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  • File : 1277180162.png-(194 KB, 1175x581, New Riata12.png)
    194 KB COLONIAL QUEST PART II duck_murderer !hoaRoCu48g 06/22/10(Tue)00:16 No.10655745  
    I'm awake, got food in my belly and my head no longer hurts, so that means we can continue colonial quest! Previous thread here http://suptg.thisisnotatrueending.com/archive/10643241/

    The last year, 458 was a succesful for the colony of serenity, and the king is said to be pleased that it is doing so well and sends his gratitude to the duke. We've been able to increase our farming imput to support several times our current population, we have a small mining operation under way and we've made contact with a tribe of Dothclyde Orcs who have been peaceful for the time being.

    But there are also have been some troubles. The colony is starting to suffer meat shortages due to only hunting and fishing for its meat, and only breeding its cattle, sheep and chickens with no orders to eat them, the colony is also suffering from squalor, with only the local river providing a source of cleaning. Finally, the Golbin republic of Acra from europa has set up a colony to the east of ours, and although they seem to be peaceful at the moment, colonial politics are far different from those of europa.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)00:17 No.10655775
    Year 459 of the holy mother, February

    Another supply ship has arrive with new settlers and supplies! They bring word that Verina and Acra signed a land sale, signing some of Verinan Colonial assets over too the Republic of Acra, marked on the map. Everything east of the red dotted line is Acran territory. In addition to supplies and settlers, a larger military detachment has also been sent along with A Fessian Baron, a historical ally of Verina. The baron is there to ensure that the Acrans don't try to sabotage the settlement of serenity.

    Finally, a dock and a small ship builder have been built, exhausting our current wood supplies we had stockpiled, but we cannot begin building any larger ships than our current until we train some shipbuilders

    +cattle, sheep
    +70 settlers
    +1 baron
    +20 Fessian mercenaries (Polearm troops also armed with pistols)
    +21 polearms
    +21 pistols
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)00:18 No.10655790
    Settlement Name:serenity
    Population:169 men, 140 women, 28 kids
    Food stuffs: 9 months
    Equipment: 60 muskets
    21 pistols
    21 polearms
    gunpowder for 5,000 shots
    150 swords
    50 sythes (farm equipment)(in use)
    25 wood axes
    25 pike axes
    building tools for 30 workers
    47 cows, 4 bulls
    78 sheep
    107 chickens, 12 roosters
    29 horses
    9 wolves
    10 dogs
    3 units of iron ore

    skilled settlers
    2 doctor/barbers
    20 royal marines
    20 fissian mercs
    25 hunters
    15 scouts
    4 veteran settlers
    15 woodsman
    120 farmers
    2 blacksmiths
    34 miners
    7 fishers
    1 brewer
    1 Duke (leader of the settlement)
    1 Baron (leader of the settlement garrison)
    1 priest of the holy mother
    2 tanners


    crops:capable of sustaining 700 settlers for 6 months
    january, 459

    1 town hall
    several houses
    stone walls
    market place
    14 farms
    1 windmill
    woodsman huts
    watch tower
    mining camp

    You have a total of 80 free settlers doing odd jobs around the settlement
    >> Anonymous 06/22/10(Tue)00:19 No.10655808
    >>10655745
    what is our pop count/job disposition?
    how many cows/sheep/chickens do we have?
    How many wolves do we have domesticated?
    did we start work on our barge yet, or did we decide to do the dockyards first?

    also, get a decent waste removal system going... preferably something that would foul the waters to our East, preferably outside of the bay we're set up on
    >> Anonymous 06/22/10(Tue)00:22 No.10655857
    set some of the new settlers to chopping wood, another group learning how to build ships, and the rest should go to the mine.

    the chickens and cows are good to eat now, we need the sheep for wool. try not to let our critter numbers get too low
    >> Anonymous 06/22/10(Tue)00:23 No.10655869
    >>10655808
    gah, typed to slow... sorry
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)00:25 No.10655908
    >>10655857

    Just a warning, other jobs may open up in the future as the colony expands and further events happen. Are you sure you want to put ALL settlers into jobs?
    >> Anonymous 06/22/10(Tue)00:25 No.10655917
    Our ship is here? FEAST TIME!!! invite the Orcs for sure again... not sure about the Gobbos. also ask for word about haw far west the goblins are LEGALLY allowed to go. we stomp their asses as soon as they go past that point. And we need to get our barge up ASAP so that we can set up a fort on that island...
    >> Anonymous 06/22/10(Tue)00:26 No.10655939
    >>10655908
    I said some, leave like 15 unassigned for now
    >> Marcus Orlanatus 06/22/10(Tue)00:33 No.10656071
    Does the colony have Sovereignty? Can the Duke operate semi-autonomously regarding local politics?

    Also, get pigs. Virtually self-maintaining, high growth rate compared to cows or sheep.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)00:38 No.10656167
         File1277181510.png-(195 KB, 1175x581, New Riata14.png)
    195 KB
    year 459 of our holy mother, march

    You train up 30 settlers in the art of shipbuilding, and can now create medium sized civilian ships until the shipyard itself is upgraded. They will have a range of 1000 miles, capable of reaching other colonies, but not able too reach the homeland. 5 settlers are sent off to the mining camp and another 10 to the forest to become woodsman.

    A glorious feast is held in the name of lasting over a year, and we invite the Dothclyde Orcs for it. This time they loosen up slightly more and begin to join in the celebrations. You also discover that their number has increased in women and children now, they deciding to make a permanent camp to keep watch over the colonials.

    the priest did not have a fun time.

    The treaty says that the goblins are allowed to cross the border (red dotted line) but are not permitted to build anything on that side without permission from serenity. In addition, every few days goblins appear in the markets, trading some of their goods for some of ours

    +30 shipbuilders
    +5 miners
    +10 woodsman
    +Medium sized transporter in 2 months
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)00:41 No.10656210
    >>10656071

    The colony is owned by the king, the duke is essentially the governor general of the colony, but, it has autonomy in almost everything it does due to its isolation, ships taking around 6 months to travel to and from europa and the new world.
    >> Marcus Orlanatus 06/22/10(Tue)00:42 No.10656230
    That's A LOT of shipbuilders. Is that specialists, or just people assigned to building? Really, you only need a few specialists, while others are reassigned carpenters or even unskilled.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)00:43 No.10656236
    >>10656071

    You'd need to wait for the supply ship to return to requisition them, or trade with the goblins.
    >> Anonymous 06/22/10(Tue)00:44 No.10656258
    >>10656167
    awesome. Have the Mercs and Marines that dont have an assigned duty (town watch, guarding the mines ect) go out on patrols with the scouts periodically. about 1/3 of the unassigned soldiery with their scout, lets just go as far as the junkstone deposit for now, make it a 3 or 4 day loop, and bring a tamed wolf or two as well
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)00:45 No.10656287
    >>10656230

    it takes alot of people to make a ship, and shipbuilders can work on other projects as well, considering they are just glorified carpenters.
    >> Anonymous 06/22/10(Tue)00:45 No.10656292
    >>10656230
    we have no rare ore, no spices and no valuable furs. in order to maintain our usefullness to the homeland we need to have SOMETHING of note. so until further notice thats gonna have to be bitchin' ships
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)00:50 No.10656383
    oh, by the way, as you may have noticed, i'm including many races, but i haven't said what race that you are. Its been assumed you are humans, naturally, but if you folks want you can make yourself any other race as long as its not too connected to magic and isnt orc or goblin.

    The Fessians, however, are humans, as is the baron.
    >> Anonymous 06/22/10(Tue)00:50 No.10656388
    Weren't we going to get the natives to attack the other colony?
    >> Anonymous 06/22/10(Tue)00:51 No.10656403
    we need to get on better waste management. does the current to the east of the bay we're on head inwards or back out to sea??
    >> Anonymous 06/22/10(Tue)00:52 No.10656419
    you have no compass, why is there no compass?
    >> Marcus Orlanatus 06/22/10(Tue)00:53 No.10656439
    >>10656287
    Shipbuilding is an art in and of itself, beyond what a regular carpenter can do. That said, You really only need one or two masters, and the rest of the builders can be carpenters and stuff. Any sailmakers around? How about rope? Hemp crops for canvas and rope. Fortunately, hemp only takes a couple months to mature. You can also use it in clothing and paper. You'd probably need carpenters just to prepare the incoming lumber. Sawmill?
    >> Anonymous 06/22/10(Tue)00:53 No.10656448
    >>10656383
    How about we're... ogres.

    The dapper, intellectual variety.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)00:53 No.10656458
         File1277182425.png-(195 KB, 1175x581, New Riata15.png)
    195 KB
    year 459 of the holy mother, april

    You send out some of your marines and fessians out with the scouts, both teaching them about the local wild life and keeping an eye out for danger. You've encountered a few Goblin patrols as well on your side of the border, which is allowed by the treaty. The patrols discover the goblins now have 36 pigs, 14 cows and a bull, and 14 horses.

    Tracks have also been found of natives, but the Dothclyde Orcs say that they have not been moving in numbers in that region. Oh, also, your hops fields are ready.
    >> Anonymous 06/22/10(Tue)00:55 No.10656486
    >>10656458
    still no compass, this map needs a compass!
    >> Anonymous 06/22/10(Tue)00:56 No.10656500
    >>10656388
    thats what the patrolls are for. as soon as we catch those greedy gobbo bastards on our side of the line, we warn them. the second time we catch them we become justified to open hostilities, as they have willingly and knowingly broken the treaty establishing that border. giving us the moral highground
    >> Anonymous 06/22/10(Tue)00:56 No.10656511
    I wanna see if we can get or something tobacco from someone. Do the locals have a unique plant like tobacco was in the early America's?
    >> Anonymous 06/22/10(Tue)00:57 No.10656516
    Ah finally some dogs! But wth are they for? If its open for suggestion i suggest we train them in herding? And what are we using as a beast of burden?
    >> Anonymous 06/22/10(Tue)00:57 No.10656522
         File1277182639.png-(195 KB, 1175x581, fort site.png)
    195 KB
    I'm thinking a fort/outpost with long range cannon would be excellent about here-ish (see red X), to control the nearby shipping and ensure any fleets of ours don't get trapped in the harbor in the future.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)00:57 No.10656539
    >>10656448

    Ok, let me rephrase that. The race can only be as short as a hobbit and high as a elf/tiefling

    >>10656439

    The shipbuilding facilities included a sawmill for just that. Your colony has stockpile cloth and rope that can be used. There are alot of things you colonists have which i haven't included, such as shovels, buckets, etc Unless its ultra specialized i wont include it, but if your not sure just ask.

    >>10656419

    Well, if you don't know if north is up, then you shouldn't be here. Oh, that brings up another question. If anybody would like to create a world map, it'd be much appreciated for when i decide to start scaling this game up. As you can see, i can only do so much with paint.
    >> Anonymous 06/22/10(Tue)01:00 No.10656588
    >>10656539
    Ok, not only are maps not typically made in dark ages with north being "up" but that's not the fucking point! A compass is as to a map as a hat is as to a captain! it's fucking important!

    Are captain is hat-less you communist bastard!
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)01:00 No.10656595
    >>10656500

    Read above, treaty states they are allowed on your side of the border, they are just not allowed to expand their colonial assets on your side.

    >>10656522

    The colonies plan is still to get a fort going on that central island once the ship is ready.
    >>10656511

    You have noticed the natives smoking pipes, although your people have no idea what the effect is.
    >> Anonymous 06/22/10(Tue)01:01 No.10656599
    >>10656588
    *our*
    >> Anonymous 06/22/10(Tue)01:01 No.10656612
    >>10656595
    Trade for some of that shit and try it the fuck out!
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)01:02 No.10656620
    >>10656588

    This is not the dark ages, this is an entirely different world that has 17th century technology.
    >> Anonymous 06/22/10(Tue)01:04 No.10656669
    >>10656620
    ok so, there's no satellites or sustainable flight? How do you make a map? you fucking go for a walk and record what you see to the best of your abilities. "up" is the direction you're walking when you start.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)01:05 No.10656690
    >>10656669

    a wizard did it
    >> Anonymous 06/22/10(Tue)01:05 No.10656691
    >>10656539
    /tg/ will always vote for dwarves though. No exception.

    Not that dwarves aren't awesome.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)01:06 No.10656715
    >>10656691

    the first race to get 8 votes will be the defacto race of Verina.
    >> Anonymous 06/22/10(Tue)01:07 No.10656725
    >>10656690
    Then we should ask for our money back, cause he fucking jew'd us out of a compass.
    >> Anonymous 06/22/10(Tue)01:07 No.10656730
    DWARVES

    Send a scouting party north and west. They're to return in a weeks time.
    >> Anonymous 06/22/10(Tue)01:07 No.10656737
    >>10656715
    human
    >> Anonymous 06/22/10(Tue)01:08 No.10656747
    Batmen
    >> Anonymous 06/22/10(Tue)01:08 No.10656748
    >>10656715
    Half-vampire half-dragon half-elves.

    Totally within the height and magic restrictions.
    >> Anonymous 06/22/10(Tue)01:09 No.10656769
    >>10656612
    seconded
    >>10656522
    seems like a good spot to me. we can make it a stone fort too, using the excess junk stone from our mine as well!
    >>10656516
    I'm gonna second the herding option, have some unasigned settlers work the dogs, and take a few more of the domestic wolves to fight fire with fire, have them move the herds west, as sheep are dirty, smelly stinky animals that should clean up our village, and give us more eyes on any gobbo treaty-breaking
    >> Marcus Orlanatus 06/22/10(Tue)01:10 No.10656804
    >>10656725
    If the supply ships are navigating around the world they probably have compasses and sextants, or a wizard did it.
    >> Anonymous 06/22/10(Tue)01:10 No.10656809
    >>10656730
    seconding that all-round. a few spare woodsmen, scouts, some soldiery and a handful more of the unassigned settlers should do
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)01:11 No.10656816
         File1277183477.png-(195 KB, 1175x581, New Riata16.png)
    195 KB
    year 459 of our holy mother, May

    The ship is complete! She is now ferrying materials from the mine camp and serenity now, causing natural growth in the minecamp. In addition, the baron landed on the island and claimed it for Verina, and it now requires a name, as does the ship.

    The goblins have approached your colony with a proposal. They want to build a quarry on Verinian Territory to the east of our colony. In return, they offer 20 pigs, 10 cows and 1/4 of the quarries production. In addition, they quarry will technically be owned by the kingdom, but be under management of the republic of Acra.

    Additional, role 1d4 for random events

    +5 iron ore units
    +territory
    >> Anonymous 06/22/10(Tue)01:11 No.10656832
    >>10656809
    >>10656730
    Yes. We're dwarves.

    send the human mercenaries on the scouting mission. let the filthy humans risk their lives.
    >> Anonymous 06/22/10(Tue)01:12 No.10656841
    Dwarves.
    >> Anonymous 06/22/10(Tue)01:13 No.10656861
    Humans.
    >> Anonymous 06/22/10(Tue)01:13 No.10656863
    rolled 3 = 3

    >>10656816
    They can build the quarry. But we get 1/3 of the rock. We get to choose the 3rd to make sure they don't swindle us.

    Name the island St. Loki's Isle.
    >> Anonymous 06/22/10(Tue)01:13 No.10656884
    rolled 1 = 1

    >>10656861
    >>10656737
    >>10656747
    Sorry dudes, we're totally dwarves.

    Rolling for event
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)01:14 No.10656899
    >>10656730

    a few week journey means you'll travel roughly 100km out in both directions. In addition, they may face unknown dangers, as it would be a hazardous trip.
    >> Anonymous 06/22/10(Tue)01:15 No.10656919
    A ONE week journey. That the human mercenaries do. Starting north, bending westward, coming back south and then East to return home.

    ONE WEEK ONLY. And since they're mercs, it's no big deal if they die.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)01:16 No.10656941
    by the way, if you are dwarfs, you wont be sterotypical dorfs. You'll be more like regular 17th century Germanic people is all, but you get to keep the beards.
    >> Anonymous 06/22/10(Tue)01:16 No.10656948
    human
    >> Anonymous 06/22/10(Tue)01:16 No.10656950
    >>10656941
    Fantastic.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)01:17 No.10656960
    >>10656919

    one week is 40km and is much less risky.
    >> Anonymous 06/22/10(Tue)01:17 No.10656970
    DWARVES DWARVES DWARVES!
    >> Anonymous 06/22/10(Tue)01:19 No.10657007
    >>10656816
    Unacceptable, we want at least half the production of the quarry. We can afford to play hard ball with these guys. They need the stone more than we do and if they are coming to us then it means there aren't any good spots near their colony.
    >> Anonymous 06/22/10(Tue)01:19 No.10657013
    humans
    >> Anonymous 06/22/10(Tue)01:20 No.10657028
    mother fucking humans
    >> Anonymous 06/22/10(Tue)01:20 No.10657030
    >>10656863
    seconding. and we should put our fort roughly lined up with the southernmost tip of the east rock outcropping, and use both the stone from the gobbo's mine and stone from our mine to build it. try to get some cannon sent to us from the homeland on our ships next return, also we now heed to set up a smithy
    >> Anonymous 06/22/10(Tue)01:23 No.10657106
    It seems pretty even between humans and dwarves, with dwarves taking the lead.

    How about Dwarf majority with human minority.
    >> Anonymous 06/22/10(Tue)01:24 No.10657121
    >>10657007
    good point, but half seems mighty greedy and their likely to say no, being greedy themselves. go 40%
    >> Anonymous 06/22/10(Tue)01:25 No.10657137
    >>10657030
    agreed.
    also
    DWARVES!!!!!!
    >> Anonymous 06/22/10(Tue)01:26 No.10657159
    HUMANS NOW
    >> Anonymous 06/22/10(Tue)01:27 No.10657181
    >>10657106
    I like this. Humans and dwarves working together.

    /tg/ is ALWAYS dwarves, so it'd be cool to have a changeup.
    >> Marcus Orlanatus 06/22/10(Tue)01:27 No.10657186
    Timinits.
    >> Anonymous 06/22/10(Tue)01:28 No.10657193
    Set plans for the construction of 3 stone watchtowers/forts in the marked locations. The plan will be for these to be built like lighthouses, with large cannons on top.

    Send a request for several cannons and cannon balls the next time a ship leaves for home.
    >> Anonymous 06/22/10(Tue)01:28 No.10657212
         File1277184538.png-(418 KB, 1175x581, Forts.png)
    418 KB
    >>10657193
    Forgot my hat.
    >> Anonymous 06/22/10(Tue)01:29 No.10657223
    >>10657181
    sounds cool to me.
    and yea, I'm likin the multiple (beefy) cannontowers over the fort, maybe put a barracks at a point equidistant between the tree for the poor sods manning the island?
    >> Anonymous 06/22/10(Tue)01:30 No.10657240
    Here's an idea, they obviously need stone, but don't have access to a steady supply within their territory so they want some of ours. Let's not let them have it and instead build the quarry ourselves. We can then sell them the stone at exorbitant prices and basically squeeze them for cash and hinder their growth by denying them stone if we feel like it.
    >> Anonymous 06/22/10(Tue)01:31 No.10657262
    >>10657223
    Each lighthouse/watchtower/cannon tower should have a small barracks on the bottom floor with space for 5 soldiers. They can have 2 or 3 day shifts.

    When their time is up, they return home and are replaced with other soldiers.

    It will take time for these towers to get built, so it gives us time to increase our soldier base.
    >> Anonymous 06/22/10(Tue)01:32 No.10657289
    >>10657240
    to overtly belligerent. lets exploit their labor at 40% stone plus the payment they suggested. as that gets us pigs and cows as well. and pigs = more meat on the menu which means happier dorfs/humies
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)01:33 No.10657308
         File1277184787.png-(193 KB, 1175x581, New Riata17.png)
    193 KB
    year 459 of our holy mother, june

    You send off 10 fessians, 4 veteran settlers, 5 scouts and the baron off to scout off to the north for a week. They come back and tell you on the north coast there is another settlement, a tiefling settlement of the Supreme Empire of Dorova. The tieflings have fallen on hard times, despite having a population of around 1400, are having trouble feeding their people. They lost 2 scouts to wolves.

    The goblins grudgenly agree too sending half the stone, resulting in an upkeep of half a unit of stone per year. Saint.Lokis fort is set up on St.Loki's island, but due to low numbers just 10 of the mercenaries are stationed there.

    The smoking material is most interesting indeed. When smoked, it makes a person turn a light blue color, as well as causing them to feel lighter, but capable of thinking perfectly well.

    Finally, odd news today. Wilhelm kaufmann, a fisher came running back from the river, telling of how a fierce creature attacked him and his fellow fishers, around 8 feet long that burst out of the water onto land which killed all but him.

    +fort
    +half a unit of stone per month
    -2 scouts
    -6 fisherman
    no fish income.
    >> Anonymous 06/22/10(Tue)01:33 No.10657317
    >>10657240
    Ive been suggesting finding a good stone quarry from the beginning, but yea i second that. We cant afford to have stone be a factor, whether we exploit the fact they dont have stone is fine by me but we really should build that quarry.
    >> Anonymous 06/22/10(Tue)01:34 No.10657333
    Humans, not dwarves
    >> durp 06/22/10(Tue)01:37 No.10657393
    dwarfs are over rated, seriously
    >> Anonymous 06/22/10(Tue)01:37 No.10657398
    >>10657308
    I was afraid somethign would happen with somethign being in the water. I say we have a group of men hunt down whatever attacked the fishermen, maybe it can prove to be a good source of leather, and who knows maybe we can use its teeth for ivory decor which can go for big bucks.
    >> Anonymous 06/22/10(Tue)01:39 No.10657429
    fuck a carp
    >> Anonymous 06/22/10(Tue)01:39 No.10657430
         File1277185181.jpg-(119 KB, 895x600, 1_croc.jpg)
    119 KB
    >>10657308
    Damn ask him if it looked anything like this. Send an emissary to the tieflings and food and resources in exchange for either more land or some tools or whatever they can offer.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)01:43 No.10657502
    >>10657430

    He says roughly, but about 2m tall and as fast as a charging bull
    >> Anonymous 06/22/10(Tue)01:45 No.10657534
    HUMANS, FUCK YEAR
    >> Anonymous 06/22/10(Tue)01:45 No.10657547
    >>10657308
    look into growing that native herb to trade/sell back to the homeland, send an emisary w/some of our spare food to the teiflings and try to get something good in return (maybe some cannons for our fort?) let it be known that any willing volunteers can join the 1st colonial infantry at the fort (start getting more of our own profesional soldiers). try to get the fishermen replaced and get rid of the critter in the water. is our ship still in harbor, or is that the one we built I see sitting there?
    >> Anonymous 06/22/10(Tue)01:46 No.10657566
    >>10657333
    >>10657393
    >>10657534
    HUMANS AND DWARVES!!
    UNITY FUCK YEA!!!!
    >> dat_jew !.g4x.ENDQU 06/22/10(Tue)01:47 No.10657579
    yeah, i vote humans
    >> Anonymous 06/22/10(Tue)01:49 No.10657616
    >>10657502
    Six feet tall and eight feet long. That's some weird dimensions for a crocodile. Weird dimensions for a crocodile, if it were some dire variant you'd think it'd be longer, but whatever. We'll need to start sending armed guards with the fishermen. A couple good musket rounds to the eye should take down the beast. Make sure they keep an eye out for any eggs while fishing too.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)01:50 No.10657643
    >>10657547

    Thats yours, capable of traveling to the tiefling colony easily. The tieflings are willing to offer you two cannon and 30 Orc slaves in return for food for 300 people for one month.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)01:51 No.10657658
    >>10657616

    its not a crocodile, just similar. I said id be making up my own animals.
    >> Marcus Orlanatus 06/22/10(Tue)01:51 No.10657671
    >>10657616
    >good musket rounds... eye
    So... wild luck, then?

    Counting votes, it looks like the colony is HOOMAN. FUCK YEAH!
    >> Anonymous 06/22/10(Tue)01:52 No.10657679
    >>10657643
    Do this. Give them the food. Talk to the Orc we know who is highest up. Tell him we'll give him the Orc slaves so they'll be free.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)01:52 No.10657688
    oh, also, humans win, Varina is a human kingdom, but has a dorf minority, so 1/5 of the colony are dwarfs.
    >> Anonymous 06/22/10(Tue)01:54 No.10657721
    >>10657688
    cool beans. also, we need a smithy up now that we have a decent supply of iron. and we should start looking into making steel as well...
    >> Anonymous 06/22/10(Tue)01:56 No.10657748
    >>10657688
    Bullshit
    >> Anonymous 06/22/10(Tue)01:56 No.10657755
    >>10657679
    excellent plan sir!! get us in even better standings with the locals!
    >> Marcus Orlanatus 06/22/10(Tue)01:57 No.10657770
    >>10657721
    Well, if you're at about 17th c. tech, should have blast furnaces. Any coal? Charcoal will do, though.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:02 No.10657869
         File1277186538.png-(193 KB, 1175x581, New Riata18.png)
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    year 459 of our holy mother, july

    After sending away some of our excess food stocks, the tieflings are very grateful for what we have done for them, giving us 2 cannon and 30 slaves. After recieving the slaves, we take up talks with the dothclyde tribe to return the slaves to them, but they inform us these are Orcs from a tribe hostile to their own, but would be willing to put them down for us if we would give them to them.

    Fort Loki has had two stone towers built with a cannon in each, both capable of a range of 500m. Trade begun with the natives, they presenting us with this new smokable plant they call "Durthweed" in exchange for 5 of our horses.

    A small black smith has been set up in town, capable of producing 10 breast plates a month or 20 swords, both using one ore. In addition, we've recieved settlers from the tielfing colony, who have flocked to our own due to hardships in theirs. While it is good to have an extra helping hand. some of the people are wary over having a tiefling quarter in the south east corner of town.

    Finally, the baron lead a party of 5 Fessians and killed the beast at the river, hauling it back to town, stuffing it and mounting it in the town hall

    +30 orc slaves
    +45 tielfings (24 males, 21 females)
    +2 cannon
    +durthweed supplies
    >> Anonymous 06/22/10(Tue)02:02 No.10657874
         File1277186549.jpg-(90 KB, 892x345, monster3.jpg)
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    So the monster looks something like this?
    >> Anonymous 06/22/10(Tue)02:04 No.10657904
    Give the slaves to the Orcs. We need the natives on our side.
    >> Anonymous 06/22/10(Tue)02:05 No.10657915
    >>10657869
    Have anyone experienced with wildlife examine the body of the beast There has to be something that we can "harvest" from it that is valuable, and if so i hope theres more of em.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:06 No.10657918
    here are the current stats

    Settlement Name:serenity
    Population:166 men, 138 women, 28 kids (Varinian)
    24 men, 21 women (tiefling)
    30 Orc slaves
    Food stuffs: 9 months
    Equipment: 60 muskets
    21 pistols
    21 polearms
    gunpowder for 5,000 shots
    150 swords
    50 sythes (farm equipment)(in use)
    25 wood axes
    25 pike axes
    building tools for 30 workers
    61 cows, 6 bulls
    84 sheep
    124 chickens, 17 roosters
    41 pigs
    26 horses
    11 wolves
    18 dogs
    4 units of iron ore

    skilled settlers
    2 doctor/barbers
    20 royal marines
    20 fissian mercs
    25 hunters
    13 scouts
    4 veteran settlers
    15 woodsman
    120 farmers
    2 blacksmiths
    34 miners
    1 fishers
    1 brewer
    1 Duke (leader of the settlement)
    1 Baron (leader of the settlement garrison)
    1 priest of the holy mother
    2 tanners


    crops:capable of sustaining 700 settlers for 6 months

    1 town hall
    several houses
    stone walls
    market place
    14 farms
    1 windmill
    woodsman huts
    watch tower
    shipbuilder
    blacksmith
    dock
    >> Anonymous 06/22/10(Tue)02:06 No.10657939
    >>10657869
    We don't need slaves that much, maybe we could sell them to the goblins. Set the smith to producing armor, we have plenty of swords as it is. Perhaps set a cap on the amount of tieflings we are willing to take in.
    >> Anonymous 06/22/10(Tue)02:07 No.10657946
    >>10657869
    put the slaves to work in the mines I guess. get the teiflings going as scouts and fishers, anything that keeps'em outa town,therefore making the others happy.

    Also breastplates, we need to start raising our own local army, volunteer in, one year service after training at Ft. Loki.

    Finally, a gunsmith would be a good idea as well...
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:09 No.10657979
    >>10657915

    A veteran settler tells you he saw one of these at a failed colony once, and that they usually tend to travel either
    1. the males are alone
    2. the females are alone til they have a litter of 1-5 babies, at which point the children follow the mother for 2 years.

    This was a male. He also mentions that alot of nobility in europa like too use the skin of the beasts as a sign of status
    >> Anonymous 06/22/10(Tue)02:09 No.10657985
    >>10657939
    defianately, also expand the farms, if the tieflings keep coming we're gonna need more food. And start eating some of the cows, chickens, and pigs
    >> Anonymous 06/22/10(Tue)02:09 No.10657993
    Give the slaves to the natives to improve our relations.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:09 No.10657996
    >>10657946

    Gunsmiths are more complex and first require steel, and steel requires a larger mine.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:10 No.10658022
    >>10657985

    read the stats, you can support 700 people currently, your sending a fair amount of your production back to europa.
    >> Anonymous 06/22/10(Tue)02:11 No.10658023
    >>10657996
    >doesn't know shit about metallurgy. Shouldn't pretend like he does.
    >> Anonymous 06/22/10(Tue)02:11 No.10658032
    >>10657979
    lets get to hunting then!!! also we need to figure out how to grow Durthweed so we can trade that back home as well. And yea, more food production, slaves mining, and tieflings capped and out of town for their work
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:12 No.10658057
    >>10658023

    You're right, i don't, but im not giving you guys the ability to make guns just yet until you work for it.
    >> Anonymous 06/22/10(Tue)02:13 No.10658063
         File1277187192.jpg-(11 KB, 125x251, 1277180162879s.jpg)
    11 KB
    It's a blue jew. You cannot unsee it.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:13 No.10658078
    >>10658063

    oh sweet baby jesus what have i done.
    >> Anonymous 06/22/10(Tue)02:14 No.10658096
    >>10657996
    What do we need to do to build a large mine then?
    >> Anonymous 06/22/10(Tue)02:15 No.10658103
    >>10658057
    >implying I was talking about the construction of guns, rather than the smelting of steel.
    >> Anonymous 06/22/10(Tue)02:15 No.10658104
    >>10657979
    have fishermen travel lightly aremd because of those things. And hey we need a school, have the priest baron or duke (im assuming there the only ones who have a good grasp on knowledge) teach the kids basic education.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:17 No.10658134
    >>10658096

    just wood and pop, which your slaves can be used for.
    >> Anonymous 06/22/10(Tue)02:19 No.10658170
    >>10658134
    Well fuck, put those Orcs to work then. Don't work them too hard or treat them harshly though, just make sure they get their jobs done at good pace.
    >> Marcus Orlanatus 06/22/10(Tue)02:20 No.10658180
    Damnit, now I want to play Colonisation again.
    >> Anonymous 06/22/10(Tue)02:23 No.10658215
    >>10658170
    seconded
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:23 No.10658219
         File1277187814.png-(194 KB, 1175x581, New Riata19.png)
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    year 459 of our holy mother, august

    Supply ship has arrived with more settlers and military personal, but thats about it. The mine is expanded and the slaves put to work in it, increasing your output too 1 iron unit a month, enough to start smelting half a steel unit.

    Durthweed is begun to be grown south of our fields, and a new use has been found for it. When grinded up, it releases an oil which can be used as an Anaesthetic, and some of the last durthweed in the settlement is loaded onto the supply ship to be sent to Europa.

    A school house is built in the town, with the duke acting as the teacher until the supply ship comes back with one.

    +100 settlers (60 men, 40 women)
    +30 marines
    +30 muskets
    >> Marcus Orlanatus 06/22/10(Tue)02:24 No.10658236
    >>10658170
    >>10658215
    A cunning ploy is to let them choose if they want to work in the mine. And those that do get better food.
    >> Кнопка бабло mityes 06/22/10(Tue)02:25 No.10658241
    [url=http://depositfiles.com/signup.php?ref=bonusplatinum]DepositFiles[/url] - Стабильный доход.
    >> Anonymous 06/22/10(Tue)02:32 No.10658380
    I forgot, did the duke make any progress with the widow, and did we give the dead fishermen a service?
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:34 No.10658425
    well, that was a sudden death
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:35 No.10658446
    >>10658380

    fisherman was burnt, so yes. You guys have maid no move on the widow, but its been like a year and a half, im sure you got a chance now bros.
    >> Anonymous 06/22/10(Tue)02:36 No.10658460
    >>10658219
    soldiers to the fort now, FEAST!!!!! as our ship has returned, once again invite the Orcs. lets get going on steel and doing a proper Durthweed crop, orc slaves to the mine
    >> Anonymous 06/22/10(Tue)02:39 No.10658517
    >>10658460
    If we have a feast lets smoke a Durthweed weed peace pipe together.
    >> Anonymous 06/22/10(Tue)02:39 No.10658522
    >>10658460
    Do we really need guns that much? Why make guns a priority. Ammo creation, gun smithing, and such will be difficult, and will scare the natives that we've been allying.
    >> Anonymous 06/22/10(Tue)02:40 No.10658532
    >>10658446
    go for it!!! OPERATION POLYGAMY IS A GO!!!!!
    >> Anonymous 06/22/10(Tue)02:40 No.10658542
    Duck murderer, how important is the divinities in your roleplay?
    >> Marcus Orlanatus 06/22/10(Tue)02:41 No.10658552
    Only send processed durthweed, retain nominal control of its cultivation.
    >> Anonymous 06/22/10(Tue)02:42 No.10658570
    >>10658522
    I said soldiers should be stationed at the fort now, that should make us seem LESS threatening, as we are simply guarding ourselves. Also, start a more permanent non-militia army for volunteers from the city
    >> Anonymous 06/22/10(Tue)02:42 No.10658574
    >>10658522
    I agree. We should focus on increasing our food/currency production not getting guns. Make more goods to send to Europa.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:44 No.10658615
    >>10658542

    I'm glad somebody finally caught on. The people are starting to get bothered at the fact theres no chapel to the holy mother, while the tieflings are bothered theres no alter to the emperor. The king is also un-impressed you've failed to spread the word of the holy mother in serenity.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:45 No.10658634
    oh also, i am still looking for people too help me create background fluff for nations.
    >> Anonymous 06/22/10(Tue)02:45 No.10658636
    >>10658615
    Lay out plans for the creation of these two structures. Priority on the church to the Holy Mother.
    >> Anonymous 06/22/10(Tue)02:46 No.10658646
    >>10658615
    I actually proposed building a church with one of the four units of stone we got a while back, no one listened.
    >> Anonymous 06/22/10(Tue)02:47 No.10658668
    >>10658636
    Also, perhaps call for the transportation of some priests from the motherland? I don't know if we have the technology for such a request yet, though. Priests would be helpful in making more perfectly accurate churches/alters.
    >> Anonymous 06/22/10(Tue)02:49 No.10658700
    >>10658552
    seconded
    >> Anonymous 06/22/10(Tue)02:50 No.10658732
    >>10658668
    yea, lets take some excess stone and build a nice, big, church. if the tieflings want an alter they can pay for the supplies and build it themselves in their own quarter, as they cam here from a different colony
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:51 No.10658756
         File1277189518.png-(194 KB, 1175x581, New Riata20.png)
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    year 459 of the holy mother, September

    A mostly boring month this month, work went on with the durthweed crops which will be ready in a month. An altar to the emperors soul was put up in the tiefling quarter and a chapel of the holy mother built by the water as tradition dictates.

    the 30 new marines were stationed at the fort along with the 10 Fessians.

    roll 2d4
    >> Anonymous 06/22/10(Tue)02:52 No.10658762
    >>10658668
    Second. And before anyone bitches, YES you want well-made temples to them dwarf gods.
    >> Anonymous 06/22/10(Tue)02:52 No.10658766
    >>10658732
    Actually, I'm liking the Tiefling idea you have there. Pay for 1/4 of the alter, though. Keep them lovin' us.
    >> Anonymous 06/22/10(Tue)02:52 No.10658769
    >>10658732
    I agree but dont make the church a requirement.
    >> Anonymous 06/22/10(Tue)02:53 No.10658776
    rolled 3, 2 = 5

    >>10658756
    Rolling some bones.
    >> Anonymous 06/22/10(Tue)02:54 No.10658796
    rolled 6 + 5 = 11

    Rollin
    >> Anonymous 06/22/10(Tue)02:54 No.10658815
    >>10658796
    What? xD Anon, you've made my day.
    Duck. I declare this to be our roll.
    >> Anonymous 06/22/10(Tue)02:55 No.10658826
    Send people out into the woods to hopefully discover some new and hopefully useful flora and fauna.
    >> Anonymous 06/22/10(Tue)02:56 No.10658837
    Can we have scouts explore the woods way to the left, north of the orc camp?
    >> Anonymous 06/22/10(Tue)02:56 No.10658845
    >>10658826
    Send some scouts and some woodsman. Oh, and a few mercs.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)02:57 No.10658857
    >>10658826
    >>10658837
    >>10658845

    you've done that like 2 times now, why do it again.
    >> Anonymous 06/22/10(Tue)02:57 No.10658861
    >>10658815
    He used the wrong dice. Duck said roll 2d4, he rolled a 1d20+5 for some reason.
    >> Anonymous 06/22/10(Tue)02:59 No.10658901
    >>10658861
    I know. I just think this Anon has outdone himself in terms of idiocy and randomness. He deserves a medal.
    >> Anonymous 06/22/10(Tue)03:00 No.10658923
    >>10658857

    So we can know if the orcs get more orcs.. or if they are sending anything back to their homeland
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:00 No.10658925
    well aren't you guys going to give orders for this month, or what?
    >> Anonymous 06/22/10(Tue)03:01 No.10658940
    >>10658923
    Don't. Just don't.

    I say we get that church going.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:01 No.10658941
    >>10658923

    well considering that their homeland is to the west, not east, that may be a problem.
    >> Anonymous 06/22/10(Tue)03:02 No.10658969
    >>10658941
    I'm not seeing anything that needs to be done. I'm gunna think through, feel free to write-up the next month.
    >> Anonymous 06/22/10(Tue)03:03 No.10658973
    >>10658901
    That doesn't make any sense if you're the same person that I just replied to, it just seems like you're trying to save face after not noticing something obvious.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:03 No.10658979
    >>10658940

    Church is built
    >> Anonymous 06/22/10(Tue)03:03 No.10658981
    >>10658940
    That church IS done.
    >> Anonymous 06/22/10(Tue)03:03 No.10658987
    Can we get a compass rose on the map?
    >> Anonymous 06/22/10(Tue)03:05 No.10659006
    Do we have access to brewing materials? If we do let's get a brewery up, sell the alcohol to the orc tribes for more supplies or the tieflings for more slaves.
    >> Anonymous 06/22/10(Tue)03:05 No.10659013
    >>10658987
    That's something we can have done this month. Study and create a compass rose for the map. Maybe the orc homeland to the west, is actually to the right.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:06 No.10659027
    >>10659006

    thank fuck somebody noticed. You've had Hops for like, 6 fucking months and haven't used them.
    >> Anonymous 06/22/10(Tue)03:07 No.10659044
    >>10659027
    Compass Rose + Brewery this month. That'll work.
    This is what we desire, Duck.
    >> Anonymous 06/22/10(Tue)03:08 No.10659055
    >>10659027
    Do we get a bonus to the brews quality due to having some dwarfs?
    >> Anonymous 06/22/10(Tue)03:08 No.10659061
    >>10659044
    maybe upgrade our dockyards and mines again? get going on making bigger/better ships perhaps...
    maybe a long-range scouting part IS in order now...
    >> Anonymous 06/22/10(Tue)03:10 No.10659078
    >>10659055
    Some Dwarfs? We are a Dwarf majority, with a Human minority I thought.
    >> Anonymous 06/22/10(Tue)03:11 No.10659090
    >>10659061
    Send all the Tieflings. All of them. Scout for a month and a half.
    >> Anonymous 06/22/10(Tue)03:11 No.10659097
    >>10659078
    I'm pretty sure we're human majority with a dwarf minority.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:12 No.10659107
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    year 459 of our holy mother, October

    Good and bad news today from serenity. A brewery has finally been set up to start making Ale for our new colony. Everybody, especially the Tieflings, are happy with this, with three bars/taverns being set up. 1 near the docks, one in the Varinian Quarter, One in the tiefling quarter. In addition, we've recieved 14 goblin settlers from the Acran colony, which prohibits alcohol.

    Out dothclyde friends have come under times of trouble. It seems their camp has been raided by a more hostile tribe, the stathborn. Half the camp is dead or wounded, and the remaining warriors ask the duke and baron for men to help destroy the butchering Orcs.

    +14 Goblins (4 men, 10 women)
    +taverns, brewer
    >> Anonymous 06/22/10(Tue)03:12 No.10659122
    >>10659090
    Seconded. If they all die in the scouting party; we reaid the Tiefling's colony.
    >> Anonymous 06/22/10(Tue)03:13 No.10659127
    >>10659090
    This seems kinda like a bad idea.

    Begin brewing with hops. See if we can make an infusion/ferment some of the local herb (the stuff the orcs showed us). Set one or two dedicated villagers to brewing. Put up semi-strict rules with when alcohol can be made available / consumed (not on job, etc.).

    Otherwise expand mine and fort on St.Loki.
    >> Anonymous 06/22/10(Tue)03:13 No.10659141
    i SAY WE HELP
    >> Anonymous 06/22/10(Tue)03:14 No.10659152
    >>10659107
    Offer to take them on as a protectorate if they convert to the church of the holy mother.

    Then fuck some shit up. (Slaving enemy natives can only end well, right?)
    >> Anonymous 06/22/10(Tue)03:14 No.10659159
    >>10659107
    Round up all of the Dothclydes. State that they are being relocated to another town just for them. Give them to the Ogres.
    >> Anonymous 06/22/10(Tue)03:14 No.10659166
    >>10659122
    Really? This can't possibly end badly in your mind?

    > ...
    >> Anonymous 06/22/10(Tue)03:15 No.10659181
    >>10659107
    Ok millitary scouts are in order now, i say we scout out this hostile tribe and if open warfare isnt an option then maybe we should consider sabatoge.
    >> Anonymous 06/22/10(Tue)03:15 No.10659186
    >>10659107
    Send trained men equipped with armor, swords, and muskets. We can't afford to lose the tribe we've sunk so much time into, especially if they'd be replaced with a hostile tribe.
    >> Anonymous 06/22/10(Tue)03:15 No.10659189
    >>10659159
    >>10659159
    >>10659159
    >>10659159
    >>10659159
    >>10659159
    >> Anonymous 06/22/10(Tue)03:18 No.10659222
    >>10659186

    Set up and ambush for the raiders in the Dothclydes camp.
    >> Anonymous 06/22/10(Tue)03:18 No.10659225
    >>10659186
    I say we send an emissary to this new hostile tribe.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:18 No.10659227
    >>10659189
    >>10659159

    this would work, if there were any ogres.
    >> Anonymous 06/22/10(Tue)03:18 No.10659232
    >>10659152
    >>10659152
    this works. if they say no, tell'em thats cool and help anyways, we have all this military and nothing to use it on!!!
    >> Anonymous 06/22/10(Tue)03:19 No.10659240
    >>10659227
    i mean orcs.
    >> Anonymous 06/22/10(Tue)03:20 No.10659256
    >>10659240
    You want us to give the orcs to the orcs?

    what?
    >> Anonymous 06/22/10(Tue)03:22 No.10659279
    >>10659256
    I think he's saying to give the Dothclydes to the Orcs. I'll pass. I'm still liking the emissary idea.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:24 No.10659315
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    year 459 of the holy mother, november

    The duke offers the dothclyde tribe to become a protectorate of serenity, and although they dont refuse, they dont accept.

    You send out scouts and eventually find the Orc camp in the northwest, about 12km away in the forest, and tell you they number between 150-200 orcs. You send out an emissary along with 4 marines as guards. Four days later the heads of all of them are found on stakes outside our western watchtower.

    -4 marines
    -1 veteran settler.
    >> Sigmund Freud 06/22/10(Tue)03:24 No.10659316
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    Tell me, OP. How is your relationship with your father?
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:26 No.10659336
    >>10659316


    the original map had ALOT more penises, so i had to modify it.
    >> Anonymous 06/22/10(Tue)03:26 No.10659342
    >>10659315
    It can be war time now?

    Practice subjugation. Try and minimize are losses as priority one, but take as many slaves as possible.

    Potentially night raid the hell out of them?

    See if we can get advice, work with our orc alli- friends to rock this shit hardcore?
    >> Anonymous 06/22/10(Tue)03:26 No.10659343
    >>10659186
    Even better:
    Send a small militia slightly north of the hostile tribe's camp. Send an emissary, and invite the new hostile tribe (Orcs?) to a feast at our main city. When the Orcs arrive, have our militia attack the hostile tribe's camp. Make our feast full of booze and alchol. When those who attended the feast leave, have the militia hide in the hostile's town. Kill them as they arrive, drunken.
    >> Anonymous 06/22/10(Tue)03:27 No.10659354
    >>10659343
    >>10659315
    duck_murderer: This works perfectly. Let's have it happen.
    >> Anonymous 06/22/10(Tue)03:27 No.10659357
    Can we get a total of our military assets?
    >> Anonymous 06/22/10(Tue)03:27 No.10659358
    >>10659315
    Can we get an update on things that pertain to our military, like a count of our muskets, soldiers, and other things? I say we build some portable canons, mount some musketeers, and go on a warpath against the enemy orcs.
    >> Anonymous 06/22/10(Tue)03:29 No.10659383
    >>10659343
    Interesting...
    I do not feel bad towards this idea.
    >> Anonymous 06/22/10(Tue)03:30 No.10659400
    >>10659343
    Wasn't our first emmisary killed by them no questions asked?

    Why would we make this mistake again?
    >> Anonymous 06/22/10(Tue)03:32 No.10659420
    >>10659343
    >>10659354
    >>10659383
    They'll just kill him again, don't you guys learn?
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:33 No.10659428
    >>10659400

    yeah, im not sure how you would get one to contact them alive.

    >>10659358

    50 marines (Musket and sword infantry)
    16 Fessions (Polearm and pistol infantry, light armor)
    1 Baron (polearm and pistol, 'hero unit')

    200 swords
    90 muskets
    21 pistols
    21 polearms
    26 horses
    >> Anonymous 06/22/10(Tue)03:33 No.10659437
    >>10659343
    This or we get whatever cannons we have and bombard their village for as long as possible, if they retreat have our men move in and take whatever prisoners we can if not have a line of soldiers ready. Also i hope our soldiers are trained in line firing.
    >> Anonymous 06/22/10(Tue)03:34 No.10659449
    >>10659428
    I thought we had 2 cannons?

    Lets send 20 marines, 5 mercs and our hero to set up and ambush for the next raiding party.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:35 No.10659460
    >>10659437

    their warcamp is car too deep inside the forest to utilise the cannons. Oh, also, the Dothclyde have 40 able bodied warriors left, armed with bows and hachets.
    >> Anonymous 06/22/10(Tue)03:36 No.10659469
    >>10659428
    Start training unassigned settlers. Its time to raise the 1st colonial
    >> Anonymous 06/22/10(Tue)03:37 No.10659483
    >>10659428
    Send scouts to the hostile's encampment. Find our their numbers. Our military report isn't as important as their military report. Send emisarries to the allied Orcs, and the Tieflings, asking for their help against this hostile tribe. Find out how many units the Dothclydes will be able to send.
    tldr; Emisarries --> Tieflings + Allied Orcs + Dothclydes, asking for military numbers and amount they'll send. ((And/or, what they want in return.))
    Scouts --> Hostile camp

    I require numbers.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:37 No.10659487
    oh, also, dont forgot, you can call up militia men
    >> Anonymous 06/22/10(Tue)03:37 No.10659489
    >>10659428
    Do we have any hunters good at long range kills? Or are our weapons not that refined yet?

    If yes, send some to hide behind our main force and act as sharpshooters. Stagger our musketers behind our polearms, with civilian volunters to speed reload an alternate for all but 10 musketers who we should hold in reserve to charge in if things look rough.

    But this really depends on what kind of terrain we fight on. In the woods we want to flank with polearms, if theres room for them to fight properly with scout teams of three relaying info to the main force. Until battle can be drawn.

    Perhaps break off a stealthier battlegroup that we use to flank?
    >> Anonymous 06/22/10(Tue)03:38 No.10659502
    >>10659428
    Can we make twenty more marines and five more fessions by next month?
    >> Anonymous 06/22/10(Tue)03:38 No.10659504
    >>10659460

    We could use those 40 orcs to lure the enemy out.

    Do the orcs know of any good ambush spots?
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:38 No.10659508
    >>10659483

    i already said, 150-200 units.

    the tieflings themselves have their own problems, but your tieflings in serenity volunteer 15 men.
    >> Anonymous 06/22/10(Tue)03:38 No.10659516
    >>10659428
    The GM is giving us the option to utilize the Baron. Don't do it, I'm sure we'll see his death. Again, let's get those numbers before doing anything irrational.
    >> Anonymous 06/22/10(Tue)03:39 No.10659522
    >>10659483
    Other than involving the tieflings this seems like a good idea.

    No reason to bring them in when we don't have to. We don't want to have to share the spoils of war / owe them a debt.
    >> Anonymous 06/22/10(Tue)03:40 No.10659537
    >>10659522
    Perfectly acceptable. Don't send that emissary to the Tiefs, then.
    >> Anonymous 06/22/10(Tue)03:40 No.10659547
    I dont suppose its too late to research rifling? I know 17th century tech but im just asking, it would help a whole lot.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:41 No.10659554
    >>10659502

    you cant make marines, and fessians are european mercs. All you can call up are militia units.

    as for ambush spots, the dothclyde know of two potential spots. One is at a ford in the river near their camp, another further up stream in a small part of the forest.

    hunters are the best shots you have, and are able for too hit a target from 75m away 50% of the time.
    >> Anonymous 06/22/10(Tue)03:42 No.10659568
    >>10659508
    Still. The discrepancy of 50 orcs is quite large. Let's also search to see what weapons/armor they'll be using. I still vote for the scouting against the hostile orcs.
    >> Anonymous 06/22/10(Tue)03:42 No.10659570
    >>10659547
    I think we're still working on being able to produce guns in any form.

    Though that would be a good infrastructure improvement. Along with developing a public waste disposal system. Perhaps using abandoned mine segments to bury our waste (and watch it slowly leach into the water supply.) Would give us something to send back to the mines when they deliver iron...
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:42 No.10659574
    >>10659516

    The baron is your military leader, thats why you can use him. He's a veteran of many europan conflicts. He wont die if you do it right.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:43 No.10659586
    >>10659568

    just hatchets and bows
    >> Anonymous 06/22/10(Tue)03:43 No.10659597
    >>10659568
    You read where op said we've already scouted them.

    Though what is there tech level is a fair question, assuming about equal to our friends, which is pretty low compared to us.
    >> Anonymous 06/22/10(Tue)03:43 No.10659598
    >>10659554
    Ambush upstream.
    Keep the hunters closer than 75 meters.
    >> Anonymous 06/22/10(Tue)03:45 No.10659631
    >>10659598
    Sounds fair, though keep a few of our trained soldiers with our hunters (who should be set up a bit away, though within decent range of the ambush sight). In case they attempt to out flank us.
    >> Anonymous 06/22/10(Tue)03:46 No.10659650
    >>10659586

    How many trained militia can we call up exactly?
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:47 No.10659660
    >>10659598

    how many professional troops and how many militia do you want to use?
    >> Anonymous 06/22/10(Tue)03:48 No.10659698
    >>10659554
    Call up the militia. start prepping the ambush spot (hidden explosives, ect) have the Marines and Fessians do some more serious training. Raise a proper Line Infantry regiment out of volunteers from the Militia/others. Have the hunters train the Tieflings in marksmanship, hopefully w/in a month we'll have a fairly skilled albeit green as fuck line infantry regiment backed up by veteran/skilled Fessians and Marines (who can play melee combat screen for the Line regiment). Offer food, pay and housing in the barracks, (own hose for officers) to any man who stays on in the 1st Colonial
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:48 No.10659699
    >>10659650

    you could call up the entire town if needed, but your economy would suffer, you have about 95 free settlers, 80 Varinian, 15 tieflings.
    >> Anonymous 06/22/10(Tue)03:50 No.10659729
    >>10659660
    30 Marines, 15 Fessions, 50% of our militia, and the Tiefs in our fort. Keep the rest of our fort's troop in the fort. Keep the Tiefs in front of every battalion, act as a meatshield; nothing lost if they die.
    >> Anonymous 06/22/10(Tue)03:51 No.10659750
    >>10659699
    >>10659698
    call up militia from the free settlers, send the tieflings to marksmanship "school" with our hunters. then do as the other post I linked said for having a standing army in case this happens again.
    >> Anonymous 06/22/10(Tue)03:51 No.10659756
    >>10659699
    Attempt to train a 'volunteer' fighting force. Offer free barracks housing + better rations. In exchange they must train for combat several hours daily (they have a reduced workload to compensate) and fight when called upon. Think of them as a volunteer fire brigade. That throws fire.
    >> Anonymous 06/22/10(Tue)03:51 No.10659762
    >>10659729
    >>10659698
    Combine these. Everything the first post says, plus the Tief meat shield idea.
    >> Anonymous 06/22/10(Tue)03:51 No.10659763
    >>10659698

    Thats a lot more than we can afford.

    I say we call up 75 militia.. send all our professionals and 50 militia to the ambush and keep 25 in town ready to defend it in case those other colony decides to make a move.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:51 No.10659766
    >>10659729

    what about the baron? you get a leadership bonus.
    >> Anonymous 06/22/10(Tue)03:52 No.10659785
    >>10659698

    I like this. Also, how do we know that the gobbos arent behind this? we need to be prepared for the greedy bastards making a move on us through our allies with their allies...
    >> Anonymous 06/22/10(Tue)03:53 No.10659796
    >>10659750

    Really bad idea to train slaves to fight.
    >> Anonymous 06/22/10(Tue)03:53 No.10659802
    >>10659785
    >>10659785
    >>10659785
    Too far. Don't send that many troops and waste that much resources. Tone it down a little, duck.
    >> Anonymous 06/22/10(Tue)03:53 No.10659805
    >>10659766
    he should lead the ambush force
    >> Anonymous 06/22/10(Tue)03:53 No.10659807
    >>10659762
    Why do we keep trying to antagonize our minorities?

    Seriously.

    Devote a majority of our trained troops to it if we can, try to keep militia troops to a minimum at this point, as there largely untrained / a potential liability. Use our baron. Use sharpshooters. Use orc friends who we're helping.
    >> Anonymous 06/22/10(Tue)03:53 No.10659813
    >>10659796
    Agreed. They are meat shields, nothing more. Don't train them.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)03:54 No.10659820
    >>10659796

    tieflings aren't slaves, just minorities.
    >> Anonymous 06/22/10(Tue)03:54 No.10659826
    >>10659807
    >>10659807
    >>10659807
    The GM *WANTS* use to the the Baron. That's why he posed it as an option. Do not use the Baron, something will happen.
    >> Anonymous 06/22/10(Tue)03:54 No.10659832
    >>10659785
    We have gobbo settlers cause of our booze.

    Get them hammered and see what we can get out of them?
    >> Anonymous 06/22/10(Tue)03:55 No.10659857
    >>10659813
    I'm curious. Who has the better shot?
    Untrained Tiefling.
    Untrained Human
    Untrained Dwarf
    Untrained Orc
    >> Anonymous 06/22/10(Tue)03:56 No.10659868
    >>10659796
    tiefs arent slaves. the slaves are our bate to get the raiding orcs to our ambush spot. we can pad out the lost mine production with additional captured slaves or other free settlers if necesary
    >>10659698
    I'm with a toned down version of this. we need our own local standing professional military, but we dont need to be blasting extra powder for the hell of it, and we should limit the size of the starting Regiment (probably down to what would be considered pretty harshly understrength back in Europa)
    >> Anonymous 06/22/10(Tue)03:56 No.10659869
    >>10659832
    >>10659832
    Do this.

    Someone compile a list of everything we want done this month.
    >> Anonymous 06/22/10(Tue)03:56 No.10659870
    The priest should start preaching to the soldiers, there gonna need all the morale they can get
    >> Anonymous 06/22/10(Tue)03:59 No.10659915
    Train Tief volunteers as marksmen
    Beef up our militias skill/size
    -----MAYBE keep some on as permanant soldiers as a 1st Colonial regiment
    Booze up gobbos to see if the gobbo colony is behind this
    ambush and crush raiding orcs
    ...
    did I miss anything?
    >> Anonymous 06/22/10(Tue)04:00 No.10659937
    >>10659915

    this
    >> Anonymous 06/22/10(Tue)04:00 No.10659943
    I say the wolves and their handlers should be sent in battle too, it might not be that affective but im pretty sure it would strike fear in the enemy to see a comrade being ravaged by one.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)04:02 No.10659966
         File1277193730.png-(194 KB, 1175x581, new riata23.png)
    194 KB
    459 of our holy mother, december.

    To keep the colony safe, the baron lead out a total of 30 marines, all 16 fessians, 40 militia and 20 hunters and marched onwards to the dothclyde camp through the snow. Eventually a plan was made for the dothclyde to attack and withdraw so we could ambush the hostile tribe.

    Lining up his troops in the tree line, the baron readied his men, before sending off the dothclyde raiders in the middle of the night. They returned two hours later at only half their strenght, with a grand total of 120 warriors following them. He had his troops hold fire until they were finally within 30m of the forest, before bellowing out 'FIRE', unleashing hell on the barbarians. The volley cut down 25 of the enemies number, sending them into a panic and before they realized what had happened, another volley was fired. 20 more of them fell, at which point they finally charged. The baron lead a bloody defense, killing over 5 of the savages with his bare hands. By the end of the battle, over 80 bodies littered the ground, 65 of them the stathborn. A great victory has been scored for serenity today.
    -4 marines
    -2 Fessians
    -9 settlers
    >> Anonymous 06/22/10(Tue)04:03 No.10659987
    >>10659966
    Any spoils?
    >> Anonymous 06/22/10(Tue)04:03 No.10659994
    >>10659966
    Defiantly going to need to have a feast to celebrate.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)04:03 No.10659999
    >>10659857

    tieflings come from a very hostile enviroment, the majority of their empire either frigid forests or scorching deserts. Every citizen of the empire is inducted into the military for 6 months, so tieflings tend to be better shots and fighters than an average civilian, but not by much.
    >> Anonymous 06/22/10(Tue)04:04 No.10660014
    >>10659915
    spend a month giving the militia better training. train SHOOTAN with the Marines and CHOPPAN with the Fessians, but focus on the latter.
    Have the Tief volunteers learn MARKSMANSHIP from our hunters/sharpshooters.
    Have our Orc allies, and Fessians be the first part of the trap (using Orc slaves as bait). Have Baron Lead the Militia and Marines for the killing blow part of the ambush. Marksmen in prime killan spots for the whole thing. not sure on the numbers for it, but most of our pro soldiers, and the more skilled half of the militia should be about good, have the rest of the militia on guard in case of counteratack at the city.
    >> Anonymous 06/22/10(Tue)04:05 No.10660018
    >>10659999

    Lets train up an elite unit made of tieflings then.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)04:05 No.10660021
    >>10659987

    you haven't pushed into their camp yet, but you captured 6 orcs in the melee.
    >> Anonymous 06/22/10(Tue)04:05 No.10660030
         File1277193953.jpg-(43 KB, 500x391, l17vs4fqa6.jpg)
    43 KB
    >>10659987
    >> Anonymous 06/22/10(Tue)04:06 No.10660042
    >>10659966
    Cut off the heads of the corpses. Carve into them our nations symbol and stick them on pikes outside what was once our friendly orc tribe's camp grounds. No one fucks with our colony or our friends.
    >> Anonymous 06/22/10(Tue)04:06 No.10660048
    >>10659966
    It may not be over have scouts check out the hostile tribe again, if asll looks good then have the soldiers go in and take what prisoners and items they can
    >> Anonymous 06/22/10(Tue)04:07 No.10660057
    >>10659999
    Nice quads, duck.

    >>10660042
    This is exactly what I desire.
    >> Anonymous 06/22/10(Tue)04:07 No.10660067
    >>10660048

    Second
    >> Anonymous 06/22/10(Tue)04:08 No.10660083
    >>10659966
    FEEEEEAAAAAST!!!!!!! also any spoils? let our allies take a decent chunk of the spoils, and see if they want to press the attack home to the belligerent orcs home. Have the Tief voluntiers stay on as marksmen, and see about 20 or so of the militia staying on to form the 1st colonial. If something like this or worse happens again we'll be more prepared to deal with it, and it wont punch our economy as much since the militia will be able to stay at home
    >> Anonymous 06/22/10(Tue)04:09 No.10660097
    >>10660048
    >>10660042
    >>10660083
    these all get seconded
    >> Anonymous 06/22/10(Tue)04:16 No.10660206
    >>10660021
    Persuade them to give us information. Then roll onto village while their retreating. Try to outflank it.

    Blitzkreig time.
    >> Anonymous 06/22/10(Tue)04:17 No.10660212
    >>10660206
    Oh, then Feast, of course!
    >> Anonymous 06/22/10(Tue)04:18 No.10660226
    >>10660212
    >>10660212
    Always feast. Cheers to our first feast with Alcohol!
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)04:18 No.10660229
         File1277194713.png-(194 KB, 1175x581, New Riata24.png)
    194 KB
    year 460 of our holy mother, January

    After the victory at the battle of the ford, the baron lead his units into the forest a week later to clear out the camp, and discovered it had mostly been abbadoned, assides from a few dothclyde orcs who were freed and returned to their tribe, which, after this conflict, became a protectorate. The heads of all the dead were cut off, with a winged wolf carved into them, stuck on stakes outside the dothclyde camp.

    Due to the victory, several cows were slaughtered for a grand feast held in serenity with a celebration lasting 2 days long, with 2 settlers dying from alcohol posioning/accidently jumping off the town walls.

    Finally, the shipyard upgrade has been upgraded and is now capable of building large transports, capable of traveling to europe and small warships, with a range of 1000 miles.
    >> Anonymous 06/22/10(Tue)04:21 No.10660261
    Might be a good idea to set up some small watch towers in the woods in land.
    >> Anonymous 06/22/10(Tue)04:21 No.10660274
    >>10660229
    Start building armed merchant ships, designed to scout the coastline and develop trade routes with our known neighbors + any new ones we can find.

    Also; should've sent invites to the tieflings for the feast... coulda ended interestingly.

    Any luck on plying the gobbos?

    Send a scout to check on the rock mine. Check production, make sure we're not being stiffed. Make sure their not building a settlement.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)04:24 No.10660310
    >>10660274

    If you want to start setting up a standing navy, you'll need to start assigning sailors from your settler pool.
    >> Anonymous 06/22/10(Tue)04:24 No.10660315
    >>10660261
    This is true + clear cutting within, say, a mile of our village with fire stops/trenches at the edge of the forest.

    Visibility is pretty key. And if we can develop preknown artillery targets for our cannons that'd be immensely helpful.
    >> Anonymous 06/22/10(Tue)04:25 No.10660320
    >>10660229
    Have our farms start growing local herbs and crops to set up trade with our homeland.

    Send an emissary to the other colony and tiefling town to see if we can set up trade.
    >> Anonymous 06/22/10(Tue)04:25 No.10660322
    >>10660310
    I'd be fine with that, especially if there's potential trade benefits?

    Plus sailors lead to fun hijinks...
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)04:26 No.10660329
    oh, also people, thats the end of the session for now, but, i may start back up in about...6 hours or so? Anyway, i still require people to help me write background fluff as well as a world map for when the game really starts to expand. Anybody willing to help?
    >> Anonymous 06/22/10(Tue)04:26 No.10660332
    becuase of the chance for any future battles a military academy should be set up to train aspiring officers (preferably at our island fort), proper cavalry horses need to start being bred, and wolves should be trained for war (as for what specificaly i dont know)
    >> Anonymous 06/22/10(Tue)04:27 No.10660354
    >>10660329
    If you'd write up a brief synopsis of what we've met so far I can maybe work on some fluffing.

    Tiefling Empire
    Gobbo ???
    Us - Humie and Dwarf kingdom + holy mother

    Any significant history I should work in?
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)04:29 No.10660375
    >>10660332

    You're colony is only got a population of just over 500, it wont need a military academy for a few years, it must rely on its colonial marines, any mercenaries it hirers, and raising militias. I mean shit, by time the american revolution they still mainly depended on militias, and this colony is DECADES before it becomes that well developed
    >> Anonymous 06/22/10(Tue)04:29 No.10660380
    >>10660332
    I'd agree, but would suggest as a volunteer militia like I outlined earlier; means we don't have to commit settlers and can keep them flexible.

    Though maybe have it be a requirment for our naval forces... and then turn our merchant ships into Privateers (pirating time, if done right we can even blame missing enemy colony ships on the ... weather, ya the weather.)
    >> Anonymous 06/22/10(Tue)04:29 No.10660382
    >>10660329

    That sounds like fun. Do you have a dump e-mail?
    >> Anonymous 06/22/10(Tue)04:34 No.10660436
    Is this archived?
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)04:37 No.10660466
    >>10660354

    tieflings are from the Supreme Empire of Dorova, which is basicly a huge empire with little colonial assets, but what assets it does have are strongly guarded. Think the Russian empire. Its one of the strongest nations in the entire world, with the largest army but lacks a real navy.

    Golbins are from the Most Serene Republic of Acra, a small but rich merchant republic with a fair amount of colonies in the south (which is like asia), but not many in the new world (west of europa). Shes a major player over seas and commands powerful navies and has well trained line infantry, but lacks in numbers.

    The kingdom of Narina is a combination of the Batavian Republic and any sort of germanic duchy. Its a significant player on the world stage and has significant colonial assets in the new world, but lacks holdings in the far south (asia)

    The fessians are related to the Varinians, and they come from many small kingdoms and principalities. They usually offer themselves up as mercenaries to alot of nations. No fessian nation has colonial assets. Fessians are purely human.

    In addition, feel free to make up any sort of nation you please containing other races, such as elves, drow, halfings, dwarfs, whatever.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)04:38 No.10660493
    >>10660382

    [email protected]

    either send me an email or add me on MSN. Feel free to voice complaints too
    >> Anonymous 06/22/10(Tue)04:40 No.10660518
    Which nation is our homeland?
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)04:41 No.10660529
    >>10660518

    The homeland of serenity is Narina.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)04:48 No.10660615
    oh by the way, there were 13 children born this year, too
    >> Anonymous 06/22/10(Tue)04:50 No.10660638
    Damn, this quest seems like it's going to grow to Lord Quest levels of complexity, but as far as I'm concerned that's a god thing.
    >> Anonymous 06/22/10(Tue)04:50 No.10660642
    >>10660466
    Nice place to start with this, thanks.

    Any rivalries you want us to play up, or is it pretty much a blank slate beyond 'well everyone's rivals for the money.' type of set up.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)04:57 No.10660708
    >>10660642

    I plan to add some rivalies in further, as an empire based off england that tried to invade Verina several years ago, but right now all the nations ive included are far enough away from each other in europa they just don't really give to much of a shit about each other.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)04:58 No.10660723
    anyway, ANYBODY is free to email me with submissions of nations or peoples, as it wouldn't hurt. If i could get somebody willing to make a world map, i can't describe how much id love you.
    >> Anonymous 06/22/10(Tue)05:06 No.10660834
    OP is a fag for not including dorfs
    >> Anonymous 06/22/10(Tue)05:06 No.10660837
    >>10660834
    but like 15% of our current population is dwarfs.
    >> Anonymous 06/22/10(Tue)05:06 No.10660839
    >>10660834

    .....our nation is about 1/5th Dwarven, same with our colony.
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)05:17 No.10661010
    yeah, i was about to say...

    by the way, should i give the duke and baron a name?
    >> duck_murderer !hoaRoCu48g 06/22/10(Tue)05:21 No.10661066
    >>10661010

    ill take that as a no then.
    >> Anonymous 06/22/10(Tue)05:42 No.10661332
    >>10661066
    Eh, either way. I'd say let players give 'em a name when we feel they've earned them.

    Also; working on some fluff now for the Empire. Commie Tiefling Imperium-esque setting going on. Though... hopefully not as bad as that sounds.
    >> Anonymous 06/22/10(Tue)06:12 No.10661664
    >>10661332
    And... done.

    Gonna send you an e-mail and throw it up in a writefag thread. Hopefully its not completely terrible...
    >> Anonymous 06/22/10(Tue)06:36 No.10661962
    >>10661664
    Posting here, if anyone's still reading even though this is in autosage

    >>10661802
    >> Anonymous 06/22/10(Tue)08:20 No.10663112
         File1277209248.jpg-(17 KB, 381x235, 1277112672538.jpg)
    17 KB
    Fuck. I overslept and missed the entire part two of colony quest.



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