time we need to get water up towards the mountains.

Other things that would be nice:
- Keep clearing trees along the path there, get it nice and wide.

- Any workshops or other infrastructure people need to properly do their jobs should get built as needed.

Otherwise uh... everyone can pretty much stick to what they've been doing. Anyone who doesn't really have anything better to do can help people out hauling things back and forth for the people with the real heavy workloads (carrying fish and wood back towards everyone else from the river, making sure the craftsbold has the right supplies, etc.)
>>
No. 410792 ID: 369d34

Pull the woodbolds off logging long enough to construct a bunkhouse for everyone, a workshop for the craftbold, and prepare a smithy for when the anvil arrives. Then they go back to clearing the river trail.

Once the workshop is finished, the craftbold, or a woodbold, should make two wood buckets. The earthbolds should then use a bucket and rope to finish a well. Place it in the center of your cluster of rude huts.

Are your haulers using the wagons from the trip here to haul materials around?
>>
No. 410805 ID: b0d466

All otherwise not occupied bolds should FORAGE
>>
No. 410835 ID: b0d1a8
File 133685993515.png - (182.21KB , 800x600 , 22.png )
410835

You and the villagers work hard to build more housing and manage to get 1 Wooden house and 2 mud huts. One day you hear something, you look up and see a small thing flying high through the sky. It continues to fly south and disappears over the horizon. You don't think whoever was on it saw the village at all.

Your hunter tells you that he feels like he is being watched whenever he goes out hunting. Sometimes he hears something and when he turns he thinks he sees something run away. He describes that it is about our size and fast.
>>
No. 410841 ID: 5029d1

can he detect any hostile intent from it? or does it simply watch? have the crossbold cover you next trip out. both of you may be able to get a better look at it.
>>
No. 410842 ID: b0d1a8
File 133686025815.png - (99.03KB , 1024x1024 , 23.png )
410842

It has turned to Early Summer. Together with the farmers gathering and the fisherbolds you have managed to have a surplus of food. The huts aren't as crowded now but still could be better. What is the plan for this season?

----------
Villager list
----------
1 You
-Revolver
--6 Revolver Bullets

6 Farmbolds
-2 Farming tools

2 Fishbolds
-2 Fishing tools

Macebold
-Copper Mace
-Full copper armor

Crossbowbold
-Crossbow
-Quiver
--20 Copper bolts
-Partial leather armor

Kobold hunter
-Crossbow
-Quiver
--30 Basic Bolts

2 Woodbolds
-2 Wood Axe

Smithbold
-Smithing tools

Craftsbold

Docbold

2 Earthbolds
-2 Mining Tools

19 Kobolds

Stocks list

Tools
1 Smithing tools

Food
25 meat foods
46 plant foods
4 fish

Seeds
6 crop seeds
1 dye seeds
1 cloth seed

Materals
2 Wood
7 Stone
6 Bone

Supplies
3 bandages
1 soap
2 rope
1 bag
1 rifle
1 wooden arrow
19 plain rock mugs

Money
3 Kobold Coins
>>
No. 410844 ID: cd6e04

before that, get some workshops up and running.
>>
No. 410846 ID: 886a4d

Prioritise a well, workshop and a smithy.
>>
No. 410849 ID: 5029d1

have the diggers dug a good area inside? move supplies inside the mountain and convert the warehouse into a regular house.
>>
No. 410858 ID: b0d1a8
File 133686184019.png - (118.49KB , 640x480 , 24.png )
410858

we already have a smithing and crafting workshop and also a well built.
>>
No. 410859 ID: 369d34

Have the woodbolds chop down trees near the path around the fields, and next to the settlement buildings. Don't want something jumping out and nabbing a settler. Move the logs up near the mine entrance for possible future defense construction.

Have the earthbolds use the stone to lay a foundation for a larger residential wood building, to be finished later.

Send the military 'bolds out with the hunter to try and track down whatever that thing was that was shadowing the hunter.
>>
No. 410862 ID: b0d466

Send a CROSSBOLD and MACEBOLD with the hunter to investigate
>>
No. 410887 ID: cd6e04

get your people to make babbies.
>>
No. 410894 ID: 369d34

>>410887
Uh, best not tell them to "get it on." You can't tell them not to, but don't encourage it at this time. Once the settlement is secured and prosperous, they'll feel well enough about things to start families.
>>
No. 410902 ID: b0d1a8
File 133686548472.png - (133.53KB , 640x480 , 25.png )
410902

Everyone that didn't get any orders does their default jobs or forages for food. You send the guards along with the hunter. At first he is pleased but a month later he is not really happy as he couldn't catch any food for some reason. Otherwise it was normal as everyone went about their jobs.
>>
No. 410906 ID: b0d1a8
File 133686566612.png - (100.02KB , 1024x1024 , 26.png )
410906

----------
Buildings
----------
Storage cave
5 mud huts
Wooden House
Wooden workshop
Stone workshop
Well
8 Fields
-6 Crop Field
-1 Textile Field
-1 Dye Field
5 Carts

----------
Changed Stocks list
----------
Food
21 meat foods
46 plant foods
5 fish

Seeds
0 crop seeds
0 dye seeds
0 cloth seed

Materals
11 Wood
17 Stone
6 Bone

----------
Changed Villager list
----------
Kobold hunter
-Crossbow
-Quiver
--25 Basic Bolts
>>
No. 410910 ID: 886a4d

Have the hunter to start training his companions in moving through the forest. The earthbolds should continue to mine until they hit metal. The craftsbold should start fashioning better tools if possible. If not he should build bone crossbow bolts to help with our supply.
>>
No. 410915 ID: 0d2bec

Please instruct our Earthbolds to dig into the mountainside, report what kind of materials they unearth, and attempt to create some sort of living cave.
>>
No. 410916 ID: 0d2bec

Then instruct fishbolds to fish and farmbolds to convert a chunk of cleared land to cropland.
>>
No. 410918 ID: 369d34

Whatever the hunter saw isn't going to come around unless he's alone, but he can't do his job unless he's alone... Just tell him to stick as near the settlement as he can, and send the military 'bolds back to patrolling the perimeter and river path.

Put the craftsbold on bone bolt making to replace the hunter's bolts.

Gotta get better shelter up before winter hits. Best to start now. Pull the woodbolds and earthbolds together to start building a large two level stone and wood residence, storehouse, and work-hall about where the craftsbold workshop is right now. Move the workshop across the path, next to the field, until the building is finished, then put it inside.
>>
No. 410919 ID: 369d34

>>410916
We're out of seeds to plant this year, it seems, and it's too late in the season to plant. I'd also guess any fields tilled now would have to be re-tilled next spring anyway.
>>
No. 410931 ID: f2ec53

>>410910

How about just leave the hunter alone so he can do his(?) job? This is not a profession that leaves one defenseless against sudden threats, and it actively hinders hunting to have a big group no matter how stealthy they are.

>>410915

Keep in mind that there are dwarves living in this mountain and if we dig huge sprawling tunnels, we will run into theirs, probably starting an international incident. Probably best to do the whole house thing and not push our luck in that direction. Plus, our previous town was all outdoorsy. Not like we're used to living in caves or something.

That said, more housing looks like the main priority right now. Would also be nice to set up some kind of big ol' feast hall so we have a place to hang out in the winter, relax, socialize, all that good stuff. Plus, nice emergency meeting place in case of sudden disaster or attack.

Also, are we not reclaiming seeds from various fruits and veggies we're planting? That's an important thing to do.

Otherwise yeah, business as usual pretty much. Fish, hack down trees as needed, widening yon path, patrol around for dangers, all that good stuff.

(And... shouldn't there be a rifle and some bandages in our inventory?)
>>
No. 410934 ID: 369d34

>>410931
{The current entry only shows changed stocks from the previous entry.}

The smith's not going to be doing any smithing until the caravan arrives with the anvil, so it's not urgent to dig into the mountain. The mining can also be continued through the winter without hindrance, unlike construction.
>>
No. 410967 ID: b0d1a8
File 133687229593.png - (99.61KB , 640x480 , 27.png )
410967

You decide to send the hunter back out alone. He still feels like he is being watched but mostly keeps this to himself now. He manages to get five units of meat and bones and also brings back a skin that is tanned into leather.

You tackle the housing problem yourself and build 1 mudhut.

You also tell the Earthbolds to mine out in a more orderly fashion and instead of one big room mine out some smaller rooms. They haven't struck any minerals yet but they tell you that they might soon. Both mine out 8 units of stone.

The woodcutters clear yet more land from around the fields and manage to cut down 6 units of wood.

You also tell your crafter to make more bolts for the hunter. Using 6 piles of bones to make 60 basic bolts. The hunter happily refills his quiver.

All the Farmers are busy tending to their crops right now and cannot make new fields. Regardless they wont even be able to use those fields because they cannot plant fast enough. If they had some more Farming tools to lighten their workload then they will be able to care for more land per farmer. Seeds will be gained when the crop is ready to harvest.
>>
No. 410972 ID: 5029d1

roght, but so far with this number we are growing and hunting more then enough food so let the farmers plant and harvest just as much as they can, no need to push themselves.
>>
No. 410974 ID: b0d1a8
File 133687258448.png - (102.77KB , 1024x1024 , 28.png )
410974

It is now Late Summer and the crops are now ready to be harvested. It is starting to get cooler. The huts, cave and house are more comfortable to live in now. What shall you do this season?

----------
Changed Stocks list
----------
Food
25 meat foods
48 plant foods
10 fish

Seeds
0 crop seeds
0 dye seeds
0 cloth seed

Materals
16 Wood
25 Stone
5 Bone

Supplies
30 Basic Bolts
3 bandages
1 Leather
1 soap
2 rope
1 bag
1 rifle
1 wooden arrow
19 plain rock mugs

----------
Changed Villager list
----------
Kobold hunter
-Crossbow
-Quiver
--50 Basic Bolts
>>
No. 410976 ID: b0d466

Build a little row-boat! And dig a root cellar!
>>
No. 410977 ID: f2ec53

Well, farm tools are obviously of large priority then. Otherwise, stay the course? Still say it would be nice to get some properly furnished feast hall set up. Tables, chairs, big building. Can double as temporary shelter until everyone has a house.

By the way, are we diverged enough for Dwarf Fortress that lack of any sort of outhouse is going to be/secretly has been a horrifying problem?
>>
No. 410978 ID: 886a4d

A mill might be a good idea otherwise we'll have to grind everything by hand. I don't know if thats a bit ambitious for a our first year though.
>>
No. 410983 ID: 369d34

>>410967
Could the hunter be being stalked by an elf, or a creature controlled by the elves?

Are there clay deposits near the river the craftsbold can use? It'd be a good idea to make some large pots to hold the harvested food.

Pull the earthbolds off of mining, and have them dig out a basement and lay the foundations of a big multi-use, multi-story building near the mine entrance. It'll be the living quarters, storehouse, meeting hall, kitchen, etc. for when winter comes.

Keep the woodbolds cutting trees, clearing more space around the paths on the eastern fields, and the river path.
>>
No. 410984 ID: 166adc

>>410983
Judging by the relative size and outline, plus our location, its a Dwarf. We're digging into a mountain with a Dwarf clan living on the other side. As far as we know, we may end up knocking on their back door in a few seasons.. if they don't mobilize and attack first.
>>
No. 410986 ID: 5029d1

>>410984
dwarfs can't climb. it's a simple fact
>>
No. 410988 ID: f2ec53

(CLEARLY that is a rhesus macaque, don't let it distract you)
>>
No. 410989 ID: 369d34

It is the about the size of a kobold, but moves much faster. Could be a creature in the service of the elves; They like using animals and such for that.

Tell the hunter to start laying traps around that he could lead whatever it is that's shadowing him into, or pursue into. Trip traps, snares, and pit traps. That kind of thing.
>>
No. 410993 ID: 72d49b

Right, well. Harvest the crops. Don't get distracted by the owl that's stalking our hunter.
Build a warehouse to prevent spoilage.
>>
No. 411016 ID: 369d34

Ask the farmbolds and craftbold what the food, cloth, and dye plants can be processed into, and the tools and facilities needed to do so. You know the grains can be processed into flours with a millstone, but the others you aren't sure about.

Also ask the farmbolds when or if they'll need irrigation, if foraging around here could find new seeds we could plant, and what can be used for fertilizer. Ground bone meal is one fertilizer you've heard of, but if they know any others, you'd like to know too.
>>
No. 411019 ID: b0d1a8
File 133688070436.png - (120.62KB , 640x480 , 29.png )
411019

You get both Earthbolds to build a large stone building. It took most of your stone to build it but now you have a large building that you can turn into anything.

The farmers harvest this season's crops gaining the village 18 units of food and also harvested and processed one ball of string and one dye bag.

The hunter Returned with 4 units of meat and bones and also a hide, which the craftsbold turned into leather

Everyone else foraged just enough food for themselves.
>>
No. 411020 ID: b0d1a8
File 133688146738.png - (105.40KB , 1024x1024 , 30.png )
411020

Your village cannot make any tools due to the lack of metal. you will need them to find some through mining.

You ask your craftsbold what he can make. he tells you he can make many things from cloth products like cloth, bags, rope, bandages, clothes and cloth crafts. The Dye, which is a blue color, can be used to make things more pretty. All he needs to make these things is a wooden workshop or better.

You also ask your farmers if they can find more seeds. They say they can get more seeds from plants from foraging around but you would loose the food part of it.

It is now Early Fall, a chill is in the wind. You are proud that you managed to make it more then half way through the year, but the challenge of winter will be the true test of this village. It is too cold to grow textile crops but you can still grow food. What is your plan this phase?

----------
Stocks list
----------
Food
23 meat foods
73 plant foods
10 fish

Seeds
6 crop seeds
1 dye Seeds
1 cloth seed

Materals
21 Wood
5 Stone
5 Bone
2 Leather
1 Strings
1 Dyebag

Supplies
25 Basic Bolts
3 bandages
1 soap
2 rope
1 rifle
1 wooden arrow
19 plain rock mugs

----------
Buildings
----------
Storage cave
6 mud huts
Wooden House
Big Stone Building
Wooden workshop
Stone workshop
Well
8 Fields
5 Carts
>>
No. 411030 ID: 369d34

You've got enough food, so send the farmbolds out, with a military escort, to forage for seeds to diversify and expand your crops. Also inform the woodbolds not to chop down any fruit trees. Eventually we might get an orchard going.

Send the earthbolds back into the mine to continue digging up stone and searching for ores. Do have them mine so that they make hallways and rooms, so we can use them for storage, and living quarters if need be.

Get the woodbolds building at least one more wooden house, preferably two; We're going to need better than mud huts once the snow starts falling. Shift the workshops up to next to the stone building, and put the first wood house where the wooden workshop is now. Ask if we're going to need firewood for the winter, and how much having a sawmill built on the river would effect their jobs.

Ask the craftbold if it's possible to take cloth items apart into cloth, or even string. If there's enough leather, make at least partial leather armor for the hunter; He's going to need it if whatever is stalking him attacks.

Ask the fishbolds if there's anything you could do to help them do their job, like having a pier and fishing boat built.

Ask the smithbold what he would need, and how much of it, to make parts for a sawmill or a windmill.

Everybody that doesn't have direct orders, continue foraging and hauling stuff.
>>
No. 411140 ID: 6616f3

Moving into the caves for the winter may be wise, depending on how cold it gets. Cave-dwelling tends to be cool in summer and warm in winter.

We're doing solid on food production, and we have a fair bit of extra wood from the Woodbolds' clearing efforts, right? So I'd say take two of the Farmbolds off farming duty, assist Macebold and Woodbolds in beginning work on that palisade. These can be expanded as the village grows, yet still provide some defense against various threats. Alternatively, wood struts may help the Minebolds' efforts and prevent cave-ins.

The dye, keep on hand for trade goods. We're still expanding and our little village is in its infancy, so hang onto luxury goods like that for later.
>>
No. 411202 ID: cf49fc

Do we have an Geologistbolds? If so, check and see what, if any metal can be found in the nearby mountain. Also, I think the Huntsbold should get a few apprentices, possibly from the Farmbolds when it grows too cold to farm.

Oh, and we should build a big scary door on the mine entrance, just in case we ever need it to stay shut forever. Those bloody dwarves are always sealing ancient evils in mountains, you never know.
>>
No. 414312 ID: 3734f6

I noticed that despite kobolds reputation for fast reproduction there hasn't been any... howcome? Are the people using contraceptives until they feel more established? Would building a nursery help?
>>
No. 414313 ID: 85e77f

>>414312

We aren't really established at the moment, and the Kobolds are...hopefully smart enough to know that population growth at this time could end up being pretty bad if we are unable to find a constant supply of food, we can't honestly rely on fishing or farming completely at this point, a bad harvest could fuck us over this soon, and the added pop would only make it worse.
>>
No. 414598 ID: b0d1a8
File 133756844982.png - (111.32KB , 512x512 , 31.png )
414598

You gather all the Kobolds around in a meeting to tell them your plan for this month. You notice that the hunter is missing. You ask everyone if they have seen him, but nobody has. One of the Kobolds tells you that his things are still here so he is not out hunting. You have a feeling that something took him away.

What do you want to do?
>>
No. 414600 ID: b0d466

RESCUE PARTY!
>>
No. 414615 ID: fdad59

Organize a search and rescue party: Both military 'bolds, yourself, and whoever has the best tracking skill. Talk to everyone to nail down when and where he was last seen, and start searching from there. In light of the threat of kidnapping, everyone not in the search party should only travel in at least pairs, preferably groups of three or more, while going about their business. Nobody goes off on their own.
>>
No. 414871 ID: b0d1a8
File 133764457121.png - (112.52KB , 512x512 , 32.png )
414871

You think about organizing a search party but then you realize that you don't even know where to begin to search. You don't even have any clues to narrow down where the missing hunter could be.
>>
No. 414874 ID: d1e9bf

Gather CLUES, then. Look in his hut, maybe a journal if there is one. Search around his usual hunting grounds.
>>
No. 414877 ID: 131de9

We don't really need everyone out looking for the hunter. Most should keep doing what they've been doing (gathering wood and stone, constructing buildings, securing food, etc.) but those of a military bent, the leader, and I suppose the doctor too (bringing medical supplies along) should really get out there and look for him.

If anyone knows his usual patrol route, that would help quite a bit. That stalky owl that's always in the trees might be connected to, if there's places people have seen it more often.

Failing everything else, just set up a nice methodical search pattern, sweeping back and forth through the forest a little father out each time.
>>
No. 414905 ID: b0d1a8
File 133764876761.png - (130.02KB , 512x512 , 33.png )
414905

You have the crossbowbold and the doctor sweep through the forest looking for the hunter, leaving one soldier back to protect the other kobolds. You go look through the hut the hunter was staying in. You see that there seemed to be a struggle of some sort as a mug of what seems to be blood is spilled on the ground, there are also smudge marks and deep foot prints although you cant tell which footprints were made by whom. There is also faint drag marks with tiny smears of blood leading into the forest.
>>
No. 414925 ID: b85f8c

>>414905
Well that's a fairly obvious trail. Can you make sense of the drawing?
>>
No. 414932 ID: fdad59

You sure that red stuff is blood? 'Cause blood dries brown, not red. Could it be some of the dye from the harvest? Pick up the mug and sniff it, then taste it to determine.

Pick up the crossbow and quiver on the way out, and secure them in storage before following the trail of "blood" into the forest. Don't want those getting misplaced.

>>414925
Looks like crude images of a buck, what looks like a cat, and the thing that was shadowing the hunter. Abigail will have to translate the kobold scribbles for us.
>>
No. 414992 ID: b85f8c

...hang on, the kobolds who looked at his room and said his stuff was still there didn't mention the spill?
>>
No. 419298 ID: b0d1a8
File 133901797202.png - (53.57KB , 512x512 , 34.png )
419298

>Spill
The person what lived in the same hut thought that the spill was an accident and didn't really think anything of it. What was odd to him was that the hunter's stuff was still as he usually takes that everywhere with him.

>Painting
The painting depicts various animals. There are markings that refer to the amount of each animal the hunter has slain. There is also that shadowy figure, number of those slain is zero.

The path is fairly obvious at first but it gets more faint as it gets closer to the woods. I could follow them right now or wait for the guards to come back from searching.
>>
No. 419301 ID: 131de9

I'd say wait. The hunter is one of the tougher and more alert bolds in the camp. Anything that dragged him off from his home you're going to want a lot of people around to deal with. Besides, there's no rush. If he isn't already dead, he's presumably being kept alive somewhere.
>>
No. 419312 ID: b0d1a8
File 133902338222.png - (102.62KB , 640x480 , 35.png )
419312

The main problem with waiting for the guards is that the sun could go down before they can set out looking for the hunter. This can make it much harder to track where it could have taken the hunter, and also harder to navigate in the forest. Should you still wait for the guards or go into the forest yourself?
>>
No. 419321 ID: 6e44d2

Go solo. Yolo.
>>
No. 419322 ID: d1e9bf

We didn't come all the way out here to be the biggest wimp around. Do it!
>>
No. 419338 ID: fdad59

One question: Is the sun rising or setting? 'Cause if it's setting, stay and wait for the guards. Otherwise, go out and look for the hunter yourself.
>>
No. 419339 ID: b0d1a8
File 133902597796.png - (96.62KB , 640x480 , 36.png )
419339

You go into the woods and try to track down the hunter. You find small blood marks on the trees, you hope that the blood was from the spill and push on. Along the way you spot some traps scattered randomly. These traps seem to be very well hidden. Lucky for you, your a kobold and know how to spot traps easily.
>>
No. 419344 ID: b0d1a8
File 133902626610.png - (114.35KB , 640x480 , 37.png )
419344

Eventually you come upon a clearing where you find a well lived in camp. The camp seems to be empty except for the kobold sized figure that's tied to a pole. There is a bag over its head and blood on its hands but otherwise seems to be unhurt. There is also a tent and from where you can see it is empty.

What do you want to do?
>>
No. 419349 ID: b0d466

THAT'S YOUR BOLD

Cut him down from the pole and then take the bag off 'is head
>>
No. 419350 ID: fdad59

Well, this is suspicious. Search the perimeter of the clearing for anybody or more traps, and look up in the trees as well. There might be somebody waiting for a rescuer to show up.
>>
No. 419351 ID: 132b99

it's a trap! walk around the place and look for ambushers and ambush them.
>>
No. 419369 ID: b85f8c

Yes, check for an ambush before you go in there and take the bait.
>>
No. 419402 ID: 6e44d2

Keep your revolver close at hand. Circle around the clearing, checking for ambushers, then go in and cut him free.
>>
No. 419438 ID: b0d1a8
File 133904218789.png - (149.70KB , 640x480 , 38.png )
419438

Yo search around the clearing for possible ambushes. You don't have to look long as it jumps down from the trees behind you.

???: "Your not as dumb as you look."
>>
No. 419439 ID: b0d1a8
File 133904242652.png - (70.29KB , 500x500 , 39.png )
419439

You quickly turn around, revolver drawn. You see a female kobold armed with a bow, She is larger then you by an entire head, She has various markings on her skin the meaning of which is unknown to you. She is noticeably muscular and seems to be fit. She is wearing only an arm guard. You both have your respective weapons pointed at each other.

Female Kobold: "Why are you out here, are you one of that damn cheif's minions, answer me!"
>>
No. 419442 ID: 132b99

"if i say no you'll say i'm lying if i say yes you'll just shoot me or knock me out. how about this, i lower my weapon, you lower yours, and we can talk"
>>
No. 419443 ID: b0d466

"My name is Abigail Boldfist and I'm here to save a hunter. Are you gonna let him go peacefully or do you want me to put a bullet in ya first?"
>>
No. 419445 ID: fdad59

"Firstly, I'm here to rescue my settlement's hunter. Secondly, I answer to no chief, and I'm certainly no minion of one."
>>
No. 419446 ID: 886a4d

>>419443
>>419445
these
>>
No. 419458 ID: a2fa74

>>419439
"I have no chief, and I'm nobody's minion. I'll lower my gun, you lower your bow, and we can talk this out like people who are happy with keeping just their natural holes."

You should totally flirt with her. She's pretty badass, and would make an excellent frontier girlfriend or wife.
>>
No. 419459 ID: 132b99

>>419458
we area girl too.
>>
No. 419460 ID: 09e5bf

>>419459
Maybe they wanted Lesbolds. Have you ever thought of that?
>>
No. 419499 ID: b0d466

Eh? What does being a girl or boy have to do with n-nose rubbing o///o
>>
No. 419506 ID: b0d1a8
File 133905583182.png - (117.01KB , 640x480 , 40.png )
419506

"My name is Abigail Boldfist. First, I'm here to rescue my hunter. Second, I'm the leader of my own settlement, I answer to nobody in my village which certainly makes me no minion of anyone."

She looks surprised for a moment before regaining her composure.

Female Kobold: "How do I know for sure what you speak is the truth, that, what you call a "Settlement" could be no more be a temporarily camp, and you could be one of that damn chief's warrior leaders trying to hunt me down. Also I'm not giving up "Your hunter" hes mine now and if you shoot me with that piece of human junk this arrow is going straight into your chest."

Using your broker social skills you can tell that she seems unsure if you are telling the truth or not, but is still convinced that your here to track and kill her. You can also tell that she really doesn't want to give up the hunter but the reason is unclear to you.

How do you want to proceed?
>>
No. 419509 ID: f2cd76

that hunter has sworn his fealty to you. you are responsible for his life. if you really want to make this leader thing work, leaving him here is not an option.
>>
No. 419510 ID: 131de9

First off, set your gun down as a show of good faith. Then, ask who this "chief" is she's talking about, what she plans to do with the hunter, and if she'd be willing to continue this conversation somewhere more appropriate, like your settlement, or hers if she'd prefer.
>>
No. 419522 ID: a2fa74

>>419506
Holster your gun.
"Fine. Gun's away.
You know it's a settlement because we've been setting up permanent buildings.
Why do you want my hunter? I'm responsible for my people, and I'm willing to negotiate for his return.
We have supplies, or if people are after you we can hide you."
>>
No. 419547 ID: fb69eb

Besides, if we were some kind of warrior leader hunting for her, wouldn't we have brought some, you know, warriors to this meeting?
>>
No. 419553 ID: c4d2a0

I think it's sorta obvious why she wants to keep the Hunter, considering she was PROBABLY the one who was constantly stalking him and hasn't killed him yet.

I say to not drop the gun, we can't exactly trust her, and she is vastly stronger that us from the looks of things and that piece of "Human Junk" is the only thing capable of evening the playing fields between us.
>>
No. 419563 ID: 197830

Trust has to start somewhere.
If the hunter's alive, then we should do our best to keep him that way - and maybe she can be convinced that we should be allied.
>>
No. 419587 ID: 4bdd79

>>419506
Because who the hell plants crops and builds houses at a temporary camp site?

Also, point the gun at the bow.
>>
No. 419597 ID: 1444d5

Lower your gun, and offer to exchange yourself for the hunter, as he is your responsibility. Possible outcomes:
- She trusts you to not be a minion of 'that damn chief' and releases the hunter.
- She accepts the exchange, the hunter returns for you with the rest of the village, tracking her if she has moved. He is a hunter, after all.
- She has an ulterior motive for capturing the hunter specifically, and forcing her to reveal this may open up additional options for negotiation.
>>
No. 419619 ID: fdad59

"Fine, I'm lowering my gun." Slowly lower and holster your pistol. "Now, why have you stalked and kidnapped my hunter, and who's this chief you're talking about? The only chief I've ever known was the jerk in the kobold town I came from, way up the river to the west."
>>
No. 419659 ID: b0d1a8
File 133911305274.png - (110.91KB , 640x480 , 41.png )
419659

You slowly holster your Revolver.

"Look, I'm only here to get my hunter, as the leader of my village it is my responsibility to keep everyone safe."

She lowers her bow.

"The only other chief I've ever known was the jerk in the kobold town I came from, way up the river to the west."

She gives a grunt when you say this, Seems like she knows who your talking about.

"We could talk about this at my village, or-"

Female Kobold: "No, I'm not leaving him alone here, or going anywhere with you."

"Then how about for the hunter how about I give myself up for-"

Female Kobold: "No Deal, I told you earlier I'm not giving him up."

"Why not? I'm just as a good as a of hostage if not better."

Female Kobold: "I-I just don't want to alright!"

You seem to have managed to gain her trust that your not here for her. She also seems flustered and distracted now that your on the topic of the hunter. She definitely has another reason for kidnapping the hunter.
>>
No. 419664 ID: a2fa74

>>419659
"Why?
From here he looks injured, and that doesn't look at all comfortable.
I have to make sure my people are ok, and the way things are I can't leave him here with you.
Tell me why you need him. Once I know that we can work this out.

I'm going to make sure he's ok. You have my word I won't set him free while I'm over there."
>>
No. 419670 ID: 886a4d

It's probable that she is horny, she's been watching him for a while and he is obviously skilled in hunting so perhaps thats makes him attractive to her as well.

Give her a knowing smile,say something like you don't have to kidnap him for that. Our village is new and does need food, hide and fur that we are willing to trade for. And while you are there I'm sure my hunter won't mind a little ... fun. It might take him a little to warm to you but isn't it better that he is willing.
>>
No. 419693 ID: fdad59

Give her a thoughtful look, before letting a wry smile move across your face. "...Ohhh, I see; You fancy the guy. Heh. Guess you didn't have a better way, given the circumstances. Well, anyway! Now that we know what we know I'm sure we can work things out in a more civilized manner. Ah, but there is one thing I want to do first."

Raise your hands in the air and start slowly moving towards the hunter. "Mind if I take the sack off this poor guy's head? I'm sure he'd like to see the "shadow" that's been tailing him for half a year. Heck, I'm pretty sure he'll like what he sees."
>>
No. 419732 ID: 001168

>>419659
Ask that she de-sack your hunter. At the very least let him see her, and speak to her. She does not have anything to fear from a tied-up hunter's words and gaze.

She knows that she cannot keep him tied up forever, and still have him as what she was attracted to.
>>
No. 419745 ID: 131de9

>>419670
>>419693

Use your negotiator skills to approve of the notion of Amazon 'bold marrying Hunter 'bold if some sort of civility can be attained, ideally without being creepy about it.
>>
No. 419763 ID: b0d1a8
File 133914257690.png - (80.31KB , 640x480 , 42.png )
419763

A smile spreads across your face when you figure out her reason for wanting the hunter.

"Oh, I see now. You like him don't you."

Female Kobold: "W-what n-no, its um-"

Her face becomes flushed.

"Makes sense now, given what you've told me about you."

Female Kobold: "I-I, don't know what your talking about!"

"You've been tailing him for half a year, pretty obvious that you like him and I'm pretty sure he will like you."

Female Kobold: "I-uh no i-it's uh I-I just um"

Her face is now really red.

"And I'm sure that my hunter won't mind a little ... fun."

Her nose suddenly gushes out blood, she turns away from you trying to contain the torrent of blood coming out her nose.
>>
No. 419764 ID: b0d1a8
File 133914260566.png - (130.70KB , 640x480 , 43.png )
419764

You take this opportunity to approach the tied up kobold and take the bag off its head. When you do you see that it is indeed your hunter and he seems fine.

Hunter: "Hi chief, looks like you found the trail I left behind."

"Are you alright?"

Hunter: "Yea I'm fine, she was pretty rough when she ambushed me in the hut but she's been really nice to me sense then, I guess she heard you coming so she tied me up to this pole and put a bag over my head."

"Anything else?"

Hunter: "Well, we did um... you know, um... rub."

"Oh!"

Hunter seems alright and the female Kobold seems indisposed at the moment. What should you do now?
>>
No. 419765 ID: 131de9

Apologize for embarrassing the amazon, let her know that you're trying to run a friendly welcoming settlement, and that she's free to swing by any time to... "socialize" or just full-on move in.

After that, ball's really in the hunter's court. Point this out to him.
>>
No. 419778 ID: 5c53e7

well, they can of course stay together when wished... In fact we don't nee especially a hunter, but the hunted meat... So, they are free to join the settlement. But if they don't want, there needs to be some agreement to get meat instead.
>>
No. 419779 ID: b85f8c

>>419764
They're free to do whatever they like so long as we get the meat we need and can remain in contact with them.
>>
No. 419804 ID: a2fa74

>>419764
Untie him and help him up.
"You like her?"
If he says yes, then hand her a cloth to clean herself up.
"We take care of our own, ma'am. We'd like that to include you."

If not, tell the hunter it's his choice if she can join the village or not.
>>
No. 419848 ID: a5c529

>>419804
Do This, she would be a great addition to the village.
>>
No. 419890 ID: fdad59

Walk over to the amazonian kobold and hand her the bag. "Here. Hold this against your nose and tilt your head back. We'll talk once you've got that torrent under control."

Once she's no longer indisposed, ask her if she'd like to move into your village. Say that if others who are hunting her show up, we'll hide her, and if need be will fight to protect her. If she declines, say that that's all right, you'll still trade with her for meat, hides, and furs.

Then turn to the hunter and say that it's his choice to stay in the village or live out here with her. You'll still expect the benefits of his hunting either way, but if he stays out here you'll send the woodbolds out to build them a small place that'll stand up to the winter far better than a tent.
>>
No. 419917 ID: b0d1a8
File 133919376742.png - (126.43KB , 640x480 , 44.png )
419917

You ask the hunter if he likes her. He tells you that he is unsure that he does or not but there are qualities about her that he admires.

You then ask him if he wants to stay with her or not. He tells you that although he would like to, he knows that the village needs him and his skills to keep everyone fed. He tells you that you should probably make the decision if he should stay with her or not.

You inquire with him about her joining the village. He tells you that he doesn't know her very well, but she would probably not want to join us at the moment as we still have some association with the chief from our mother village and doesn't trust us completely yet. He will try to convince her to join the village if he stays with her, otherwise she may or may not join on her own initiative.

The Female Kobold now to be referred to as 'The Amazon' finally got her nosebleed under control. She seems reluctant to give her opinion on the matter so its up to you to decide if the hunter will stay with her or not.
>>
No. 419921 ID: 131de9

Heck with it. Show of good faith in the short term should pay off with an extra expert hunter down the road. Allow the hunter to go home with the amazon, ask to try bringing food back if possible, and he can work on convincing her that you're generally good people she can trust.
>>
No. 419928 ID: fdad59

Well, the hunter was out in the woods all the time anyway, so he may as well stay with the Amazon and help convince her that you're good people. You still expect him to bring in meat and hides for the village, just not as many. Remind him that winter is coming, and that the both of them would probably rather spend it in a warm house than a cold tent. Oh, and he should come back with you to get his crossbow and quiver, and show that he's all right, while you deliver the news of this.
>>
No. 419930 ID: 132b99

indeed. you have no problems with him being out here so long as the job is still done. doesn't even need to be constantly. can get a bunch of animals and lug them all back at once. will see about getting a thing to help move them with.
>>
No. 419931 ID: 7acb8e

Dude, ask if she needs a doctor or something, she's lost a bit of blood.
>>
No. 419952 ID: b0d1a8
File 133920294654.png - (132.27KB , 640x480 , 45.png )
419952

You tell the Hunter that he can stay with The Amazon. The second that she hears you say this, she becomes ecstatic, and is all over the hunter in less then a second. You have a feeling that the hunter won't have the time or the energy to be doing anything. Everyone seems fine now, and you figure that if she managed to live out here all by herself for who knows how long, she will probably manage to survive the winter months.

Do you wish to do anything else here or return to the village?
>>
No. 419955 ID: 6e44d2

We don't need to jump right into things. The hunter obviously has an obligation with the village--we do need him--but that doesn't mean he has to cut off all ties to the Amazon or invite her to live with him in the village. They can take it slow, as long as the hunter gets his work done. Simple. Easy.
>>
No. 419956 ID: 7acb8e

Seriously guys I think she needs medical attention.

Also, return to the village.
>>
No. 419957 ID: 132b99

good thing they are good at getting meat, need to replace that protein.
>>
No. 419958 ID: d1e9bf

God damn, bolds must die of blood loss whenever they get intimate.
>>
No. 419975 ID: fdad59

...Stay a little bit and watch them, then realize you're rubbing your own nose, get embarrassed and leave in a rush. Return to the village and share the news, leaving out the nose rubbing.

Well, the village is well stocked for food, so the only loss is the hides for leather and furs.
>>
No. 419989 ID: 252e1b

>>419958
They probably have redundant organs dedicated to holding blood reserves.
>>
No. 420009 ID: 6e44d2

But... Our meat!

Well, this will probably help us out, further down the line. We can consider these guys our allies.
>>
No. 420010 ID: a5c529

I'm sure we can get another hunter, but we need to try to get both of them to the village, we need them, and they obviously somewhat need each other.
>>
No. 421202 ID: 1444d5

Turn you back, and say that they're welcome at the village. Gives the Amazon deniability of "I'm not joining up with you, I just happen to be living here and helping out damnit!".
>>
No. 422616 ID: b0d1a8
File 133979627651.png - (134.99KB , 640x480 , 46.png )
422616

You manage to get back just before nightfall. You go inside your hut to plan out what the village as a whole is going to do next for Early Fall.
>>
No. 422663 ID: b33427

Well, there's still this suggestion >>411030, and all the ones after; Just skip making leather armor for the hunter for now, and don't send the military 'bolds as escorts for the farmers.

How about doing up an inventory of supplies, equipment, workers and structures? It's been awhile since there was an up-to-date total list.
>>
No. 422715 ID: e894c0

how about start working on a fence so people can't just come in and kidnap your people as they please?
>>
No. 422999 ID: 6e44d2

>>422715
He was a hunter out in the jungle, not a craftsbold working in the camp.
>>
No. 423009 ID: b0d1a8
File 133983251034.png - (99.72KB , 640x480 , 47.png )
423009

You have just realized that your town does not have a name.
>>
No. 423031 ID: e894c0

Idlestorm.
>>
No. 423046 ID: 34cbef

Mooseknuckle
>>
No. 423049 ID: 9718f3

Moosestorm.
>>
No. 423051 ID: 131de9

Well, it's a little egotistical, but there's a nice ring to calling the place Calamity.

As far as general orders go, particularly since we're theoretically short a hunter here, the biggest priority is going to be making sure there's enough food to last through the winter. Getting to be the time of year you really need to be harvesting fruits and vegetables. Do you have anything to help preserve your surplus food? Salt, nice watertight barrels, anything like that? If not, better get started on some. Making sure there's adequate shelter for everyone before the temperature starts to drop is another biggie.
>>
No. 423072 ID: 886a4d

I ... like the idea of naming it Calamity, though hopefully it brings Calamity on its enemies and not on itself.
>>
No. 423115 ID: 49d4d7

Calamity sounds alright, considering we're gonna deal with it all the time.
>>
No. 423165 ID: b33427

>>423115
Hmmm... Perhaps... "Calamityville?"
>>
No. 423183 ID: 8c9e3c

>>423165

Amityville!
>>
No. 423203 ID: 7b2491

Hindenburg.
>>
No. 423340 ID: b0d1a8
File 133991021119.png - (296.61KB , 1024x1024 , 48.png )
423340

Alright, your settlement will know be known as, The Village of Calamity.

The only things to note this month is that the farmers found 4 food crop seeds. The other two farmers helped the carpenter setup 10 movable barricades around the buildings, facing the forest. The craftbold made 3 bone figurines from 3 bones. The miners managed to dig up enough copper ore to smelt one copper bar. Finally we found a packed container of food left at the outskirts of the forest containing 10 Units of expertly butchered meat.
>>
No. 423342 ID: b0d1a8
File 133991045440.png - (107.47KB , 1024x1024 , 49.png )
423342

It is now mid fall. It is too late in the season to plant crops now. The trees are starting to shed their leaves. Some have taken to sleeping in the mining cave, moving the supplies out of it and into the huts. What is your general plan this season?
>>
No. 423353 ID: 28ec04

shore up and store up. Winter is coming and the things you need are:
1. Preserve and store extra food in a store house and prepare to ration.
2. Insulate some of the bigger houses to keep the heat or dig the mine so everyone can fit.
3. if possible, have a large fire ready and maybe keep it burning.
>>
No. 423355 ID: 886a4d

We do need tools for the craftsbold and the docbold soonish. Late fall and winter is an excellent time to make tools for the spring and it will suck if people get sick and the docbold has no medicine. The craftsbold and smithbold should collaberate together to make proper toolsets and perhaps improve others as well. The copper will do nicely for this as will the bone and stone.

Hopefully the hunter couple will continue to help us with meat. One of the things we can do for them is supply them with arrows so the craftsbold should also work on creating more from bone. If the hunterbold can read we should leave a note alongside the arrows asking what they need to help survive winter.

Miners should continue to mine and we will need plenty of wood for fire so both wood and farm bolds should be gathering it.
>>
No. 423402 ID: 771d02

eat little. store lots of food and wood. dig deeper into the mountain- carve some proper sleeping quarters into the mountain, as blizzards and whatnot may require you to retreat in there.
>>
No. 423543 ID: b33427

Have the miners keep mining, but work to carve out chambers that can be used for storage, and quarters if need be. It'll be our fallback if the weather gets bad, or there's trouble coming. Split up your food storage; Place a third each into the mine, the stone building, and the homes.

One of the woodbolds should work on making a heafty barred door for the mine entrance, and supports for the mine roof. The other should keep clearing the forest away from the village homes.

Get together with the smith, craftsbold, and doc, and work out what tools can be made for the craftsbold and doc using the copper, bone, leather, and stone you have. Priority for tools goes to the docbold, though. Ask the smith about the possibility of melting down tools to reforge them into other types, and how much material is lost in the process. Ask the craftbold how much leather he needs to make a full or a partial set of leather armor.

Fisherbolds keep fishing, while half the farmers help move stuff for the miners and woodbolds, and the other half forage for more food and seeds.
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No. 424804 ID: b0d1a8
File 134033077961.png - (90.42KB , 640x480 , 50.png )
424804

You get a nice thick door put up at the entrance of the cave to keep the cold out.

You also start to ration your food and get the more unproductive part of your group to forage for their food.

The miners have much more luck with finding ore and stumble on enough ore to make 5 bars of copper but you hold off on smelting them.

The doctor, craftsbold and others with an X marked under 'tools' don't need any tools as they either use the larger tools provided by the workshops you've built or don't use any.
>>
No. 424805 ID: b0d1a8
File 134033110404.png - (275.41KB , 1024x1024 , 51.png )
424805

You have updated your sheet with materals you have gained.

You are now in the late fall season, soon in winter there will be little crops to forage, what little there is will be hard to find even by the most expert herabalist. For now the plants are still fairly plentiful and you should take advantage of this before the cold overtakes them.

What do you want to do this season?
>>
No. 424824 ID: 08005b

Get the tools from the X people, and
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No. 424837 ID: 132b99

miners and smiths get first dibs on new tools since without them making more will be a huge effort.
>>
No. 424879 ID: b85f8c

>>424837
Agreed.

Is it possible to farm indoors?
>>
No. 424948 ID: 223190

keep on foraging. store more lumber, you'll be needing the fire.

do craft some shortswords or daggers to help people defend themselves against stuff. especially those who go foraging and stuff.
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