| Msosth the Grey |
0) Alignment NG
1) Jarix is leader - +4 to Economy at present (since our alignment gives us boosts to the other two)
2) City is where selected - correct
3) Buildings - Mill and Butcher (gives us +2 Econ, and +1 to both stability and loyalty)
--> Note, a Brewer and Baker gives us the same bonuses without dealing with a water border
--> Since we are building in the peninsula between the two rivers, I think that the southern and eastern border should be water initially.
4-5) Ignored
6) Edicts -- Light Taxation, No Promotions, No Festival (DM Patcher, can we get the promotion bonus without a Grand Diplomat?)
Also, we need to build a Town Hall as soon as possible as this will allow us to name a Councilor, Grand Diplomat, and Treasurer with the sizable bonuses attached thereto.
This will result in
Econ: +7
Stability:+2
Loyalty:+1
| Falger Ortio |
"I vote mill and smith. With light taxation, no promotions and no festivals."
My vote stands with this, but I think Msosth is right abut the Southern and Eastern borders being water.
I had wanted to get my second character finished before we started, but my weekend was simply too busy. I'll do that this week. They'll be able to fill a similar role to Falger, though in a different way, so I'm not fussed about swapping.
| Kezzin |
@ DM Patcher - A Trait submission for Kezzin: There Is No I In Team: Kobolds are very industrious and group oriented creatures. When a kobold is able to call upon other kobolds for assistance in kingdom building, the character may reduce the BP cost of a single structure by 1.
Essentially the same as the +1 BP trait idea, but different flavor.
| Irikar Vareth |
"I vote mill and smith. With light taxation, no promotions and no festivals."
Aye.
My vote stands with this, but I think Msosth is right abut the Southern and Eastern borders being water.
I believe that's correct myself.
I'd hoped to have the second character done over the weekend, but got dragged around for pre-seasonal stuff. Will get it done in the next day or so.
| Korvin |
Here's an idea for a trait that is different then the one I offered up earlier about breweries:
Corporate Spy
You have been raised by a shrewd merchant or business owner that has shown you the ins and out of how to run a business during troubled times. You gain a +1 to economic bonuses when you fill the role of the spymaster and focus your efforts on economic bonuses.
| Msosth the Grey |
Here's an idea for a trait that is different then the one I offered up earlier about breweries:
Corporate Spy
You have been raised by a shrewd merchant or business owner that has shown you the ins and out of how to run a business during troubled times. You gain a +1 to economic bonuses when you fill the role of the spymaster and focus your efforts on economic bonuses.
Just look at the traits that have been accepted and then create something with similar power. Realistically, a +1 to Economy, Stability, or Loyalty is no different that a +1 to Fort, Will, or Reflex. Likewise, a -1 BP to the building of some buildings might be realistic if you have contacts or helpers.
| DM Patcher |
By request, here is an updated map.
I apologise for my lack of involvement at the moment, recovering from depression.
Tell me when you wish to go explore or initiate the end of the month for management. It'll have to be the former if you want to claim any hexes, though.
Also, you should do the economy step now. Could the Ruler roll step 4 of the income phase? Economy VS DC 11.
| Jarix |
Has someone been keeping a tally of what we want to build this turn? Was it the mill and the smith or the butcher?
It looks like the roll is the same in either case.
1d20 + 7 ⇒ (15) + 7 = 22
| Korvin |
Korvin wrote:Just look at the traits that have been accepted and then create something with similar power. Realistically, a +1 to Economy, Stability, or Loyalty is no different that a +1 to Fort, Will, or Reflex. Likewise, a -1 BP to the building of some buildings might be realistic if you have contacts or helpers.Here's an idea for a trait that is different then the one I offered up earlier about breweries:
Corporate Spy
You have been raised by a shrewd merchant or business owner that has shown you the ins and out of how to run a business during troubled times. You gain a +1 to economic bonuses when you fill the role of the spymaster and focus your efforts on economic bonuses.
Then I don't think the one I proposed, above, is too unreasonable. Just waiting for approval.
| Polmora Fetch |
Falger's second character here, just needs a couple little tweaks here and there. Not quite decided on the first level spells, is Infernal Healing allowed?
Once I get the final little bits nailed down, am I free to jump in and roleplay with the character until everyone decides to take to the field?
| Msosth the Grey |
Ok, so we build a Butcher and a mill in Month 0. And we begin by exploring the hexes along the river with the road - to the southeast of the city.
@DM Patcher - are you going to set this up as a campaign so that all the new posts show up in our Campaign list when we check.
| Alrich |
Ok, so we build a Butcher and a mill in Month 0. And we begin by exploring the hexes along the river with the road - to the southeast of the city.
@DM Patcher - are you going to set this up as a campaign so that all the new posts show up in our Campaign list when we check.
I thought it was a mill and a smith?
| Korvin |
Has someone been keeping a tally of what we want to build this turn? Was it the mill and the smith or the butcher?
It looks like the roll is the same in either case.
1d20+7
Awesome roll!
Alrich, I think butcher had 1 more vote then the smith?
DM Patcher, correct me if I am wrong, but I think you are looking for us to take an action before you start anything? Playing more of a reactive role to our actions?
To everyone else, we will probably need someone to push forward the game play. Perhaps you can do that job Jarix? Something like: "Everyone gathers up to explore their surroundings and departs the village, heading to the hex <Direction> of New Celtara."
| Polmora Fetch |
By my count...
Smith: Falger, Alrich, and Irikar
Butcher: Msosth, Korvin, Kezzin
Kezzin changed his vote, making it a tie. Jarix will need to break the tie.
Personally I think the smith makes more since from both an in character and mechanical point of view. Mechanically I would prefer to minimize the risk of unrest at the start as much as possible, because one bad roll and then you're going to be bogging down your rolls for turns to come. In character, just because you need food doesn't mean you need a butcher shop, that's a sort of luxury more well to do communities have, without one you just butcher your meats at home, i.e. it's not a necessity. Whereas the the ability to make and repair basic tools and farm equipment, and shoe horses is something you need pronto if you're hoping to establish a settlement, and it's not a task an unskilled laborer can do.
| Korvin |
Thanks for keeping track of it all. I think we have 7 BP now?
EDIT: Ahah! There is the vote I was missing. Irikar had "ayed" to the whole string of things =).
Maybe for your character a butcher would make more sense, but for Korvin a butcher makes all the sense in the world... He is all for some meaty goodness and he sure as heck doesn't know how to butcher things =P. I'll stick to his vote as it would be a character decision, but I'd fully support and agree with you OOC - the smith makes more sense.
| Falger Ortio |
Just to avoid bogging down, making decisions it might be best to fine tune the details in the OOC thread (unless of course everyone is having a ball hammering things out in character).
I think we're all pretty much in agreement regarding that we need to explore some of the plains first.
Now that I'm looking at the exploration times, we should probably be able to cover several hexes easily, if we don't have any delays, before our next building cycle. Given that it's probably more logical to start in the SW hex, rather than SE hex, and go counter clockwise from there until we've made as much of a circuit of our settlement as time allows.
On a separate note, I'll mention here as well, I think I like these characters equally well, so for now I'll let you all decide which one you would rather have with you, and who will stay with the villagers. Polmora or Falger.
| Irikar Vareth |
I agree -- while IC debate is a good part of RP, we're a big group (made bigger by extra characters) -- and so while I think it makes sense for people to post opinions in the other thread IC, the "meat" of the discussion can be done here better and faster. ;)
(As an aside: Irikar is a small person who voted for a smithy. But then, he has high survival, so he knows how to hunt and clean food. :) )
| Irikar Vareth |
I believe so.
| Alrich |
This may seem an odd question, but I am curious as to how we will be counting days and travel.
From the River Kingdoms book for a party with a speed of twenty:
explore grassland 2 days
cross grassland hex 8 hours
So, when we move from our starting hex to explore the sw hex (or, se for that matter), do we have to travel eight hours to go from here to there or is that included in the 2 days time?
IOW, would it require 2 days per hex in grasslands (3 days for a forested hex) while going in a circle or will we need to calculate travel time (center of one hex to center of another, etc.) separate from exploring time for the same hex? (As opposed to merely counting travel time when passing through a hex without exploring it...)
I am just hoping to ensure that we calculate correctly and return on time.
| Irikar Vareth |
Don't we (for exploring) use the mounted speed, making us a 40' party? ;)
| Falger Ortio |
Sorry I haven't posted yet, I've caught some kind of cold/flu thing and the time I sat down to post instead became (extended) nap time. I've just woken up and it's like 3 in the morning here, so I'm going back to bed, I'll try to post in the next 12-13 hours, but please if you're waiting on my input for something, by all means proceed rather than let me hold things up. Falger will go with the group since Jarix was the only one with an opinion on the subject. Alright, sleep time.