avatar11792
Et Sic Incipit
- Location
- Planet Earth, North America
Okay, I'll try my hand at a plan, then.
[X] Plan: Hold Basics Continued
[x] Recruit Infantry Squad: Whether they wield spears, axes, swords, maces or hammers, the holds of Jorgard are protected by their infantry squads. Each squad consisting of ten warriors, train another squad of infantry to increase the strength of your militia.
DC: 10. Successes Required: 0/1. Cost: 500. Effect: Gain 1 Green Infantry Squad
(OOC: We need more soldiers, straight up, before we go attacking even the squatters.)
[x] Request aid from Iron Hall: The town of Iron Hall is one of the two nearby holds. A populous and rich hold, Iron Hold is ruled by Earl Horl Jewelhelm and he is said to be a fair man. He will almost certainly provide you with aid whilst your hold is still young and vulnerable. Given that they have already sent aid recently, it will take some good diplomacy on your part to get some more so soon.
DC: 40. Successes Required: 0/1. Cost: 50. Effect: Receive aid from the town-hold of Iron Hall.
[x] Set up trade depot: While you may see the odd enterprising trader dropping by, you will need to set up a proper trade depot for any trade caravans that show up. Get one set up so you can get some actual trade going.
DC: 0. Successes Required: 0/1. Cost: 200. Effect: Allows trade caravans to trade at your hold.
(OOC: Setting up trade depots during the winter means we'll do better in the spring. And this is the Aid with the lowest DC.)
[x] The Basics: The Crafting Workshops: Your hold has limited ability to produce any goods or tools. Correct this by setting up some crafting workshops and storage rooms for them.
DC: 0. Successes Required: 0/1. Cost: 300. Effect: Gain the ability to produce the basic items that the hold requires.
[x] The Basics: The Kitchens and Breweries: While your people can eat raw food and drink plain water, nobody likes that. Get some kitchens and breweries up and running so you can get some cooked meals and proper booze in the hold.
DC: 0. Successes Required: 0/1. Cost: 300. Effect: Gain the ability to produce prepared meals and drink.
(OOC: Need Crafting so we can build more complex items and become more self-sufficient, and Kitchens bc we need food to, well, stay alive. Pretty basic stuff.)
[x] Set up basic traps: Take the time to set up some basic traps in your entrance hall to catch any unwanted quests or harm invading warriors.
DC: 0. Successes Required: 0/1. Cost: 100. Effect: Improved defences.
(OOC: Defense is good.)
[x] Build tombs: As morbid as it may be, it is a fact of life that your hold will see death soon or later. Get some tombs carved out with solid stone coffins so the bodies of the fallen have a place to rest upon death.
DC: 0. Successes Required: 0/1. Cost: 300. Effect: Gain tombs to place any future dead in.
(OOC: Again, if we attack the squatters even remotely soon, we'll need these. Plus winter tends to be more dangerous.)
[x] Markswoman Training: You are already a very competent fighter, but you can always improve on your skills. Push your skills further and learn the ins and outs of wielding a crossbow from the veterans that have travelled to Starspire with you.
DC: 20. Successes Required: 0/3. Cost: 0. Effect: Gain Trait Markswoman.
[x] Swordswoman Training: You are already a very competent fighter, but you can always improve on your skills. Push your skills further and learn the ins and outs of wielding a sword from the veterans that have travelled to Starspire with you.
DC: 20. Successes Required: 0/3. Cost: 0. Effect: Gain Trait Swordswoman.
(OOC: Improving our combat abilities prior to fighting the squatters seems like a very good idea.)
Total Cost: 2050
Stockpiles +Income: 3900
What's Left: 1850
Minus Standing: 1550
***
Feedback is appreciated, of course.
EDIT: Swapped diplo office for aid, and prison for traps, as requested.
[X] Plan: Hold Basics Continued
[x] Recruit Infantry Squad: Whether they wield spears, axes, swords, maces or hammers, the holds of Jorgard are protected by their infantry squads. Each squad consisting of ten warriors, train another squad of infantry to increase the strength of your militia.
DC: 10. Successes Required: 0/1. Cost: 500. Effect: Gain 1 Green Infantry Squad
(OOC: We need more soldiers, straight up, before we go attacking even the squatters.)
[x] Request aid from Iron Hall: The town of Iron Hall is one of the two nearby holds. A populous and rich hold, Iron Hold is ruled by Earl Horl Jewelhelm and he is said to be a fair man. He will almost certainly provide you with aid whilst your hold is still young and vulnerable. Given that they have already sent aid recently, it will take some good diplomacy on your part to get some more so soon.
DC: 40. Successes Required: 0/1. Cost: 50. Effect: Receive aid from the town-hold of Iron Hall.
[x] Set up trade depot: While you may see the odd enterprising trader dropping by, you will need to set up a proper trade depot for any trade caravans that show up. Get one set up so you can get some actual trade going.
DC: 0. Successes Required: 0/1. Cost: 200. Effect: Allows trade caravans to trade at your hold.
(OOC: Setting up trade depots during the winter means we'll do better in the spring. And this is the Aid with the lowest DC.)
[x] The Basics: The Crafting Workshops: Your hold has limited ability to produce any goods or tools. Correct this by setting up some crafting workshops and storage rooms for them.
DC: 0. Successes Required: 0/1. Cost: 300. Effect: Gain the ability to produce the basic items that the hold requires.
[x] The Basics: The Kitchens and Breweries: While your people can eat raw food and drink plain water, nobody likes that. Get some kitchens and breweries up and running so you can get some cooked meals and proper booze in the hold.
DC: 0. Successes Required: 0/1. Cost: 300. Effect: Gain the ability to produce prepared meals and drink.
(OOC: Need Crafting so we can build more complex items and become more self-sufficient, and Kitchens bc we need food to, well, stay alive. Pretty basic stuff.)
[x] Set up basic traps: Take the time to set up some basic traps in your entrance hall to catch any unwanted quests or harm invading warriors.
DC: 0. Successes Required: 0/1. Cost: 100. Effect: Improved defences.
(OOC: Defense is good.)
[x] Build tombs: As morbid as it may be, it is a fact of life that your hold will see death soon or later. Get some tombs carved out with solid stone coffins so the bodies of the fallen have a place to rest upon death.
DC: 0. Successes Required: 0/1. Cost: 300. Effect: Gain tombs to place any future dead in.
(OOC: Again, if we attack the squatters even remotely soon, we'll need these. Plus winter tends to be more dangerous.)
[x] Markswoman Training: You are already a very competent fighter, but you can always improve on your skills. Push your skills further and learn the ins and outs of wielding a crossbow from the veterans that have travelled to Starspire with you.
DC: 20. Successes Required: 0/3. Cost: 0. Effect: Gain Trait Markswoman.
[x] Swordswoman Training: You are already a very competent fighter, but you can always improve on your skills. Push your skills further and learn the ins and outs of wielding a sword from the veterans that have travelled to Starspire with you.
DC: 20. Successes Required: 0/3. Cost: 0. Effect: Gain Trait Swordswoman.
(OOC: Improving our combat abilities prior to fighting the squatters seems like a very good idea.)
Total Cost: 2050
Stockpiles +Income: 3900
What's Left: 1850
Minus Standing: 1550
***
Feedback is appreciated, of course.
EDIT: Swapped diplo office for aid, and prison for traps, as requested.
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