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Author Topic: Digging Dwarf Suggestion Game (taking a break, health issues)  (Read 8844 times)

Truean

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Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
« Reply #45 on: August 08, 2015, 08:36:40 am »

+1 RPL I guess.
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Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
« Reply #47 on: August 09, 2015, 12:51:33 pm »

Hold off on the cave man. I mean for all we know that's a goblin tribe or some junk. We don't have much of a guard yet. We got wounded with our defenses not set up yet. I want like a wall or something up before we go poking around at least. Cause if we don't then what?
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Transcendant

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You work away at your forge, depleting a small portion of your steel reserves, to make carpentry tools. You imagine they will be put to quite a bit of very good use. Speaking of, a fairly rudimentary small boat begins to take some shape. You don't quite have shipwrights with you or anything, but it would seem you have some ability to do a little. The shore is busier, that's quite true now, in addition to the fisherdwarf, there now is some boat construction happening. With your current ability, repairing the ship (it's been torn in several pieces, some of which you don't have as you can see from the maps).

(Note: Stupid maps have scaling errors, but it should be the same number of squares in the grids).

Starting Area:


area Immediately East of Starting Area:


Your medical implements have been used to great effect to increase as two dwarven miners are healthy enough to put forth picks and aide in creating your new underground buildings. It's quite impressive for a single day's work and your mason/mechanic uses the materials dug out to nice effect, creating a paved area in front of the entrance to date. Things appear to be on track to continue improvement if you keep this pace, now enhanced. Yet, for all this, it should be known that a significant enough portion of your people are engaged in transporting stone removed from the excavation. There also seem to be some walls rising around the entrance as well, the beginning of an exterior enclosed space, or perhaps a courtyard? Either way, something besides a completely accessible excavation entrance sounds far more defensible than nothing. Additionally, it might provide some sort of foundation to build upon, because sand simply doesn't support much. (You had to do something with all that stone anyhow).

Newly recovered Dwarves:
Shocin Savondev (Smith of Ndev) Male Dwarven Miner
Ehal Savondev (Smith of Ndev) Female Dwarven Miner

That excavation is now including what will soon be a rudimentary hospital area, with operating room, medical storage area, and as of right now, communal patient area. It's far from a level one trauma center, but it's quite impressive after but just 2 days effort. It would seem you can expand the area more and it seems to be a small think to look forward to, seeing as how you might be here a while it seems.

The question of where "here is" presents difficulty. The humans (former ship crew members) simply relate that the storm could have blown you nearly anywhere. As you may recall, the ship left port in Thalamalon, a human city state based in textile trade with several warring factions trying to invade it. There are regions neighboring Thalamalon, but you'd sailed far too long to to be near any of them. You were over the open ocean when the storm hit midway and past the point of no return to your destination, the Lonva Empire, a human civilization near a wealthy mountainous clan of dwarves. Clearly, you never made it.

All they can do at this point is guess where you are, It's possible you somehow washed up on a very sparcely inhabited land in or near the Lonva Empire or one of it's neighboring subject states. Perhaps you've washed back towards one of the forests closer to Thalamalon. Or, you could be any number of other washed up areas known or unknown. Until further bearings are gotten, it's hard to say with any certainty. You suppose one of the key aspects to a shipwreck, is not knowing where you are exactly, at least initially.

The sword is engraved with an intricate engraving of itself and the name of the dwarf you are giving it to. He also requests his family crest be engraved on it, and you happily oblige (unless you'd rather not).

Informational Note:
You previously had a round inventory done on exactly how much you had in terms of things. People have eaten a bit and not been counting (focusing rather on helping create buildings/excavations)

The Humans give you the following list of supplies from various cargo crates:
*400 Excellently Prepared Meals (less now)
1/3 Sautéed Cave Beef, Shallots, Crisped Greens, pan fried tomatoes.
1/3 Grilled Duck, Kelp, Roasted Seed Salad.
1/3 Cave Eel Pie with Dwarven Tubers, Cave Wisp Reeds, and Dwarven Mushrooms

*About a quarter of a ship worth of salvageable finished wood

*34 Steel Ingot Bars
*12 Standard Spears
*30 Buckets Wooden (Oak)
*1 large anchor chain (steel) (No anchor)
*2 Large Soaked Sails *(slight rips and tears)
*300 Units of Excellent Cotton Fabric
*1 Goat (Male)

I.) Immediate Actions for tomorrow: (Pick 3)
A.) Stay in Starting Area and build up your infrastructure (specify?).
B.) Stay in Starting Area and Craft (With what materials, results desired etc).
C.) Stay in Starting Area and Fish
D.) Hunt for Food in the immediate area
E.) Continue creation of the new (smaller) boat.
F.) Investigate the cave or other area in your immediate surroundings
G.) travel to a different location (presumably leaving the wounded where they are).
H.) Create item out of metal (specify item etc)
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
J.) Other (specify?)

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
A.) Focus on Defense first
B.) Focus on establishing a hospital or other safe interior space to place the wounded first. (would expand to private or semi private hospital rooms and physician's office)
C.) Focus on Religious and Burial accommodations for the dead, etc.
D.) Focus on establishing industry and infrastructure (specify)
E.) Focus on expanding space that is flexible and not specialized at present.
F.) Focus on Mercantile and trading with commerce
G.) Focus on creating transportation (Stables, docks, etc)
H.) Focus on justice and administration areas
I.) Focus on long term growth and infrastructure (Hallways, with areas to mine out/build later).
J.) Focus on establishing private rooms perhaps later use as an inn
K.) Focus on establishing
L.) Focus on ascetics and cultural concerns
M.) Focus on recreation.

(NOTE: infrastructure could mean getting water from the pond to the starting area as an example, based upon someone's prior suggestion).

III.) Other suggestions (possible but must be reasonable and at this early juncture may take time to do).
« Last Edit: August 10, 2015, 02:32:05 pm by Transcendant »
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Robot Parade Leader

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I.) Immediate Actions for tomorrow: (Pick 3)
E.) Continue creation of the new (smaller) boat.
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
J.) Other (specify?) Create a labor saving device, probably out of wood, like carts, or something to haul stone faster/easier. Also make sure the hallways or routes or whatever we should be calling them, that we would be hauling stuff over is best suited for it. If we need it smooth, then make it smooth, or if it needs some kind of traction/texture/grip, then engrave that.

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
A.) Focus on Defense first. Walled area around entrance as at least a courtyard or something besides an open door.
D.) Focus on establishing industry and infrastructure (specify) Can we please get some Hallways so we can fill in stuff later? Perhaps digging out east or down deeper? That way we can fill stuff in later as we need it with more of a plan.
J.) Focus on establishing private rooms perhaps later use as an inn.

III.) Other suggestions (possible but must be reasonable and at this early juncture may take time to do).

I bet everyone would like a room with a bed. Is it possible we can eventually get some kind of beds? I'm not even sure how we'd manage that. We seem to have some kind of ability to work wood or something to create beds. Same deal with the hospital and the wounded should probably get beds first. We can't like make any kind of blankets can we? Do we have any kind of cloth besides what used to be the ship's sails (and I'm betting those would work better on the newer boat thing as sails).
« Last Edit: August 10, 2015, 02:49:46 pm by Robot Parade Leader »
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femmelf

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I guess +1 RPL.

How many people do we have right now? Total? You have 16 on the front page listed, plus us. The doctor had 11 in his care but we have like 3 from that healthy enough to not be wounded or whatever now right? There's that grower and the two miners. So that's down to 8, right?

So, do we have 25 people right now including us? Can we make a couple dozen rooms so everybody has one, or at least 12 so we can double up. Hang on, there's 16 not in the hospital right? So can we make our little INN thingy have at least 16 beds? I don't know. It might take longer than one turn even but yeah. Also beds, lots please. I don't know if we could manage other furniture too.

We've only got a limited supply of steel bars and we haven't hit any ores at all so far. Plus, we have no real source of it, so once it's gone, it looks like we're screwed for a bit? If that's the case, let's make only the essentials for right now at least. I don't know if we can really even go with finding some source of steel or at least iron, but if we could, then that would be great.

Pretty much let's be safe and maybe even comfortable so we're alive when we're rescued or whatever.

« Last Edit: August 10, 2015, 05:10:37 pm by femmelf »
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vjmdhzgr

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I believe most of what Robot Parade Leader has suggested is good, but I want to make sure we're getting enough wood for the new boat. This isn't something we'd do ourselves, I believe we have a woodcutter. So ask the woodcutter if they can effectively collect wood as they are, and if there's anything that might need to be done to the wood before it gets put into the ship. I guess this would be a III.)
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Transcendant

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Informational OOC:

RPL: You're right. Actual beds with sheets would need some type of fabric; you don't have much, none appropriate. Thankfully, it's not too cold right now, so freezing isn't a worry, but comfort is, among other things. Same deal with ... I guess modern mattresses? It might take some doing, but you could conceivably get resources. The other issue is that you don't seem to have a skilled clothier (to your knowledge) available right at this moment.

Options are perhaps at least possible. While you have no cotton, silk, other other plant based crops, you could conceivably hunt something and use hides/leather. Again, it's only day 2, going on day 3 at this point, so having all the comforts of home right away is going to be a thing. It's possible, but might take some doing. We'll have to see.

femmelf: 25 people. 17, and 8 patients. We'll see what we can do about the INN and rooms if that's voted for. You now have three times the miners, so that isn't going to hurt anything.

Yes, you only have a limited supply of steel bars, and just like everything else it's a matter of how you chose to spend them.... You sped the recovery of some people and saved one person's life so far with potentially others saved Had you not made those surgical instruments, you could have made more weapons and armor, but you'd have another body to bury at the least. If you find some way to make steel, then of course that would be nice.

vjmdhzgr: You do have a bit of a woodsdwarf:  Obalv Gelantiv, bald and wearing a leather overcoat. He's also the closest thing to a carpenter you currently have available to you at this moment. It's a trade off, or rather he's vertically integrated. He's both lumberjack and de facto carpenter by default. It is a question of how he spends his time. Very doable though. 

More to the point you still have some wood left over from his earlier logging exploits. That said you're in a forest so more wood may be had if you don't mind felling it or rather having it felled that is. Obalv, as a woodsdwarf, has no compunction agianst chopping down trees. He's done it before and he'll do it again. You're sure.

Remember, not doing something right this second doesn't mean you can't do it. You might not do it today, but you've got tomorrow or another day.... Might take time, but may well be able to be done (depending upon what it is you're wanting done, generally speaking).
« Last Edit: August 10, 2015, 10:39:31 pm by Transcendant »
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Transcendant

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Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
« Reply #53 on: August 11, 2015, 05:19:30 pm »

Mining goes much faster with both a.) two additional miners (total three) and  b.) everyone really putting their effort into clearing excavated stone. The beginnings of a nice inn/sleeping space are well underway along with some nice hallway tunnels to make future access and expansion much easier and faster. Moreover, the surface now has a walled courtyard extending practically all the way to the ocean. Those walls are fairly thick and would be somewhat difficult to get around and are certainly better than the nothing you had blocking the entrance before.
Your decision to allocate steel to making medical instruments really seems to have paid off as three more of the doctor’s patients are recovering nicely. So far, none and died and he silently nods to you as if saying it is largely your doing that no more corpses have come from this mess. The three most recently recovered dwarves are:

Malthavi Dorlagg (Red Lair) Male Dwarven Soldier
Ketha Dorlagg (Red Lair) Female Dwarven Carpenter
Hortha Dorlagg (Red Lair) Female Dwarven Youth (apprentice carpentry and labor)

This leaves 5 more patients under the doctor’s care as of this time.

This Dwarven family was nearly lost and Hortha was one of the doctor’s critical patients. Had she been lost, her mother states that she likely would have gone insane from grief. Her father Malthavi doesn’t say that, but he certainly doesn’t deny it one bit.



The smaller boat seems to be coming along nicely. As of right now, Obalv has managed to work the wood rather well considering his level of carpentry skill, as a woodsdwarf. He is happy to have Ketha instructing him now that she’s not nearly as injured anymore. She points out certain matters to expedite the building of the ship and increase the general quality. As of this time, you have the keel quite nicely crafted (based on what you have available) and you are beginning to form the beginning of a hull. It’s nothing near as large as the ship you came here on, which was huge by comparison and now lays in several pieces (some of which you simply don’t have) and ruin. You imagine the ship will be done in a fairly short amount of time, owing largely to your production of carpentry tools and what is sure to be their employment by Ketha Dorlagg.

Currently the (small version of) the boat you are attempting to construct will be approximately 30 ft from bow to stern, and capable of coastal sailing and perhaps river piloting (assuming you find a river or other shallow water.

The main impediment (other than time and until recently skill) is that of resin and waterproofing. It’s not an impossible problem by any means, but it’s one that is slowly you down currently.

I.) Immediate Actions for tomorrow: (Pick 3)
A.) Stay in Starting Area and build up your infrastructure (specify?).
B.) Stay in Starting Area and Craft (With what materials, results desired etc).
C.) Stay in Starting Area and Fish
D.) Hunt for Food in the immediate area
E.) Continue creation of the new (smaller) boat.
F.) Investigate the cave or other area in your immediate surroundings
G.) travel to a different location (presumably leaving the wounded where they are).
H.) Create item out of metal (specify item etc)
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
J.) Cut down wood (or have someone else do it.
K.) Other (specify?)

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
A.) Focus on Defense first
B.) Focus on establishing a hospital or other safe interior space to place the wounded first. (would expand to private or semi private hospital rooms and physician's office)
C.) Focus on Religious and Burial accommodations for the dead, etc.
D.) Focus on establishing industry and infrastructure (specify)
E.) Focus on expanding space that is flexible and not specialized at present.
F.) Focus on Mercantile and trading with commerce
G.) Focus on creating transportation (Stables, docks, etc)
H.) Focus on justice and administration areas
I.) Focus on long term growth and infrastructure (Hallways, with areas to mine out/build later).
J.) Focus on establishing private rooms perhaps later use as an inn (Expansion of current INN)
K.) Focus on establishing private residence(s) (Create a house or essentially a condo/apartment)
L.) Focus on ascetics and cultural concerns
M.) Focus on recreation.


III.) Thevma requests a garden and seeds for it.

Thevma, a recently recovered dwarven gardener, would like to set up a farming area, but currently lacks seeds acclimated to the exterior climate in this region. She would love to get a renewable food source up and running, not only for edible resources, but also to provide her with something in line with her interests and abilities. Obalv (who was originally on the first scouting party and has created a map or two for you), notes that there are some berries growing wild in the area immediately west of your shipwreck site.

He suggests that Thevma be escorted to the meadow area to gather berries for seeds and that you somehow establish a fairly sheltered outside growing area. Thevma seems to agree with the idea of sheltering any proposed growing area, because the sea seems to spray the local area; a wall or barrier of some sort would serve to keep that from happening.

A.) Approve an escorted foray into the forest to find edible plants and seeds. Spread your forces. Farming Established quicker
B.) Disapprove. Focus on general labor; keep your forces here for maximum protection. Farming delayed.

IV.)Ketha Dorlagg's services (the carpenter)?
Newly improved, she asks what you would rather have her do first. She can either focus on creation of the new, smaller ship salvaged from the wreckage first, or furniture. While you don't currently have any way to reliably make cushioning or other softer substances, wooden workings seem to be feasible. Perhaps that could be added later even. If you really wanted, she could even focus on buildings.

A.) Focus on helping create the smaller ship (will decrease construction time)
B.) Focus on furnishings and small constructions (will generally boost morale, and productivity)
C.) Focus on constructing larger wooden buildings above ground (will provide more usable real estate interiors but cant use stone).

V.) Other?

« Last Edit: August 11, 2015, 05:21:21 pm by Transcendant »
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Robot Parade Leader

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Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
« Reply #54 on: August 11, 2015, 06:17:33 pm »

Nice.

I.) Immediate Actions for tomorrow: (Pick 3)
E.) Continue creation of the new (smaller) boat.
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
J.) Cut down wood (or have someone else do it. Where's our woodsdwarf Obalv? This'll help clear some land for farming anyhow.

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
A.) Focus on Defense first and see if we can't get some sort of wall up for the eventual crops I guess.
B.) Focus on establishing a hospital or other safe interior space to place the wounded first. (would expand to private or semi private hospital rooms and physician's office)
J.) Focus on establishing private rooms perhaps later use as an inn (Expansion of current INN)

III.) Thevma requests a garden and seeds for it.

A.) Approve an escorted foray into the forest to find edible plants and seeds. Spread your forces. Farming Established quicker

It'll split Obalv's time but send him, and if it means we get less wood then o well. That food isn't going to last us forever. She wants a seawall or something to keep out the ocean spray? Can do.

IV.)Ketha Dorlagg's services (the carpenter)?
Newly improved, she asks what you would rather have her do first. She can either focus on creation of the new, smaller ship salvaged from the wreckage first, or furniture. While you don't currently have any way to reliably make cushioning or other softer substances, wooden workings seem to be feasible. Perhaps that could be added later even. If you really wanted, she could even focus on buildings.

B.) Focus on furnishings and small constructions (will generally boost morale, and productivity)

BEDS. Anything is better than sleeping on stone. Some wood with a little give in is better than freaking concrete or whatever. Even if you don't have a mattress. Prioritize the sick people first, but get people somewhere to sleep. We're going to have more rooms ready in the future I hope, so let's have beds in them. I don't care if it's just a frame and a board base without a mattress for now. Let's hope we can figure something out for a mattress later. Maybe we can have a frame that will allow a mattress or some type of bedding to be inserted later. It will show people we give a crap about them, are trying and are making forward motion on getting stuff done.

V.) Other?
« Last Edit: August 11, 2015, 06:19:22 pm by Robot Parade Leader »
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femmelf

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Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
« Reply #55 on: August 11, 2015, 09:09:28 pm »

Question. May we dig down further or out off screen to the other map you made?

Also I'm not sure exactly how this might work and I don't wanna push at all, but is there a way to see what parts are what just by looking? You can tell the hospital and the INN areas, but after a while that might get hard with different areas.

It doesn't have to be anything more than a sign like even in the original final fantasy games. You know, how you look at certain old buildings in video games and you can tell that it's an item shop by a little sign? Maybe that might work as a suggestion? I don't know.

Other than that I guess +1 RPL. Most of what he's saying isn't bad. I'd personally want to build the ship more, but having beds might be more important right away. Also we might be asking the woodsdwarf guy to do a bit too much all at once. How many jobs does the guy who just wanted to get away from everyone have again? And, what does our defense look like other than walls. That one guy we made the sword for wanted to start a watch, but other than that, what do we even have?
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Transcendant

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Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
« Reply #56 on: August 12, 2015, 12:02:45 pm »

As an informational update, I'd say we don't really have much of a military at this point in time. What you have in a watch so you don't get messed up at night/etc. You also have essentially two trained soldiers and Obalv can use an ax well enough / I wouldn't want to piss him off / he's good in the wilderness which is where you are....

Signs and designations might prove a nice addition to the maps. I will seriously look into this. Additional concepts include colored borders and patterns, both around walls/boundaries and perhaps within individual tiles. Unsure. Special thanks to Truean, who has helped a bit with this stuff. It's not ready yet.

I don't know about the rest of it. The ship is still being built and that's a good thing, but again, without shipwrights or much carpentry labor it will take a bit. Also it seems like we're more focused on defense and healing the wounded. So that's where the main labor is put to use for now. That's my take on it anyhow. Voting can change that.
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vjmdhzgr

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Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
« Reply #57 on: August 13, 2015, 09:20:56 pm »

I don't have much of a suggestion for this one, but I will say that I don't really think our woodcutter is doing too much. We're just asking him to cut down trees, which to my understanding is what he's trained to do, and he's fine with doing.
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Robot Parade Leader

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Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
« Reply #58 on: August 14, 2015, 10:12:07 am »

All I'm saying is we're giving him two tasks and so every second he spends escorting garden dwarf lady is another second he can't be chopping down trees for wood. It's a trade off. We keep her safe so we get better farms faster but less wood right away cause he can't do two things at once. Pretty simple I think.
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Transcendant

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Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
« Reply #59 on: August 14, 2015, 05:11:13 pm »

(OOC: One thing that's always true, is that you can't do one thing while doing another at the same time. )

Your continued dedication of nearly all resources to mining has proved very productive but also somewhat tiring. You now have a set of private hospital rooms and have increased the number of rooms at the INN to 30, providing everyone with a small room. Furnishings are another matter, and while now in progress, are slow in coming.



There are currently, as of this time, 38 small bedrooms. 30 INN; 8 Hospital. Ketha's Carpentry skills have managed to produce 6 beds this day, which have no padding/mattress, etc. They are all immediately given to the injured under the doctor's care and to the doctor himself, who has been working rather hard lately. His labors are paying off rather well though, especially considering the immense task he finds himself presented with. If nothing else, you have the raw number of rooms required for everyone. Additionally, it takes some masonry work to establish a foundation, but you manage to get the beginning of a sea wall (other masonry labor was used elsewhere) and you will shortly have a wall there greatly helping keep the sea breeze out of what will become your future farming area. Combined with your walled courtyard area, this gives you at least some defensive structures.

Olabv escorts Thevma into the woods immediately west of you. Thevma is quite pleased to see two separate crops immediately available to her for capture and cultivation.

I.) Immediate Actions for tomorrow: (Pick 3)
A.) Stay in Starting Area and build up your infrastructure (specify?).
B.) Stay in Starting Area and Craft (With what materials, results desired etc).
C.) Stay in Starting Area and Fish
D.) Hunt for Food in the immediate area
E.) Continue creation of the new (smaller) boat.
F.) Investigate the cave or other area in your immediate surroundings
G.) travel to a different location (presumably leaving the wounded where they are).
H.) Create item out of metal (specify item etc)
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
J.) Cut down wood (or have someone else do it.
K.) Other (specify?)

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
A.) Focus on Defense first
B.) Focus on establishing a hospital or other safe interior space to place the wounded first. (would expand to private or semi private hospital rooms and physician's office)
C.) Focus on Religious and Burial accommodations for the dead, etc.
D.) Focus on establishing industry and infrastructure (specify)
E.) Focus on expanding space that is flexible and not specialized at present.
F.) Focus on Mercantile and trading with commerce
G.) Focus on creating transportation (Stables, docks, etc)
H.) Focus on justice and administration areas
I.) Focus on long term growth and infrastructure (Hallways, with areas to mine out/build later).
J.) Focus on establishing private rooms perhaps later use as an inn (Expansion of current INN)
K.) Focus on establishing private residence(s) (Create a house or essentially a condo/apartment)
L.) Focus on ascetics and cultural concerns
M.) Focus on recreation.

III.) Mumblings and perhaps grumblings:
It's been a couple days since your shipwreck, and most of the people have put in an incredible amount of work. In less than a week, they have managed to construct a small INN, small hospital, walled courtyard, and some hallways for expansion. Additionally, they are coming along nicely with a small boat. You had some worry from the survivors before, and it seems here those mumblings are again. No one has said anything expressly or taken any kind of stand, but you can feel somewhat of a tension in the air. It's been 4 days of frankly quite hard work, and people aren't in the happiest of moods right now, generally speaking.

a.) Actively consider the problem by asking for any speakers to come forward.
b.) Listen if any speaker does come forward.
c.) Do nothing.
d.) Actively hint that dissent isn't helpful.
e.) Actively quash any disagreement.

IV.) Humans and underground spaces:
You do have a small population of humans from the ship that survived living among you. They seem unaccustomed to living underground and somewhat lost in the darker areas. Neither of you can see perfectly in the dark, but clearly humans aren't nearly as good at it as you are. With that said, it's a sad affair really that they can't seem to see. The humans seem to oddly spend most of their time above ground, not unusual for their kind but somewhat strange to yours. Perhaps in creating this place you did not seem to take this into account. The humans grumble somewhat like everyone else, but they seem to have a specific complaint about not having any above ground accommodations. You can't help but see that as more difficult to defend.

a.) Work towards building the humans an aboveground accommodation, temporary or otherwise (crop wall/courtyard)
b.) Ignore the problem for now.
c.) Assign the problem as something for later.
d.) Tell them it's not going to happen ever.

V.) Should I stay or should I go?
It seems some odd division has arisen among the survivors. Most, want to be rescued and resume whatever lives they left behind, but a small few actually want to stay. This seems unbelievable to you, but they seem to think they can have a better life here than whatever they left behind. They don't seem to want to elaborate on what they left behind that could have possibly been so bad, and in fact it is difficult getting an exact count or name(s) of who seems keen on staying. What you can seem to tell is that it is at most 4 people. Perhaps 5 but you seriously doubt it.

Olabv seems to offer some insight here and his bald headed, leather overcoated words convey a strange sort of seriousness when he speaks:
"Thing about it is, I don't necessarily blame them. I said it when I first dragged out of the sea here and before, I wanted to get away from people, all people. There's a certain call out of the city to places you don't breath fumes or have to listen to bullshit. Now I'm not sayin' I wouldn't get on a boat if one game to rescue us tomorrow, but I got on the last boat to get the hell away from everyone. It isn't completely insane to do that. If you ask me that is."

a.) You personally want to be rescued no matter what.
b.) You might consider staying, if things improved quite a bit.
c.) undecided.
d.) You don't care what happens, you want the hell out of here. Somewhere else.

VI.) All work and no play
It seems everyone has been basically working rather nonstop for all intents and purposes under a general idea that their survival depending upon it. You've been utilizing all the labor and time you possibly could to make sure things got done rather quickly. This has been deteriorating morale.

a.) Keep working, we're going to die if we don't. What's wrong with you? We need to at least establish a steady source of survival. I'm working as hard as I can.
b.) We're working ourselves too much. If we become exhausted then how will we survive?
« Last Edit: August 14, 2015, 05:54:19 pm by Transcendant »
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