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/tg/ - Traditional Games


File: 1340911617270.png-(557 KB, 800x600, Opening Graphic.png)
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Dwarf: Forced to start in Mountains. Start with knowledge of mining, smithing, and underground farming. Bonus to weapons and tech. Penalty to population and magic.

Elves: Starts with Excellent magic and a citadel. Bonus to magic and architecture. Penalty to weapons and tech.

Lizardmen: Start with excellent weapons, double population, a stockade, and farming. Bonus to weapons, and population. Penalty to tech. Unable to use magic.

Humans: Bonus to tech and population. Penalty to weapons and magic.

Goblins: Start with quadruple population, good weapons, and good magic. Unable to farm. Sustain themselves by raiding other civilizations. Can't research tech.

Naga: Forced to start in Desert. Start with half population, good weapons, and underground cave complex (bonus to architecture and defense). Bonus to magic and weapons. Penalty to population, tech, and architecture besides the starting bonus.

Dragonlings: Start with excellent Magic, no architecture, no weapons, and several random techs. Bonus magic, architecture, and tech. Penalty to population and food (must hunt for their food).

Base Stats:
Population: 100
Food: Scarce
Architecture: Huts
Weapons: Rocks
Tech: Poor.
Magic: Poor
Defenses: None
>>
Plains: Bonus to food, penalty to defense.

Near River: Bonus to food, penalty to architecture.

Mountains: Bonus to defense, penalty to food.

Desert: No bonus, penalty to food, population, and defense.

Forest: Bonus to defense and food, penalty to tech and weapons.
>>
Dwarf
>>
Our race, human, our starting area, the plains.
>>
Dwarf, definitely.
>>
Dwarves
>>
Dorfs

dat tech bonus.
>>
>>19660208
>>19660205
>>19660199
>>19660181
Dwarfs it is!

Grist O'Beardson stands at the peak of this mountain. HIS mountain. For generations his family has been making a name for itself in the now distant mountain homes as adventurers and possessors of glorious beards. This was their most ambitious project yet. A new Mountain Home, not carved by the unknowable ancestors, but by the modern Dwarf's own two hands. Progress was already well under way. The small team, fifty or so, was making good progress striking the earth. It was only a matter of time until their supplies were inside. Yes, everything was on schedule.

Of course, O'Beardson was the foreman, and as such it was he that made the important decisions, and designated priorities. It was time to set the work schedule for the next several months. What will it be?

A. Scavenge for food.
B. Try to improve caves.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Your Suggestion
____________________
Population: 50
Food: Scarce
Architecture: Rough-hewn caves.
Weapons: Iron picks
Tech: Moderately Advanced
Magic: Nonexistent
Defenses: Mountains, Dwarf-made caves.
>>
Sadly, I must go and drop off my car at the mechanic. I'll be back in ~30 minutes. An hour, at most.
>>
>>19660307
B is always first. We need farms and stills.
>>
Set up an agricultural base. Things don't get done without food.
>>
>>19660307
C. Try to improve weapons.
>>
open up the caves some more, with a decently defensible position, it'll make it easier to do everything else... also, maybe we can find food sources underground
>>
>>19660307
B.
If we don't get our shit together, we'll run out of drink and food.

Starving build character, but a sober dorf is... Well, what is that? That's just a short guy with a beard.
>>
B.
>proach rboomme
Is captcha saying something?
>>
>>19660404
Approaching R-Bomb! Duck and cover!
>>
Ah yes, lets spend our time cutting through solid rock without food. That'll end well.
>>
>>19660428
>Progress was already well under way. The small team, fifty or so, was making good progress striking the earth. It was only a matter of time until their supplies were inside. Yes, everything was on schedule.

Just like DF so far.
>>
F- Cultivate fungus, liquens, and other cave flora and fauna for food.

Guys, scavenging societies don't work, you gotta start with some agriculture...
>>
B sounds good, need space to build things such as farms.
>>
Back, workin' on that post.
>>
>>19660481
See:
>>19660154
>Start with knowledge of mining, smithing, and underground farming.
>underground farming
They already have those things. It would be good to have it listed in our current stat block, though.
>>
These caves simply will not do. The dwarves are used to their cushy rooms in the mountain homes, with their goose down comforters and spring mattresses. Bah, such frivolity. However, it's important to keep the employees happy and so the blueprints are laid out and work begins. By the end of the three month period put aside for excavation, a cave complex has been carved, and some of the walls have been engraved with the story of the expedition so far. There is a dormitory, farming plots, a market place, a well, and deep below the earth dwarves slave away, collecting ores. Your farming plots, however, have yet to bear fruit, or fungi as the case may be, and your supplies are running low.

>Gained dwarven outpost.


A. Scavenge for food.
B. Try to improve caves.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Your Suggestion
____________________
Population: 50
Food: Why is the rum gone?!
Architecture: Dwarven Outpost
Weapons: Iron picks
Tech: Moderately Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, cave complex.
>>
B, cave expansion
>>
>>19660634
F (or B, not sure which) Expand the farming plots, make sure they're the right temperature and humidity. Unless we don't have a still built yet. If we don't, then BUILD A FUCKING STILL.
>>
>>19660634
A. Scavenge for food.
>>
>>19660634
F: Scavenge above-ground fruits, make into alcohol.
>>
>>19660648
This. We need to get set up for brewing once we take in the first harvest. If we're already set up for brewing, we need to make sure we have the harvest growing as much and as fast as possible.
>>
I hate to say this, but I think we need to scavenge for food. It's not a pernament fix, but we just need enough to get by until the farms take.

Or we can research tech to get better farms. Either one works in my book.
>>
>>19660681
>scavenge for food
It's called 'hunting and gathering.' Dwarves don't scavenge. They do the same thing, but by a more respectable name.
>>
>>19660634
A. Need to scavenge for food for at least a little while, then we can make sure we have agriculture set up.
>>
>>19660648
That's a good point. Do we have a still/brewery set up yet? Even a basic one?
>>
>>19660634
A. Food is needed
>>
>>19660701
Yup, you do. Just runs dry right now.
>>
>>19660708
Then either work on the farms or gather brewable wild fruits/grains from the surface. Either is fine with me.
>>
>>19660634
A. look for food we can cultivate above ground and look for natural caverns were we can gather some underground foodstuff to grow.
>>
>>19660634
Food, men! We need food! (And ale, sweet sweet ale...)
>>
>>19660743
We're already growing underground food stuff. We need to get some brewable things right now.
>>
>>19660747
we can always use variety. the plots have also not grown anything we can use yet. finding fully grown fungus in other caves that we can use is a valid cause.
>>
btw as a long-term thing, there's something we NEED TO DO:

>tame the cave worms and ride them to war
>>
File: 1340914999878.png-(12 KB, 800x600, Map Fo da Dwarvies.png)
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>>19660634
Out of necessity, O'Beardson orders the best woodsdwarves into the mountains to scavenge for anything edible. After an incident picking splinters out of one of the dwarve's teeth, a collection of delicious, and hardy, berries is returned. The berries are round and rather small, but with a hard exterior. Once cracked open, the insides are surprisingly juicy. They have been dubbed Dingleberries by some of the dwarves, and the brewdwarf has started making dingleberry wine.

In unrelated news, the first wave of immigrants has arrived! Amongst them is a jeweler, various craftsdwarfs, and four or so miners.

A. Scavenge for food.
B. Try to improve caves.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Your Suggestion
____________________
Population: 63
Food: Scarce
Architecture: Dwarven Outpost
Weapons: Iron picks
Tech: Moderately Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, cave complex.
>>
>>19660784
I thought bears were the dwarven standard.
>>
>>19660793
Oops, forgot to update the options. F. Explore (Direction); G. Your Suggestion
>>
>>19660793
Explore North
>>
>>19660793
How's the farming coming? If the fungus crop isn't ready yet, let's plant the dingleberries on outside farm plots - any we don't brew, that is.
>>
>>19660793
>>19660803
B
ONWARDS TO MOUNTAINHOME
And 9 months is enough for most plants to grow, I recon...

Capcha "commanded ndsfety"
>>
>>19660819
Side note, and if the crop IS ready, let's explore in whatever direction is most popular.
>>
>>19660793
D. Research new technology. ---Better farming techniques/tech such as vertical/stackable farms/plots
>>
>>19660843
>>19660819
>>19660828
The harvest will come in next turn.
>>
>>19660851
Then let's plant some dingleberries in some surface plots. They'll be a good supplement.
>>
>>19660851
D. Improve farming technology, maybe food preservation techniques? So that we aren't in immediate danger of starving.
>>
>>19660819
seconded
>>
start farmin'.
>>
>>19660860

Plant Dingleberry seeds
>>
>>19660793
In the future, could we get our farming/hunting/foraging status in our Food: section? Like how far along our plots are, and what we're growing?
>>
>>19660819
It is now the tenth month of the Journey, and the harvest has come in. Cave wheat and plump helmets. It would be a time of celebration, were it not for the tragedy that has befallen the outpost! A kind dwarf, as sweet as can be according to her husband, was found dead, her blood drained from her body! There were two small pinpricks in her neck. Rumors are abound that some kind of creature of the night must have done this.

The good news is that with plenty of food, and the next crop already being planted, the outpost will not have to worry about it's next meal for now. Several children are also born in the days leading up to the harvest, the first dwarves born in this new Mountain Home.

The dingleberries are planted in farming plots on the mountain slops outside the caves. They don't seem to take well to the usual farming methods employed by dwarves, and it's doubtful they'll offer a good harvest.

A. Scavenge for food.
B. Try to improve caves.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction)
G.Your Suggestion
____________________
A1. Investigate immigrants.
B1. Investigate Husband.
C1. Disregard the murder.
D1. Other.
____________________
Population: 67
Food: Scarce
Architecture: Dwarven Outpost
Weapons: Iron picks
Tech: Moderately Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, cave complex.
>>
>>19660942
>Food should be "Sufficient"
>>
>>19660942
D1: Other; have the investigators investigate with the help of the husband; he might be able to offer help and insight in the investigation.
>>
I say we:
B. Try to improve caves.
A1. Investigate immigrants.
>>
Kill someone random to teach those fuckers, the policy will be: If someone is murdered, someone at random gets sacrificed, for the lulz
>>
>>19661067
That's retarded.
>>
>>19660942
D. Research new farming technology
A1. Investigate immigrants.
>>
>>19661067

Go back to reddit and stop shitting up threads.
>>
Sup Alfonso.


Fuck y'all dwarves. Y'all niggas can get bent.

THE SANGUINE KINGDOM DEMANDS REVENGE!
>>
I miss the desert elves of magic.

Then again, it did turn to shit when people demanded silk dildo elementals.

Dear God did it get stupid.
>>
>>19661123
uh
That's Elementalist quest.
Although thanks for linking it, I didn't know part deux was up.
>>
>>19661145
Yeah, fucked up, clicked the wrong tab, deleted post.
>>
Still waiting on consensus folks. What're we gonna do? Research tech, expand caves...?
>>
>>19661234
Investigate the immigrants, possibly with the help of the husband. Aside from that, dunno.
>>
>>19661234
Always tech.
>>
Grist O'Beardson, private investigator. Investigator of those dirty damn immigrants. Who could it have been? The bone crafter seems awfully suspicious. Who wears that much bone jewelry? Awfully creepy. Then again, one of the miners has a penchant for staying up late, and doesn't seem to eat as much as his companions. There is also the Jeweler. He's shown himself to be extravagantly wealthy, and has a plethora of stories. He's had dozens of professions, served in the military, and was decorated for his skill in battle. He's got dozens of kills to his name. Decisions decisions...

In unrelated news! Another wave of children is born in the outpost. Population growth seems steady, just as projected. The dingleberry patches have attracted local fauna to the entrance of our outpost, and with the prey comes the predators. We have had to call some of the miners up from the mines to defend the outpost with their picks. There has also been another murder, the husband of the woman previously killed. He was found drained of blood as well.

You set your best Science Dwarfs to work on the problems inherent to dingleberry farming. They find that the ground they usually grow on has usually been defecated on by animals at some point in the recent past. The solution is simple! The waste of the outpost is dumped on the dingleberry fields, and they seem to take more readily to the soil. The same method is applied to our underground farm plots, with similarly positive results.
>Fertilizer
>>
>>19661292
A. Scavenge for food.
B. Try to improve caves.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction)
G.Your Suggestion
____________________
A1. Test Bone Crafter for vampirism.
B1. Test miner for vampirism.
C1. Test jeweler for vampirism.
D1. Kill them all.
E1. Other.
____________________
Population: 78
Food: Sufficient
Architecture: Dwarven Outpost
Weapons: Iron picks
Tech: Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, cave complex.
>>
>>19661295
D.
MORE TECHNOLOGY
ENGINES
WEAPONS
STUFF BLOWING UP
WEAPONS THAT BLOW UP POWERED BY ENGINES
>>
>>19661295
Test them ALL for vampirism.
>>
>>19661295
C. Improve weapons so that fewer men are needed to guard cave entrance.
B1. test the miner for vampirism.
>>
...no one else?
>>
>>19661490
That's what I was thinking. Seems we lost some activity.
>>
>>19661503
just a bit
maybe the bump will help
>>
>>19661295
D
D1
Capcha: "Prove slynamm"

Slynam, you need to prove you're not a vamp!
>>
>>19661311
>>19661317
These.
>>
The science dwarfs, now bored after solving the problem of Dingleberry farming so quickly, set to work cataloging and researching the various known materials and their properties. They are listed on a table, their place on the table determined by the density of one pound of the material. It is called the Dwarven Table of Smithery. They also help the forgedwarves rediscover the recipe for steel. They quickly set to work manufacturing tools for the miners and woodsdwarves.

The three suspects are corralled and forced into a single room. The door is then locked, and boarded up. A small hole is bored through the nearby rock to observe the goings on. For the first few weeks, all seem to show signs of starvation. The one that seems least affected is the miner, who besides apparent hunger cramps loses no weight. The bone crafter is the first to die, and then the Jeweler dropped soon afterwards. A month into the test, the Miner is still alive, and apparently fine. He is killed by miners and woodsdwarves. There are no more murders, but the populace is unhappy. (-5 CARL POINTS!)

A. Scavenge for food.
B. Try to improve caves.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
Population: 85
Food: Sufficient
Architecture: Dwarven Outpost
Weapons: Steel Tools
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, cave complex.
>>
>>19661644
B. Try to improve caves. More Space, more defense.
>>
>>19661644
>B. Try to improve caves.

More rooms, more extravagance, more defenses.
>>
Upgrade weapons, get a militia going
>>
>>19661644
Let's explore. Everything seems stable now. I suggest East, North, or North East. Unless we're starting to crowd the caves, then we should improve them.
>>
>>19661644
>>19661686
Seconded. Maybe slighly increase farming space

After that I suggest weapons for CROSSBOWS!
Because we needs them
>>
>>19661711
This. It's folly to know so little of the lands surrounding our mountainhome.
>>
Engravers begin smoothing the walls of our complex, and detailing the story since we arrived. How we triumphed over the vampire, and created the Table of Smithery. The names of every resident are inscribed on the walls as well. The forgedwarves devote their time to a pair of massive steel doors that will keep us safe from outside forces. The miners expand upwards, to the mountain peak, and down to the mountain's base. They dig ventilation shafts and widen the stairways. The farms are expanded, and irrigated. The marketplace is expanded as well, and decorated with beautiful embroidery. It also has a trade depot built in it's center, and access from the great gates to the market by way of a road. The surface farms are expanded, and more woodland cleared. Finally, the dormitories are expanded and decorated. Overall, it's shaping up to be a true Mountainhome.

With a new wave of immigrants, the population hits one hundred dwarves! However, it also brings with it an official from the Mountainhomes of the homeland. He comes in demanding luxurious rooms and all kinds of luxury goods you do not possess. He also usurps the foreman, Grist O'Beardson's, place!

A. Scavenge for food.
B. Try to improve caves.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
A1. Bow to the nobledwarf's demands.
B1. Send the nobledwarf packing.
C1. Your choice.
>>
>>19661799
____________________
Population: 100
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Tools
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, Mountainhome, Great Gates.
>>
>>19661799
C1: Have the foremen of each of the industries vote on which head foreman they want.

And let's finally explore this turn. N, NE, or E.
>>
>>19661799
The official "accidentally" drowns while touring the Hall of Waterfalls.

Besides that, Explore East.
>>
>>19661799
>>19661806
F. Explore East.
C1. Tell the Nobledwarf he can stay but this is a working community where all dwarves must do their part in order to gain anything. Otherwise, he can kindly leave and there will be a place for him if he ever decides he wants to work. If he stays, get him a home that is nice but not occupied and not the foreman's home (unless the foreman consents).
>>
>>19661829
Seconded
I'll join any choice of F
But afterwards we NEED crossbows.
>>
Crossbows before exploration. That way we can deal with anything that we find.
>>
Why not:
E. Practice Magic.
B1. Send the nobledwarf packing
?
>>
File: 1340921490240.png-(17 KB, 800x600, Map Fo da Dwarvies.png)
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A party of woodsdwarves is sent east, to see what lies there. They wander aimlessly through mountain valleys and plateaus. They scale great peaks, and subsist of snow and whatever they can kill. Eventually, they reach a great gorge. A mighty river rages far below, at the bottom, but the gorge is so deep and so wide it is utterly impassable on foot. The scouting party breaks up into two teams, scouting along the river, but after two months they return empty handed. The gorge seems to go on and on.

Meanwhile, Grist O'Beardson and the foremen of each of the industries in support of him, the miners, the woodsdwarves, and the forgedwarves, take the nobledwarf on a tour of the complex. He meets an unfortunate end, when he falls into the well and breaks his neck on the way down. It was completely an accident, and everyone who witnessed it agrees, not a hint of foul play. His body is dragged out of the reservoir and burned, as is the tradition of the Dwarves. Hopefully that'll be the end of him for some time, however the craftsdwarfs are displeased, as are the farmers.

A. Scavenge for food.
B. Try to improve caves.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
A1. Your ideas for crossing the gorge.
B1. Ignore it.
>>
>>19661996
____________________
Population: 114
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Tools
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, Mountainhome, Great Gates.
>>
>>19661996
C. Improve weaponry by making crossbows.
>>
>>19661996
A1: Gigantic ballistas that fire grappling cables for bridging, or an aircraft of some kind, possibly a hot air balloon.
>>
>>19661996
A1: Build a simple dirt road to the gorge, then carefully construct a wooden bridge across it. We can improve the road with cobbled stones and construct a proper bridge of engraved stone at a later date.
>>
>>19661996
Magic, The enchanting type, to make our tools more efficient.
shoot giant cables across and make a rope bridge using the cables
>>
>>19662085
This idea for crossing, but what we should do this term is invent the ballistas necessary to shoot across the cables.
>>
>>19661996
H: C, but make a memorial, after all, he -was- a nobleman
>>
Time to magic this bitch!

The Batista idea sounds extremely dwarven, lets do it!
>>
File: 1340922470842.png-(17 KB, 800x600, Map Fo da Dwarvies.png)
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With the combined efforts of your science dwarves, and your forgedwarves, a new weapon is invented. It shoots a steel projectile, called a bolt, and is reloaded by winding a handle until the string is caught by the firing mechanism. It hurls the bolts with great force, enough to pierce a tree! It's a simple task to up-size this invention into a siege weapon. While they're at it, the forgedwarves go ahead and create a ten swords, ten spears, and ten axes. All of steel. The weapons are distributed amongst the populace, and a militia is quickly formed. There is no one to train them officially, so they are simply a loose association of self-taught warriors.

Our science dwarves puzzle over the problem of the gorge, but in the end none of them come up with the solution. Rather, it is one of the militiamen training with the siege weaponry. He noted the ballista has the power to imbed a projectile rather soundly in solid rock, and that with a bit of rope it would be easy to construct a quick bridge across the gorge. He, along with a team of woodsdwarves, is sent to the gorge to test his plan. It works, but the bridge is dubious at best as far as safety is concerned.

A. Scavenge for food.
B. Try to improve mountainhome.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
Population: 114
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Crossbows, Ballistas.
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, Mountainhome, Great Gates.
>>
>>19662191
H: Reinforce the bridge and build a simple road to it from the mountainhome.
>>
>>19662191
Improve the bridge, and explore past it.
>>
>>19662191
H. Train some of the men to become proper warriors.
>>
>>19662191
1. enchantment? ENCHANTMENT!
2. Give all of the woodwarves the crosbows, they will naturaly become more proficient as they use them
3. reinforce the bridge
>>
>>19662234
Second this, but then under B.
Maybe improve TECHNOLOGY some more afterwards?
>>
>>19662191
>>19660154

F Explore east
>>
File: 1340923257719.png-(17 KB, 800x600, Map Fo da Dwarvies.png)
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The rope bridge is used as a type of scaffolding, to build the real bridge. A glorious marble monument to Dwarven ingenuity. It is sturdy enough for several carts to traverse it at once without even a hint of give. A road is also built from the Mountainhome to the bridge, it is a rough, dirt road. Rather a contrast to the bridge. It is functional however, and the east is opened up to us. A expedition is sent, but after three months it has yet to return. Perhaps it is merely exploring, or perhaps something terrible has happened. Who can tell?

A. Scavenge for food.
B. Try to improve mountainhome.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
A1. Send an expedition out after the expedition.
B1. Declare them KIA, and prepare the defenses.
C1. Your choice.
____________________
Population: 130
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Crossbows, Ballistas.
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, Mountainhome, Great Gates.
>>
>>19662380
Brief intermission, I need to go run some errands.
>>
I opt for

G. Found a new settlement.

the place of this should be right at the bridge apparently the gorge it crosses is vast so we are looking at a possible trading route here. If we can get a small settlement up and running to collect a moderate toll and defend the bridge from would be bandits, it might be come a serious source of income and since it is build on top of a rock we can start tunneling in as well so we wont be unprotected surface dwelling freaks that build bridges instead of honest tunneling dwarfs ... it just looks like a perfect place for expansion
>>
>>19662380
A1: Send an expedition out after the expedition. Make sure they're well-armed with steel weapons and crossbows.

In the mean time, let's D: Research some new technology. Armor, crop rotation, optical lenses, whatever. Anything will do.
>>
>>19662424
I'm going to switch from this to A1+G, with details as shown here:
>>19662422
>>
E. Practice Magic
A1. Send an expedition out after the expedition.\

MAGIC THIS BITCH!
>>
>>19662380
C1: Build watchtowers on our end of the bridge, staffed with competent Dwarf soldiers. Have them conduct scouting missions of the surrounding territory and keep watch for the return of the expedition. They are not to stray far past the bridge's Eastern end.

We should consider changing the bridge into a drawbridge, or setting it up for easy demolition, because it is a chokepoint.
>>
>>19662435
Dwarves are shitty at magic according to the OP post. Let's not bother with that and instead focus on our strengths.
>>
>>19662422

This

G
C1
>>
>>19662435
Yes magic and enchantment magic. we are dwarves we need some enchantin
Prepare our woodwarves in the art of crossbows partically the art of fast reloading
>>
>>19662434
This. A1+G.
>>
>>19662380
D. Research some armor.
C1. Create towers and a gate on our side of the bridge.
>>
The A1+G. plan seems to be the best idea so far
>>
>>19662608
Agreed.
>>
>>19662422

Oooooo. This.
>>
I'm thinking the A1+G plan, but only so long as we all agree that we'll be building an underground road between the G settlement and our mountainhome. We don't want to have to walk on the surface like elves to get to and from the bridge. The dirt road on the surface should remain sufficient when our nice road is beneath the ground where it should be.
>>
>>19662723
my masterplan for option G was to lower the bridge beneath the regular ground level and use the cliff as natural wall making it nearly impossible to invade it would take some time probably but that would make it a true dwarf style fortress, and the underground roads are mandatory anyway
>>
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>>19662832
like this
>>
>>19662852
Good, then we're in agreement.
>>
>>19662852
Huzzah!
>>
>>19662852
I'll pitch in wit your lot though I still think we shouldn't send out a search party, if their in trouble, their isn't much help we can send unless it's a significant force we send, if their not, then they will return by themselves
>>
>>19662927
I think the fact that we'll be sending people armed with both steel and bow should help a rescue party defeat whatever's keeping the scouts occupied.
>>
>>19662948
Though i remind you steel and bow we are not trained to use them effectivly in combat
>>
>>19662966
From the sound of how we built the scaffolding bridge, we've actually been training in the use of the crossbows.
>>
let's build an archery range to train dwarves to use the crossbows.
>>
>>19663081
Or an entire danger room, with targets, dummies for hitting, and an attached locked room where we store the weapons. Let's do that after we build Bridgetown and see whether the scouts are okay.
>>
OP has returned. Let us continue.
>>
Just so y'all know, there's another thread like this going on over here, featuring a tribe of jungle humans called the Storm Callers and their lizard bros up-river:
>>19662529
>>
>>19663267
Time to take their nice things...
>>
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Grist O'Beardson lays down plans for a new, massive undertaking. As the first Mountainhome of this strange, new land, this settlement is the seat of power. As such, it has all the power and the right to commission new outpost and settlements and fortresses. The foreman of the Miner's Guild is elected to lead this endeavor, through the tunnels to the site of the gorge. Fifty citizens go with the foreman, to establish this new outpost. As soon as the expedition has left, another new undertaking begins. With help from spotters above ground, and a intricate messenger system, a road is under construction. However, it is a road mined from the bedrock, that will connect the two settlements safely and, by all accounts, stealthily. It has been dubbed the Deep Roads project. Word arrives from the bridge that the outpost is well underway, and that they have started to dig the road from their end as well. It is estimated the road will be completed in nine months (3 turns).

As the first expedition is leaving with much fanfare, a second expedition is already well underway. They are a team of woodsdwarves and the best of the militia, sent to find the scouts sent to the east side of the gorge. After two months, they return. The scouts are nowhere to be seen, but they have found a vast and seemingly endless desert.
>>
>>19663408
A. Scavenge for food.
B. Try to improve mountainhome.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
A1. "Into the desert, cowards!"
B1. "Fortify the bridge! It's dangerous!"
C1. Your choice.
____________________
Population: 150 (+20 per turn)
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Crossbows, Ballistas.
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, Mountainhome, Great Gates.
>>
>>19663429
D and B1
let's get into some dwarven engineering
>>
>>19663429
B1: Fortify the bridge, make sure that the only way someone's going to finish getting across it is if Bridgetown decides they'll allow it.

F: Let's explore the unexplored areas between the Mountain Home and Bridgetown, get a better idea of the territory we control, maybe find some more resources like the dingleberries.
>>
>>19663429
D. Research new drilling technology to finish the road faster (and to help build more roads to more settlements later on).
C1. Have that group explore north.
>>
>>19663451
Supported.
>>
>>19663451
This, though I also like the idea of drill technology research and would be fine with that too.
>>
B. Try to improve mountainhome
B1 seems like the best combination
>>
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The forgedwarves produce a second set of steel doors, as sturdy as the first, and the miners are hard at work boring the road. In their wake, comes the engravers with their chisels to finish the road up. Already, seventeen miles of the distance has been covered on the Mountainhome's (By the way, what should we name our settlement? A bit late...) end, and from what the messengers have gotten across to us ten miles has been bridged from the Bridgetown end. However, labor is being diverted from the road to the fortifications of the bridge. Massive stone watchtowers and gatehouses are being built to surround the steel doors, that are on their way overland, with a large contingent of militia to guard them. Walls are being constructed along the edge of the gorge, and training facilities are being carved into the Earth. It will be a impenetrable fortress.

In the meantime, we send out scouts to explore the surrounding area. They discover a several small forest, made mostly of a type of tree that has earned the nickname "Ironwood" for it's resilience and hardness. The dingleberries seem to be a rather common plant in the mountains, and despite seeming initially barren animals abound. Strange rabbits with horns, small horses of sturdy build, a type of boar that's bigger than a dwarf and as grey as the rocks, and strange worms. They're rare, but they're massive and live just below the surface.
>>
>>19663642
A. Scavenge for food.
B. Try to improve mountainhome.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
Population: 170 (+20 per turn)
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Crossbows, Ballistas.
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, Mountainhome, Great Gates, Bridgetown Outpost.
>>
It's time to set up the foundation of an army so we can stop using miners and woodcrafters for exploring and defending
I Vote we let the pre-existing scouts and who ever has sofar been at arms elect a general ( we only let them choose between the ones loyal to us obviously ) and then let him start structuring an arm with a small barrack at Bridgetown and a headquarter in mountain home, after that we let him set up training plans and organize squads we are large enough that we have to start thinking about defending our self against the desert and whatever else there might be around or underneath us.
so that is a Vote for C and B1
>>
>>19663661
Also prepairing offensive startegies in case we meet any hostile races out here
>>
>>19663642
>>19663659
Okay, let's name the mountainhome Irongate, and the outpost Bridgetown. As for what we do this time around, I suggest H: try to domesticate the boars as beasts of burden and a food supply. Failing that, the small, sturdy horses would be good for pulling carts and furnishing dinner tables too.
>>
>>19663659
F. Explore West.
>>
>>19663698
Yea, domesticating boars and horses sound good. Possibly worms too, to help with tunneling.
>>
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>> 19663661
hm i was too late but it works out alright
I'm still in favor of creating a professional army
which I'm now amending with the idea of boars
they are FUCKING BOARS tame them as mounts
the rule of cool demands dwarfs on boar
>>
>>19663698
I like everything about this post. BOARS FOR IRONGATE. Fucking dwarves popping out of tunnels to their underground roads, riding boars and armed with crossbows. Makes my beard bristle just thinking about it.
>>
Above the main gate of our Mountainhome, the engravers finally put a name to our settlement. "Irongate" written in Dwarven above the steel doors. It is a monument that will withstand the centuries. A celebration is declared at the naming of the settlement.

Afterwards, we send out our best woodsdwarves to capture some of these new and exotic creatures. The horses prove difficult, but not impossible. The method developed involves waiting on a ledge for a herd to pass by, and jumping onto their backs and waiting until they tire themselves out, then dragging them back to a pen outside of Irongate. The boars prove more difficult. Subduing a boar involves sending the militia out with maces and shields, to knock one unconscious. They are too dangerous to be kept in a pen, and instead are kept in heavy steel cages. It might take several of these boar's generations to fully tame the beast, but efforts are underway. The horses are already being used to haul freight, and as a supplement to the bread and fungi normally eaten.

A. Scavenge for food.
B. Try to improve mountainhome.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
Population: 170 (+20 per turn)
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Crossbows, Ballistas.
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, Mountainhome, Great Gates, Bridgetown Outpost.
>>
>>19663872
Let's send some scouts down to Bridgetown and explore up and down the gorge to see if it leads anywhere interesting.
>>
>>19663872
H. Formalize army and get it organized
C if possible, make steel armor of two varieties. A lighter chain mail. and a heavier plate.
>>
>>19663921
seconded
>>
>>19663921
>army
We only have 170 dwarves at the moment. It will be a militia at very best.
>>
>>19663872
>>19663905
>>19663956

We're gaining 20 dwarves per turn. I think we need to research new technology to make sure we can continue to provide for all of these hardworking folk
>>
>>19663872
D: let's discover explosives
>>
>>19663956
It's more for a name than an actual description. You have to admit it makes a better threat to say were sending the army after you than were sending the miltia
>>
>>19663956
the difference would be that we want professional soldiers at least a few for training the civilians and some form of command structure

H formalize army
>>
>>19663981
>We're gaining 20 dwarves per turn.
I wonder if our population will eventually reach a point where we can pursue more than one project per turn.
>>
D keep the dwarf train rolling!
>>
>>19663981
>>19664025

Research technology in the form of agriculture, livestock, food preservation, or anything similar.
>>
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The next item on the agenda is to establish a true Soldier caste. The militia abandons their former jobs, as miners, craftsdwarfs, woodsdwarfs, and farmers. They take up their arms and armor full time, drilling day and night. A general is elected, though his official title is "Army Foredwarf". The soldiers are divided into units according to proficiency. It leaves Irongate with ten swordsdwarfs, twenty speardwarfs, and fifteen marksdwarfs.

In unrelated news, the Deep Road is completed! It's wide enough for four horse-drawn carriages to pass each other with little difficulty, and the walls are beautifully engraved with images of daily life. The above ground road is quickly abandoned in favor of the Deep Road. With the road open, we get news from Bridgetown much faster. They already had a large militia, and their now professional army consist of twenty swordsdwarves, fifteen speardwarves, and twenty marksdwarves.

It ends up that a full half of our population, or almost a full half, have joined the army. This leaves the other fields somewhat lightly staffed, but the settlements are getting by just fine.
>Adding -dwarves to everything is weird.
>>
>>19664171
A. Scavenge for food.
B. Try to improve mountainhome.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
Population: 210 (+20 per turn)
Army: 30 Swords; 35 Spears; 35 Marks 100 total.
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Crossbows, Ballistas.
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, Mountainhome, Great Gates, Bridgetown Outpost.

>And I'mma go eat, be right back.
>>
>>19664178
Fantastic. Let's either B: Improve the mountainhome, expanding it to make room for the immigrants that will refill the fields drained by the army or D: Research new technology.
>>
We know how all those humans and elves love our superior dwarfen craftsmanship lets make sure they will pay for it and dont even consider taking from us by force
let there be an army
>>
>>19664178
B. Improve Mountainhome. Make it bigger.
>>
>>19664178
D. Explosives
>>
>>19664220
>>19664227
I am fine with either of these. (We're still domesticating the boars in the background, right?)
>>
>>19664227
i second this. they can be used to improve our digging, traps, and all sorts of things.
>>
>>19664204
agreed can we split production?
improve our settlement with more space and research something small like a blast furnace ( and incorporate that into the improvement part) generating what will be called the Forge, not being the big forge or the large forge but the only forge everything else will look like a campfire
>>
D. Research new technology.
>>
>>19664287
Your science dwarfs, after years of experimenting with elements on the Dwarven Table of Smithery, have discovered a strange new combination. They create a strange powder by boiling saltpeter and dropping some wood ashes into the resulting liquid. This powder, which is has been decided is purified saltpeter, when combined with sulfur and charcoal forms a rapidly burning combination. It is enough to create a small explosion with the slightest spark. The possibilities, according to the science dwarfs, are endless. Who knows what this invention could bring?

A. Scavenge for food.
B. Try to improve mountainhome.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
Population: 230 (+20 per turn)
Army: 30 Swords; 35 Spears; 35 Marks 100 total.
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Crossbows, Ballistas.
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, Mountainhome, Great Gates, Bridgetown Fortress.
>>
>>19664178
Invest in expanding the deep roads
Oh and D, lets get some minecarts to allow for quick travel along the underground tracks, along our army to defend both settlements efficiently and rapidly in case of a threat
>>
>>19664417
Weaponize that stuff and by my counts we will have the boars in time for it too.
>>
>>19664417
Focus on finding applications for the explosive, like cannons and blasting, unless that would happen on its own.
>>
>>19664417
Fantastic. Let's use these new explosives to clear some new chambers in the mountainhome, then send in the engravers to clean it up. Rather than digging new tunnels, let's have the chambers branch off of the parts of the Deep Road right at the current entrance to Irongate.
>>
Oh, and to the anon who asked, yes the boars are being domesticated in the background. The second generation has been born, but has yet to mature.
>>
>>19664417
D
MINE CARTS YOU FOOLS
SO WE CAN HAVE UNDERGROUND RAILWAYS

BTW: have their been any traders and the like?
>>
>>19664456
Nope, not much word from the Mountainhomes since the nobleman went missing. The immigrants keep coming though, and apparently things are fine. Weird they haven't sent traders, though.
>>
>>19664417
Use D to weaponize explosives or in the very least, find some practical way to implement them in mining.
>>
>>19664449
This. We've got the infrastructure in place for quick expansions in the form of what's basically a Main Street and explosives letting the miners mine ore instead of clear spaces for the engravers. SMART.
>>
>Aaagh, be right back again. Apologies, my evenings are hectic.
>>
>>19664417
send a scouting party into the desert. Arm them to the teeth in case of mummies.
>>
>>19664487
It's all good, man.
>>
>>19664498
If we send anyone into the desert they need to be lightly attired. To be overburdened is death in the heat, especially those of us who are used to the dampness of the caves
>>
>>19664518
Yeah, we don't want to send them into the desert in anything other than chain shirts. We should probably dig in for a while now, though, before exploring and expanding agian.
>>
An aircraft or some sort of sand-skimmer would help for crossing and exploring the desert. Do we need to explore the desert now or can we spend some time preparing our tech for it?
>>
>>19664535
I would like to check the gorge as soon as the boars are rideable. just to make sure our flanks are secure.
>>
>>19664535
>>19664551
These are good ideas. Let's improve technology for desert transportation before we go out there.
>>
>>19664557
Agreed, but we're only on the second generation of boars, and they're still piglets. It should be years before we have rideable boars. A few years (each year is four turns) expanding, fortifying, and researching new technology seem like a good idea until then.
>>
I still like the idea of building a big blast furnace it would allow us to produce cast steel and make us acceptable as a true draf city and not just any mountain home
we might also consider sending a few envoys to the dwarven home cities to set up a few trade routes we have horse meat and black powder to sell ( only the finished powder make sure the sciences-dwarfs know what a trade secret is)
>>
>>19664417
>>19664456
>>19664469
H. Research tech, and send a campaign to the 'old' mountainhome.
Maybe improve our mountainhome with blast furnaces, and maybe boar training pens...
>>
>>19664606
And with campaign I meant diplomancer... Erhm, diplomat
>>
>>19664588
>make sure the sciences-dwarfs know what a trade secret is
That's actually a fantastic idea. Let's spend next turn setting up an Irongate Trade Guild!
>>
>>19664620
let us weaponize and explore the possibilities of our explosives. It is an advantage the others don't have
>>
Okay, just to clarify.
>Send an envoy to the mountain homes.
>Research tech.
>Start using black powder to dig out a location for blast furnaces.

That's all acceptable, since the only real "turn" action is researching tech. The rest is all multi-turn projects.
>>
>>19664732
Sounds good to me.
>>
>>19664732
Aye sir
>>
>>19664732
that's good
>>
This... is an amazing thread. Keep going, OP. Keep going... forever.
>>
Irongate is experiencing what one might call a golden age. Food is plentiful. Unemployment is unheard of. Everyone is relatively wealthy. Decadence is hardly a problem. In fact, amongst the boar training (8 turns until Gen 2 matures), research into uses of this "black powder", and new construction projects... everything is going according to plan.

The first thing on the agenda is creating the massive, magma-fueled, blast furnaces that will serve to mass produce good quality steel. A method for mining with black powder has been developed that involves drilling a hole in the wall and packing it with black powder. The explosion that results usually clears a good chunk of rock, and then the engravers come in and clean up. It's dangerous work, and miners have taken to wearing steel suits which completely encase their bodies to protect from the blast.

In the meantime, a trade caravan is being assembled. Usually it is the Mountainhomes of the homeland that make first contact, however it was decided that the initiative had to be taken. It has departed for the homeland, and will be gone for a year. It is bringing with it steel, black powder, and some of the stout horses to trade. It intends to bring back tunnel bores, large coal-powered engines that are meant to dig tunnels, and a team of the rare Dwarven magicians.
>Continued.
>>
>>19664850
Yeah, this is fucking great. Check out this one too, same concept, completely different starting point:
>>19662529
>>
Finally, research on black powder is underway. The science dwarfs have drafted plans for massive siege weapons and personal armaments. Not all of it is practical, but all of it is being tested. They have also started to research ways to limit the amount of smoke given off, by playing with the composition. So far it has been roughly 75% salt peter, 12.5% charcoal, and 12.5% sulfur.

A. Scavenge for food.
B. Try to improve mountainhome.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
Population: 250 (+20 per turn)
Army: 30 Swords; 35 Spears; 35 Marks 100 total.
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Crossbows, Ballistas.
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, Mountainhome, Great Gates, Bridgetown Fortress.
>>
>>19664862
can we make sure we don't send home the black powder? anyone want to second this. I think this should be an irongate only technology.

F. Scout along the gorge
>>
>>19664873
Let's improve the mountainhome. Our industrial and cultural and military research is underway, we're not ready for more exploration and exploration yet. Expand living areas and farms, make everything a bit more luxurious for everyone. Maybe throw a feast or two. Life's good, live it well.
>>
>>19664896
Nah. We'll send the black powder, just not the recipe.
>>
>>19664906
that's dangerous buisness, they have science dwarves just like us.
>>
>>19664873
F Explore South
>>
Yeah, we probably shouldn't let them know about the black powder.
>>
>>19664918
And they'll surely reverse-engineer it someday. But without the Periodic Table of Smithy and the head start we have on refining it, we should be set for a long, long time in exporting higher amounts of higher quality powder than they can produce on their own.
>>
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>>19664873
I say E
>>
>>19664896
second on scouting along the gorge
>>
>>19664949
nah, we're already getting magedwarves to immigrate soon, so let's just wait for them.
>>
F. Explore west
>>
>>19664949
No, dwarves are bad at magic. Let's not poorly research it when we might be getting some rare dwarven magicians from this trade caravan.

Once we have those magicians, though? THEN WE MAGIC.
>>
>>19664952
thirded
>>
We send an expedition along the gorge. This expedition is the first job of the new Scout Corps. They're a mounted division, riding the stout ponies and wielding crossbows. They trek along either side of the gorge, not straying too far. One side appears to end in steep cliffs that go down to a beautiful valley, lush with greenery and fruit trees. It's a veritable garden of Eden. The other end of the gorge slowly descends into foothills, and eventually flat, open plains.

The blast furnaces are well underway, and magma has been struck. The shell for the furnaces themselves are still being forged, but the magma aqueducts are being carved out by the engravers.

A. Scavenge for food.
B. Try to improve mountainhome.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
Population: 270 (+20 per turn)
Army: 30 Swords; 35 Spears; 35 Marks 100 total.
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Crossbows, Ballistas.
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, Mountainhome, Great Gates, Bridgetown Fortress.
>>
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>>19665091
>Oops! The picture.
>>
D. Research new technology.
REFINE THAT BLACK MAGIC POWDER!
>>
>>19665091
Let's do a thorough exploration of Eden Valley. We might want to extend the Deep Roads there to build a low-population high-area orchard town. We could have sweet fruit wines and all manner of other liquors.
>>
>>19665091
F. Explore the valley. And take note of any useful fauna and flora.
D. Continue the analysis of black powder
>>
>>19665091
Explore Eden.
>>
>>19665091
let's scout out the valley.
>>
>>19665091
>veritable garden of Eden
ELVES
>>
>>19665122
Also tell the scouts to be on their guard, this is the usual territory of the hateable elves.
>>
>>19665153
Yes. And normally I would say to avoid them at all costs. HOWEVER. What if they can teach us how to better-domesticate our boars? If there's one thing those prissy beardless freaks are good at, it's fucking about in the forest with wild beasts. Their druidic folk practices, under the yoke of Dwarven Science, might produce a method of fast and easy animal domestication. Think about it. We might take the elves and make something USEFUL.
>>
>>19665181
I was planning to use them as magic slaves. Their good at magic and we need magic.
>>
>>19665153
lets NOT try to kill them if we don't have too.
>>
>>19665192
They're not worth the trouble in that respect. Too quick and tricksy. Trying to enslave an elf is like trying to tame a wolverine or fight a shadow. It's better to just avoid them or, if impossible to avoid them, to use magma to resolve them.

They might - MIGHT - be able to help us tame animals, though. If we could get something - ANYTHING - useful from the elves, we would truly be the greatest of dwarves, pulling diamonds out of piles of shit, forging dirt into gold.
>>
F. Explore the valley. And take note of any useful fauna and flora.
C. Try to improve weapons.
>>
>>19665153
>>19665181
>>19665197
>>19665222
We aren't working with wood or anything. We use metals and are in mountains. How about we form some sort of truce/alliance/trading route with them? That would assume they aren't over elf-y. We might also get some exotic animals from them and whatnot if a trading route could be established.
>>
>>19665271
Now that's a good plan!
>>
>>19665271
try talking to those twitter toes, they got no sense in their brains. Wilderness this, harmony that, music and laughter. It hurts the brain.
>>
>>19665271
Hopefully we can become allies and slowly convert the elves to be more dwarfy.

Like Cacame.
>>
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A division of the Scout Corps is sent into the valley to explore. What they find shocks them. The flora and fauna are all massive. Bugs the size of a dwarf's hand. Trees reaching halfway up the cliff face. Bovine creatures bigger than a cart. Primeval monster, the likes of which has only been seen in the skeletons uncovered while mining. All of these things are encountered, killed, and sent back to be cataloged. After a month trekking through the dense foliage, they come across a small settlement. Only a dozen or so strange creatures, subsisting off hunting the animals of the valley. They appear to be comfortable walking on two or four legs. They are reminiscent of lizards, but with huge wings.

A.Make contact with these... Dragonlings.
B.Try to wipe out the village and take the corpses for study.
C.Leave quietly.
D.Other.
>>
>>19665298
Make contact with these... dragonlings and negotiate with them, try to learn their secrets and negotiate trade.
In the meantime rally the army and have them prepaired.
>>
>>19665298
Withdraw for now, and make contact later with offerings.
>>
>>19665298
A

SO MUCH A!!!!!
Or D...
How about we make them our slaves, since they are only a dozen?
>>
>>19665298
A: Make contact with the dragonlings. Creatures so hardy that they can survive here would be good allies. IF they prove treacherous, strap bombs to ballista bolts and shell them with artillery from the cliffs above.
>>
>>19665341
No, I would hate to anger any other residents in the valley without knowing exactly what were facing.
>>
>>19665298
A. Make contact with them, but do not attack them if they prove dangerous. Do not tell them where we live. If they are really as hardy and dangerous as the area they live, this attack would be incredibly dangerous for us.
>>
>>19665364
That's just if they prove treacherous. Ideally, we'll make peaceful and profitable contact with them, maybe get some megacows as new food beasts/beasts of burden.
>>
>>19665298
A
Also, how's the research on the explosive powder going?
>>
>>19665408
We already got it.

It's our own personal trade secret.
>>
>>19665426
I think he means weaponized
>>
>>19665426
>Finally, research on black powder is underway. The science dwarfs have drafted plans for massive siege weapons and personal armaments.

He never said if we completed the weaponization of it.
>>
>>19665436
And general refinement. Our black powder is kinda crude so far, just in terms of the recipe and production methods.
>>
>>19665516
Oh, you have all the blueprints you just haven't started production. That would be an Improve weapons action.
>>
>>19665298
A. We need to find their valuables before we can take them. Although, if they attack, wipe the bastards out.
>>
>>19665565
ohhhhh
>>
The scouting division slowly crept out of the underbrush. It was fifteen Dwarves, and twelve Dragonlings. The problem was the language barrier. Communication was almost impossible. Eventually, one of the Dwarves put two rocks next to one another, and made a plus sign out of sticks. Then he put two other rocks right next to each other. The Dragonlings did a similar problem, 3+3. After it was established they were intelligent, they communicated through pictograms. They drew a map of the area, and a few of the local animals. They drew a dwarf and a dragonling shaking hands. It appears they want peace.

A. Accept peace, leave a dwarf and take back a dragonling.
B. Refuse politely.
C. Kill them all.
D. Other.

>Sorry for the slow response there.
>>
File: 1340937859608.png-(28 KB, 800x600, Map Fo da Dwarvies.png)
28 KB
>>19665615
Updated map.
>>
>>19665615
A, and hope they don't eat him.

I suggest keeping an eye on the dragonling at all times
>>
>>19665615
A. Accept peace

Take a dragonling home and teach them how to speak dwarf and get the dwarf to know dragontongue.
>>
>>19665615
accept peace, leave back the dwarf who is the most comfortable above ground. and make it clear to him do not expose secrets without consulting the foreman
>>
>>19665615
A.
>>
>>19665615
A.

Upon returning, immediately get to work on housing for the diplomat.
>>
>>19665615
A. We stand to gain a lot with trading and, if they betray us, we stand a lot more to gain by studying their trade's corpse than they do by studying ours.
>>
>>19665615
D. Accept peace and try your best to establish a mutual relationship through trading/technology/military tactics.
>>
>>19665236
D
Pretend to do A

Kill the dragonling and examine it. Then use the dwarf on the inside to wipe out the rest in a surprise night attack.

We don't need competitors. They can't offer us anything.
>>
>>19665615
A
Back at the mountain home we should start manufacturing our weaponized black powder.
>>
>>19665659
fool the dragonlings are powerful magic users, we have much to gain from them!
>>
>>19665659
>They can't offer us anything.

This is probably not something the Dwarves would know in-universe, but the Dragonlings start with excellent magic and have a bonus to it, architecture, and tech. They can offer us a hell of a lot.
>>
. Accept peace, leave a dwarf and take back a dragonling.

If need be we can butcher them later
>>
The Dwarven delegation agreed to the peace, and it was solidified by eating, drinking, and generally making merry. They drink an odd, and very powerful, liquor brewed from the plants of the valley. Gral McFarmson is left behind. He was a farmer of the dingleberry crops before he was a soldier, so he is perfectly comfortable in the knowledge that he won't fall into the sky. The dragonling that will be coming back with the dwarves is large, even for his race's standards. His wingspan is easily wider than two dwarves laid end to end, and he's roughly seven feet tall. The party begins it's long trek back to Irongate.

>Switching perspective
The expedition has returned successful! Some dwarves were beginning to think that the dwarves were alone in a vast mountain range, but that has been proven false today. A whole new race! Preparations for a surface dwelling are underway, to house the Dragonling diplomat. It will have a heated marble floor, to keep out the cold of the mountains for the cold blooded occupant. It will be built with many, many rooms to house future diplomats. In the meantime, he is forced to duck and crawl through dwarven tunnels. Communication is still halting, at best.

In the four months the expedition was gone, the forgedwarves began production of the gunpowder weaponry. Some of the more moderately sized cannons would serve well as siege or defensive weapons. The smaller, personal armaments are quickly replacing the crossbow.
>>
>>19665738
A. Scavenge for food.
B. Try to improve mountainhome.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
Blast Furnace: Done next turn.
Caravan: Returns in 2 turns.
A1. Teach dragonling how to speak dwarvish. (Dominance)
B1. Learn dragonspeak. (Friendliness)
C1. Teach dwarvish and learn dragonspeak. (Equality)
D1. Other.
____________________
Population: 290 (+20 per turn)
Army: 30 Swords; 35 Spears; 35 Marks 100 total.
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Crossbows, Ballistas.
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, Mountainhome, Great Gates, Bridgetown Fortress.
>>
>>19665761
B.

C1
>>
>>19665738
I suggest not completely putting away the crossbows yet, as water might prevent the personal armaments from working
>>19665761
With our latest map, F (north) would seem good. Maybe find some more.
Otherwise I'd suggest B
C1 too
>>
D keep at it

C1. Teach dwarvish and learn dragonspeak. (Equality)

Sets the right tone
>>
>>19665761
C. Improve weapons.
We might need some gunpowder weapons if we're going to keep exploring.
C1. Learn both
>>
>>19665761
C1. This should be a mutual relationship and, honestly, one more language for both sides is a positive.
C.
>>
B1 Their is much to gain from being friendly. And their is nothing to prove for we all know who would win if it came down to it.

F north
>>
>>19665761
D: minecarts/rail system
C1
>>
>>19665761
Let's focus this turn on closing the language barrier and trading technology/magic between the dwarves and the dragonlings.
>>
>>19665761
C1, and H: Trade knowledge with the dragonlings.
>>
>>19665823
I second this actually But of course reserving the secret of gunpowder for now.
>>
>>19665836
Of course. We might be able to teach them the secret of, say, steel, though, in exchange for some of their magic. That would be a really solid deal for both sides, and that's the foundation of a good trade relationship.
>>
>>19665852
Agreed
>>
>>19665777
im agreeing here with going north and trading languages
>>
>>19665852

We must do this!
>>
>>19665852
>steel for magic
>win-win
>everyone walks away happy
Sounds good to me.
>>
>>19665852
SO MUCH SECONDING, THIRDING, OR FOURTHING
>>
>>19665852
Neither side loses anything of great value to them, both sides gain something of great value to them. I'm whateverthing this. This is the right choice.
>>
Our interested science dwarves begin the difficult process of learning dragonspeak. At the same time, our teachers begin teaching the dragonling dwarvish. The process is slow going, but it is underway, and the benefits of showing we are equals are numerous. It is already apparent the dragonling is incredibly intelligent.

The blast furnaces are complete! Magma flows freely from deep below the Earth thanks to a series of engines pressurizing the magam duct and sucking the magma into the furnaces. Steel production has multiplied ten fold. In fact, we have enough of it that within our society it's become devalued, compared to before when it was practically on the same level as currency. This results in a slight economic backlash, but overall it's a net good. With such a huge surplus, we send a trade caravan back to the valley with instructions to bring back as many books fool of magical knowledge as the dragonlings are willing to give up. They go with the necessary knowledge to ask for this trade thanks to the dragonling ambassador. The caravan will return in three months time.

In the meantime, we improve the gunpowder weapons. Someone realizes that it's a lot faster to reload with a pre-packed cartridge than with by pouring powder and packing down a bullet. The cartridges are wildly popular, but still only allow the gun to hold one shot. The cannons, meanwhile, are fine tuned and a new, multi-barreled version is seeing use.
>>
>>19665969
A. Scavenge for food.
B. Try to improve mountainhome.
C. Try to improve weapons.
D. Research new technology.
E. Practice Magic.
F. Explore (Direction).
G. Found a new settlement.
H. Your choice.
____________________
Caravan: Returns next turn.
Ambassador Housing: Done next turn.
Trade Caravan: 3 turns.
____________________
Population: 310 (+30 per turn)
Army: 30 Swords; 35 Spears; 35 Marks 100 total.
Food: Plentiful
Architecture: Small Mountainhome
Weapons: Steel Weapons, Crossbows, Ballistas.
Tech: Very Advanced
Magic: Nonexistent
Defenses: Mountains, Simple traps, Mountainhome, Great Gates, Bridgetown Fortress.
>>
>>19665992
C: Try to improve weapons. Apply the multi-barrel technology to create revolvers and gatling guns.
>>
>>19665992
D. lets see if we can make a hot air balloon
>>
>>19665969
Continue to learn dragon speech.
E. Practice magic, we need to get our magic goin, to be prepared. and I want this to be enchanting Magic
>>
>>19665992
explore west
>>
>>19665992
F. Explore North.
>>
>>19666000
SMART. If we get that, we won't need to bother improving our weapons any more for QUITE some time.
>>
>>19666008
second
>>
>>19666009
this, we don't know what lies north west of our home
>>
>>19665969
Are the Dragonling's wings vestigial or functional? If they can actually fly, they would make useful scouts in addition to their other qualities. I assume we will later have the option to use flying magic, if all goes well.
>>
>>19666029
They're fully functional.
>>
Oh god, at this rate we'll have machine guns by the end of this thread.
>>
>>19666008
I third this we need to practice
>>
>>19666039
Sweet. Currently in autosage, by the way.
>>
>>19666048
We might by next turn. Gatling guns and revolvers seem in our near future.
>>
>>19666066
We are? Okay, in that case let's take an intermission for a few minutes while I get some tea, take a shower, and get my notes together. New thread in ~30 minutes.
>>
>>19666088
Will you be linking it in here when it's up?
>>
>>19666097
But of course.
>>
>>19666535
New thread is here, folks!


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