
![]() |

"If anyone is inclined to listen to me, and judging by your very good taste in hiring me, I would hope you do, I say that the Northwest choice with its mineral base and stone in abundance for construction is far superior to any wood you might find. Why, I am reminded of the tale of the Three Little Flumphs, which you might recall, is a parable of the importance of building one's home out of a solid, easily defensible material instead of being devoured by winter wolves. Indeed, it is an interesting fact that the world is 85% mineral in nature, which does indicate a certain wisdom in seeking the mineral path. Of course, I defer to the will of the group, but as I would hope this group would be wise enough to realize, good advice will out every time. And I rarely give anything but good advice. Harumph!"

Halvair |

"A big pile of rock near nothing besides other rock? Eventually this will need to be a settlement and not just a base camp for feeding a mining operation, and settlers need water. If reports of giant beasts hold any truth, we'll also need to assemble buildings and defenses quickly, which sounds more like a lumber solution.
"I would support going northwest but for two small reservations. First, the thick woodlands will take some time to clear. Second, the river site is the farthest away from minerals that could help to fund additional expeditions. That those minerals might contain silver...
"Still, the wooded river promises a degree of self-sustainability. Once we have a base of operations, we can turn our eyes to prospecting more long-term interests."
Other thoughts? For our newcomers, Halvair tends to make his executive decisions rare but decisive - typically just when everything has already been discussed or when the offal is in the process of hitting the fan.

Kiknikricker |

Kiknikricker eyes the new group of people he was brought halfway around the world to help.
"If we are looking for a place to settle, we need not worry as much about the raw materials present. For instance, you don't need an entire settlement for a mine or to gather lumber. You might need land to farm and a good supply of water. We might want to see what kind of a lake is up north. If it can irrigate the plains nearby, we should have plenty of food... Never designed an irrigation system..."

Kiknikricker |

I think I have all my equipment sorted. I'm not sure how you want to handle crafting, but I was hoping to be able to craft weapons frequently, as my tinkering trait gives me proficiency with stuff I craft. Current two projects would be a Gnome Hook Hammer, and a Net, both of which should take a week's work if I'm successful.
I'm not sure if that is supposed to be full time work, or if I could be tinkering during downtime and that would count.
Of course, if you don't want to deal with a gnome crafting something every other day and rolling and such, I can just be tinkering in RP and you can tell me if I finish something. It's more of a character thing than a practical need for weapons.

Shanosuke |

Kiknikkricker you can accumulate hour when building stuff so long as the resources are available and what you are trying to craft doesn't require a forge. Otherwise you will need to spend the traditional time necessary to craft.
Now all you new folks go to To The Cursed Lands to begin.

Surveen Walsh |

Not that Surveen would say so, but do we really want to make camp amongst the poison grass or try and move on and find a better place? I'm not sure if it makes any difference, but can the knowledgeable characters determine if there is poison in the ground or just the plants. If its the ground, then the place would not be suitable for a settlement here and we should look further.
Just thought I'd ask anyway.