Jagged's Vikings and Barbarians (OOC Strategy & Roleplay Thread)

First off the Mark!

Huskvarna:

Viking Traiding Community


Main Character: Skeld Sabjorn, second son to the ruling chieftan.

Secondary Character: Sturl Sabjorn, Chieftain of Huskvarna


Let's Roll!
 
STORMRIDERS CLAN

Leader: Lans Storm
Second in Command: Josh

Region farthest away from the main army.
 
Structure to the Game

Well you all have to start some where and everyone starts out with the basics. If you build a structure it will have a positive or negative effect on your community. Some can't exist without another. Now as I said earlier you have some structures to start with so below is really a list for improving and starting over fresh.


Market Place-Center for commerce and trade. Every community has one, but it is most likely just a common area where carts are setup. To make things permanent you need

Shops which lead to banks and these lead to guilds. Permanent shops mean a middle class is forming and you have year round trade. Shop keepers tend to higher guards and contribute mercenaries to the army. Guilds make things more organized and collect dues pay taxes. They also attract many more people to the area. The banks allow for more options in trading and are a good way to secure treasure.

Fort-This is your military training center that is also your most secure structure. Some towns might have a wall around it for protection, but this is a full fledged military structure. Now barracks can be built as free standing structures, but once inside a fort they become a garrison that regularly recruits and trains troops and makes provisions to hold out a seize. If your a successful conquer you will need a prison for enemy pows, rebels, and common criminals. Once that is built you might want to build a Colosseum to see them fight it out rather than pay to feed them. Also as your battles go on you might want to build a mausoleum or two so warriors and soldiers can pay tribute to their fallen comrades and heroes.

Blacksmith-This is the place wear your tools are made and virtually everyone has something from here. While a good smith can make most items you might want to build satellite shops that specialize in weapon smithing and have an armorer. A Fletcher is also a good idea. Some residence may have their own little workshops, but they will never outproduce a large workshop.

The Water Supply-Sure you can start off with a well or two and probably do alright, but you will never have good technology. Sure you can have a mill, but a water mill is a better use of energy and that will fill your granaries that much faster and give you a surplus. If you truly want to go all our you will need aqueducts and these will supply fountains and you can even build a sewer. The more healthy fresh water your people have the better of you will be.

Saw Mill-Anyone can cut wood, but to have good lumber to build you need a good saw mill to make your crafts people even more productive. Once you have it setup you can build a lumberyard to service all your needs. This is especially helpful when building ships. Also once you have lumber yard those operating it will secure more lumber and plant trees.

The Temple-The spiritual and religious center for a community. I place to worship, pray and conduct ceremonies. Where weapons are blessed and holy relics created. Clergy are trained and the dead are buried. There may be many shrines on the temple grounds as well as those located in other parts of your community. Temples almost always have valueble libraries that hold all kinds of useful text. These libraries may lead to schools and an alchemist's lab, and the starting place for an Engineering guild. Once you have an engineering guild and place to train and exchange ideas you will soon have improved stone walls, siege weaons, and roads to just name a few things.


Living quarters- People start off with simple crude shelters like huts, but than they become large huts providing more room for family, supplies, and safer cooking. Afte that are cabins which are good year round and are good frontier homesteads. Farmhouses are the next step which are really mini compounds with many services and house whole clans. Farms can range in size and depending on your people the next step can go one of two ways. If wealth and resources permitt they might build a keep which is a walled compound with farmland, but most of the buildings are inside the wall and surround a tower. For the warrior caste who can't afford a keep they will often build warlodges where they live and train with their families and have others maintain the farm.





Any questions?
 
Questions:
1) How do we handle the battle posts
2) Do we post only significant events



No....you should post those but in the past we have posted everything from bar fights to local construction and interaction with the peasants. Advice on naming a child, who is expanding their farm etc.....adds flavor to things. I often will hint at things to come in smaller posts.



Now you know what you start with are there any more questions before I post the IC start?
 
just wanted to say this, my part of the fight wont start of strong. since we relatively start off weak... grrrrr... stupid tyrants

anyway, here is something i would like to address... what technical age do we start in?
 
Skyrin

main character: Rau Bladesong, warlord and son of the King
secondary character: Rurik Bladesong, King of skyrin
 
just wanted to say this, my part of the fight wont start of strong. since we relatively start off weak... grrrrr... stupid tyrants

anyway, here is something i would like to address... what technical age do we start in?




Good freaking question....I have never been hard and fast with this, but I would say the beginning of the Dark Ages....The Goreans would be the Romans and this is the start of the fall. Good bench mark?
 
maybe we should make it near the end of the dark age, that way, we can have religion (do we need that?), better weapons (Hell yeah, better ways to cleave a man's skull), hygeine (we need more people... right?), and also better food. what do you think?
 
maybe we should make it near the end of the dark age, that way, we can have religion (do we need that?), better weapons (Hell yeah, better ways to cleave a man's skull), hygeine (we need more people... right?), and also better food. what do you think?




Sorry Fall of the Roman Empire time really...trust me you will have plenty of cool stuff and well you still might want to have those goals in mind.
 
It looks that way....always fun when the girls join us, but we have to impress them with good creative writing.
 
yeah but it would seriously suck if any of the boys lost to the girls... but then again, you could always be taken prisoner by them and... what am i saying, its better if WE take them prisoner :devil:
 
take it away, jagged. my forces are itching to destroy the invaders... after two things, food and women
 
Back
Top