Colonizing the New World (Open to all) (OOC)
- Theis2
- Moderates Controversy!
- Posts: 7440
Re: Colonizing the New World (Open to all)
I just realised I'll only be allowed all the power in crisises where half the people are dying from war or plagues I bet I get blamed for your screw ups then!
- spiderwrangler
- Game Master
- Posts: 21091
Re: Colonizing the New World (Open to all)
I'm just a simple blacksmith. Give me some hot metal to hit.
Games I GM:
Games I play in:
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- BadgeAddict
- Saves-A-Hyena
- Posts: 9145
- Location: Ohio
Re: Colonizing the New World (Open to all)
Governor's add their skill bonuses to the plebs they command but otherwise lose the ability to work on their own thing due to their time spent governing. The ability to command the masses loses you the ability to work on your own stuff....on a plus side.. There are ways to lose your governorship before the end of your term...
You wouldn't like how though.
You wouldn't like how though.
- GathersIngredients
- Discussion Moderator
- Posts: 5148
Re: Colonizing the New World (Open to all)
I've updated my first post, filling in most info on my char.
Excited for the Dungeon Eyes, Ricki and Lara kissing!Krulle wrote:My bad memory allows me to enjoy positive news far more often!
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- BadgeAddict
- Saves-A-Hyena
- Posts: 9145
- Location: Ohio
Re: Colonizing the New World (Open to all)
Could the rest of you, when you have the time, please fill out the rest of your character details.
- M0rtimer
- Global Moderator
- Posts: 14109
Re: Colonizing the New World (Open to all)
Edited my first post with all the stats in them to also add the name: Groff.
- Theis2
- Moderates Controversy!
- Posts: 7440
Re: Colonizing the New World (Open to all)
Whoops, forgot about it. I like how the naming tradition is a bit all over the place with Thinks' character being from Iceland/the Faroese islands, Spiders from Swedenand mine from Denmark/Norway. Still vikingland as Spider put in
Never mind Spiders choice, it can be used in most places that aren't Denmark. Even Norway can use the son ending. So just us Danes wanting to be special and/or apart from Swedish naming convention
Navn: Ymer J├©rgensen
Skills:
Doctor 4
Botanist 1
Appearance: Classic Nordic look with blond hair, blue eyes and a short well kept beard tinted with red. While he isn't frail, he does have a slim body showing that physical labour isn't part of his day to day life except for the odd amputation he's had to do.
Never mind Spiders choice, it can be used in most places that aren't Denmark. Even Norway can use the son ending. So just us Danes wanting to be special and/or apart from Swedish naming convention
Navn: Ymer J├©rgensen
Skills:
Doctor 4
Botanist 1
Appearance: Classic Nordic look with blond hair, blue eyes and a short well kept beard tinted with red. While he isn't frail, he does have a slim body showing that physical labour isn't part of his day to day life except for the odd amputation he's had to do.
Last edited by Theis2 on Thu Aug 24, 2017 6:42 am, edited 2 times in total.
Reason: Small unimportant edit
Reason: Small unimportant edit
- thinkslogically
- Game Master
- Posts: 17223
- Location: Florida
Re: Colonizing the New World (Open to all)
Well, maybe you guys picked me up en route
I've always really liked the Icelandic naming conventions for some reason
I've always really liked the Icelandic naming conventions for some reason
Games I'm running:
The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)
- BadgeAddict
- Saves-A-Hyena
- Posts: 9145
- Location: Ohio
Re: Colonists of the New World (Open to all)
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Last edited by BadgeAddict on Tue Aug 29, 2017 4:01 am, edited 1 time in total.
- BadgeAddict
- Saves-A-Hyena
- Posts: 9145
- Location: Ohio
Re: Colonists of the New World (Open to all)
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Last edited by BadgeAddict on Tue Aug 29, 2017 4:02 am, edited 1 time in total.
- BadgeAddict
- Saves-A-Hyena
- Posts: 9145
- Location: Ohio
Re: Colonists of the New World (Open to all)
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Last edited by BadgeAddict on Tue Aug 29, 2017 4:02 am, edited 1 time in total.
- M0rtimer
- Global Moderator
- Posts: 14109
Re: Colonists of the New World (Open to all)
The idea was for a town hall, that would for now be used as a big shelter, and would later be re-purposed into a proper town hall as other buildings are erected to keep the people in.
- BadgeAddict
- Saves-A-Hyena
- Posts: 9145
- Location: Ohio
Re: Colonists of the New World (Open to all)
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Last edited by BadgeAddict on Tue Aug 29, 2017 4:02 am, edited 1 time in total.
- M0rtimer
- Global Moderator
- Posts: 14109
Re: Colonists of the New World (Open to all)
He considered it, but there's a difference between being peeved and outright vengeful. I'm not vouching for next season when the most urgent matters have been taken care off...
- BadgeAddict
- Saves-A-Hyena
- Posts: 9145
- Location: Ohio
Re: Colonists of the New World (Open to all)
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Last edited by BadgeAddict on Tue Aug 29, 2017 4:02 am, edited 1 time in total.
- M0rtimer
- Global Moderator
- Posts: 14109
Re: Colonists of the New World (Open to all)
((Yeah I was wondering about that, but figured that depending on the task it wouldn't really make much difference- For instance, if in one turn I'd want to do 2/3 construction and 1/3 woodcutting, I might as well have everyone work on construction for two months and woodcutting for one month... But if there's a variety of smaller tasks that needs to happen, I know I can split the effort for sure.
Although to be fair, I probably should not have left 75 people be idle due to lack of fishing equipment... Wouldn't that mean there's a limit to stuff like lumbering, too..? I figure that if it's more efficient to split tasks immediately to have more tool access I should do that.))
Although to be fair, I probably should not have left 75 people be idle due to lack of fishing equipment... Wouldn't that mean there's a limit to stuff like lumbering, too..? I figure that if it's more efficient to split tasks immediately to have more tool access I should do that.))
- BadgeAddict
- Saves-A-Hyena
- Posts: 9145
- Location: Ohio
Re: Colonists of the New World (Open to all)
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Last edited by BadgeAddict on Tue Aug 29, 2017 4:02 am, edited 1 time in total.
- M0rtimer
- Global Moderator
- Posts: 14109
Re: Colonists of the New World (Open to all)
((Quick question: does construction take any ToT/ are there any that help improve that process? Also does "brush clearing" involve woodcutting, or is it merely considered busywork?))
- BadgeAddict
- Saves-A-Hyena
- Posts: 9145
- Location: Ohio
Re: Colonists of the New World (Open to all)
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Last edited by BadgeAddict on Tue Aug 29, 2017 4:03 am, edited 1 time in total.
- thinkslogically
- Game Master
- Posts: 17223
- Location: Florida
Re: Colonists of the New World (Open to all)
((badge, what do we need to do to preserve the food? I'd sort of assumed that was bundled up in "farming" but if there are specific things we need to do to stop the grain etc from spoiling or the animals from dying, that would be good to know.))
Games I'm running:
The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)
- BadgeAddict
- Saves-A-Hyena
- Posts: 9145
- Location: Ohio
Re: Colonists of the New World (Open to all)
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Last edited by BadgeAddict on Tue Aug 29, 2017 4:03 am, edited 1 time in total.
- thinkslogically
- Game Master
- Posts: 17223
- Location: Florida
Re: Colonists of the New World (Open to all)
ok, let's store the wheat as flour, and slaughter some of the excess animals for salted meat. The barley I think we should store as flour too, though some of that can be eaten or used as animal feed. Sand barrels sounds good for beans (and a new one for me! i didn't know that would work).
We should consider creating salt pools in the summer (evaporate seawater) to make sure we have a steady supply of the stuff. If we ever move inland / meet inland people it'll potentially be a valuable trade resource.
Once I get some farmers trained up, we can look at starting to brew beer...
We should consider creating salt pools in the summer (evaporate seawater) to make sure we have a steady supply of the stuff. If we ever move inland / meet inland people it'll potentially be a valuable trade resource.
Once I get some farmers trained up, we can look at starting to brew beer...
Games I'm running:
The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)
- BadgeAddict
- Saves-A-Hyena
- Posts: 9145
- Location: Ohio
Re: Colonists of the New World (Open to all)
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Last edited by BadgeAddict on Tue Aug 29, 2017 4:03 am, edited 1 time in total.
- thinkslogically
- Game Master
- Posts: 17223
- Location: Florida
Re: Colonists of the New World (Open to all)
Do we need to slaughter them? I mean, what happens if we do or don't?
Games I'm running:
The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)
- BadgeAddict
- Saves-A-Hyena
- Posts: 9145
- Location: Ohio
Re: Colonists of the New World (Open to all)
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Last edited by BadgeAddict on Tue Aug 29, 2017 4:03 am, edited 1 time in total.