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Fuzzy: Tusk Town Development Group.

Posted by DMFor group 0
_Brother Barthomew
NPC e, 15 posts
NPC - Henry's Chaplain
Priest of Pharasma
Sun 8 Jul 2018
at 20:53
  • msg #74

Re: Fuzzy: Tusk Town Development Group

"I am merely noting that the council has made no decision, as yet, on your proposal, sir." the clerk replies.
Adoven
Player, 223 posts
Rogue / Bard
Mon 9 Jul 2018
at 12:28
  • msg #75

Re: Fuzzy: Tusk Town Development Group

Adoven murmurs to Percy "As a bonus, the Merchant House will have living quarters. Nothing fancy, but you could make it your own. You can run the merchant house and with your savvy you might pick up investment opportunities. At one point I thought someone else was establishing a land-based trade, but I haven't seen them around lately. Perhaps with your share of the profits you can make your own inroads, if you'll pardon the pun" Adoven looks around, his ears picking up the inquisitive words of potential new investors. He speaks with a young lady, Safiya, at length. An accord is reached and a handshake offered. Adoven brings her over to Percy. "Percy, my good man. Your first task is to draw up agreements for the arrangements I just made with you and Safiya. I'll sign the documents and we can move forward. With what you both are investing, I can make contact with the ship builder in Mivon and build a Shallop for handling trade."
This message was last edited by the player at 13:22, Mon 09 July 2018.
Andalon de Lebeda
Player, 624 posts
Cleric of Abadar
Mon 9 Jul 2018
at 15:33
  • msg #76

Re: Fuzzy: Tusk Town Development Group

DM:
OOC - Building a Small wall around two districts will cost 4bp -  around three will cost 5 bp.

as for Building beans - I might not have expressed myself well.  A single bean per building ....

BUT -  you could use beans to 'subsidise' the park, wall and Orphanage - and save 1.5 bp towards the next round of building.

We could actually use the beans to subsidise a lot of individual buildings (eg. the Roths' inn, monastic house, library, orphanage, Abadar's temple, V&A's merchant house and warehouse, Kendrick's shop, etc.) on condition that the owners donate the saved 0.5bp each towards the city wall. The 1bp for a district wall might be better spent as a contribution to that city wall. Putting it all together we can probably turn say 8 of those beans plus 1bp for the district wall into the 5bp needed to build the wall around 3 districts straight away. (And still have 2 beans left for next time.)

To me defence seems like it should be the first priority, especially where we are located as the frontier settlement between Brevoy and the River Kingdoms. The Stag Lord's base was Fort Stag. Ringbridge started as the 'Orcy Ring', which was a wooden palisade around a hill with a lookout tower on top. Hunter's Rest has surrounded itself with an earth wall and trench full of briars (or something like that, thanks to Zorah the druid).

There is not much sense having all these fine businesses, churches and civic facilities in Tusk Town if a single raid up the river from the River Kingdoms could torch the whole lot overnight while most of us are away exploring the surrounding countryside.

I am not quite sure what that does to the balance of economy / loyalty / stability but I suspect it will balance out quite well and hopefully accommodate Kendrick's shop as well.
Cass Mordane
Player, 244 posts
Half Elf
Bard
Mon 9 Jul 2018
at 16:54
  • msg #77

Re: Fuzzy: Tusk Town Development Group

It sounds like you may have the ideal solution.
Adoven
Player, 225 posts
Rogue / Bard
Mon 9 Jul 2018
at 18:51
  • msg #78

Re: Fuzzy: Tusk Town Development Group

I'm good with that. I'd think a city wall adds Loyalty and Stability more than a simple District wall.
DM
GM, 2259 posts
Mon 9 Jul 2018
at 19:36
  • msg #79

Re: Fuzzy: Tusk Town Development Group

If ...

  • You open a third district
  • Henry's Park becomes  a jail
  • The district wall & savings from 8 beans becomes a small wall
  • You add Kendrick's Shop



You are just in-balance -  but you need to add more Loyalty and Stability before you add any more economy.

Your tax take goes up to 3.2 bp per turn and Tusk's  defence goes up to 6  (3 from the governor's tower and 3 from your wall) and you have 2 beans remaining.

NOTE:  These are the first Troops that Tusk has owned :)  Do you just want the Standard Light Foot, or do you want to design your own troops?  http://rp.baileymail.net/doku....ot#midmarch_infantry  (You can't have veterans :)  )

Do you want them to wear the Midmarch symbol - or would you like to design one of your own?
Safiya Vallani
player, 50 posts
Mon 9 Jul 2018
at 20:14
  • msg #80

Re: Fuzzy: Tusk Town Development Group

In reply to Adoven (msg # 75):

Safiya waits for the contract to be drawn before signing it. "Very well, if you have any further need of me, you can find me at the town barracks, at least for a day or so. After that I'm heading out east with an expedition in the Narlmarches and do not know when I will be returning. I understand you are going down by the river yourself. So, in case we do not see each other before then, Master Adoven, Master Arndell, I wish you best of luck in your future mercantile endeavors." With that Safiya takes her leave of them.
DM
GM, 2260 posts
Mon 9 Jul 2018
at 20:44
  • msg #81

Re: Fuzzy: Tusk Town Development Group

The figures given above as calculated WITHOUT Fiddler's loan.

You could take Fiddlers offer and  use to build a District wall and you will still be in balance.  However, you could THEN  add one more point of economy -  and stay in balance.
This message was last edited by the GM at 04:02, Tue 10 July 2018.
Cass Mordane
Player, 245 posts
Half Elf
Bard
Mon 9 Jul 2018
at 21:22
  • msg #82

Re: Fuzzy: Tusk Town Development Group

I say we let Fiddler begin his tobacco shop if he is so inclined and keep things moving along.
This message was last edited by the player at 04:44, Tue 10 July 2018.
DM
GM, 2261 posts
Tue 10 Jul 2018
at 04:04
  • msg #83

Re: Fuzzy: Tusk Town Development Group

That will trach me to post when I am knackered and just about to go to be.

I sould have written

quote:
The figures given above as calculated WITHOUT Fiddler's loan.

You could take Fiddlers offer and  use to build a District wall and you will still be in balance.  However, you could THEN add one more point of economy -  and stay in balance.



Sorry if I got anyone;s hopes up
Cass Mordane
Player, 246 posts
Half Elf
Bard
Tue 10 Jul 2018
at 07:02
  • msg #84

Re: Fuzzy: Tusk Town Development Group

After a long recess, many found themselves at the tables again. "After a few surprises, recounts, and evaluations, I believe that we have managed to closely fulfill everyone's desires. And I for one will be glad to have a wall to add to the safety of the town."

Cass reached beneath his seat and retrieved a slightly worn backpack. He moved across the room to present the pack and it's contents to Fiddler. "For the most generous loan of your resources, which will be returned and supplemented by next planning session. We would not have been able to balance out all accounts without your help and patience."

Cass crooked a smile."Inside you will find five golds worth of the finest tobaccoes to be found all over Midmarch. It will give you something to enjoy until next session, and blends to try to beat when you begin selling your own."
This message was last edited by the player at 07:03, Tue 10 July 2018.
DM
GM, 2265 posts
Tue 10 Jul 2018
at 07:17
  • msg #85

Re: Fuzzy: Tusk Town Development Group

OK,  I'll take that as a "Done Deal" on Tusk - and the investments discussed here -  Including the Roth's Inn, Fiddler's Loan and the deals between Adoven, Safyia and Percy.

That gives a fixed point here, with any new investments in Tusk based on top of that.

Anyone  who still wants to invest THIS ROUND can still do so in Ringbridge or Midmarch (which includes Outpost and Oleg's)

Ringbridge (which will become a town this round) and Outpost still has spare capacity to absorb small economic investments without all of the  negotiations that happen in Tusk  (Although that will only be for a Round or so)
Adoven
Player, 226 posts
Rogue / Bard
Tue 10 Jul 2018
at 08:46
  • msg #86

Re: Fuzzy: Tusk Town Development Group

Unfortunately, no bp left to spend. Next turn after paying back investments and such, may have funds to invest in a local base in Ringbridge. Already have a Jetty there, don't I?
DM
GM, 2267 posts
Tue 10 Jul 2018
at 09:52
  • msg #87

Re: Fuzzy: Tusk Town Development Group

Yep.  You have a jetty and a pair of boats.
Adoven
Player, 229 posts
Rogue / Bard
Tue 10 Jul 2018
at 10:06
  • msg #88

Re: Fuzzy: Tusk Town Development Group

So I already have a local base there? Local doesn't generate extra bp, does it? And since Ringbridge isn't 'major' enough, it doesn't get the 'established trade route' bonus either?
DM
GM, 2270 posts
Tue 10 Jul 2018
at 10:19
  • msg #89

Re: Fuzzy: Tusk Town Development Group

Correct.
Andalon de Lebeda
Player, 626 posts
Cleric of Abadar
Tue 10 Jul 2018
at 16:12
  • msg #90

Re: Fuzzy: Tusk Town Development Group

quote:
Tusk's  defence goes up to 6  (3 from the governor's tower and 3 from your wall) and you have 2 beans remaining.

NOTE:  These are the first Troops that Tusk has owned :)  Do you just want the Standard Light Foot, or do you want to design your own troops?  http://rp.baileymail.net/doku....ot#midmarch_infantry  (You can't have veterans :)  )

Do you want them to wear the Midmarch symbol - or would you like to design one of your own?


I don't really have any preference on type of troops. Just 'Guards', maybe, if they are just meant to stay close to town and defend the walls? It makes sense to me that they would wear the Midmarch symbol since Tusk Town is the capital of Midmarch. Anyone else have other ideas?
Cass Mordane
Player, 247 posts
Half Elf
Bard
Tue 10 Jul 2018
at 19:00
  • msg #91

Re: Fuzzy: Tusk Town Development Group

The guard troop type seems appropriate. Perhaps a Midmarch patch on the right shoulder and a Tusk Town patch on the left?





DM
GM, 2274 posts
Wed 11 Jul 2018
at 10:01
  • msg #92

Re: Fuzzy: Tusk Town Development Group

If Andalon and pipre are happy with that as the Symbol for Tusk -  I'll include it as part of the Midmarch Heraldry section.

Tusk is the capital of Midmarch and your troops are expected to  come to the defence of Midmarch as a whole -  but as a free city you are entitled to you own unit / commander / company  etc.
Andalon de Lebeda
Player, 627 posts
Cleric of Abadar
Wed 11 Jul 2018
at 16:17
  • msg #93

Re: Fuzzy: Tusk Town Development Group

I do like that as a symbol for Tusk. :o)
Pipre
Player, 735 posts
AC 18; HP 39; 10 Bombs
Wed 11 Jul 2018
at 17:02
  • msg #94

Re: Fuzzy: Tusk Town Development Group

I'm good with that, yep. Nice work.

The workweek has left me unsure as to where we stand on the overall development. Did everyone get what they wanted? lol.
DM
GM, 2276 posts
Wed 11 Jul 2018
at 17:09
  • msg #95

Re: Fuzzy: Tusk Town Development Group

I think so  :)
DM
GM, 2279 posts
Wed 11 Jul 2018
at 21:49
  • msg #96

Re: Fuzzy: Tusk Town Development Group

What would you like to call your third district?
Adoven
Player, 233 posts
Rogue / Bard
Wed 11 Jul 2018
at 22:32
  • msg #97

Re: Fuzzy: Tusk Town Development Group

Districts have names? Go with Merchant's quarter, since most of the development this Turn seems merchant-based.
DM
GM, 2281 posts
Wed 11 Jul 2018
at 22:39
  • msg #98

Re: Fuzzy: Tusk Town Development Group

So far we have Central District for the area that contains the Keep and churches.  Port Henry for the district that houses V&A's jetty as well as  Tansy's Tavern, The Bottled Nymph and the various craft workshops.

The third district was opened up initially to host the Roth's Inn.
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