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/qst/ - Quests


All in all, the new king's offer was fairly generous. Your lord, the last kind's choice of heir, had lost the conclave's vote, failed in an attempted 'usurpation', and you and the other loyalists had been forced to take up arms. Sadly, the war of succession had been a non-starter when he'd declared his intent to elevate the general's house to high nobility and had proposed to his daughter.

Your partisans fought bravely, but outnumbered and outgunned, they stood little chance. From atop his throne--rightfully YOUR leader's throne, but whatever--your new king forestalled your execution, and opted instead for generous terms of banishment for his sibling and the loyalist forces: you were given a royal flagship, the lives and conditional freedom of the old king's council (including you, the players), your retainers and surviving partisans, and enough gold to purchase the aid of anyone brave and foolhardy enough to join you in a journey into the unknown, across the vastness of the sea.

Well, perhaps not totally unknown. The previous king had overseen a decade of exploration that had charted a course past the known lands of the lands of humans, elves, and goblins, to a distant island chain. Rumours even have it that there might be some vast continent beyond this... But then, that was the nature of rumour, wasn't it? The fabled 'city of jewels' that lay on this continent was almost certainly a fiction, if nothing else.

You have one month to leave the the trade-rich port city of Exmuth, with whatever resources and reinforcements as you can obtain in that time. Only then will the new king free your leader, your partisan fighters and their families, and your mage-apprentice Zane Watson. Until then, it's just you, two merchants, two diplomats, five sailors (the daughters of the late, loyal Admiral Hussein), and whatever other allies and resources you can drum up.Your flagship can comfortably fit 100 people and their belongings and foodstuffs enough to last a month; your other ships, 40 each. Any spot not taken up by a person can instead be taken up by enough rations for two people.
>>
>>4080153
You currently have 81 loyalists, counting your ruler, mage, and entourage. However, roughly half of them are children too young to work. 17 are trained soldiers, including the 5 Hussein Sisters (also sailors), 14 are farmers, 3 are fishermen, 3 are hunters, 5 are cooks, 2 are merchants, 2 are diplomats, 5 are medics, 2 are smiths, and 3 are carpenters. One, of course, is your mage. If those numbers don't add up, it's because most of the soldiers have other jobs they performed before joining your cause: one is a hunter, one a fisherman, one a carpenter, and one a smith; three are medics, three are farmers. Further to this, any female farmer is, by necessity and custom, also a household cook.

All are humans.
Now, before we start in earnest: who is our leader, exactly? Aside from being a ruler, are they male or female?

A1. Male
A2. Female

What is their principle talent, aside from leadership?

B1. Diplomacy
B2. Trade
B3. Warfare
B4. Sailing
B5. Hunting
B6. Art
B7. Magic
>>
>>4080159
And while you're at it: pitch (or second) names for the leader, and the country which cast you out.
>>
>>4080159
The unified States of Amica

leader name George Washington

A1. Male
B3. Warfare
>>
>>4080159
>Male
>Warfare
>Republic of Genesta
>>
>>4080161
While we wait for a few more votes to roll in, a few ground rules:

A turn takes a week. Once we've settled somewhere, each month will start with a council meeting where major, wide-ranging policy decisions will be made.

If we have a multicultural society, each race/religion/faction will have its own morale. If it drops into negatives and no corrections are made, they will attempt to separate or usurp. If the net morale of the society falls to negative, there will be populist uprisings and rebellions. Right now, you have a +2 morale bonus for humans because they are a huge demographic majority, +2 for a human ruler, and +2 (temporary) for their common cause and immediate existential threat.

As one could expect, having more workers (and with better tools) makes for easier successes on given operations or missions related to their profession. Advancing the related tech or magic fields will also help.

Citizens reproduce themselves provided at least one suitable male/female pair exists of them, though their children are not suitable for most tasks immediately. Humans reproduce so as to produce 5% of their population in children every month, and 10% of their children reach adulthood each year and become more ‘useful’ citizens; elves reproduce 2.5% of their population monthly and 5% of their children come of age each year, while goblins reproduce 7.5% of their population and 20% of their children come of age each year. Other races will have their own metrics for these, should we encounter any. Humans and elves produce half-elves (reproduce 3% a month, 6& come of age each year). Humans and goblins produce... Goblins. Goblins and elves produce nothing but really weird looks at family reunions.

Other races may be encountered later, and common religion/ideology or sufficient admixture may reduce the number of distinct factions you need to manage.
>>
>>4080258
Out of curiosity, I assume Elves and Goblins have actual bonuses they could offer us as an incentive to include them? Offset by the racial tension oc
>>
>>4080280
Indeed!

Goblins will accelerate population growth and produce workers quite rapidly, and are disease resistant and magic resistant. Not very adept at spellcraft, though.

Elves have many more experts, and especially more mages, among their number; their specialists are beyond the capabilities of regular human training due to their longevity. Their half-human offspring have a bit of an edge at magic as well.

In addition, a less homogenous population is more disease resistant over all; a plague that hits humans might leave elves and goblins unscathed.
>>
>>4080167
>>4080203
Well, our leader is clearly a Prince and General; I guess his name is also George. I refuse the surname on principle, but as a consolation, I will break the tie and say we are leaving the Unified States of Amica.

Month 1, Week 1:
Well, we’re in quite the pickle. Without Prince George or Zane to consult with, though, it is a pickle that rests firmly within our council’s purview.

A. Seeking about the port city, we have many options for how to build our coalition, but only four weeks to do it in. Should we devote our first week to:
A1. Acquiring resources for the journey (pick a resource to focus on, such as food, trade goods, weapons, raw materials, etc.)
A2. Recruiting sailors and fishermen (with a chance of acquiring additional ships)
A3. Recruiting soldiers (to conquer where we go, or to plan for our return and a second war of succession)
A4. Recruiting scholars and mages (to boost out tech and magic trees more readily)
A5. Recruiting general labourers (to make our contingent bigger, faster)

B. Should we focus on humans for recruiting and mercantile efforts?
B1. Yes, humans only
B2. Humans and goblins only
B3. Humans and elves only
B4. Anyone who will join us is welcome

C. How much should we spend on this first search?
C1. Spare no expense
C2. Spend liberally, but make sure we can afford to keep going for the remaining weeks
C3. Spend frugally
C4. Seek only loyalists or desperate folk who will join us for cheap
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>>4080369
Also, I should note: if you have an idea that isn't on the list, pitch it as A6, B5, or C5. I'm open to the unexpected!
>>
>>4080369
>A4. Recruiting scholars and mages (to boost out tech and magic trees more readily)
B4. Anyone who will join us is welcome Kobolds tabaxi, beastmen anyone really.
C2. Spend liberally, but make sure we can afford to keep going for the remaining weeks

High tech and people who are good at tech are important.
>>
>>4080369
>A3. Recruiting soldiers (to conquer where we go, or to plan for our return and a second war of succession)

>B4. Anyone who will join us is welcome

>C2. Spend liberally, but make sure we can afford to keep going for the remaining weeks
>>
>>4080369
A5. Recruiting general labourers (to make our contingent bigger, faster)

>The quest is fantasy settlement and we are goddam settling!

B4. Anyone who will join us is welcome

>Anyone as in, ablebodied to work. We can tolerate families with one or two children, I guess.

C3. Spend frugally

Very simple. We keep the labour cheap but recruit people for a coin, thus being bound by contract and no promises of magical lands of extreme riches. We are settling and we are doing it damn good
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>>4080388
Scholars? Mages? What comes next, we befriend the knife ears!?
I want calloused strong hands full of dreams capable of building their own future, not fags in frilly robes that are more prone to blow up half a city than to get shit done.
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>>4080415
...


[IRL USA is the most tech heavy nation on earth so yeah we should]
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>>4080415
I voted for buying better weapons so we have an advantage, both physical and psychological on any hostile natives.
>>
>>4080388
>>4080397
>>4080409
Ten more minutes before we call the vote; if we're still tied on A, I'll roll for it. Currently tied on A, between 3, 4, and 5.

B4 seems pretty good to go. We're cosmopolitan like that

C2 is also winning so far: we're looking to get our money's worth out of whoever it is we're aiming to hire first, but we also need money for other things, and we know it.

Keep in mind, we have three more turns to recruit and purchase supplies after this!
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>>4080433

Lets leave the weapon buying and sword hiring for the last week, lest the new monarch thinks we are using the gold he so "graciously" gave us to prolong the uprising!
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>>4080419
Let's reach a comprimise. Let's hire the Meat from the meat and potatoes that our people will be. After we got the main chunk of people hired, we can use their workforce for the last 3 weeks to manufacture supplies like rope and cheapen the cost of things we are going to need anyway.

And a plus is that we can get some to be trained by the sailors this three weeks since we will definitely need more of those.
>>
Rolled 1 (1d3)

>>4080436
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>>4080459
Not the knife ears! Anything but the knife ears!
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>>4080459
USA USA USA
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>>4080483
So... wanna discus how can we make money out of the scholars and mages for three weeks? Sadly I don't think we will be able to hire much since mages probably come at a premium.

I think we can use the mages n' scholars for networking since they probably come from families and circles of well situated people. That or we only get practitioners that were cast out of the family for reasons.

QM, what magic there is or, what magic the freshly hired wizards know? I think I am messing up your system a little, but using out assets as best as we can feels really nice
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>>4080459
With our first week in port, we've opted to spend well and hire on as large and as general contingent as possible. This has resulted in 10 new human labourers, and 16 goblins! No elves joined us this time, but not for lack of searching--we simply wanted generalists more than specialists, and an emphasis on numbers meant we got more the abundant races.

That said, we didn't hire just anybody--we were paying good coin, so we got men and women of both races who brought some special skills to the tables. We have sculptors, artisans, weavers, more cooks and carpenters, and another smith, each of whom brought special tools along with them.

Now, moving along to Month 1, Week 2:

A. Where should we focus our efforts next?
A1. Acquiring resources for the journey (pick a resource to focus on, such as food, trade goods, weapons, raw materials, etc.)
A2. Recruiting sailors and fishermen (with a chance of acquiring additional ships)
A3. Recruiting soldiers (to conquer where we go, or to plan for our return and a second war of succession)
A4. Recruiting scholars and mages (to boost out tech and magic trees more readily)
A5. Recruiting general labourers (to make our contingent bigger, faster)
A6. Other

B. Should we hire elves? Avoid elves? We have none yet, and they can be very skillful, but they don't always get on with goblins. Should we focus on humans or goblins instead? Or keep up with our cosmopolitan approach?
B1. Focus on hiring elves next
B2. Hire only humans and goblins
B3. Hire only humans
B4. Hire only goblins
B5. Anything goes

C. We have 3/4 of our original gold. How should we go about spending it this week?
C1. Spare no expense
C2. Spend liberally, but make sure we can afford to keep going for the remaining weeks
C3. Spend frugally
C4. Seek only loyalists or desperate folk who will join us for cheap

D. We have a pretty even male/female ratio so far, but hiring labourers tends to skew male (except amongst the very egalitarian goblins). Will this be a point of concern in our future planning?
D1. Don't worry about gender disparities
D2. Focus on more able-bodied men
D3. Hire on some women to balance things out
>>
>>4080496
we sell them on the "adventure" of the new world, of all the new magics, and discoveries to be made. we are bound to get a few suckers and competent people.
>>
>>4080503
BONUS: There has also been some chatter about training up sailors from among the labourers, or using them to make money and craft resources. Do we want to devote any time or energy to that?
E1. Yes, train up some sailors
E2. Yes, use the laborers so far to make some money and craft some resources
E3. No, focus on our recruiting and purchasing efforts
>>
>>4080503
>A4. Recruiting scholars and mages (to boost out tech and magic trees more readily)
B5. Anything goes Kobold, Tabaxi, beastmen whatever really
>C2. Spend liberally, but make sure we can afford to keep going for the remaining weeks
>D3. Hire on some women to balance things out
E2. Yes, use the laborers so far to make some money and craft some resources

we will need breeding pairs.
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>>4080511
(the only three races very present among the peoples of Exmuth are elves, humans, and goblins. Just a heads up!)
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>>4080511
I support dubs but!

>A4.
>B1. We need the best of the mages
>C1. We need the best of the mages! Damn knife ears...
>D3.
>E2. Yes! The more gold the better!
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>>4080518
And I counted. We have room for 260 people
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>>4080515
thanks for the clarification.

>>4080518
just because elves are known as the best mages we shouldn't limit ourselves to them, by doing so we might miss out on an excellent humans or goblin

[calling it here for the night have a good one]
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>>4080524
We need the edge they can provide...
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>>4080511
>>4080518

Post incoming...
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>>4080554
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>>4080503
>>4080507
>>4080554
>>4080511
>>4080518

(rolled 1a and 2; I fucked up on the dice formula, so I just used two actual dice)

The council elected to spend our second week in port seeking out mages and scholars, spending liberally to acquire mages in particular; elves and women are preferred, which (coupled with the uncanny beauty of elvenkind) leads to the hiring on of a small contingent of 8 beautiful and ancient elven mages, including six women… Granted, none of them show much more than a scholarly interest in the human bachelors of your contingent, and they and the goblins demonstrate naught but a mutual distaste and wariness. Their magic impressive, though: between their archmagus Wynather Virmoira and the rest of their contingent, they provide you a medium divination capability, and some weaker magic for shoring up defences, summoning and controlling elemental forces, and healing. They also bring a small library along with them.

These elves and their secrets didn’t come cheap, but your goblin and human labourers put in some impressive work; you still come out of the week with 5/8 of the gold you started with, a pretty even male/female ratio, and some extra sundry materials such as rope, spare storage barrels, and comfier bunks for the long journey ahead. Your ships seem to be a bit better-off than when you left them, too.

So, what’s next, for Week 3?

A. Where should we focus our efforts next?
A1. Acquiring resources for the journey (pick a resource to focus on, such as food, trade goods, weapons, raw materials, etc.)
A2. Recruiting sailors and fishermen (with a chance of acquiring additional ships)
A3. Recruiting soldiers (to conquer where we go, or to plan for our return and a second war of succession)
A4. Recruiting scholars and mages (to boost out tech and magic trees more readily)
A5. Recruiting general labourers (to make our contingent bigger, faster)
A6. Other

B. What should our hiring/purchasing approach be this time around?
B1. Focus on elves next
B2. Focus on humans
B3. Focus on goblins
B4. Anything goes
B5. Seek out exotic races with specialized skills (chance of failure)

C. We have 5/8 of our original gold. How should we go about spending it this week?
C1. Spare no expense
C2. Spend liberally, but make sure we can afford to keep going for the remaining weeks
C3. Spend frugally
C4. Seek only loyalists or desperate folk who will join us for cheap

D. Should we get out workers and mages doing anything in particular?
D1. Focus on money-making activities
D2. Network, hire on extra individuals or family members
D3. Train them up (select a focus, such as sailing or scholastic pursuits)
D4. Other
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>>4080574
>>
OP here, going to sleep in 45 minutes and I work tomorrow. I will keep up on this if people reply, though.
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>>4080574
A2. Recruiting sailors and fishermen (with a chance of acquiring additional ships)
-More fishermen will help us with food supply on our journey

B4. Anything goes

C3. Spend frugally
We should save some money for supplies

D2. Network, hire on extra individuals or family members
Cheaper, might help morale to have a close knit community
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>>4080574
>A2. Recruiting sailors and fishermen (with a chance of acquiring additional ships)

>B2. Focus on humans

>C2. Spend liberally, but make sure we can afford to keep going for the remaining weeks

>D1. Focus on money-making activities

Focus on getting another ship and crew. It would be a major boon to our efforts. We would be able to carry more people and supplies to our future settlement. The hardest part is likely going to be the first few years (esp the winters), so we should really try to make it go well. Also, having multiple ships would help out with trade, which will be vital to our long term success.

On the racial demographics issue, we need to make sure we have a lot of humans. They will naturally have the most morale, so if we have enough of them, we won't have to worry about unrest much.
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>>4080729
Every race has their own morale. I wouldn't want to fight the mages, if the elves get angry. Those pesky knife ears!

People! We have lotsa gold and only two keeps left. We gotta S P E N D and Consooom.

A1.

>We need wooden planks, basic building tools (extra, besides the carpenter's) and materials such as screws, nails and glue/cement to build houses in the encampment. Plus the material will be used to repair the ships if anything bad goes with 'em. (In the end, half-produced materials. Not 100% raw ones, so to speak)

>Seeds. Seeds for crops, herbs and whatever the knife ears want. See if we can raise their morale with any fancy magikkal herb they'd like to grow.

>Whores of good reputation. Incredible boost of morale for all races, guaranteed. Throw in a couple young boys for the elves. They are totally into it the perverts.

>B5.Exotic whores.

Joking, Joking.
>B4. Let's see if anyone comes without being specifically scouted for. At this point, we will need to fill in the bodycount.

C1. We have 5/8th of the money and only two weeks to spend it!!
>Also can we spend some gold to throw in a party? Inside the flagship? Morale.

D2.
>I think the goblins n' elves might get happier with the chance to bring in more of their people.
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>>4080865
support
>>
>>4080667
>>4080729
>>4080865
>>4080880
OP up in here phoneposting. Currently, we have:

A tie between A1 and A2
A lean towards B4
A lean towards C1
A lean towards D2

I finish work and get home in about 10-11 hours. I'll post then, and roll for any ties!
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>>4080865
Support. But only because the whores
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>>4081834
>>4080880
>>4080865
>>4080729
>>4080667
>>4080575
>>4080574
A1, B4, C1, D2. Posting up
>>
>>4080574
>>4080575
In our second-to-last week in Exmuth port, the council decides that purchasing supplies should take precedent, and to spare no gold in this pursuit! Of course, this decision (and especially the decision to spend so lavishly) might well have been motivated by the decision to include “exotic whores of good repute” among these vital supplies (which also include seeds, repair materials to supplement those already gathered, and… Well, food and water, one assumes, to keep the prostitutes (and our other settlers) in good health.

To shore up our settler-count, the council also offers up remaining spots on the vessel to the families of our new labourers, so as to build a more robust and tightly-knit community. Some of the sex-workers seem to have taken us up on the latter offer as well, and nobody is quite sure what to make of it.

Some of the more ideologically-motivated members of our initial contingent, and especially the more religiously-minded, are experiencing some misgivings, but over all morale is definitely up among the labourers! I probably helps that the prostitutes and second-hand hires brought booze, as well as tools and an abundant supply of seeds and such for four staple crops: potatoes, apples, wheat, and rice. It’s quite the party in the harbour today!

When you wake up to Week 4 of your final month in port, you find your bleary eyes meeting those of your liege, Prince George, and his royal mage-apprentice, Zane Watson. Neither seems overly impressed at the state of things, but they do cheer up when you show them your month without them has been more fruitful than recent revelries would suggest. Still, we've left him with a bit of a mess to sort out. Watson is just excited to have other mages on board, and a library.

Going into the week, the purse is sadly depleted.

A. Where should we focus our efforts this week?
A1. Acquiring resources for the journey (pick a resource to focus on, such as food, trade goods, weapons, raw materials, etc.)
A2. Recruiting sailors and fishermen (with a chance of acquiring additional ships)
A3. Recruiting soldiers (to conquer where we go, or to plan for our return and a second war of succession)
A4. Recruiting scholars and mages (to boost out tech and magic trees more readily)
A5. Recruiting general labourers (to make our contingent bigger, faster)
A6. Save our remaining gold
A7. Other

B. How should we advise Prince George to handle the fallout of the revelry, and the concerns of the moralists?
B1. Stay out of the matter
B2. Come out in defence of the prostitutes and partiers
B3. Dump the booze and scapegoat the prostitutes (banish them)
B4. Remind people of their religious and filial duties, but don't banish or condemn anyone
B5. Other
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>>4082054
C. Zane Watson, Royal Mage-Apprenticoe, has returned! What should his magical specialty be? We never did decide but since he was in jail, it only just now became relevant.
C1. DIvination
C2. Fortification
C3. Elemental Magic
C4. Healing
C5. Necromancy
C6. Other
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>>4082058
>A3. Recruiting soldiers (to conquer where we go, or to plan for our return and a second war of succession)
>B4. Remind people of their religious and filial duties, but don't banish or condemn anyone
>C4. Healing
>>
>>4082058
>time travel

Joking, joking.

>C6. Summoning. "Includes the mental domination of mundane and magical creatures, summoning of otherworldly weapons and tools, and summoning of Demonic or undead servants and powers to serve and protect the caster.

I guess it's necromancy-ish but with a twist.

>>4082054
>Our liege, the man that placed all of his hopes in us, found us piss drunk on the harbor. Nice.

A. Crap... g-guys we need sailors. Too much carousing.
>A2. Recruiting sailors and fishermen (with a chance of acquiring additional ships)

>B1. Stay out of the matter
Just like the best politicians there are. "Your concerns are being addressed"
>>
>>4082100
WAIT WE HAVE 22 PROSTITUES?? They know that where we are going they won't be able to use their coins right????

Crap... w-well let's induct them into light labour. Deeply, the wish of every prostitute is to live a normal life...
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>>4082107
The prostitutes seem to have joined for a multitude of reasons, but by and large "getting the fuck out of this shithole hometown" surveyed among the top results. Others joined for the promise of adventure, wealth, or even (yes) "a normal life".
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>>4082113
Good, good. Everyone has a chance.

"And so the partisans were finally freed of their chains and constrictive enclosures. In high hopes they marched to the harbor just to find a den of debauchery and the royal flagship The Holy Perona defiled"

If needed, we can even prepare a sobbing speech in the lines of "This poor women and men will become outcasts if we banish them out of this enterprise since they mingled with us, the *rebels*".

Do we have enough time to get people in the sailor trade? I am really scared we don't have enough to even drive the ships. Also, elves and their magical divination can guide us through favorable winds! I hope the girls of the late Adminal Hussein won't get too twitchy at the idea.
>>
Rolled 1, 2, 1 = 4 (3d2)

>>4082085
>>4082100
Posting week 4! The end of our first month, and the date of our departure, is upon us!
>>
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>>4082148
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>>4082054
>>4082058
>>4082148

A2, B4, and C4.

Zane Watson takes up his new station among the elven mages in their tiny fort of tomes and beakers aboard "The Holy Perona", the Georgian Loyalist flagship. There, he makes fast friends with the elven healer Rathiain Ennelis, and between the two of them, our burgeoning fleet's healing becomes mightier than it was before. Not a bad thing, setting forth for a bold new world full of dangers beyond our current ken!

Our glorious Prince George heeds our wise council, spouting some platitudes to both sides of the moralist debate; we lose no followers, but nobody feels very listened to at the end, and the divide hardly mends when the first wave of morning sickness starts to set in among the goblin prostitutes and many human men begin tugging at their collars and avoiding their wives' steely gazes over dinner. Morale drops a little among humans, goblins, and half-elves--the latter two because they are the largest contingents of our prostitutes. George is exasperated with this inauspicious start to our journey, but a bottle of the booze and a few of "the ladies" being sent over smooths that over nicely, and gives our council time to think.

With an eye towards making us a touch more seaworthy, we hire on what sailors, navigators, and fishermen we can; this is a tough sell with only a small smattering of gold left, but we manage to hire a small contingent, and between them at the Sisters Hussein--our ships' captains, who are hesitant to rest their whole mission's fate in the hands of our eleven diviner--we are also able to train up a dozen or so prostitutes as suitable sailors into suitable sailors. They're not GREAT at it, but in the month(s) ahead, they have plenty more time to learn.

On top of this, we got ourselves a fifth ship, capable of holding more people and supplies down the line! It comes captained by the elf Triandal Brykian, who pledges fealty to our cause, at the request of trading and raiding rights.


A. It's time to set sail! But... Where to? While imprisoned, George had received a letter from the governor of one of his late father's small island trading ports, offering safe harbour and a comfortable home, as well as a degree of authority... But is "a degree" really what we want for our liege, and for our fleet?
A1. Head for the governor's port, at least for now
A2. Set sail for the neighbouring islands, and start our own settlement from scratch
A3. Seek out the fabled continent beyond these islands
A4. Other
>>
>>4082183
B. The people--especially the partisans--are seeking clarification as to what our ultimate goal is. Are we to cooperate with the otehr colonies, and pay taxes to the "king" who cast us out? Are we to go it alone? Or are we planning to take the fight to our George's "dear brother" when the time is right?
B1. Have Prince George tell them that we are mulling it over
B2. Have him promise revenge upon our return
B3. Suggest a clean break with the past, and a glorious future
B4. Pledge allegiance to the Unified States of Amica, whoever sits upon the throne

C. What should we do about this elven scallywag, Brykian? He is an obvious pirate, even as he aspires to be our first "privateer", and he is making demands for his services and vessel. Still, he and his ship would be useful...
C1. Seize the ship, leave the elf
C2. Accept them both into the fold, and accept his conditions of special piratical privilege
C3. Accept him into the fleet, but negotiate terms using our diplomats and merchants
>>
>>4082183
>A3. Seek out the fabled continent beyond these islands
>B2. Have him promise revenge upon our return
>C3. Accept him into the fleet, but negotiate terms using our diplomats and merchants
Go big or go home
>>
>>4082193
>>A3. Seek out the fabled continent beyond these islands
>>B3. Suggest a clean break with the past, and a glorious future
>>C3. Accept him into the fleet, but negotiate terms using our diplomats and merchants
>>
>>4082217
>>>B3. Suggest a clean break with the past, and a glorious future
changing to
>>B2
>>
OP phoneposting again; pardon the delay, mandatory Windows update in progress.
>>
>>4082217
>>4082223

Buoyed by a stirring speech by your commander-in-chief, the Warrior Prince George, your fleet sets sail on a tide of boiling blood: you may be leaving the Unified States today, but the Prince promises you will return as conquerors! You will retake the throne that is rightfully his, and the wealth and status that befits such loyal and stalwart companions-in-arms! You will seize the wealth of lands which are known today only in legend, build a mighty fortress for your hearts, and feed your families on the meat of abundance and the wine of victory!

Little do the people know that you are starting your journey in a position of weakness. Negotiations with Captain Brykian went poorly; you retained his ship, his crew, and his services, but without any gold to bargain with you had little to offer him. Only by leveraging the "services" of your ample contingent of prostitutes did you manage to sway him to stay, and you still had to promise him a degree of autonomy from the disciplined naval doctrine of the Hussein Sisters, and the rights to anything he or his crew personally find or take from enemies, as well as a plot of land upon finding shore. You have only

There are some bright spots, though: between your cartographers' maps, your sailors' lore, and especially the divination of your mages (under Archmage Virmoira's guidance), you were able to confirm the continent you've promised to your people DOES in fact exist, due east. Your sailors, including those same whores who saved your bacon with Brykian, were able to set you on course and find favourable winds. Your fishermen were... LESS successful, but you DID catch some fish; given that you consume 224 rations each week at the moment, you have 730 rations of food. You also have 672 of water, and 256 of booze (448, minus the wine your prostitutes demanded to help smooth over the Brykian, and two weeks' rations consumed by your beloved Prince for each week that he carouses with these charming women).

Nobody has died yet, and weather has been pleasant enough... But on the horizon, there are storm clouds. The mages tell you that you must traverse this storm to make a straight line for your destination to arrive within 3 weeks; your cartographer Ralphy Moore tells you that an extra week's travel could take you around it, taking advantage of the natural weather-breaking tendencies of a nearby stony island known as Mera's Point.
>>
>>4082300
A. How should we focus our time and energy on the next leg of the journey? Pick Two:
A1. Carouse to raise morale
A2. Train more of a given profession (pick one that we already have some folks skilled in)
A3. Prepare the ships for rocky weather in weeks ahead
A4. Fishing
A5. Work a spell to create fresh water
A6. Negotiate further with Brykian
A7. Address the Prince's hedonism
A8. Other (suggest something)

B. And what of our course, council? Shall we follow the mages' recommendation and sail straight through to the promised land, or shall we evade the storm by the cartographers' course?
B1. Brave the storm--straight ahead!
B2. Circle around Mera's Point, extending the journey for safety's sake
B3. Make land on Mera's Point (there are few known resources, but no known dangers)

Choose your peril, Council, for Month 2, Week 2 is upon you!
>>
>>4082302
A3. Prepare the ships for rocky weather in weeks ahead
A5. Work a spell to create freshwater

B2. Circle around Mera's Point, extending the journey for safety's sake
>>
>>4082315
change
A3. Prepare the ships for rocky weather in weeks ahead
to
A4. Fishing
>>
>>4082302
>A7. Address the Prince's hedonism

We need the prince in check, lest we fall into debauchery and chaos!

>B3. Make land on Mera's Point (there are few known resources, but no known dangers) A little detour won't hurt. And why don't we leave the prince alone in this one? He commanding the scout party and see if he can scavenge any resource out of it.
>>
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>>4082302
>>4082300
Some fun state-of-the-union demographic info for you.
>>
>>4082325
Remember: you can select two from among the options in A!
>>
>>4082327
Now that's easier than the sheet!

I really didn't expect the prince to behave in such a way... I was thinking in naming each Hassam's daughters into captain of their respective ship, since we have 4 not counting the uh- corsaaar.

Plus, can we get an estimate of how many people they have in their boat? And, is it fast or slow... sinkable... you catch my drift.
>>
>>4082325
>>B3. Make land on Mera's Point (there are few known resources, but no known dangers) A little detour won't hurt. And why don't we leave the prince alone in this one? He commanding the scout party and see if he can scavenge any resource out of it.

we are going to the new world not some islands
>>
>>4082335

Oh GOD I am dummy thicc. The clap of my buttcheeks distracts me from reading!

>A4. Our fishermen are kinda shitty and just 7, but if we take our time by landing in Mera's Point for a day or two, they should get a decent catch.

I do worry... will they catch enough to produce 224 rations?
>A7

on a sidenote, the prostitutes will eventually have a fukton of coin. We could recover our investments somehow xd
>>
>>4082345
we will seduce the natives into joining us
>>
>>4082302
>A4. Fishing
>A5. Work a spell to create fresh water

B2. Circle around Mera's Point, extending the journey for safety's sake
>>
>>4082359
>>4082300
>>4082302

Our carpenters begin to prepare the vessel for rocky weather, utilizing material components to strengthen the hull and further protect our stores of food and grain. They do this under the guidance of the Hussein Sisters, now formally captains of their vessels, as decreed in a ceremony led by the Prince. Our mages do not work fortification magic, for they are too busy supplementing our dwindling water supplies by purifying and desalinating the sea around our vessels; they are not experts in the elements, but they are able to create 48 rations in the week they have.

Meanwhile, our 7 fishermen do what they can to guide our laborers, prostitutes, and various other blue-collar citizenry in their trade. There are not enough lines, lures, and nets to go around, but they make do, and manage to replenish our food stores somewhat. By the time we reach Mera's Point, we have enough food to last about two and a half weeks, and a little over two weeks' of water.

Mera's Point is rocky outcropping barely worthy of the title "island", but it does play host to a small selection of seabirds. In an effort to wait out the storm and replenish supplies (or perhaps mostly to get Prince George away from the wine and whores that have so distracted him these last two weeks), the council encourages him to make landfall for a brief jaunt with a scouting party. He DOES insist on taking Krazir, the feisty red-headed gobliness who has been his most frequent drinking companion... But at least the spartan spires of the stony shore make poor bedding and offer no privacy, and the bottle of wine he attempted to smuggle with him is hurriedly confiscated by one of the accompanying soldiers and returned to our stores.

The storm passes over the island, mostly blocked by the spires as the cartographers predicted. Only one of our vessels, Brykian's, is at all damaged; certain members of the council have to struggle to hide their pleasure at the turn of events. Repair-work is done, and allows certain military scouts loyal to the council and the Husseins (as well as our Prince, of course) to take stock: the ship "Albatross Heart" is sturdier than any other but The Holy Perona, and a dozen of the sailors in our employ are allocated to it (and many seem at least as loyal to Brykian as our burgeoning nation). It also has the best cannons of any of our ships, and is a frequent hangout of the prostitutes with the most naval ambition. Brykian himself seems to be our best sailor, displaying that usual elven mastery of the craft to which he has set his feytouched mind and long lifespan.
>>
>>4082370
Our Prince returns, soggy but sober, with his soldiers... And with a prize! While they could find no more food, water, or birds and eggs than needed to sustain their away-party, they DID find the skeletal remains of a shipwrecked sailor still clutching a deep blue gem set in a concealing silver locket, itself marked with waves. An examination by Royal Mage-Apprentice Watson and Archmage Virmoira confirms it to be enchanted in some fashion, though it will take time to figure out just what it does.

In addition, Prince George has taken the liberty, as is his privilege you suppose, of inducting Krazir into the way of the sword. She seems pretty good at it, if you're being honest, but all the puns about "already knowing her way around a blade" an such are drawing looks (and getting a bit repetitive).

And so, with storm passed and prince returned, we enter Month 2, Week 3!

A. How should we focus our time and energy on the next leg of the journey? Pick Two:
A1. Carouse to raise morale
A2. Train more of a given profession (pick one that we already have some folks skilled in)
A3. Study the amulet
A4. Fishing
A5. Work a spell to create fresh water OR to grow food
A6. Spy on Brykian, plotting against him
A7. Negotiate further with Brykian
A8. Other (suggest something)

B. Oh gods above, the Prince is in the wine again, and he's talking about inducting Krazir into the guard! It's wholly inappropriate... But he IS the Prince, and its' not as if there's any sort of courtly decorum to worry about. There is, whoever, public opinion...
B1. Discuss the Prince's hedonism
B2. Discuss the Prince's betrothal, line of succession, and his reputation
B3. Discuss Krazir's suitability as a guard
B4. Have Krazir killed
B5. Have Krazir (and/or other prostitutes) barred from the Prince's quarters and the flagship
B6. Let it go
B7. Other

C. The cartographers and casters agree: setting sail northwest will take us to the mysterious continent... But in four weeks, not three, with winds as they are. We don't have enough food or water to last us until then. What should we do?
C1. Tighten our belts across the board
C2. Decide who is expendable, and sacrifice them if needed
C3. Try to chart a course that will take longer, but involve stop-offs on divined or known islands which host plants and animals
C4. Try to speed our journey with elemental magic
C5. Other
>>
(Also, my apologies for making landfall on The Point. I mistakenly counted >>4082340 as a vote for B3. On the bright side, the RNG gave you a magic item for the trouble! I'm going to catch some Zs, and will post the next week's results and options in about 18 hours, unless my fiance and I are busy.)
>>
>>4082378
>A4. Fishing
A5. Work a spell to create freshwater
B1. Discuss the Prince's hedonism
C3. Try to chart a course that will take longer, but involve stop-offs on divined or known islands which host plants and animals

best of a bad situation

>>4082379
its cool
>>
>>4082378
>A4. Fishing
>A5. Work a spell to create fresh water
>C1. Tighten our belts across the board
Between fishing and collecting rainwater, we should be able to squeeze out the necessary resources if we act a little conservative. If we can magic up fresh water, all the better.

>B2. Discuss the Prince's betrothal, line of succession, and his reputation
If the Prince wants to fuck his painted goblin whores, then let him fuck his painted goblin whores. It's common for men of his sort to have side women to give them "comfort". What is NOT acceptable is this blatantly inappropriate conduct. As a Prince, he has responsibilities he has to take care of, the royal reputation and integrity of the line of succession being paramount. What he's doing with Krazir is going too far, and we have to reign him in before he goes full retard. Being a hedonistic prince is tolerable, but only as long as he otherwise acts like a prince.
>>
>>4082378
>A4. Fishing
>A6. Spy on Brykian, plotting against him
>B2. Discuss the Prince's betrothal, line of succession, and his reputation
>C3. Try to chart a course that will take longer, but involve stop-offs on divined or known islands which host plants and animals
>>
A. How should we focus our time and energy on the next leg of the journey? Pick Two:
>A5. Work a spell to create fresh water OR to grow food
>A6. Spy on Brykian, plotting against him

B. Oh gods above, the Prince is in the wine again, and he's talking about inducting Krazir into the guard! It's wholly inappropriate... But he IS the Prince, and its' not as if there's any sort of courtly decorum to worry about. There is, whoever, public opinion...
>B2. Discuss the Prince's betrothal, line of succession, and his reputation


C. The cartographers and casters agree: setting sail northwest will take us to the mysterious continent... But in four weeks, not three, with winds as they are. We don't have enough food or water to last us until then. What should we do?
>C3. Try to chart a course that will take longer, but involve stop-offs on divined or known islands which host plants and animals
>>
>>4082378

>A4. Fishing
>A5. Work a spell to create fresh water.

>B2. Discuss the Prince's betrothal, line of succession, and his reputation

>C4. Try to speed our journey with elemental magic
>>
I say the hedonism as bigger issue than the possiblility of having a half goblin as His heir to the throne.
>>
>>4082963
human x goblin = goblin
>>
>>4083024
I want the qm to verify that
>>
>>4083097
Confirmed in >>4080258 near the bottom
>>
>>4083103
Ah in that case we need to adress this
>>
>>4082378
>A4. Fishing
>A5. Work a spell to create fresh water OR to grow food

I think we can avoid stopping if we do this every week.
We don't need to train more laborers in other fields of work since we will need the laborers to build the settlement, after all.

>B2. Discuss the Prince's betrothal, line of succession, and his reputation

Fucking everyday with a different woman is not a big deal for a prince, as long as there is discretion and he upholds his duties.

>C1. Tighten our belts across the board

Again, the fishing and magicks can keep us afloat (lmao). I wonder if the knife ears can divine where there is good fish.
>>
OP here, via the magic of cell phones. A4 and A5 seems to be winning, with A6 a contender.

B2 seems to be the faviurite this far, with more people concerned about the Prince's duty and discretion than his personal vices.

C3 (making some stop-offs along our elongated journey) seems to also be leading, though C1 and C4 have some support as well.

And yes, to double-confirm: goblins always breed more goblins.
>>
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>>4082378
>>4083333

We commit our forces to fishing and our mages to the task of creating water; they plan to research new means to utilize elemental spells and fortification or healing spells to grow food from our store of crops, but this will take more time and energy when they are not committed to the more urgent task of ensuring potable water supplies do not run out. Perhaps after Archmage Virmoira and the cartographers find us an island to rest upon and restock by more mundane means? For now, the scholars work at this task.

While they were about that task, our council was debating which of the Prince's behaviors was most in need of correction: his drinking and carousing, or his lack of subtlety and politesse about it. We settled on the latter, and took the young monarch aside for a meaningful talk. His response was as to be expected from a young, brash, slightly-intoxicated warrior being told to rein himself in for the sake of reigning others: not exactly pretty. Not unfairly perhaps, he accused the council of being spoilsports and hypocrites: WE spent his royal funds on fine women-of-pleasure and alcohol, have OUR fill of this sumptuous banquet, and then deny him his own enjoyment? It becomes easy to see how this impulsive and defiant young man might have lost the confidence of the Amican Conclave of Succession.

However... The Prince has long respected his councilors, and his heart (as we know) is good and loyal). He reassures us that he and the prostitutes--including Krazir--have been using the tricks of her trade and the herbs of the healers to prevent pregnancy. That said, he says nothing of measures to avoid disease; we hired reputable whores, but they have been sleeping with sailors and laborers we know less of. He pledges to be more discreet, and to reduce his visitations with his favourite companion, though not without some sadness.

Before he can make good on his promise, though, disaster strikes: a massive fin is spotted parting the waves and churning the sea, and a terrible sea beast curiously approaches! At first curious, the injudicious actions of some of our panicked citizens provokes and initial assault that results in the deaths of three humans (including a young girl), two goblins, and ten others being seriously injured! Further, our attacked boat, that of Kayla Hussein, is lightly damaged. The beast swam away, but glimpses of it are caught following our fleet; a second attack is certain, and the long grasping arms with which it raked our ship and snatched the child off the deck to devour suggest land may not be safe.

However, land we have found! Despite the stresses, our divination and cartography have located three possible islands to land upon: one within a day's travel but small and home to a hostile tribe of near-intelligent apes according to mutterings among the sailors; one uninhabited by any such beings, and replete with food, but a week away; another a similar distance, but further away from the continent.
>>
>>4084235
Thus, we enter Month 2, Week 1: Battered, bruised, but approaching our destination and with hope just on the horizon!

A. How should we focus our time and energy on the next leg of the journey? Pick Two:
A1. Carouse to raise morale
A2. Train more of a given profession (pick one that we already have some folks skilled in)
A3. Study the amulet
A4. Fishing
A5. Work a spell to create fresh water
A6. Focus on the food-growth spell
A7. Negotiate further with Brykian
A8. Other (suggest something)

B. The dread sea-best of paramount and urgent importance, of course. It is at least 30 meters in length--easily the match of a vessel, but for our cannons! How should we handle it?
B1. Turn about and slay it before continuing
B2. Send some ships ahead to make landfall, while our flagship remains behind to battle it
B3. Send the flagship ahead and use one of the other ships as bait
B4. Face to with magic
B5. Persuade Brykian to face it while we retreat
B6. Full retreat
B7. Other

C. Which of the three islands should we make for? Remember: the sea-best may yet follow us if it survives, or it may not. The first island is closest, but holds other dangers (possibly, if you can ever truly trust the gossip of sailors). The second is apparently ideal, and close to our goal. The third is... Enigmatic. Mysterious. Larger, though, and apparently also lush, replete with edible food, but less of a known quantity. It is also a bit further from our ultimate goal of the continent.
C1. The first
C2. The second
C3. The third
C4. Change of plans: beeline for the continent!
>>
>>4084266
>A1. Carouse to raise morale
B4. Face to with magic (we got the best mages lets use them)
C2. The second (this is the one with no people and food right?)
>>
>>4084266
A. The sooner we have this spells the faster we can rest easy on the supplies! Don't bother with morale! Not now at least...
>A5. Work a spell to create fresh water
>A6. Focus on the food-growth spell

B. Let's sail into the closest island! Fuck those monkeys, our Prince is a warrior!
B>6. Full retreat

C. I think the way to the least casualties is to reach land as fast as possible!
>C1. The first
>>
>>4084266
>A5. Work a spell to create fresh water
>A4. Fishing
Looking at the numbers in OP's (well formatted) spreadsheet, fishing has been somewhat effective, so let's keep it up. The water spell will be very useful once we get it up and running.
>B7. Other
>>Use Divination Magic to figure out how and when it will be vulnerable, then slay it with our entire force
If we can find out how and when it is weak, we can probably kill it in a massed broadside. Divination is our strong point, so let's use it.
>C1. The first
We have soldiers and cannon. Further delay is more of a threat than whatever those apes can pose. Move some of the naval artillery onto land, keep a good watch, and we should be good.
>>
>>4084377
>>4084312
>>4084284
>>4084266

Our Prince's honour guard of loyal partisans lift their glasses high in a toast to battle! Our council cedes to Prince George's judgement this time; he is, after all, a warrior prince, and liquid courage is a well-known phenomenon that might just be called for this day. (A1 won a roll between it, A4, And A6).

While the soldiers are steadying the sword-and-bow hands with drink, and non-essential personnel are taking comfort in songs and sex, our mages and scholars are also busy at work. All but the healers Watson and Ennelis, busy tending to the wounded, work together with the foremost scholars and most studied farmers to finally find a way to turn their water production towards a rudimentary chloromancy! With the use of fortification magic and elemental magic, and a touch of healing, they can now grow force a seedling to explode into an apple or a grain of wheat to bequeath a sheaf through sheer force of will.

We get precious little time to utilize this newfound ability, though; our council deems it wisest to turn our casters next to battle (rolled to break tie, B7 as >>4084377 proposed). Alanis Aragella of the Elves turns her Fortification to our damaged vessel even as carpenters repair it, so that we might be ready when the sea-best returns. Our elementalist, Kailu Elyra, prepares a ritual to summon a ball of flame, while Archmage Virmoira again proves invaluable in preparing us for the next attack. When it comes, our most vulnerable citizens are moved away from the edge of the ship. The ship takes less damage than it might have as the beast tries to haul itself aboard to reach our beloved farmers, labourers, and professional harlots; swordblows and arrows rain down upon it, though, holding it at bay long enough for a single massive blast of flame to immolate the creature's face. As it panics and releases our swaying ship, the cannons of the Husseins and Brykian's Albatross Heart follow it, dissuading the sea-best from returning anytime soon. The five soldiers we lost will be missed, truly, but the five injured and many more unscathed owe their lives to this effort.

The Georgian Loyalists of Amica arrive upon the nearest island in triumph: a Terra Indicta, land without formal name. The shores are too jagged to be truly welcoming, the atmosphere of the dense semi-tropical forest too pregnant with dark possibilities to invite exploration from those of faint heart... But as we have proven, the crew of The Holy Perona does not shrink before adversity! And besides, supplies are running low, and our hunters spot birds and small, mammalian beasts on the hoof from the side of the vessel as we disembark.

We see no sign of ape-creatures, but the fact that the native fauna flee our landing parties is evidence enough that the animals here have learned to fear things in the rough likeness of men, elves, and goblins.
>>
>>4084484
>>4084484

Welcome to Month 3, Week 1

Keeping in mind we have many injured, dwindling supplies, a depleted military force, and an island full of opportunity and danger before us, what should we do first?

A. How should we focus our time and energy on the next leg of the journey? Pick Two:
A1. Carouse to raise morale
A2. Train more of a given profession (pick one that we already have some folks skilled in)
A3. Study the magic amulet
A4. Fish and hunt nearby areas
A5. Scout the inner island
A6. Scout the coastline
A7. Seek out the ape-creatures (diplomacy)
A8. Seek out the ape-creatures (war)
A9. Begin unloading people and supplies in earnest
A10. Use out new magic bonus to help farm some food
A11. Create water through elemental magic
A12. Other (suggest something)

B. In all the commotion of the sea-beast skirmishes, we lost track of our council's rivalry with Captain Brykian of the Albatross Heart. He DID prove a useful ally in that battle, and his fighting men and women may be useful yet. However, he IS already organizing a scouting party to seek our treasure inland; evidently, he is envious of our Prince's discovery of the amulet, and wants to make good on our promises to give him first right of refusal to any loot he finds on his own. What should we do about Brykian?
B1. Leave him to it; he's earned it
B2. Demand he fall into our chain of command properly
B3. Follow his lead
B4. Ask that he defer to us on important matters, but otherwise give him free rein
B5. Confront him directly
B6. Slip some spies into his party

C. We have lost a Hussein! One of the naval sisters, Kayla, fell valiantly in battle against the beast at sea. The Prince and council provide her the customary rites, and many mourn her loss dearly as a hero deserves. What shall we do about command of her vessel, though?
C1. Bargain it to Brykian as a part of a negotiation down from his current promises (territory, looting rights, raiding rights, and trading rights)
C2. Assign a new captain from among the sailor civilians
C3. But it under the command of Pippa, the ledest living Hussein
C4. Put it under Prince George's direct command
C5. Other

D. Krazir, the goblin prostitute our lord so favours, was among the badly-wounded. It seems she took thats word-training to heart, kept up on it, and was the only goblin casualty of the second attack. She has a degree of respect among the people, especially the goblins as a result; some of the more properly-trained human soldiers still seem to hold her in contempt as "the prince's pet", though they dare not say so too loudly. Prince George, occupied as he is with directing the landing, has not yet taken notice or been informed. What shall we do?
>>
>>4084540
D1. Ask the healers to ensure her speedy recovery
D2. Use this as leverage to ensure she leaves the Prince be
D3. Ask the healers to let her perish
D4. Let the gods and medics decide her fate without any direct intervention
D5. Inform the Prince, and let him handle this matter directly as he sees fit
>>
>>4084540
A4. Fish and hunt nearby areas
A11. Create water through elemental magic
B1. Leave him to it; he's earned it
C2. Assign a new captain from among the sailor civilians
D1. Ask the healers to ensure her speedy recovery
>>
>>4084540

A. How should we focus our time and energy on the next leg of the journey? Pick Two:
>A4. Fish and hunt nearby areas
>A11. Create water through elemental magic

B. In all the commotion of the sea-beast skirmishes, we lost track of our council's rivalry with Captain Brykian of the Albatross Heart. He DID prove a useful ally in that battle, and his fighting men and women may be useful yet. However, he IS already organizing a scouting party to seek our treasure inland; evidently, he is envious of our Prince's discovery of the amulet, and wants to make good on our promises to give him first right of refusal to any loot he finds on his own. What should we do about Brykian?
>B6. Slip some spies into his party

C. We have lost a Hussein! One of the naval sisters, Kayla, fell valiantly in battle against the beast at sea. The Prince and council provide her the customary rites, and many mourn her loss dearly as a hero deserves. What shall we do about command of her vessel, though?
>C3. Put it under the command of Pippa, the eldest living Hussein

D. Krazir, the goblin prostitute our lord so favours, was among the badly-wounded. It seems she took thats word-training to heart, kept up on it, and was the only goblin casualty of the second attack. She has a degree of respect among the people, especially the goblins as a result; some of the more properly-trained human soldiers still seem to hold her in contempt as "the prince's pet", though they dare not say so too loudly. Prince George, occupied as he is with directing the landing, has not yet taken notice or been informed. What shall we do?
>D4. Let the gods and medics decide her fate without any direct intervention
>>
>>4084540
>A4. Fish and hunt nearby areas
>A11. Create water through elemental magic
>B1. Leave him to it; he's earned it
>C3. Put it under the command of Pippa, the eldest living Hussein
>D1. Ask the healers to ensure her speedy recovery

changing C
>>
>>4084540
>>A4. Fish and hunt nearby areas
>>A11. Create water through elemental magic
>>B1. Leave him to it; he's earned it
>>C3. Put it under the command of Pippa, the eldest living Hussein
>>D1. Ask the healers to ensure her speedy recovery
>>
AAARGH fucking anon! Speak about the fookkken options, don't just pick whatever seems best.

A.
>A3. We may actually give this to Brykian in the end. If we willingly give him a piece of loot, and the first loot ever too, he won't have much room to demand more loot afterwards.

>A6. Scouting the coastline may prove to be fruitful. H*ck we can find a den of pirates or smugglers. Odd that our pirate doesn't know of it. Also our cartographers should be here as well, to make a map of the island for our growing records. If this is an uncharted; unnamed island, we get to make history!

B. I want to let him go and wish him the best. Ask him if he needs supplies too, or ask him if we can send the 3 hunters with him. Betcha that monkey meat will taste delicious.

>B6.Slip some spies. However, I don't think its "discrete" but we are asking him to carry our hunters in good will.

C. I don't want to give the ship to Brykian... but!

>C1. Bargain with the following chooses
>Brykian, you have to choose between remaining a corsair or becoming a naval lord. Choose between
>Keeping territory and trading rights
or
>Keeping looting and raiding rights.

With his promise, he will get the ship in compensation for relinquishing the rights he lost. Maybe even negotiate between ONLY territory or looting. OR trading and raiding.

D. Oh for fuck sakes... actuallly it's a great oportunity to reaise the goblin's morale and their acceptance of humans.

>D1. Make a huge deal of healing her, that she was pivotal in the beast's defeat and she shows promise as the... GOBLIN LEADER!! see?? if she's infatuated (¿¿¿???) with the Warrior Prince, we will have the goblin in our palms
>>
>>4084651
changing to support
>>
>>4084664
Across the board, or just on one issue?
>>
>>4084684
the whole thing
>>
>>4084544
>>4084595
>>4084607
>>4084641
>>4084651
>>4084694

Having made temporary encampment by letting down anchors on the shore of a scarcely-explored island a month's sailing away from our homeland. we opt not to disembark too many of the civilians. Instead, we stay on board with our wounded and our supplies. Our fishermen fish, shoring up our dwindling food stores; sadly, by the third week of the month, our fresh water from home (and from our elemental magic) has run dry. Our people turn to alcohol to remedy this problem, our poor Prince George more than most when he learns of the damage his irresponsible fraternizing has wrought to his goblin sex-friend. Carousing was had, yet morale remained low.

Then again, the Prince's tendency to overindulge might just as well have been exacerbated by boredom, the council reasoned, as he was noticeably more composed when the sea-best was battering our boats about. Thus, while the healers (including Royal Mage-Apprentice Zane Watson) went to work mending Krazir and the other warriors who defended The Holy Perona, the council concocted a plan.

We encouraged the Prince's grief-stricken idea to leave his sword with Krazir, something to comfort her; when he declared his intent to give a speech to the bravery of her and the goblin-folk, we nodded along. It made his noble heart feel better, and it gave us time to call our diplomats and merchants to our side, and to meet with Captain Brykian, the elven brigand. We 'offered' him the aid of our hunters, few in number, and as a show of good faith, we also offered him the vessel of fallen Kayla Hussein: "The Cutlass Deep". However, just like our hunters were to serve as eyes and ears for teh council, our vessel's title came at a cost: he must join the fleet properly, as a naval lord, and accept some degree of our authority.

Captain Brykian, though he knew plainly knew what was afoot, accepted. The Hussein Sisters, for their part, seemed less than pleased with our allocation of their sister's ship, but the half-elven prostitutes and their families, as well as about half the sailors, definitely approved of the formal joining of forces.

Our scouting parties set out, one inland and one to circle the coast; Brykian, now Naval Lord Brykian, set out to captain his new vessel... And so, through our clever machinations, Prince George and his soldiers came to be the obvious choice to lead the inland exploration party, carrying him away from the harlotry and drunkenness on shore before it can corrupt him further.

Damn, we're good.

Month 3 Week 2: COMING UP
>>
>>4084738

Decoding the amulet will take time, and while Krazir is well on the way to recovery, she and our other (more seasoned) wounded warriors are all still healing. Half the population is dehydrated and hungover, and only our carefully-enabled shows of unity have kept morale up. The Husseins aren't very pleased, but the soldiers who might beloyal to them are all eitehr hurt or out with the Prince; however, this DOES mean that aside from our Elementalist, we are relatively defenceless.

A. How should we focus our time and energy while we wait for our scouts to get back and our otehr oeprations to finish? Pick Two:
A1. Carouse to raise morale
A2. Train more of a given profession (pick one that we already have some folks skilled in)
A4. Fish and hunt nearby areas (only amateur hunters remain)
A5. Clear some trees and farm some crops (with or without magic)
A6. Bring down some of the cannons from the ships for defence
A7. Begin unloading people and supplies in earnest
A8. Create water through elemental magic
A9. Send out anotehr small party to find fresh water
A10. Other (suggest something)

B. Krazir is looking to be well on her way to recovery. How serious are we about this "goblin leader" thing? All we know about her is that she has sex for money, is pretty decent with a sword for a beginner, and Prince George thinks she's a fun companion (though that may be mostly due to the sex and her tolerance for drink).
B1. Let's just leave that as a matter of speeches and commendations for now; she is mostly just a brave-but-foolhardy hooker
B2. Elevate her to an actual position of leadership over goblins
B3. Induct her into the guard, as the Prince half-jokingly suggested, but with proper training
B4. On second thought, walk back some of the Prince's flourishy language

C. Between assigning a Hussein naval vessel to an elven pirate and offering so many kind words to the ONLY goblin who bothered to actively battle the sea-beast, we have set some of the human veterans of our force on edge; their demographic shrinking with the recent loss of life and the human-goblin couplings during carousings hardly helps matters. This, combined with the familial strife caused by our robust sex-worker population, the drunkenness and dehydration among our populace, could get ugly soon. What do we want to do about this?
C1. Await the Prince's return. George will set this right.
C2. Smooth things over with Pippa Hussein (explain your approach)
C3. Admonish the grumblers for disloyalty
C4. Reassure the concerned humans of their primacy in our breakaway nation
C5. Continue to appeal to the non-humans and half-humans, more deliberately
>>
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>>4084749
Woops, somehow cut off morale. Well, here it is, and with more demographic charts!
>>
>>4084749
>A2. Train more
fishermen
>A8. Create water through elemental magic

>B3. Induct her into the guard, as the Prince half-jokingly suggested, but with proper training

>C2. Smooth things over with Pippa Hussein (explain your approach)
to dumb to find words, but i will support any anon who does find some
>>
>>4084749

A. How should we focus our time and energy while we wait for our scouts to get back and our other operations to finish? Pick Two:
A1. Carouse to raise morale
Morale is pretty low and we need to at least try and raise it
A8. Create water through elemental magic
We need water, scouting for it might fail since we don't know the layout of the island at all

B. Krazir is looking to be well on her way to recovery. How serious are we about this "goblin leader" thing? All we know about her is that she has sex for money, is pretty decent with a sword for a beginner, and Prince George thinks she's a fun companion (though that may be mostly due to the sex and her tolerance for drink).
B1. Let's just leave that as a matter of speeches and commendations for now; she is mostly just a brave-but-foolhardy hooker
She shows potential with the sword but we don't know enough about her yet, maybe in time.

C. Between assigning a Hussein naval vessel to an elven pirate and offering so many kind words to the ONLY goblin who bothered to actively battle the sea-beast, we have set some of the human veterans of our force on edge; their demographic shrinking with the recent loss of life and the human-goblin couplings during carousings hardly helps matters. This, combined with the familial strife caused by our robust sex-worker population, the drunkenness and dehydration among our populace, could get ugly soon. What do we want to do about this?

C4. Reassure the concerned humans of their primacy in our breakaway nation
>>
>>4084749

>A8. Create water through elemental magic
>A9. Send out another small party to find fresh water

Water's so urgent, we need to double down. Tide us over and try and find a replenishment for our stores.

>B1. Let's just leave that as a matter of speeches and commendations for now; she is mostly just a brave-but-foolhardy hooker

'On the way to recovery' is not 'recovered'. Perhaps look at induction again when she's actually restored to her abilities enough to demonstrate them

C1. Await the Prince's return. George will set this right.
>>
>>4084765
A. We need to get as much people working as possible, but believe that hunters will return with game... right? Idle hands create runny mouths. We don't want people to have the energy to complain.

>A2. Soldiers. Ideally goblin laborers.
>A9. We need a source of fresh water, magically created water can only last that much and we need a larger source to stockpile our barrels.

B. Having a leader or a delegate is great to adress problems as a whole (and for someone to take the blame when things go bad. That someone has to be NOT us)

>B1. No official statement for now, but step her aside and tell her how important it is for her to answer to the Prince's expectations and that she can't let him down now that she is needed the most. She has to take a proactive role within her people and get them to be extra useful.

C2. *cough* "Pippa Hussein, there are no necessary sacrifices but sacrifices we make because we can't find another alternative. The ship is a device to weaken our, mmm, corsair demands. If we *reward* him by what he has accomplished he will be tied to us and his words won't have as much weight when he demands loot, raiding rights or even land. On the other hand, you? You will have the first ship we ever make. How does that sound? Admiral?" *wink wink* *nudge, nudge*

(also the first ship we ever make will probably be ass... but we never lied)
>>
>>4084749
A8. Create water through elemental magic
A4. Fish and hunt nearby areas (only amateur hunters remain)
B3. Induct her into the guard, as the Prince half-jokingly suggested, but with proper training
C2. *cough* "Pippa Hussein, there are no necessary sacrifices but sacrifices we make because we can't find another alternative. The ship is a device to weaken our, mmm, corsair demands. If we *reward* him by what he has accomplished he will be tied to us and his words won't have as much weight when he demands loot, raiding rights or even land. On the other hand, you? You will have the first ship we ever make. How does that sound? Admiral?" *wink wink* *nudge, nudge*
>>
>>4085065
>>4085056
>>4084854
>>4084813
>>4084804
>>4084749

Water is of paramount concern, and so the council sets the mages to desalinating some immediately, while we begin to train goblins and humans into soldiers and fishermen to shore up our other weaknesses. To keep both major races appeased and on-side, Krazir is offered only gratitude and well-wishes, as well as the option to join the guard (which she blanches at); it is Pippa Hussein that the council summons to offer power and prestige.
We promise her a vessel of her own at earliest convenience, and the rank of Fleet Admiral; she responds that’s he thought this to already be a given, as a result of her history and her family's service, and ‘humbly requests' that we offer her the same title and land that we have offered Brykian.

Our desalination and water production efforts achieve an unexpected breakthrough: Watson reports that he and our elven elementalist and diviner have cracked the code of the magic amulet Prince George so serendipitously found on Mera's Point. Virmoira'a divinations told the tale of a seafaring mage from ages past who used this charm to communicate across still bodies of water with his sailor lover, and to guide it favourably; when a storm swept up which he could not contain or contact the sailor through, he rushed out to sea to save him; he found only wreckage and the sated sea-beast. The heartbroken mage refused to return from the island, and died of the elements , still clutching the amulet in death…

But hey! Bright spot: it can be used to boost diving or water magic, though only one such ritual on any given month, and only in the hands of a caster with skill in the field. With it, the elementalist is able to conjure enough water to see our people through to the return of Prince George's party.
>>
>>4086271

And return they do! However, not all is well: they come back fewer in number, and with wounded, even as we finally finish mending the victims of the sea-beast's strike. The Prince reports that ape-creatures assaulted them in the forests, setting upon them with stones and spears from the trees as they rested at a (another bit of good news) expansive lake shored by fruit-bearing bushes and home to small varieties of pig-bodied, hoofed rodents and easily-flushed monkeys. They traced the river back, giving us another way to acquire water, and carried back as much food as they could while fending off the guerilla assault. The Prince reports furiously that he did nothing to provoke the attacks, and that the apes were not receptive to diplomacy.

Brykian returns the next week, binging fish and kelp (a field of it apparently could provide a boost to our food reserves as well, and is home to many delicious varieties of seafood). He reports high cliffs hiding grey, sandy oases of calm. He also reports ape-creatures watching him from the cliffs, which almost seem carved in places into semi-natural castle or dungeon; they peered out of seaside caverns like widows and parapets, and hung from high spires. He, too, says he did nothing to provoke their hostility, but our spy tells a different tale: he tells of a group of apes gathered in one of the oases around a great, polished orb of blue stone in reverence, and of a gaily-adorned an painted one among them who Brykian first attempted to hail and then, when the ape-creatures drew spears and hefted rocks, fired his cannon upon. The apes scattered, but took some casualties; Lord Brykian was apparently quite stymied to find they had rolled their stone idol away despite this, before he could seize it.

(Options forthcoming--updating a laptop to run spreadsheets and such so I can hang out for pre-Valentines and post at the same time, like a boss)
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>>4086271
>>4086273

A. How should we direct our focus on Month 3, Week 3? Pick Two:
A1. Carouse to raise morale
A2. Train more of a given profession (pick one that we already have some folks skilled in)
A4. Fish, hunt, gather water (nearby, deep in woods, or around the coast)
A5. Clear some trees and farm some crops (with or without magic)
A6. Bring down some of the cannons from the ships for defence
A7. Begin unloading people and supplies in earnest
A8. Create water through elemental magic
A9. Prepare to evacuate the island
A10. Other (suggest something)

B. Well... There sure is a lot to deal with this week, but let's start with our internal issues, beginning with Pippa Hussein. What should we do about her request?
B1. Accede to it without conditions
B2. Accede to it only if she agrees to give a public speech to help raise morale
B3. Refuse her impudent demands
B4. Leave it up to Prince George

C. And what of Lord Brykian and his faulty testimony? He may well have started a war for a rock! Then again... Can ape-creatures really be considered worthy of consideration?
C1. Publicly confront and detain Lord Brykian, and strip him of his title
C2. Privately admonish him
C3. Do not reveal we have been spying yet, but keep him close until we sort out his SNAFU
C4. Encourage him to continue his scouting, and to raid apes as he encounters them

D. Last but not least, there is the matter of... The ape-creatures. In addition to their maps, our cartographers have produced sketches of the inhabitants of this place (if so they may be called): surprisingly bare, human faces, large teeth, shiny eyes, and shaggy coats that would give the impression of a human in a costume if not for length necks and prehensile feet. They lob stones with great force and accuracy, larger than something man-sized should be able to heft with such ease, and they have spears and group tactics. They killed four of our men, wounded four more, but by our spy's account, Brykian killed at least three, and our Prince's party slew another 16 (giving far betetr than they got). What should be our next move?
D1. Defend our perimiter, and stay close to base; do not seek them out
D2. Seek them out to make peace
D3. Scour the forests and slay or capture whoever threatens our people
D4. Assault their cliffside fortress directly with our ships
D5. Other
>>
>>4086362
>A8. Create water through elemental magic
>A9. Prepare to evacuate the island
>B2. Accede to it only if she agrees to give a public speech to help raise morale
>C3. Do not reveal we have been spying yet, but keep him close until we sort out his SNAFU
>D1. Defend our perimeter, and stay close to base; do not seek them out

do we have the food to make it to the Continent
>>
>>4086370
Currently, we have enough food to last a week and a half at sea, not counting what our fishermen scrounge up or our mages produce with chloromancy.
>>
>>4086376
How many weeks to the continent?
>>
>>4086379
Divination and cartography suggests 2-3 weeks... But they've been off before, albeit mostly due to sea-beasts and storms.
>>
>>4086362
>A8. Create water through elemental magic
>A4. Fish around the coast
>B2. Accede to it only if she agrees to give a public speech to help raise morale
>C3. Do not reveal we have been spying yet, but keep him close until we sort out his SNAFU
>D1. Defend our perimeter, and stay close to base; do not seek them out
>>
>>4086362
>>A8. Create water through elemental magic
>>A4. Fish around the coast
>>B2. Accede to it only if she agrees to give a public speech to help raise morale
>>C3. Do not reveal we have been spying yet, but keep him close until we sort out his SNAFU
>>D1. Defend our perimeter, and stay close to base; do not seek them out

we need to get more food then
>>
Post coming up!
>>
>>4086390
>>4086394
>>4086362
Our elementalist, Kailu Elyra, proves increasingly invaluable: leading the circle and holding Mera's Teardrop in hand, they are able to produce ALMOST enough food to reliably sustain our population for a week on her own... But it's not quite enough. Only our access to fresh water from the island can ensure nobody goes without and potentially perishes. It's enough to make one wonder what Virmoira could do with her divination using the powerful charm...
We ask Lord Brykian to stay close to the rest of the fleet in the bay; though he grumbles and gripes, insisting that tehre's no need to fear savage beast-men when we have cannons and magic, he agrees to guard our small army of goblin and human fisherfolk. With sailors and soldiers encouraged to cooperate by a speech given during the public promotion of Admiral Pippa Hussein, they are freed (for now at least) from their ethnic squabbles to work togetehr for the common good; our investment is proven wise, for we are able to haul up a truly tremendous amount of kelp, fish, and crustaceans. Our people feast, though they are not yet truly free from worry. Morale improves.
Our soldiers patrol the perimeter of the bay. Movement is spotted several times among the trees, and sightings of leering, almost-human faces are reported by several patrols. Goblin jumpiness coupled with first-patrol jitters? Maybe, but Captain Aaron Owen (our seniormost surviving human partisan) says he's seen them too. At least there were no casualties or skirmishes? However, if we need water to leave this place, we will need access to the river or lake.

A. How should we direct our focus, as our thrid month comes to a close? Pick Two:
A1. Carouse to raise morale
A2. Train more of a given profession (pick one that we already have some folks skilled in)
A3. Fish, hunt, gather water (nearby, deep in woods, or around the coast)
A4. Clear some trees and farm some crops (with or without magic)
A5. Bring down some of the cannons from the ships for defence
A6. Begin unloading people and supplies in earnest
A7. Create water through elemental magic (with or without Mera's Teardrop?)
A8. Use divination (specify a focus, and if the Teardrop is being used)
A9. Prepare to evacuate the island
A10. Scout the interior and/or the coast
A11. Other (specify)
>>
>>4086551
>A7. Create water through elemental magic (with or without Mera's Teardrop?)
>A3. Fish, hunt, gather water (nearby, deep in woods, or around the coast)
fish
>>
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>>4086551
B. What should we do about our water shortage, though? We know what Owen would prefer, and the Prince seems to support his Captain; he lost friends and allies in those woods, and now that Krazir is on the broder patrols... Well, he hasn't been seeing ehr, but he has brought her up. It clearly weighs heavily on him that he taught ehr swordplay and gave her a blade. Guilt and vengeance drive him, but is he wrong?
B1. Send a peaceful delegation to negotiate a ceasefire with the apes (if trading anything, specify)
B2. Send in troops and labourers to gather the water we need to leave
B3. Capture apes to use as leverage to negotiate for water
B4. Attack the apes outright (by land and/or sea) to draw their attention while we obtain water
B5. Screw this: wage war on the apes and conquer this island in the name of Prince George!
B6. Hold our spot on the shore; we're in no rush
>>
>>4086551
>B1. Send a peaceful delegation to negotiate a ceasefire with the apes (if trading anything, specify)
>>
>>4086556
>>4086560
Using the Teardrop for that water production? And ware you trading anything?
>>
>>4086561
with the teardrop and let's find out what they need before we tip our hand, take a little of everthing exept the food stuffs
>>
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>>4086557
>>4086551
>>
>>4086551
A. How should we direct our focus, as our third month comes to a close? Pick Two:
>A3 Fish, hunt, gather water around the coast.

>>4086557
B. What should we do about our water shortage, though? We know what Owen would prefer, and the Prince seems to support his Captain; he lost friends and allies in those woods, and now that Krazir is on the border patrols... Well, he hasn't been seeing her, but he has brought her up. It clearly weighs heavily on him that he taught her swordplay and gave her a blade. Guilt and vengeance drive him, but is he wrong?
>B1. Send a peaceful delegation to negotiate a ceasefire with the apes discus trading depending on what the apes want.
>>
>>4086640
>>4086565
>>4086560
>>4086557
>>4086551

Month 4 starts off similar results to before: ballooning food stores, enough to feed our population for three weeks without even fishing, but a near-shortage of water despite the sue of the Teardrop. More children were born from our previous revelries, enough to easily replace the dead, but there will be years yet before this increasingly-large population of infants can actually do much of use. In that time, many wonder aloud, can we continue to produce enough water to keep us al alive without access to the inland?

Our council sees these problems to be far off, but we head the mood: Prince George declares a diplomatic delegation, assigning our diplomats and merchants to the task. We bring a small smattering of all our goods--not enough to make theft a dangerous proposition to our stores, but enough to communicate what we can offer for sweet, lifegiving water. Despite his protestations, we deny the Prince\s desire to accompany the delegates; he is too valuable to risk and, after having personally killed several ape-creatures, they may well be out for his blood in particular.

A day goes by, and then another. We guard our defences, but what apes we were seeing are no longer present at our defensive perimeter. The Prince takes to patrolling the border himself, against our protestations. Fear grows darkly in the hearts of men, elves, and goblins.

At long last, our party returns: of the 10 soldiers and 10 civilians we sent, Only 15 men and women return. One is dead, they declare, and four others captured: an elven smith, two goblin laborer/soldiers, and Ariana Riley, a long-serving diplomat of noble birth. All women.

Riley's husband, our other diplomat, is equal parts shell-shocked and furious, and all the people's blood boil for a mission of rescue or revenge. Plotting begins, swords are sharpened, farming implements turned to warlike purpose in a hundred idle hands.

But then, a curious thing happens: five apes, by their size and visible breasts also all female, approach our defensive line. They wander out of the woods one morning, heads bowed and hands kept above their heads in supplication. They are taken captive without a fight.

....What?
>>
>>4086670
A. Oh gods, we need time to think. How will we keep the people busy? Pick two:
A1. Military drills, but formal, so nobody does anything crazy
A2. Unloading weapons from the boats
A3. Fishing and hunting nearby, or up the coast (or inland, if you really want)
A5. Revelry--bring out the booze!
A6. A speech (religious, militant, pacifying?)
A7. Training (specify a career we already have people trained in)
A8. Funerals, but elaborate
A9. Suggest some combination, or another option

B. Alright, and we have... Captives? In exchange? What do we do with these apes?
B1. Execute them
B2. Study them, physically and culturally, but without harsh methods
B3. Torturous interrogation
B4. Free them
B5. Free them, with trade goods in tow
B6. Other (suggestion)

C. And this is surely a step to far.... Right? Prince George thinks so. The sailors and soldiers think so.

Brykian wishes to head inland and take them back, though the gleam in his eye suggests he has at least as much interest in what else he might find there. The trade delegates DID mention the leader of the apes that attacked them wearing many fine stones strung about is body on string of some sort, after all.

Our elven mages Virmoira and Elyra tell us that, if we could but hold out and focus on training one more mage, we could simply leave this place without ever heading inland; one might call it cowardice, but perhaps Virmoira's third eye has seen and heard what our spies have already told us: our less combat-minded folks, especially those with children, fear remaining here any longer.

And of course, there is always the option of trying diplomacy again, or stealing the captives abck bloodlessly...

C1. Take the boats and assault the cliffside fortress
C2. March inland and save the captives by force
C3. Send our hunter-spies to scout, and free the captives bloodlessly if they can
C4. Hold back, and use our divination to scry the captives (with or without Teardrop)
C5. Attempt diplomacy again (describe plan)
>>
>>4086670
Oh, and a quick correction:
>>
>>4086679
>A1. Military drills, but formal, so nobody does anything crazy
A8. Funerals, but elaborate
B2. Study them, physically and culturally, but without harsh methods
C4. Hold back, and use our divination to scry the captives (with
>>
>>4086679
A1. Military drills, but formal, so nobody does anything crazy
A8. Funerals, but elaborate
B2. Study them, physically and culturally, but without harsh methods
C4. Hold back, and use our divination to scry the captives (with Teardrop)
>>
>>4086687
>>4086701
Heading to bed, but will check in on this after work!
>>
>>4086679
A. Oh gods, we need time to think. How will we keep the people busy? Pick two:

>A3. Fishing and hunting nearby, or up the coast (or inland, if you really want)
>A8. Funerals, but elaborate


B. Alright, and we have... Captives? In exchange? What do we do with these apes?

>B2. Study them, physically and culturally, but without harsh methods


C. And this is surely a step to far.... Right? Prince George thinks so. The sailors and soldiers think so.

Brykian wishes to head inland and take them back, though the gleam in his eye suggests he has at least as much interest in what else he might find there. The trade delegates DID mention the leader of the apes that attacked them wearing many fine stones strung about is body on string of some sort, after all.

Our elven mages Virmoira and Elyra tell us that, if we could but hold out and focus on training one more mage, we could simply leave this place without ever heading inland; one might call it cowardice, but perhaps Virmoira's third eye has seen and heard what our spies have already told us: our less combat-minded folks, especially those with children, fear remaining here any longer.

And of course, there is always the option of trying diplomacy again, or stealing the captives back bloodlessly...

>C4. Hold back, and use our divination to scry the captives with Teardrop
>>
>>4086679
>A1. Military drills, but formal, so nobody does anything crazy
>A8. Funerals, but elaborate
>B2. Study them, physically and culturally, but without harsh methods
>C4. Hold back, and use our divination to scry the captives ( Teardrop)
>>
>>4086679
WAR
WAR SHALL BE WAGED UPON

>A2. Unloading weapons from the boats
>A6. A speech (religious, militant, pacifying?) WAR. VENGEANCE. UNCIVILIZED MONSTERS. FIRE. FIRE TO ALL THEIR HOMES. DESTRUCTION OF THEIR IDOLS AND CONSUME THEIR YOUNG.

B. This is XCOM baby
>B3.

C. So what if Brykian wishes for loot? Tell him we have to first kill 'em all and then we can loot as much as he pleases. I mean, we save the girls and then we uh- maybe get something
C2. March inland and save the captives by force
>>
>>4086687
>>4086701
>>4086761
>>4086902
>>4086948

OP checking in on lunch. Seems we're curently leaning towards distracting the people with drills and funerals while we study our captives and scry on our enemies.

A reminder: to use the Teardrop for scrying means NOT using it for water production this week. That means, unless we head inland, we cannot produce enough potable water to keep everyone healthy and in good spirits.
>>
>>4087404
then do not use it for Scrying
>>
The Council stymies Brykian's plans yet again, to his obvious irritation and Admiral Hussain's smug amusement; still, it is not only Lord Brykian who is upset by this decision, but our Lord Diplomat and even our beloved Prince! As for the people, we keep them too occupied to revolt: we hold grand funerals for those lost to the skirmishes, reminding them of the glorious future ahead and of tour triumphs against the sea-beast. So too do we remind them of the Amican War of Succession: we have weathered worse, we remind them, and we will yet be victorious! We begin to drill them hard, both preparing them for what might come and keeping them too busy to stage an organized revolt.

And revolt they just might, if we do not take immediate action! Too late does the council recall that using Mera's Teardrop to scry will impact our ability to generate water. Coupled with the drills, our people are exhausted by the week's end, many too weak from dehydration to fight. With so many baying for blood (encouraged by Lord Brykian, according to our spies), immediate action may well be necessary to avoid our well-prepared and desperate militia taking action on their own to seize the water they need—or worse yet, staging a coup or creating a lasting schism!

Still, our magic-weaving is not without results: Royal Mage-Apprentice Watson and Archmage Virmoira use the Teardrop to great effect, while our merchants study and attempt to communicate with the captive ape-women. What emerges is a picture of an alien civilization with norms far different from our own: a people who venerate and carve the stones of their island as a spiritual rite, and to whom the acquisition of gems and precious minerals is a mark of prestige and holy rite. Their leader is an enormous ape, grown to large to exit his seaside citadel below the earth, and who adorns himself with diadem and armour of a blue-grey jade and crudely-hammered gold. His female subjects mine these and work them, while the males hunt and gather, and he keeps a tremendous harem; it is to these functions he has committed our captured citizens, including the diplomat. It is a grave indignity, but the apes do not seem to see it as such: by providing us four respected and fertile females in return they believe they have opened the lines of diplomacy, and normalized relations after our ‘invasion' and Brykian's assault. This is common custom among their species, following disputes between clans.

The knowledge that we are no longer at war from the perspective of the ape-lord will likely be small comfort to the loved ones of those women taken and killed. Can we afford a war though? Scrying has shown us ape-beings in the hundreds, at least twice the size of our remaining population…

Month 4, Week 3: Coming Up
>>
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>>4088052
(Woops, Week 2 rather. Shows me for posting before I get home to my spreadsheet!)


A. The War for the island of the apes is of course our paramount concern right now, and we’re fighting I tat a disadvantage: of our 112 working-age citizens, fifteen are laid up with dehydration, another six are still somewhat injured from the last skirmish, and 4 are... Well, captive ape females who pretty much just groom each other all day. Our four captured people are alive, but subjected to unconscionable conditions by a fighting force that is technologically-inferior but physically and numerically superior, and which knows this place better than we do. Morale is low, bloodlust high. What do we do?

A1. Swear the mages to secrecy, and leave the women to their fate so we can move onward without further bloodletting
A2. Storm the lake to refresh our stores
A3. Scour the woods to capture and/or kill hunting apes
A4. Send our ships to bombard the seaside caverns/citadel
A5. Other, or a combination
B. What shall we do with the captives?

B1. Put them to work
B2. Keep them safe and take care of them, as is civilized
B3. Execute them
B4. Free them
B5. Free them, with trade goods
B6. Other
C. What shall we do about Lord Brykian’s behaviour?

C1. Publicly confront him
C2. Privately admonish him for inciting discord
C3. Detain him quietly, without public comment
C4. Have him assassinated
C5. Commend him on his insight
C6. Other
D. To what other purposes will we focus our people and resources? Pick two:

D1. Fishing/hunting (near, inland, or coast)
D2. Water-gathering
D3. Defensive patrols
D4. Unload our shipboard cannons
D5. Begin farming in earnest
D6. Prepare to flee
D7. Create water through magic (using the tear, or no?)
D8. Scry (using the tear, or no?)
D9. Heal our dehydrated and wounded
D10. Prepare to leave the island
D11. Other (suggestion?)
>>
>>4088111
A2. Storm the lake to refresh our stores
B4. Free them
C4. Have him assassinated
>D9. Heal our dehydrated and wounded
>>
>>4088123
(You can pick two for D)
>>
>>4088194
>D2. Water-gathering
>>
Seems we may have to wait until a less romantic evening to see what comes next!
>>
A. The War for the island of the apes is of course our paramount concern right now, and we’re fighting I tat a disadvantage: of our 112 working-age citizens, fifteen are laid up with dehydration, another six are still somewhat injured from the last skirmish, and 4 are... Well, captive ape females who pretty much just groom each other all day. Our four captured people are alive, but subjected to unconscionable conditions by a fighting force that is technologically-inferior but physically and numerically superior, and which knows this place better than we do. Morale is low, bloodlust high. What do we do?

>A5. Storm the lake with some soldier and at the same time bombard the seaside caverns/citadel

B. What shall we do with the captives?

>B1. Put them to work
We need to keep an eye on them of course but we can use some extra hands

C. What shall we do about Lord Brykian’s behaviour?

>C2. Privately admonish him for inciting discord
He can still be useful and we can always assassinate him when we aren't as much need of sailors/captains as we are now.

D. To what other purposes will we focus our people and resources? Pick two:

>D2. Water-gathering

>D9. Heal our dehydrated and wounded
>>
>>4088111
Trips, QM, trips.

A. We gotta... this sucks qm, why are you making this quest hard, engaging and interesting instead of the usual easy peachy stuff!

>A1. We won't forget about those women... yet.

B. XCOM. baby
>B3. But, QM, do they speak our same language?

C. bro
>C2. Stop it bro, work WITH us, not for us; not against us. We are in this together, you can't sail back to Exmuth anyway.

D. Welp, we are not in war so, let's head to the river downstream and gather water. Plenty of it. I wonder, can we send one of the ships to the River Mouth with all our water barrels and haul water in one large gulp? Pun intended. Of course, use boats. Don't strand the ship on the shore, god.

>D2. To the river mouth!
>D9. To raise morale, we gotta at least try to get 'em back to shape.
>>
>>4088860
>>4088430
>>4088206
>>4088123

Storming the lake is presently popular, though whether we re-open hostilities by telling our citizens of the captured women's fate is up in the air.

We are torn on how to treat the captives we've been gifted: is it, in fact, XCOM baby? Or are we to free them or put them to work?

Privately admonishing Lord Brykian seems to be the popular response, though assassinating him is an option down the line (or even now).

We're all pretty much in agreement about the need to rehydrate, heal, and gather water, though.

Posting up soon, but I'm holding off for a bit to see if anyone breaks the stalemate on B (or swings this around still further).
>>
>>4088111
>A1. Swear the mages to secrecy, and leave the women to their fate so we can move onward without further bloodletting
>B2. Keep them safe and take care of them, as is civilized

>C4. Have him assassinated

>D2. Water-gathering
since we are not longer at war
>>
>>4088968
we can't just leave our people captive!
>>
>>4088974
not forever, but until we have a chance to successfully get them back.
right now, attacking with sick and dehydrated people, being outnumbered and in unknown terrain, would only end this quest imo.
>>
>>4088993
Right, so we get our supply problem fixed. then we raid the monkeys and save our people. followed by leaving immediately after. like in Pirates of the Caribbean
>>
Rolled 1 (1d2)

>>4088968
>>4088959
Alright, posting!
>>
>>4089049

As Week 3 of Month 4 rolls around (for real this time), the council is faced with hard decisions. It is decided to swear the mages to secrecy for now--to tell the people of the fate of their Lady Riley was being subjected to such abuses would surely stir her husband and all the soldiers into a greater fervor, and force our hand even as others seek to leave this terrible place. With our people sick, injured, and dehydrated, we fear this could destroy us all.

On the matter of the captive ape-women 'gifted' to us by their strange subterranean overlord, we are... Torn. The council can reach no consensus, and so we compromise: we put them to work as laborers (a task the ape-women seem more than willing to accommodate us on) and feed and care for them in a civil manner. We can always free or execute them later, after all, and extra laborers are useful right now: we have water to replenish, now that we are no longer at war. Meanwhile, aboard our ships, those too exhausted or injured to participate are hurriedly mended by our team of mages and medics.

Yes, to replenish our stores of water will help with morale in two ways: it will make people feel physically better, AND it will create the impression of decisive action. No longer do we cower in the bay: we move inland, in force, to take what we need! Little do our people know that the march of armed guards alongside our laborers is mostly for show, and that the apes who skulk sneakily and watch warily in the shadows of the trees are actually of the impression we are peacefully cohabitating.

There is one last matter, though: Brykian. The elven corsair may or may not have outlived his usefulness, but all are agreed that his shit-stirring tendencies have presented our council and our Prince an unacceptable obstacle. After much deliberation as to whether to admonish him or assassinate him, lots are drawn. He is condemned to death! Our spies and partisan loyalists are in place, he covert execution seemlessly executed on an inland trip to gather water. He will cause no further disturbances... But, given is obvious popularity with roughly half our remaining soldiers and sailors, and the half-elves, what shall we do to explain his disappearance?
>>
>>4089075

What next, Loyalist Council, as we enter our final week of our forth month in exile?

A. What purpose shall we turn our people towards? Pick two:
A1. Continue to gather water non-magically
A2. Bring our elementalist (and the Teardrop?) to the lake to take advantage of our maximum water-gathering capabilities
A3. Hunt/gather/fish (inland, on the coast, or a combination)
A4. Scout (further inland, or towards the coastal citadel of the ape-lord)
A5. Scry (who/where/what? Teardrop, or no?)
A6. Attempt contact with the apes near the lake
A7. Attempt to capture or kill some of the apes near the lake
A8. Attack the citadel by sea
A9. Disembark our people and/or shipboard weapons
A10. Begin farming this island
A11. Prepare to evacuate the island
A12. Other (suggestion?)


B. A contingent led by Lord Diplomat Riley is demanding answers and action in regards to the apes and the people they captured. What shall we tell them?
B1. Tell them the truth
B2. Tell them the women are alive, but do not elaborate on their conditions
B3. Tell them the fate of the women is unknown
B4. Refuse to tell them anything
B5. Other

C. So, 'Lord' Brykian is a thorn in our side no longer! His expertise will be missed, but by assigning his ship to the Hussain Sisters', we consolidate control of our naval forces and our strategy in this and future crises. He WAS broadly popular among our military and naval men and women, though, and the prostitutes. How shoudl we handle his death?
C1. He mysteriously disappeared (apes may well be blamed)
C2. He fell off a cliff or boat while fishing/scouting
C3. He was killed or captured by apes
C4. He died in a hunting accident
C5. He died in a petty domestic dispute (choose a scapegoat)
C6. He was a traitor and justly detained and executed
C7. Other

D. Do we tell Prince George, who had something of a friendly rivalry with the corsair by this point, the truth of his fate?
D1. Yes
D2. Yes, but frame and spin it in a way to make us undeniably justified
D3. No
>>
>>4089090
>A1. Continue to gather water non-magically
>A2. Bring our elementalist (and the Teardrop?) to the lake to take advantage of our maximum water-gathering capabilities
>B3. Tell them the fate of the women is unknown
>C4. He died in a hunting accident
>D3. No
>>
Also: to answer an earlier question, a comvination of divined isnights and stufy has helped us to communicate basic ideas thriugh gestures with our captives, and we mutually understand a few words now, though ape-people struggle to produce the same range of vocalizations as humans, elves, and goblins. They seem to msotly communicate by grunts, elaborate sign language, and context clues.
>>
>>4089124
support, to add onto the women situation, say we are working on finding out more information.
>>
>A1. Continue to gather water non-magically
>A2. Bring our elementalist (and the Teardrop?) to the lake to take advantage of our maximum water-gathering capabilities

>B4. Refuse to tell them anything

>C4. He died in a hunting accident

>D3. No
>>
>>4089090
>A1. Continue to gather water non-magically
>A2. Bring our elementalist (and the Teardrop?) to the lake to take advantage of our maximum water-gathering capabilities
>B2. Tell them the women are alive, but do not elaborate on their conditions
>C4. He died in a hunting accident
>D3. No
>>
>>4089090

A. We need to stock up on water! And look at food, slowly dwindling, the motherfucker.
>A1. Continue to gather water non-magically. I want those barrells filled to capacity! If they are filled, order the carpenters to make more!

>A12. ¡The first write in baby! ¿Fortifications? Let's begin by clearing the surrounding forest, gathering wood for planks and what give ya. With the wood we can add to our stock and think about making a palisade around the perimeter and maybe dig a moat but that will be as laborious or worse. And, remember Laborers? Time to put those 28 bodies to work for real!

B.

B1. They are indeed alive and safe but might be subjected to tiny monkey cock... Yeah, fuck it, let's tell 'em that.

C.
>C1. He was drunk and mumbling about loot and idols made out of gold and his ambition to take it all for himself. His greed got the best of him and his vice (the rum) was the catalyst for him being missing. "Let's remember Brykian and his story so no one commits the same mistakes as him. Be mindful of your excesses and wise everyday"

D. Grow up prince, man up and grow a pair.
>D1. WELCOME TO WAR KID.
>>
>>4089614
>>4089124
>>4089152
>>4089412
>>4089448

With all our laborers working under the protection and supervision of our soldiers, and especially with Mera's Teradrop turned by Elementalist Elyra to the cause of water-gathering, our barrels are soon full with a great surplus, our our people's thirst is quenched once more! No apes trouble us during our daytime laboring, though they are spotted waiting for us to leave to take their own fill.

Many of our people openly wonder why we do not capture or kill them, especially since (according to us) the fate of our women is unknown. Though at the very least our people do not blame the ape-men for the tragic loss of Lord Brykian (slain in a 'hunting accident, and laid to rest in his beloved sea by his most loyal men, with a stirring eulogy to his bravery given by own blissfully-ignorant prince), allowing them to travel freely and watch us at work is a pill many find hard to swallow.

The newest troublemaker is Lord Diplomat Riley, who desperately seeks news of his wife. We have told him that as soon as we know more, we will communicate it; he asks, loudly and publicly, why we do not interrogate the ape-women in our captivity, or capture some otehr ape if these ones do not know. Our workers begin to harass and bully the four ape-women as they labor; uncomprehending of why we would be so hostile to them when our peoples are 'at peace', they become agitated, and then despondent. Surely the apes in the forest see how we are treating the women they "exchanged" with us...

We have enough food and drink to last a little over a week without replenishment. A few more weeks of this peaceful water-gathering and some fishing and foraging, we could easily amass enough supplies to leave this place, but the continued friction between our people and the apes of this island threatens our ability to do so without an uprising of some sort.
>>
>>4089625
Month 4, Week 4:

A. How shall we muster our efforts as a civilization to start off this week on Monkey Island?
A1. Gather wood and build fortifications around our laborers at the lake and our bay, to offer a sense of privacy and safety (with or without magic? specify)
A2. Gather more water by mundane means
A3. Gather more water by magic (use the teardrop? specify)
A4. Scry (who, what, where? specify)
A5. Hunt/gather/fish (coastal areas, further inland, and/or around the lake? specify)
A6. Scout further inland
A7. Capture or kill some apes near the lake
A8. Attempt to scare off the apes near the lake
A9. Attempt diplomacy with the apes near the lake
A10. Attack the sea citadel
A11. Prepare to evacuate the island
A12. Other (specify)

B. What shall we do about the treatment of our ape-woman "guests"? What of Lord Diplomat Riley?
B1. Remind our people to be kind to the ape-women, for they are noncombatants and doing their best to help us
B2. Allow the current behaviour to continue
B3. Execute the ape-women
B4. Free the ape women (with or without trade goods?)
B5. Admonish our people for their behaviour (how harshly?)
B6. Cease using the ape-women for labour, and return them to their captivity (with or without food and water?)
B7. Other

C. Our farmers and cartographers have expressed some interest in capturing some of the local fauna, either to breed for livestock (like the rat-pigs or some small island fowl), or as curiosities (like the non-sapient primates of the island). What do we think?
C1. Have at it!
C2. Just flora, no fauna; they could have diseases, or be hard to keep shipboard
C3. Leave them be; focus on harvesting what we need to leave
C4. Other
>>
>>4089637
A2. Gather more water by mundane means
B4. Free the ape women (with trade goods try to get them to understand we can't our women back.)
C1. Have at it!
>>
>>4089668
>>4089637
Sorry, I should have specified: you can choose two for A.
>>
>>4089637
A9. Attempt diplomacy with the apes near the lake
>>
>>4089637
A. Laborers to work! Magics to magic!
>A1. Make 'em pallisade!. I wonder if elementalists can force roots to grow in the planks so we don't have to dig so deep to fixate the planks in place. Plus it would make the palisade taller and durable.

>B4. With no goods. And tell them we don't wish to exchange women so rely that message to your fatass king and give our waifus back. Alas, send a merchant there why not and see if he can negotiate a ransom since the monkey fag likes shiny baubles, let's offer him shiny baubles. We can make a collect for the ransom. One gold coin each?

>C3. Eh
>>
>>4089695
oof.

>>4089709
>A5. Let's see if we can fish in the lakeshores. H*ck maybe carry a boat there or drive it there upstream. The monkeys might get interested by this and we could trade that technology for the women as well.
>>
>>4089668
>>4089698
>>4089709
>>4089710
There seems to be a lot of disagreement over where to focus our energy, but a general sentiment that we should try to re-open diplomacy with the apes by freeing their women and sending either merhcnats or trade goods along to negotiate with the ape-lord in the deep caverns of the citadel. SO far, everyone seems pretty okay to let our bored farmer class and our curious science-minded cartographers do whatever they want with local plant and animal specimens.

I'll wait a bit longer before posting, in case anyone wants to break some ties on A or swing the debate on B and C in a different direction.
>>
>>4089768
Posting, rolled for ties. A2 and A5, B4 with merchant assigned, C3.
>>
>>4089878

We close the fourth month of our exile by attempting to retrieve our lost people. We are so few, and our citizens' hearts are hurting: we need them back.

A decision is made to free the ape-women, though by their confusion and dismay, they clearly take it as banishment or punishment. In an effort to soften the blow and score a diplomatic victory, we assign our Lord Merchant, Remy Pearson, to the party; wisely, we do not send our Lady merchant on this task, given what has become of our last cadre of female diplomatic envoys. We send him with gold and what jewelry we can scrounge, in the hopes this shiny, mineral-based wealth will appeal to the plutocratic master of the ape-folk. Pearson and the Lady Merchant Josephine George have both been paramount in deciphering the communication methods and culture of the ape-men as well, so this is seen as our best effort at communicating that we wish to trade by other means, and not by way of a tribal wife-exchange.

While we await their return dedicate our efforts to scouring the lake, the source of our newfound prosperity and abundance: we bring a few boats carefully up-river, and make preparations to bring a ship over-land (to avoid the jagged rocks of the nearest estuary) and to use it to fish further, while impressing the apes with our technology. For lack of a command to cry, our casters divide labour: Fortification Mage Aragella helps protect the ship and boats during transport, while Elementalist Elyra aids in gathering water, using the Teardrop to do so; the rest of the mages divide up to assist in both tasks, and the end result is an increase in water and the promise of better fishing to come: the lake is not as abundant as the kelp forests, but now we can fish both! The fishermen do say they could do with more rods and nets, though.

No diplomatic envoy is sent back by our ape neighbors, nor does our Lord Merchant return. The arrival of the ship is plainly terrifying to the ape-men, though: shrieks ring out when it arrives, and sightings of these eerie hominids cease for the rest of the week. It is strangely, hauntingly calm. As we tell the farmers and cartographers, it is simply a matter of focusing on the harvest and waiting for what might come, one supposes...

Month 5, Week 1:

How do we focus our energies this week? Pick two:
A1. Gather wood and build fortifications around our laborers at the lake and our bay, to offer a sense of privacy and safety (with or without magic? specify)
A2. Gather more water by mundane means
A3. Gather more water by magic (use the Teardrop? specify)
A4. Hunt/gather/fish (coastal areas, further inland, and/or around the lake? specify)
A6. Scout further inland
A7. Prepare to evacuate the island
A8. Consolidate our forces (the lake region? elsewhere?)
A9. Attempt domestication of local flora and fauna
A10. Other (please specify)
>>
>>4089935
B. What do we do about the away-party? Do we put our trust in them, scry their whereabouts, send reinforcements?
B1. Scry the away-party (with the Teardrop, or no?)
B2. Send military reinforcements
B3. Send our other merchant and/or diplomat with guards
B4. Send a ship to the seaside citadel
B5. Sit tight, do nothing

C. Lord Diplomat Riley is a consistent needler of the public sentiment now, like a less-foreign Brykian. He is a stalwart ally of the Prince George, and makes no deliberate effort to usurp us or our authority, but he stokes fears quite effectively by accident as he mourns and pines after his wife. What should we do?
C1. Leave the man to his angsts; all will come right in time, when we resolve this issue and rescue our people
C2. Admonish him publicly, perhaps detain him if need be
C3. Call him in to privately discuss the matter (how much do we tell him? how harsh should we be?)
C4. Assassinate him! It worked for Brykian.
C5. Have Pricne George console him, and give a morale-raising speech
C6. Other
>>
I also finally took the time to do up proper demographic charts on Excel. No more shifting colours and proportions for us! Welcome to an age of consistency.
>>
>>4089935
>A1. Gather wood and build fortifications around our laborers at the lake and our bay, to offer a sense of privacy and safety
We will need a solid base on land to fight against the apemen soon. Depending on the effectiveness of the fortification magic, we can employ it. Most important is clearing trees away from nearby so that the apemen will have no way to sneak up on our laborers
>A4. Hunt/gather/fish
Keep fishing the kelp forest and dry as much fish as possible for our departure

>B1. Scry the away-party
Use the teardrop, we've got a good enough source of water at the moment. If these savages are just gonna kill and abduct our citizens, we'll need to clear them out of the island

>C5. Have Prince George console him, and give a morale-raising speech
Have know that we have done what we can, but that dealing with these primatives requires time
>>
>>4090208
Waiting on more replies...
>>
>>4090323

For the Unified States and our breakaway Loyalists!
>>
>>4090208
support

>>4090329
I love this one
>>
>>4090208
+1
>>
>>4089935

A. Water is ok but now, *sigh* food is dwindling. I retract from attempting to make fortifications because TAKE A LOOK AT MORALE. Everyone is so fed up of this island that we better focus on storing supplies, rescuing our people and fucking away.

>A2. We already have a secure source of fresh water that outperforms that of magic.

A4. We need to ask the fishermen to fish, but it seems their tools are not enough for all of them! So, can the fishermen passively fish while the

>Hunters hunt inland for some pigs n' monkeys. Kinda awkward meal but... at least be thankful we have land-based meat

B. FFS.

>B1. Use the teardrooooop

>C5. Prince be useful FFS. Guess this counts as training....
>>
>>4089935
How do we focus our energies this week? Pick two:
>A1. Gather wood and build fortifications around our laborers at the lake and our bay, to offer a sense of privacy >and safety with magic
>A4. Hunt/gather/fish around the lake
If we end up going to war we should make sure to keep the civilians safe

B. What do we do about the away-party? Do we put our trust in them, scry their whereabouts, send reinforcements?
>B1. Scry the away-party with the Teardrop
Thanks to the lake water isn't an issue.

C. Lord Diplomat Riley is a consistent needler of the public sentiment now, like a less-foreign Brykian. He is a stalwart ally of the Prince George, and makes no deliberate effort to usurp us or our authority, but he stokes fears quite effectively by accident as he mourns and pines after his wife. What should we do?
>C5. Have Prince George console him, and give a morale-raising speech
We can't keep assassinating troublemakers, someone will get suspicious
>>
>>4090208
>>4090375
>>4090457
>>4090535

Our soldiers, hunters, and laborers turn their attention to chopping down trees for wood, further scattering what ape-folk dare approach our camp; this wood is largely turned to the purpose of fortifications, helping to shield our people from attack. None too soon, either, as a goblin boy is snatched up and stolen away by a creature not unlike a great, mangy black lion that springs like lightning from the forest and then retreats! With the ape-men shrinking back, it seems their dangers they kept at bay have taken their place.

This isn't to say the threat of the ape-men is gone. We use Mera's teardrop to scry, and the circle of mages, led as always by Virmoira, shows the council the fate of our merchant and laborers: they are all bloodied captives in a great wooden cage, while the ape-women we sent back have been beaten in punishment. Virmoira's relic-boosted magic senses the great shame the ape-women feel, and fear among the apes at our tools, our ship, our wall, our expansion. They see the coming of the ship and the 'banishment' of the ape-women as a rejection of their attempt at diplomacy, and the ape-lord's fury is unleashed in great howls of rage at our caged envoys. It is apparent from the divination that attempts to explain the trade of gold in lieu of wives has been met with incomprehension and then outrage--the ape-lord cannot fathom the trading away of 'gifts' from the venerated earth for something as paltry as finite lives of living people.

He means to drive 'the invaders' off the island, and masses forces, armed with their spears, stones, and clubs. Numbers are uncertain, but daunting. The wall was the final straw--a 'theft' of land and access to the lake which keeps his people alive, which they had 'generously' shared with us on our chosen schedule. War is one once more, and our males live only so that he can learn from them what he can of us and our capabilities. The female captives remain alive only at his pleasure, but their treatment worsens significantly.

As our council takes in this horrifying report from the mystics, our Prince comforts the Lord-Diplomat that his wife is fine. He tells our people that ALL will be fine, that our council and our envoys will return us to peace, and that before long we will leave this place for our promised land on the continent. If worse comes to worst, he says, our soldiers and mages will protect us!

Our fourteen soldiers. Our six mages. Against at least one hundred ape-men.

Month 5, Week 2: Coming Up
>>
>>4090586
(now with proper food update, to reflect the success of your fishermen and foragers, sorry. bottom right.)

A. The apes will attack next week, if not this week, that much is certain from the Archmage's vision. Our people are in high spirits, but high spirits will not save them from what comes next. What do we do?
A1. Strike the citadel by ship, using The Albatross Heart's cannons and our magical ranged capabilities to blast our way in if we can
A2. Send in our hunter-spies to attempt an assassination of the ape lord
A3. Strike by land with our soldiers and hunters (with or without mages?)
A4. Some combination or other option of attack (specify!)
A5. Attempt diplomacy again (how? specify!)
A6. Evacuate to the ships now, leaving behind whatever we must!

B. What should we tell our people? We must notify prince George, but... Morale has just improved. Dare we weaken it again so soon?
B1. Keep the news among the soldiers, mages, and what sailors are needed for our plans; let the civilians labor in peace for now
B2. Get everyone on high alert

C. What else will we do, as we plan for the upcoming conflict or seek to avert it? Choose TWO:
C1. Hunt/fish/gather (specify coat, inland, or lake area)
C2. Seek out the great cat and capture or slay it
C3. Roll out the main guns from the ships to fortify the wall
C4. Set the civilians to defensive patrols (may tip our hand on B)
C5. Gather more water (mundane means only, or magic? if magic, do we use the teardrop? this would render it unusable for any water-based elemental defense)
C6. Fortify the wall further (magic, or only mundane? specify)
C7. Move people to/from the bay en masse
C8. Other (please specify)
>>
>>4090603
>A1. Strike the citadel by ship, using The Albatross Heart's cannons and our magical ranged capabilities to blast our way in if we can
Grapeshot and fireballs will make quick work of these savage apes. This should be a rapid assault to retrieve our citizens, using shock and awe to prevent casualties. The moment we have them, get back to the ship and come back

>B1. Keep the news among the soldiers, mages, and what sailors are needed for our plans; let the civilians labor in peace for now
They have no way to effect the outcome, knowledge will only cause distress. Same reason people are more scared of flying than driving, the idea of being helpless is far worse than real danger.

>C7. Move people from the bay en masse
>C5. Gather more water
Stock up on water and get ready to leave, one way or another we're leaving this island soon. The savages can have their rock, we're bound for far greater lands
>>
>>4090603
A. The apes will attack next week, if not this week, that much is certain from the Archmage's vision. Our people are in high spirits, but high spirits will not save them from what comes next. What do we do?
>A1. Strike the citadel by ship, using The Albatross Heart's cannons and our magical ranged capabilities to blast our way in if we can

B. What should we tell our people? We must notify prince George, but... Morale has just improved. Dare we weaken it again so soon?
>B1. Keep the news among the soldiers, mages, and what sailors are needed for our plans; let the civilians labor in peace for now

C. What else will we do, as we plan for the upcoming conflict or seek to avert it? Choose TWO:
>C5. Gather more water mundane means only
>C7. Move people to/from the bay en masse
>>
>>4090618
>>4090680
yup
>>
>>4090680
huh...>>4090618
I think exactly the same
>>
>>4090789
>>4090732
>>4090680
>>4090618
"Great minds think alike, but fools seldom differ," as the old Amican saying goes. I suppose we'll see which bit applies to the council in the fullness of time.

Regardless, there is no more time to deliberate: now is the time for action! Margot and Sia Hussein aid in the evacuation of people and water, but public sentiment is mixed; Prince George has declared we are to leave, and that our people will soon be freed from the apes, but has not elaborated beyond this. Every soldier and sailor--even Krazir and her fellow goblin recruits--are called to action. Our people know something is up, but we carefully hide the full extent from them so they can focus on the task at hand. Even without the use of magic, unfettered access to the water and all hands on deck means that we are able to stockpile enough barrels of fresh water to preserve us for almost a month! There is a tension in the air, but also excitement. Most civilians are ready to leave the tyranny of what they have taken to calling "Monkey Island".

Meanwhile, Admiral Pippa Hussein is captaining the Albatross Heart, formerly the ship of the corsair Captain Brykian. She does not know how deliberately-executed his fate was, but she certainly can't hide her smug self-satisfaction at having obtained by 'fate' his ship, his land and trade rights, and more. This gives her all the more incentive to prove herself, and she brings up her sister Kayla's ship--also now hers once more--to accomplish this, filled with sailors, soldiers, and of course our mages. We have brought nearly all of them, only leaving behinds those necessary to the evacuation and Prince George himself. It is hardly enough, with 11 soldiers and 22 sailors, but 6 mages and an elemental-boosting artefact make a lot of difference, as do truly impressive artillery.

With the aid of divination, we are able to catch favourable winds and approach from the ideal angle to catch the ape-men by surprise; they still see us coming, but not well enough in advance to evacuate the seawall before our cannons ring out. It takes a few volleys of fireballs and cannonballs (we'll have to keep an eye on ammo; we don't have much more left!) but we are able to blast open a hole in the base of the cliff. With the Teardrop's power, we flush the hole in their defences like a clogged pipe, sweeping dozens of screeching and wailing ape-warriors out to sea (along with, perhaps unfortunately, women and children). A moment later, we lower a rope to swing down our armed forces.

[...]
>>
>>4091130

Our earlier Teardrop-augmented divination allows us to pinpoint the location of the ape-lord and his harem, where his captives too are kept; Captain Aaron Owen takes the lead, leading a column of goblins. Though these gobbos were mere laborers or prostitutes before, training and drilling has sharpened their skills, battle has tested their mettle, and they are at home in the dark confines of the surprisingly-elaborate ape mines. With surgical precision belying their lack of practical experience, they beeline for the chamber of the ape-lord, losing only a single warrior along the way!

Alas, the ape-lord, fat and bloated though he is, also stands at 12 feet tall, and is mightier and has a thicker hide than any beast we have encountered shy of the sea-beast. Only through concerted effort and kiting are our forces able to overcome him; they do not slay him, but Krazir puts the prince's sword to good use and gouges his eye, causing him enough distress for Captain Owen to free our captives and make good on their escape. In the process, though, both Krazir and Aleksander Hussain (Pippa's own son) are injured in the desperate flight by hurled stones and spears.

Still, as we evacuate with every single captive in (relatively) good shape, it can't help but feel like a glorious victory to everyone involved. A cheer goes up, and the heroes of the hour are received to great applause: Hussain the Younger, Captain Owen, as well as Elementalist Elyra and even 'Prince's Pet' Krazir! Tehre will be time to mourn the dead later, and Watson, Rathian, and the medics are already tending to the wounded heroes.

We have won the day, Loyalists, for our people and for the One True King of Amica!
>>
>>4091154
Month 5, Week 3: Return to the Sea

We drift in the bay of Monkey Island now, replete with water but short on food. I suppose that's what fishermen are for, though! What should we prioritize?

A. Pick two focuses for our fleet:
A1. Fish (the open ocean? the kelp forests, closer to the apes?)
A2. Gather water by magical means (Teardrop, or no?)
A3. Scry (destination? enemies? sea-beast? something else? Also: specify if we use the teardrop)
A4. Hold funerals and give speeches and commendations (to whom will we offer the commendations?)
A5. Carouse to celebrate our victory
A6. Attack the apes' citadel again! Smash our foes for their transgressions!
A7. Retake the bay
A8. Depart this island for distant shores
A9. Other (specify)

B. What of the 'innocent' ape-women and apelings we cast adrift?
B1. Let the savages drown
B2. Rescue them and bring them aboard for medical care
B3. Rescue them and drop them off on the bay
B4. Slaughter them for sport and vengeance

C. Several of our soldiers--goblins, to be precise--snatched up gold, gems, and carved stone orbs and idols during their retreat. It's in their nature, I suppose. What do we do about this, though?
C1. Nothing wrong with spoils of war--they earned them, let them keep the goods
C2. Demand some or all of it as tribute for the Prince
C3. Make them share it with their human leaders and allies
C4. Make them through the cursed idols away
C5. Other

(Also, please note: all our captured females are now trained as miners out of necessity, and equipped with pickaxes; when the trauma of their ordeal settles, that may prove useful someday. A sad way to acquire a skill, but there we have it.)
>>
>>4091176
Attached: demographic updates and my usual belated corrections (I am sloppy at this)
>>
>>4091176
>A8. Depart this island for distant shores
A1. Fish (the open ocean? the kelp forests, closer to the apes?)

B2. Rescue them and bring them aboard for medical care
C1. Nothing wrong with spoils of war--they earned them, let them keep the goods
>>
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>>4091176
>A1. Fish the kelp forest
Getting some of the animals higher on the food chain from the kelp forest would be useful, as they'd provide far more meat. Can we choose the same option twice? If so, have everyone work at harvesting as much food as possible. If not,
>A8. Depart this island for distant shores

>B1. Let the savages drown
Too much work to save them with no real payoff

>C1. Nothing wrong with spoils of war--they earned them, let them keep the goods
They'll probably gamble them away in time, spreading the spoils throughout the fleet
>>
>>4091200
>Too much work to save them with no real payoff

we are their betters it falls to us to do the right thing
>>
>>4091176
>A1. Fish (the kelp forests)
>A8. Depart this island for distant shores
>B3. Rescue them and drop them off on the bay
>C1. Nothing wrong with spoils of war--they earned them, let them keep the goods
>>
>>4091176
A. Pick two focuses for our fleet:
>A1. Fish the kelp forests
>A3. Scry for additional food sources with the Teardrop


B. What of the 'innocent' ape-women and apelings we cast adrift?
>B2. Rescue them and bring them aboard for medical care


C. Several of our soldiers--goblins, to be precise--snatched up gold, gems, and carved stone orbs and idols during their retreat. It's in their nature, I suppose. What do we do about this, though?
>C3. Make them share it with their human leaders and allies.
The goblins should get first pick and the majority of the loot though
>>
>>4091154
WE WON NIGGA
TAKE THAT MODERFOKERS YEEEEEHAAAW
>>
>>4091176
>A6. Attack the apes' citadel again! Smash our foes for their transgressions!

WAR WAR WAR TOTAL WAR WAAAAAAAAAAAAAAAAAAAAAAR

>A4

>B4. VENGEANCE NEVER ENDS

>C1.

The spoils of battle will be plenty of food.
>>
>A5. Carouse to celebrate our victory
>A8. Depart this island for distant shores

>B2. Rescue them and bring them aboard for medical care
C1. Nothing wrong with spoils of war--they earned them, let them keep the goods
>>
>>4091193
>>4091200
>>4091249
>>4091287
>>4091307
>>4091565
A1, A8, B2, C1

Despite the presence of the apes on the shore, our ships stay close to Monkey Island for a while longer--just long enough to harvest the kelp forest's resources one last time, and to rescue the noncombatant ape-folk we inadvertently washed out to sea. There are a few abortive attempts to attack us by spear and thrown boulder from the open wound into the ape-lord's sanctum, but a few retorts from our cannons put a quick stop to this. In the end, 21 ape-folk are saved: 4 adult females, 9 female apelings, 3 male apelings, and 5 unarmed adult males. All are hypothermic, many wounded, and our medics and magical healers have their work cut out for them. There is a certain amount of dispute as to what to do with them next, though, especially the males... And ESPECIALLY when it becomes apparent one of them is a 'scultpor-priest' of their strange mineral-based religion. The others are all miners, hunters, and laborers, with the women being miners by default.

For now, our fishing fleet--newly equipped with rods and nets--is able to feed our entire population AND our ape-man 'guests' for as long as we choose to keep them aboard. The kelp forests ARE a huge boon, enough so that our fishermen at least are almost--ALMOST--sad to leave them behind as we depart.

We leave the goblin soldiers their spoils, and before long some of this wealth is circulating amongst our idle laborers and tradespeople through barter or gambling... But mostly within the goblin community, and with much of it inevitably filtering to the prostitutes, to sit amongst their golden hoard of coins.

As we begin to drift out to sea, we enter Month 5, Week 4, and approach our fifth month of exile!

(NOTE: A religion section has been added to the sheet, reflecting predominant religious beliefs of our various races, and their respective opinions of our governance. This, too, affects morale.)
>>
>>4091883
A. What shall we do about the apes?
A1. Once they are well enough to do so, let them paddle home in a couple of our small boats; we can use our wood to make more
A2. Integrate them into our society (women and children only? men as well? even the priest?)
A3. Enslave them
A4. Other (suggest something)

B. Where shall we set sail for? We have enough food to last a week, but can fish for more at sea; we have water enough to last for 2 and a half weeks, even without using magic. We can hop to an island closer to the continent within a week, and according to our sailors it is wealthy in resources (especially fruit and animals) with a week. We can reach another, larger nearby island, largely uncharted but also believed to be lush, by taking a week's detour, but it will take us further from the continent we originally sought. Lastly, we could beeline it for the continent, with no more stop-overs.
B1. Island-hop towards the continent
B2. Take a detour to the mysterious, larger island
B3. Beeline it for the continent
B4. Scry (select a target, specify if you use the Teardrop) before deciding.
B5. Ask the apes what they know of the nearby area before deciding
B6. Other (suggest something)

C. Should we concern ourselves with the religion of our populace? It does seem to be at the heart of our hostilities with the ape-men, and some of the frictions we experienced earlier with moralists. As wealth concentrates amongst gamblers and prostitutes, and power amongst irreligious leaders and feycraft practictioners, it could lead to still further tensions.
C1. We should remain officially secular
C2. To strengthen Amican identity, we should encourage formal conversion to Amican Polytheism, including the faith of our officially-secular Prince
C3. To strengthen unit, we should enforce a state religion (irreligion, polytheism, or other?)
C4. We should found our own faith, for our new nation

D. How shall we focus our efforts this week while we travel? Choose two:
D1. Carouse to raise morale
D2. Train more of a given profession (pick one that we already have some folks skilled in)
D3. Fishing
D4. Magical food-growth
D5. Issue commendations and titles/authority (to whom?)
D6. Diplomacy with the Sculptor-Priest of the apes
D7. Other (suggest something)
>>
>>4091910
>A4. Other
Drop them off on some beach, boats are far to valuable to give them to the apes and they're too stupid to be valuable citizens. Enslaving them would be too much effort compared to the benefits they'd provide. We've already got racial tensions between the goblins and everyone else, no reason to add more fuel to the fire

>B1. Island-hop towards the continent
Quick expeditions to collect fresh water from visible streams and grab any visible land animals for food. Scry for the best locations using the teardrop, we've enough fresh water to use it without going thirsty

>C1. We should remain officially secular

>D3. Fishing
>D4. Magical food-growth
>>
>>4080153
>This is Colonial Builder
>Down to factions and set-up
>But without builder elements
Shame
>>
>>4091958
You mean layouts of fortifications and buildings and such?

I'm sorry to report I'd be pretty shit at that, unfortunately.
>>
While we wait on a couple more votes to roll in, mind if I ask you regular /qst/ers what protocol is for when a thread, like ours, auto-sages? Do we wait for it to slide off the catalog before we make a new one, or should I be doing that?

Apologies for pronounced noobishness. I'm more of a /tg/ guy normally, and only recently did I wander over to see where all those civilization quests I used to love went.
>>
>>4091910
A2. Integrate them into our society (women and children only? men as well?) not the priest let him row home.

B1. Island-hop towards the continent

C4. We should found our own faith, for our new nation call it Reformed Amican Polytheism

D4. Magical food-growth
D3. Fishing
>>
>>4092057
>>4091928
Food acquisition is clearly a priority, and we're happy enough to hop over to a small island NOT populated by strange and alien beastmen to replenish with a wider variety of provisions than fish and seaweed. However, we're holding out for a tie-breaker on the other matters!
>>
>>4092038
the QM mans up and keeps posting, knowing that the cool anons sort threads by last replay and not by bump order. However, when you see the thread by page 5-6 you better be thinking of a new thread BUT two threads of the same quest in the catalog is anatema
>>
>>4091983
We are pulling a Kentaro Miura right now. (We haven't left the boats for years)

>>4091910

A. Well...
A4. Make them walk the plank.

B.
> B3. Beeline it for the continent. God please. I think it's 3 weeks worth of travel ahead.

C. Hmm yes, religion
>C2. We will eventually return and overthrow the prince's brother so...

D.
>D3.
>D4. M A G I C
>>
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>>4091910
>>4091883
(Splitting the difference on A and C)

It is decided that we cannot have the ape-men among us; they seem hardly intelligent to our other racial groups, and the recent war with them leaves a poor taste in the mouths even of those among us who WEREN'T enslaved to the harem of a huge primate mine-operator. We summarily try their priest for their people's crimes by proxy, condemn his wicked faith, and make him walk the plank; the rest, we cage and prepare to release on the next island we hop to, but ONLY once we are done with it. Still, we're not monsters: we rescued them, and we'll feed them and care for their injuries until we let them go; they're hardly a huge drain on resources right now, when our fishermen are so much more productive than when we were last at sea! In addition to this, we have our mages join forces with our idle farmers to focus their chloromancy upon our apple seeds; we explode a small smattering of them into hundreds of (admittedly small and bland) apples, enough to stave off scurvy.

The condemnation of 'stoneworship' becomes a kicking-off point for a religious renewal. In the hopes of solidifying a lasting group identity among our disparate peoples, we discuss religion with our liege; the Prince himself is not overtly faithful, but is amiable to embrace the gods more regularly. Any blessings are appreciated! With his consent, we found Amican Reformism, a new take on the old religious tenets of Amican Polytheism.

This announcement is coupled with our arrival upon an apparently-unpopulated island, small but rich in flightless fowl and strange rodents and reptiles not unlike some seen on Monkey Island; no monkeys OR ape-men, though! At least, none we've seen or anyone can remember hearing about. Still, the local fauna are wary of us. They've been preyed upon by humanoids before...
>>
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>>4092415

A. So, you're starting your own religion! Well, refounding an existing one? It's up to you.

Traditionally, Amican Polytheism (dominant religion of our old nation, but not hugely followed within the capital or among the largely-irreligious upper crust) emphasizes ceremonial rites to various human ethnic deities corresponding to seasons, improtant events, and certain aspects of the natural world. Feycraft, practiced by most of our mages and one half-elf prostitute and her child, is a far more ancient religion focused upon legendary ancestors from the halcyon realms of the "True Fey" from which elves claim lineage and derive their magic. Goblins are almost universally irreligious, their culture having little room for anything more than a vague idea of "the collective spirit of the people" and maybe (maybe!) reincarnation.

What aspects of these faiths shall we retain? What shall we add to them to differentiate reformism?

A1. Found our new faith on permissiveness, freedom, and a multiethnic character; incorporate elven ancestral True Fey and goblin reincarnation and collective spirit into the faith, emphasizing the "collective and emergent spirit of the new Amica" as a driving principal and force
A2. Found our new faith on an explicit hierarchy of peoples and cultures, with Amican humanity at the top and destined for greatness; emphasize the glorious destiny of our people and our human rituals and gods, and prioritize gods of civilization, warfare, and legendary Amican heroes and leaders
A3. Found the faith on principles of individualism and individual character, without over-emphasis on race or tradition; prioritize the development of the individual's spiritual and moral strength, especially loyalty and communal duty
A4. Other (write in)

B. At present, our faith has one (one) adherent outside of the council: Prince George. There will no doubt be many more, but how shall we jump-start our faith? We started it for a reason, after all, and that wasn't to drive a wedge between our leader and his people!

B1. Strongly encourage our prominent human leaders, such as Captain Owen, Zane Watson, and the Hussains to covert to the new faith
B2. Seek to convert the elves and/or goblins to the faith, as well as humans
B3. Prioritize converting humans, and let the other races sort out their own souls
B4. Mandate the faith for all citizens, and outlaw or penalize other faiths
B5. Let our religion speak for itself, and allow the others so long as they persist
B6. Other (suggestions?)
>>
>>4092417
C. Now that we have arrived upon the stop-off island! What shall we do now? Choose two:
C1. Scout inland
C2. Celebrate our arrival with some carousing
C3. Search the coat for good fishing
C4. Hunt near the beachhead
C5. Chop down some trees to construct (boats? Tools? What?)
C6. Scry (what? And with the teardrop, or no?)
C7. Study magic (specify how)
C8. Train our people (select a profession we have members in)
C9. Disembark en masse
C10. Produce water magically (Teardrop, or no?)
C11. Seek out sources of fresh water
C10. Other (suggestions?)


[NOTE: please note updated demographics. Forgot to tag some kids with a religion)
>>
>>4092417
>A1. Found our new faith on permissiveness, freedom, and a multiethnic character; incorporate elven ancestral True Fey and goblin reincarnation and collective spirit into the faith, emphasizing the "collective and emergent spirit of the new Amica" as a driving principal and force

B5. Let our religion speak for itself, and allow the others so long as they persist

C2. Celebrate our arrival with some carousing

C10. Produce water magically (Teardrop,
>>
>>4092417
>A3. Found the faith on principles of individualism and individual character, without over-emphasis on race or tradition; prioritize the development of the individual's spiritual and moral strength, especially loyalty and communal duty
We'll be the only civilized people in the new continent, a strong sense of duty to your community will be vital

>Strongly encourage our prominent leaders, regardless of race, to covert to the new faith
>B5. Let our religion speak for itself, and allow the others so long as they persist
Don't force it on them, but it's natural for the council to speak more with the leaders and hopefully they'll come around

>C4. Hunt near the beachhead
Ideally catch some of the flightless birds or pigrats alive so we've got something we can start domesticating
>C11. Seek out sources of fresh water
>>
What aspects of these faiths shall we retain? What shall we add to them to differentiate reformism?

>A1. Found our new faith on permissiveness, freedom, and a multiethnic character; incorporate elven ancestral True Fey and goblin reincarnation and collective spirit into the faith, emphasizing the "collective and emergent spirit of the new Amica" as a driving principal and force


B. At present, our faith has one (one) adherent outside of the council: Prince George. There will no doubt be many more, but how shall we jump-start our faith? We started it for a reason, after all, and that wasn't to drive a wedge between our leader and his people!
>B5. Let our religion speak for itself, and allow the others so long as they persist


C. Now that we have arrived upon the stop-off island! What shall we do now? Choose two:
>C2. Celebrate our arrival with some carousing
>C11. Seek out sources of fresh water
>>
>>4092417
>A3. Found the faith on principles of individualism and individual character, without over-emphasis on race or tradition; prioritize the development of the individual's spiritual and moral strength, especially loyalty and communal duty
>B5. Let our religion speak for itself, and allow the others so long as they persist
>C4. Hunt near the beachhead
Ideally catch some of the flightless birds or pigrats alive so we've got something we can start domesticating
>C11. Seek out sources of fresh water
>>
>>4092417
>A3. Found the faith on principles of individualism and individual character, without over-emphasis on race or tradition; prioritize the development of the individual's spiritual and moral strength, especially loyalty and communal duty
>B5. Let our religion speak for itself, and allow the others so long as they persist
>C1. Scout inland
>C2. Celebrate our arrival with some carousing
>>
>>4092431
>>4092498
>>4092575
>>4092640
>>4092746

Prince George declares that this "New, reformed Amican ideal" shall be based upon individualism and the strengthening of the soul through acts of loyalty, duty, honour, and moral fortitude. It quickly becomes clear that this new faith defines 'moral fortitude' a little different, though, because The prince's next act is to declare it is time to celebrate our recent military and spiritual victories with some good ol' fashioned revelry! Our thinking? "Let us show the people the joy of Amican Reformism!"

We don't abandon our responsibilities to this end, though: while people and alcohol are being organized, we sen out a small cadre of hunters, soldiers, and laborers to seek out a source of fresh water; since we aren't using The Teardrop for anything else, we have Archmage Virmoira take a break from her vino to divine them a direction. They march out to find us a means to refresh and sustain our citizens' supplies, and along the way catch some animals for the spit. BY the time they return with news of a deep reservoir of fresh water nearer the centre of the island, the rest of our adult population is thoroughly pickled, and their find is but one more cause for celebration!

When the festivities draw to a close at the end of the month, we are practically out of alcohol (a possible cause for concern?), but Reformism is an overnight sensation! Its ideology proves unexpectedly popular among the goblins, demanding little in the way of pointless ritual. Irreligious prostitutes, and their loyalest clients, are happy enough to join in with a faith that kicks off with a rocking party. Two of the three living Hussain sisters, both Lord and Lady merchant, and one of our Lord Diplomats all formally commit their spirit to the Prince's new national faith by the time they are a few drinks in, with only Lady Diplomat Riley, Royal Mage-Apprentice Watson, and Admiral Hussain declining to formally shift from their irreligion (or, in Lady Riley's case, a renewed traditional Polytheism she discovered within herself while in captivity). Converts from the adherents of Feycraft are nonexistent, and coverts from traditional Polytheism are minimal, but more than a quarter of our people are now self-declared (and slightly hungover) Reformists!

As we kick-off Month 5 Week 2, what shall we do?
A1. Scout (the coast? inland?)
A2. Gather water (Magic, or no? Teardrop, or no?)
A3. Scry (destination? enemies? sea-beast? something else? Also: specify if we use the teardrop)
A4. Attempt to ferment booze from our magically-grown aplples
A5. Hold a religious festival
A6. Free the apes
A7. Hunt and forage
A8. Attempt to capture some of the local fauna for domestication
A9. Unload more of our people from the boats for a temporary encampment on shore
A10. Other (suggest something)
>>
>>4092949

B. During the festivities, Prince George found an opportunity to depart for bed when he grew weary; our spies, however, report that he did not go to sleep, but sent for Krazir. Our spy reports that the 'revelry' continued, as well as a heartfelt conversation about his fears and guilt for the injuries she has repeatedly sustained since she became a warrior at his suggestion, and then still more 'revelry'. She was sent away afterwards, and under cover of darkness and in a hood, but... No coin exchanged hands. What do we make of this?
B1. They are exercising the discretion we demanded; leave them to it, and call off the spies
B2. Keep an eye on them to make sure this doesn't blossom into anything more public
B3. Speak to the Prince, and discourage this strongly
B4. Speak to the Prince about taking a human wife and producing an heir, just in case birth control methods fail with this goblin harlot
B5. Reassign Krazir to patrols and missions that keep them apart, and hope this ember cools
B6. Assassinate Krazir
B7. Other (suggestion)

C. Our scouting party has had some water and cleared their heads, and is now prepared to give their full report! Captain Aaron Owen reports that they drew this pristine water we now enjoy in no natural well, but what appears to be a flooded cave system of some sort, with clear evidence of workmanship by the hands of some intelligent being. Should we investigate further?
C1. Use magic to begin draining the flooded ruins for exploration--everyone knows dungeons mean treasure!
C2. Nevermind that--we're leaving as soon as we're done here, anyway, and we have no time for such pointless side-quests!
>>
>>4092949
Also: updating resources to reflect the new island.
>>
>>4092949
>A2. Gather water
>A8. Attempt to capture some of the local fauna for domestication
This place is a good stopping point, but we need to be supplied for the two week(?) journey to the new continent

>B4. Speak to the Prince about taking a human wife and producing an heir, just in case birth control methods fail with this goblin harlot
Ideally a believer in Reformism or a holdover who has the potential to convert

>C2. Nevermind that--we're leaving as soon as we're done here, anyway, and we have no time for such pointless side-quests!
As much as I would love more magic items, we've got a very small number of soldiers and losing them in some merman dungeon isn't worth it
>>
>>4092949
As we kick-off Month 5 Week 2, what shall we do?
>A2. Gather water
>A8. Attempt to capture some of the local fauna for domestication

B. During the festivities, Prince George found an opportunity to depart for bed when he grew weary; our spies, however, report that he did not go to sleep, but sent for Krazir. Our spy reports that the 'revelry' continued, as well as a heartfelt conversation about his fears and guilt for the injuries she has repeatedly sustained since she became a warrior at his suggestion, and then still more 'revelry'. She was sent away afterwards, and under cover of darkness and in a hood, but... No coin exchanged hands. What do we make of this?
>B5. Reassign Krazir to patrols and missions that keep them apart, and hope this ember cools


C. Our scouting party has had some water and cleared their heads, and is now prepared to give their full report! Captain Aaron Owen reports that they drew this pristine water we now enjoy in no natural well, but what appears to be a flooded cave system of some sort, with clear evidence of workmanship by the hands of some intelligent being. Should we investigate further?
>C1. Use magic to begin draining the flooded ruins for exploration--everyone knows dungeons mean treasure!
>>
>>4093027
It is indeed about a two week sailing to the continent's coast.You presently have juuust enough food, but not enough water. If tehre are any delays, you could run out of both.
>>
>>4092966
nice dubs

>A5. Let's bless our departure
>A6. Fuck 'em

>B1. The prince needs a support and a confidant, whatever race or sex it might be.

>C2. >pointless side quests. Kentaru Miuraaaa let us find the contineeent
>>
>>4093027
>>4093039
>>4093049
Giving it anotehr ten minutes for someone to flip the vote on B or to break the tie, then I'm rolling for it!

Currently, it seems food and water are our priority, and the dungeon is decidedly not.
>>
>>4093039
+1
>>
Rolled 1 (1d2)

>>4093074
>>4093071
Alright, rolling for C, then!
>>
>>4093095
>>4092966
>>4092949
A2, A8, B5, C2

We forgo any further diversions on what some of our people are calling "Victory Island" to instead gather water (both by mundane means and with the use of the Teardrop's magic) and to capture some of the local pigrats and flightless birds. We also capture a few cat-like creatures, like the great beast that stole away a child on Monkey Island but smaller. Upon closer inspection, their thumbs and dentition suggest a carnivorous monkey of some sort, or some monkey-cat hybrid unknown to our cartographers or scholars.

We assign Krazir to guard our water-gatherers and specimen-collectors, keeping her too busy for any nighttime rendezvous with Prince George. Without battle or the gobliness' companionship to keep him occupied, the Prince grows idle again. He takes to drink and to whoring, as is glorious tradition... But never goblin women any longer, only humans and half-elves, and never the same one more than two nights in a row. He seems off at council meetings, but his heart is young; it will mend easily. If he suspects that we have deliberately worked to thwart his taboo romance, he says nothing.

Early efforts by our farmers suggest the local fauna are only moderately frightened by our presence, and easy to bring around to 'our side'. True domestication will take a few years of concerted effort by known means, maybe as long as a decade, but all but the monkey-cats seem wont to breed in captivity, and can be contained in wooden cages.

Month 5 Week 3: Go!
A. Where should we focus our efforts this week? Pick 2:
A1. Hunting/fishing (inland? The coast?)
A2. Exploring the island for other threats or resources (inland? coast? Both?)
A4. Gather water (magic? teardrop?)
A5. Use divination (too scry what? and do we use the teardrop?)
A6. Retrain some of our citizens (pick a profession we already have members of)
A7. Hold a religious festival
A8. Unload more of our people to set up a temporary encampment?
A9. Study magic (what kind?)
A10. Other (write in)

B. What should we do about Prince George?
B1. Leave him to sort through his feelings himself; spies tell us he is still being relatively discreet
B2. Discuss betrothal and an heir; it is time
B3. Send him on a mission (what sort?)
B4. Encourage him to pursue theology and religious matters, to gird his spirit against temptation
B5. Other (write in)
>>
>>4093140
C. Lady-Diplomat Riley believes that some of the stonework described by our cartographers might be made of the same precious blue-grey jade which the Monkey Island apes treasure. With her knowledge of mining, the requisition of a few other former captives, and the ape women in tow, she believes she could furnish us with some more trade goods. She also reports it was often removed from areas with deposits of iron, which the apes did not known how to work but our smiths and metallurgists do. Without plumbing the depths of the dungeon, she still believes we could leave this place with more valuables in tow if we but waited a week...
C1. Go ahead, but be quick about it--we will not delay, and we are leaving next week (apes or no?)
C2. We will delay a week so she can make the most of this opportunity (apes or no?)
C3. We will leave some of our citizens (and the apes) here while the rest go ahead
C4. There is no time to waste--destiny lies on the continent! We have enough food and water, let us depart NOW.
>>
>>4093140
>A2. Exploring the island
sail around it, check if it is big enough ,and has the resources needed for a proper colony
A5. Use divination (too scry ruins, use the teardrop)
B4. Encourage him to pursue theology and religious matters, to gird his spirit against temptation
>>
>>4093147
And for C?
>>
>>4093140
A. Where should we focus our efforts this week? Pick 2:
>A5. Use divination, scry the mine with teardrop
>A10. Look for (seeds of) edible plants to increase variety in our foodsupply


B. What should we do about Prince George?
>B1. Leave him to sort through his feelings himself; spies tell us he is still being relatively discreet

C. Lady-Diplomat Riley believes that some of the stonework described by our cartographers might be made of the same precious blue-grey jade which the Monkey Island apes treasure. With her knowledge of mining, the requisition of a few other former captives, and the ape women in tow, she believes she could furnish us with some more trade goods. She also reports it was often removed from areas with deposits of iron, which the apes did not known how to work but our smiths and metallurgists do. Without plumbing the depths of the dungeon, she still believes we could leave this place with more valuables in tow if we but waited a week...
>C2. We will delay a week so she can make the most of this opportunity, no apes
>>
>>4093140
>A1. Hunting inland
>A9. Study magic
Get some more salted meat, we should leave pretty soon. Improving scrying would be useful for finding a good colony location.

>B3. Send him on a mission
>B4. Encourage him to pursue theology and religious matters, to gird his spirit against temptation
Have him go hunting with a group of our Reformists, play up the importance of providing for our citizens

>C2. We will delay a week so she can make the most of this opportunity with apes and anyone who's not doing anything important
Iron would be useful given that we don't know when we'll have access to more and a bit of trade goods won't help. Make sure that we don't show the ape's what we're doing with the iron ore, no need to jump them into the iron age
>>
>>4093140
New to this, hope I'm doing it right.

>A1: Hunting inland.
We need to make sure we have more food for the last trip in case of any issues.
>A4: Gather water (via teardrop).
See above. We're lacking on that, and I think it's high time we skedaddle.

>B5: Talk to him about his obvious love for Kazir and how it might affect things. Mention the issue of heirship and how it's important, though we understand he cares for Kazir and do not fault him for it.

Come on, people, let's not be dumbasses about this. It's why spies were sent in the first place. He's fallen for the gobbo in a very real way and is trying to deal with not seeing her. Frankly, I have no personal issue with it, but the problem of heirship IS an issue. I think it's far too early to risk an interspecies marriage, on a political front. Maybe a couple generations in, sure, but not now. Too many people would be against it, like the elves, and they're a major backbone for us. I'd suggest trying to work something out with whomever is betrothed to him eventually- someone he doesn't have to love like her, but at least values as a person and can withstand his time around, y'know? An understanding friend, if nothing else. Surely he has at least one of human origin.

>C2: We will delay a week so she can make the most of this opportunity, bring the apes and anyone who's not doing anything important.

I don't like more delays, but iron is damn important. We'll gather it up and put it to good use. The apes may consider this us getting rid of trash for them, especially if we spin it as mining CURRENCY, not toolmaking material if they get too curious.
>>
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>>4093197
>>4093147
>>4093223
>>4093330
A1 (hunting inland), A5, B4, C2 (with apes)

Lady-Diplomat Riley and a small cadre of our soldiers (including Krazir) are sent out to the well; with them, they bring the apes and some of our labourers and a cartographer and merchant. To appraise the istuation.

To ensure their safety and further explore the mysteries of the well, we use our Teardrop and Virmoira's magic to guide our circle of mages in a divination ritual to plumb its depths. What we finds shocks some among us: below the narrow entrance to the well is a series of massive, flooded chambers, with waterproofed jade carvings of both ape-men and... Elves. It seems as if this place was at one time, in the distant past, settled by their kind for a time. We also detect distinct traces of magical energy within this maze of chambers, though the exact school is uncertain. We sense life within this aquatic dungeon as well, but no great abundance.

Certainly, our soldiers report no danger as our labourers return with a small amount of iron and large quantities of blue-grey jade. The apes seem awed by the ease with which we locate and remove it, and the morale of their small party seems rto improve somewhat; our interpreters believe we have in some way proven to them a "connection" to the realm of spirit by mining their secret mineral.

While our miners and mages focus on the well, our Prince and our hunter-spies tarvel out to fetch mroe food, along with Lord-Merchant Pearson and some council-members. We make to collect what plants and animals we can for food stores, but the mission is just as much about keeping Prince George occupied and helping to guide him down a more disciplined spiritual path. He seems distracted, but he listens dutifully between oopportunities to hunt.

As we approach the end of the week and the council regroups, though, we receive an unwelcome triptet of problems: a small group of healers and prostitutes approach us, led by Madame Ahshala Genzeiros of the elves and Nurse Penny Fletcher. They reveal that some of our former ape-captured human women are displaying signs of morning sickness, while the beginnings of a contagion seem to be spreading among our most frequent whoremongers, and the elven smith/scultpor who was likewise captured and kept in teh ape-lord's harem. It seems likely that all parties invovled in that terrible 'cultural exchange' were infected, but that we did not notice at first because the goblin women were so disease-resistant and always bear pure-goblin young no matter the father. This raises several dilemmas, not elast of which because, while the women of the night and healers who work with them have long had a method of using a ground root to discourage or end a pregnancy, they are running low on the root in question, and they have no cure for the disease.


Month 5, Week 4, on Victory Island... Go!
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>>4093401
A. Where should we focus our efforts this week? Pick 2:
A1. Hunting/fishing (inland? The coast?)
A2. Exploring the island for other threats or resources (inland? coast? Both?)
A4. Gather water (magic? teardrop?)
A5. Use divination (too scry what? and do we use the teardrop?)
A6. Hold a religious festival
A7. Unload more of our people to set up a temporary encampment?
A8. Study magic (what kind?)
A9. Continue mining oeprations
A10. Evacuate the island
A11. Other (write in)

B. What do we do about the matter of our prostitute-borne plague, and our other infected citizens? Choose any single option or combination of compatible options:
B1. Quarantine the sick
B2. Attempt to heal them magically
B3. Cull the sick and burn the bodies
B4. Evacuate all healthy individuals from the island
B5. Banish the sick
B6. Banish/cull the apes
B7. Pray for a miracle
B8. Other (write in)

C. The dangers associated with woring, even high-quality whoring, ahve become more pronounced as we enter our sixth month at sea. What should be done about this?
C1. Ban prostitution
C2. Attempt to use cholomancy to duplicate the root powder
C3. Issue a public warning, but do not force the matter
C4. Experiment with local plants (maybe ask the apes, insofar as we can?)

D. And what of the pregnancies resulting from our war with the apes?
D1. Use some of our remaining powder to terminate the pregnancies, by mandatory edict
D2. Allow the women to decide on a case-by-vase basis
D3. Outlaw such methods of abortion, and mandate these pregnancies reach term
D4. Other (write in)
>>
>>4093401

>A11: Prepare to leave. Continue mining iron before the week's out, and for goodness's sake, let's do some damn ship maintenance to make sure everything's shipshape before we fuck off. We should not be wanting to move very pregnant people on a ship more than necessary. But, I'm willing to hold off on leaving juuust a little bit because of the following:

>B1/B2: Alright. First thing's first- quarantine the sick women. DO NOT TREAT THEM INHUMANELY. Just separate them because we may not know entirely how sickness works, but we know that sometimes people who weren't sick get sick if they're around people who ARE sick, so let's not let them be around people who are sick. We'll need to make sure we have some level of study done just to record this, and at the very least try some experimental cures. Maybe magic.

>C2/C1: Attempt to use cholomancy, and TEMPORARILY (that's the keyword) ban prostitution, citing, you know, the fact that PEOPLE ARE COMING DOWN WITH AN UNKNOWN ILLNESS. It really shouldn't take a lot to convince people to hold off until we're more stable and can maybe actually cure this, honestly!

>D2: As for the pregnant women...eeesh. Rough. I think the smart thing here would be to take the pregnant women aside one by one, explain the situation, and ask them (NEUTRALLY) if they want to risk keeping the thing and seeing what comes of it (unlikely, but I want to explore all options), or if they're adamant about getting rid of it, or anywhere in between. We ask all of them, emphasizing that we're not trying to hint at any one path, we just want your musings on it, and if the demand outstrips supply (which I'm wagering it very much will) then we'll have to sort things out by severity. The ones frothingly against it get the root, the ones who are willing to roll the dice keep them and we'll do our best to keep them in good care. If EVERYONE'S against it, then everyone draws lots. Short sticks get the short stick and regress to being well taken care of in hopes nothing explodes on the inside.

And seriously, we need to talk to the prince. Nothing volatile, just be real with him.
>>
>>4093419
sure +1
>>
>>4093401
>A1. Hunting/fishing
>A5. Use divination to track down the source of magic in the dungeon

>B1. Quarantine the sick on our smallest/least valuable ship
>B2. Attempt to heal them magically
>B6. Cull the apes
Knew we shouldn't have saved the apes, they're too much of a disease vector

>C2. Attempt to use cholomancy to duplicate the root powder
>C3. Issue a public warning, but do not force the matter
Don't go in depth about how it was spread, that'll only make the women pariahs after we've dealt with this. Talk about how the savage apes had no understanding of cleanliness and their filthy living conditions caused the disease.

>D1. Use some of our remaining powder to terminate the pregnancies, by mandatory edict
Tell the women in private that we need to do it. There's no telling what harm the mules could do to them, best to be safe and not have reminders of their capture
>>
>>4093419
support

we should have let the Prince keep his Goblin lover and just had him bang some human chick for an hier
>>
>>4093529
>>4093518
>>4093456
>>4093419
A11 (mine and reinforce ship), B1/B2, C1/C2, D2, And talk to the Prince

We continue our mining operations, hampered slightly as several of our miners fall sick; however, our Lady-Diplomat shows no obvious signs of pregnancy or illness, and rejects the need for quarantine as a result despite her time in the harem which is the likeliest source of infection. Her mining operations prove fruitful, though, and the iron mined there is integral to our efforts to strengthen our ships for departure.

We quarantine the sick, both women and men, and begin researching magical remedies. Before we can make any progress, though, four of our citizens are dead: two humans, a half-elf, and an elf. The last two draw special concern from their communities, given their lower numbers and slow rate of reproduction; before long, both groups are in prayer to True Fey or the Amican pantheon, and face-masks are fabricated from cloth. Our mages are able to work with this, at least, enchanting and distributing as many of the masks (and matching gloves) as our weavers can manufacture to shield the uninfected, though lack of contact is still advised.They struggle to keep the 17 other infected healthy while the seek a cure.

A temporary ban on prostitution is put in place, with an emphasis on the "temporary" aspect. With most of the gold in our tiny nation-in-exile having filtered to the prostitutes, they at least have a means to pay for food and water, as well as other services... Though a stigma around them at present means only the gloved will handle their money.

There is also growing backlash against the apes in our midst as a source of the contagion, with various calls to banish, execute, or even sacrifice them in a healing ritual. Mage-Apprentice Watson intimates that the last one (or any such blood ritual) COULD potentially boost healing capabilities on a one-off basis, but fears the ramifications of blood magic; the elves, fearing the death of their entire small community, are more open to the idea.

As we debate the ramifications of these events and prepare to make a hasty retreat from so-called Victory Island, the council and the healers take aside each of the victims of the ape-lord to discuss the options for their pregnancies. Especially given the backlash against the apes, most are eager enough to take the pregnancy-terminating drug, though Lady-Diplomat Riley refuses to so much as attend the meeting. There is enough of the contraceptive root to terminate the known pregnancies, but this exhausts nearly our entire supply; chloromancy is able to stretch the supply somewhat, but given the dried and long-dead nature of the plant matter, only at the cost of reliability as a preventative measure in the future. Blood magic is an option here... But at what cost?

[...]
>>
>>4093542
>Blood magic is an option here... But at what cost?

the lives of the ape people
>>
>>4093545
Might not work like that. Will need elaboration on WTF Blood Magic is and does.
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>>4093542
The last point of order is a discussion with Prince George, about the matter of Krazir. We catch his concerned and wistful glances in the direction of the well whenever she leaves to guard the laborers, and we decide we are willing to compromise. He brushes us off with uncharacteristic brusqueness, though, saying he has more important matters to attend to; it is difficult to argue with this.

Month 6, Week 1: Begin!
A. Where should we focus our efforts this week? Pick 2:
A1. Hunting/fishing (inland? The coast?)
A2. Exploring the island for other threats or resources (inland? coast? Both?)
A3. Gather water (magic? teardrop?)
A4. Use divination (too scry what? and do we use the teardrop?)
A5. Hold a religious festival
A6. Experiment on local plants with chloromancy to find medicinal uses
A7. Study magic (what kind?)
A8. Continue mining operations
A9. Evacuate the island (can be done immediately, with or without apes and the ill)
A10. Retrain citizens (who? into what field/)
A11. Other (write in)

B. What do we do about the sick and dying?
B1. Leave them behind with a ship until the disease passes
B2. Cull them, burn the bodies
B3. Sacrifice something boost our healing with blood magic (animals? apes? citizens?)
B4. Bring them aboard, but in quarantined cabins and areas of the ships
B5. Other (write in)

C. We are very nearly out of contraceptives and abortive drugs, and our chloromancy produced one of reduced efficacy and reliability. What now?
C1. Maintain the prostitution ban for now, follow up on the matter later
C2. Allow prostitution among the healthy, but warn them of possible consequences
C3. Use blood magic to boost our chloromancy (sacrifice animals? apes? citizens?)
C4. Other (write in)

D. Lady-Diplomat Riley almost seems to be in denial, and her husband is of little help, refusing to risk losing his wife again to quarantine after only recently getting her back from the ape-lord. Should we press the matter of her possible contagion and/or pregnancy?
D1. Let fate take its course
D2. Detain her by force if necessary, but she MUST be quarantined; maybe her husband, too
D3. Have our spies investigate her more closely to see if such measures are necessary (but allowing the Rileys to interact with otehrs in the meantime)
>>
>>4093551
>A6. Experiment on local plants with chloromancy to find medicinal uses
>A3. Gather water

>B3. Sacrifice something boost our healing with blood magic (animals?

>C2. Allow prostitution among the healthy, but warn them of possible consequences

we will need more people eventually might as well start now.

D3. Have our spies investigate her more closely to see if such measures are necessary (but allowing the Rileys to interact with otehrs in the meantime)

I feel for the Prince
>>
>>4093551

>A6/A9 (if possible): Grab any plants during the first couple of days of the week you can, then we are mfing OUT of here. Let's get back on the sea already, we've long overstayed our welcome.

B: QM: I'm gonna need an explanation of the 'ramifications of blood magic' before I make a call there regarding the healing capabilities, chief. Seeing as we are about to, y'know. Fuck off from the island wholesale, we can just NOT bring them along when we dip out. Simple as. In the meantime, we may be able to use them as blood tests for said ritual IF the 'ramifications' aren't horrid. (I say this presuming they will not DIE during said ritual. I'm not a monster like that. Not yet anyway, push may come to shove, so again, we'll see.)

>C1: Disease is not curable = no, ho. We'll check back on this later.

>D3: Have Lady-Diplomat Riley monitored via a scribe to log the events of what she does day by day for about a week, if possible, for her safety and everyone else's. She may take offense, but we need to be careful. If she approaches us, we can legit say it was to record her deeds for prosperity- because if she IS immune, it will be. Full disclosure: This ties back in with the 'WTF does the blood ritual do?' thing.

May revote depending on QM's answer.

And goddamnit, George, don't be a pissant about this. Go cuddle and fuck your Goblin girlfriend, it's not gonna do any real goddamn harm to spend some time with someone you care about and who cares about you for a few hours. Moral and good humor is just as important in this slog as physical duty.
>>
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>>4093545
>>4093547
Archmage Virmoira is more forthcoming than Watson: blood magic is the use of the natural flow of lifeforce to bolster magic, at the cost of a living being's vitality. A being dies, and magic grows stronger for each such sacrifice. It can theoretically be cast without an actual DEATH, but the infirmity it creates can lead to complications (undead, lifelong illness, and more), and she considers death the kinder of the two options when choosing to sacrifice a being. The boost is a singular event, and the more blood/life energy used the bigger the increase in magical pwoer, but continuous effects require a continuous river of blood.

Watson chimes in that it has ALSO been known to attract dark forces, and to affect the very soul of a people, but Virmoira dismisses this as "human folklore and foolishness, unbecoming of a nation dedicated to reform". If such a thing DID by some chance occur, she is confident that our mage circle can handle the consequences, and that they could not possibly be as bad as the consequences of doing nothing.
>>
>>4093551
>A6. Experiment on local plants with chloromancy to find medicinal uses
>A7. Study magic, chloromancy

>B3. Sacrifice something boost our healing with blood magic
sacrifice the apes, the disease comes from them. It stands to reason that they will have a greater resonance with the disease magically.

>C1. Maintain the prostitution ban for now, follow up on the matter later
We don't know if the disease has an incubation period, best to keep it from having any way of spreading.

>D2. Detain her by force if necessary, but she MUST be quarantined; maybe her husband, too
Rank does not remove the duty they have to the community. They will be separated from the healthy for the good of the colony. Given that they aren't showing any symptoms, they can be confined to their cabin. Once this has played out, we can burn their bedding if they are carriers. Depending on how obvious the powder is, maybe spike her food with it. Thoughts guys?
>>
>>4093561
>It can theoretically be cast without an actual DEATH, but the infirmity it creates can lead to complications (undead, lifelong illness, and more), and she considers death the kinder of the two options when choosing to sacrifice a being.

Morbid, but these ARE basic apes, and they really owe us for messing with us when we weren't messing with th-

>Watson chimes in that it has ALSO been known to attract dark forces, and to affect the very soul of a people, but Virmoira dismisses this as "human folklore and foolishness, unbecoming of a nation dedicated to reform".

FUCKING KNEW IT. ABSO-FUCKING-LUTELY KNEW IT. Vimoira you are probably SO fucking wrong. BUT.

*sigh* We kinda need to not have our people die from a plague, I agree.

OKAY.

>>4093560
B3/B4: We'll do the blood magic thing, but VIRMOIRA'S in charge. It's your suggestion, and you're the expert so it's on your head if something goes fisheyed. Even still, we'll sacrifice one or two of the ape people- again, I consider this penance for them killing ours. BUT no more, because simply put I hate risking dark forces, even if it DOES wind up being nothing more than superstition.

Going to be honest, I was hoping that perhaps Lady-Diplomat Riley's blood could be used in the spell for a more positive effect- if it turned out she was immune, then her spreading the fortune around, so to speak, would've been fantastic. Not to kill her, mind. I'd hoped she'd just be laid up for a couple weeks in recovery. Those consequences sound rather rough, though. (Unless by 'undead' you mean more Pirates of the Carribean undead and not mindless shambling undead, that'd be fucking sweet in some cases.)
>>
>>4093551

A. We are OK on food and water for now. I think we need to find those medicinez

>A6.
>A7.

Let's experiment AND study the effects of chloromancy in whatever funny smelling plants we can find. Maybe there is a cure for this disease.

QM, can you be more descriptive with the symptoms?

B. Oh, QM, how nice of you not throwing the apes of the board when I wanted it.

>B3. KILL THE MONKEYS. GROUND THEIR MEAT AND DRY THEM OUT OF THEIR BLOOD. FASHION MASKS OUT OF THEIR HIDE AND LET'S SING TO THE OLD ONES

>C1. *shrugs*

>D2. Force the husband to convince her to get inside a cell. Willingly. If not... goddamn it Riley, even if you shave your baby on a daily basis you won't hide his monkeyish appearance
>>
>>4093573
The fuck? Powder?

>>4093578
Technically I voted with you on the matter of B but

y'all need Jesus.
>>
>>4093582
the abortion powder
>>
>>4093582
MONKEYS HAVE NO SOUL. JUST LIKE THE CHINESE.

Also see pic related. Bet she will pull one of this off
>>
>>4093586
Oh. that's far less bad than what I thought. I thought you wanted her assassinated.

>>4093587
I stand by my imploring statement of y'all needin' some Jesus. Also that's why I basically wanted to minimize blood usage.


...I really do want to get the hell off this island, though. We had good times here, and now we're going into sunk cost fallacy, I think, because every time we hit a spot that's good to leave, we get greedy and try for more, and end up with a situation that forces us to stick around. We need to cut and run before we're in too deep.
>>
Also, I want to say, if Riley IS pregnant and just wants to keep the baby, I legit DGAF. Provided we can give her a high chance of surviving it, that is. She wants to dote on a little mutant ape-person baby, by all means, so long as it's HER paying for it and using her own supplies.
>>
>>4093603
My biggest problem with it is that a small scale colony like ours functions more as a command economy. The resources that go to her mutant ape-baby could be used for a child that would actually contribute later in life.

Especially since she's just a diplomat, rather than something tangible like a mage that produces something.
>>
>>4093612
let the woman have the kid if she wants.
>>
>>4093612
Yeah, I get that, to be honest. Was a concern with me, too. My hope is that the child can at least be trained. The ape-people were primitive, to be sure, but primitive natures does not wholly indicate dullness in the head, merely ignorance. I imagine that, should it be healthy, the child will be of...at least passable intelligence in due time. Enough to take orders and understand rudimentary logic, at least. Could at least be a soldier or laborer.
>>
>>4093618
the perfect slave race
>>
>>4093618
>>4093612
>>4093615

On the other hand, we can hope Diplomat- wait Lord Diplomat Riley and Lady Diplomat Riley?? Riley is a last name?

Godammn it QM, give us names like Caffeon Riley and Karina Riley. There, named.

Maybe Caffeon boned Riley enough before she was abducted and the baby is not a monky. Yah, let's stop bothering her for a while. She faced hell during her capture, didn't she?
>>
>>4093551
Oh, also, QM is West Coast
>>
Fine. On the other topic, I DO think she is immune to whatever this is, or at least is resistant. Someone mentioned incubation times- and that's a good point, IN HER FAVOR. Because incubation times among multiple people and even races was consistent, her not submitting to the sickness in that said time is a notable outlier, and one that I think should be respected and studied. I wish we could take a blood sample.

>>4093624
No, just something to occupy their possibly simple mind and give use to the colony. REALLY not a fan of the idea of slaves in any fashion. If it turns out they're as intelligent as any child, then of course they'll be treated...well, nominally with equal rights. I say nominally because they'll no doubt get more than a few stares and whispers unless they prove themselves exceptional.
>>
>>4093633
If the child is born with standard intellect then ok sure they should be treated the same as any other.
>>
>>4093618
>>4093615
Do we want a mutant as the child of a noble though? That seems unsightly and will degrade her husband.

>>4093627
Obviously these are difficult circumstances, but I don't think that showing that the prisoners were raped by the apes would be worth it. Covering up all this by stopping any children would help the colony more than a simple laborer 15 years down the line
>>
>>4093637
Ironically, I'd say human babies are born dumber than animals. But I know what you mean, even though it'll take some time to figure out how far their cognitive ability can develop.
>>
>>4093641
Well, for that, the question is, does her husband A: know and B: give a shit? This is partially why I'm wanting to spy on her a bit- to see if this is a thing they're cool with. If it is and they are, then honestly, I don't think anyone's in a position to act too high and mighty right now.

As for the rape dishonor thing, I want to say it's all about how you spin it. She's not going to let any dumb ape-baby rape stop her- she'll take her misfortune and make it into a blessing for the colony no matter what!
>>
>>4093641
>Do we want a mutant as the child of a noble though? That seems unsightly and will degrade her husband.

It's not my problem if she wants to keep the kid let her. I mean hell we are a "nation" of humans elves and goblins. I think the largest job sector is sex. who are we to judge
>>
Rolled 2 (1d2)

>>4093632
It's true!

>>4093627
Ariana and Theodore "Lord Teddie" Riley, if you really want to know.

>>4093551
A6 &A7
B3
C1
D2 and D3 tied, rolling and posting soon!
>>
Okay, so for the record I just want to mention another reason I wanted to get out of here was BECAUSE I voted for the sacrifice. I don't/didn't want them time to get pissed if they find out.
>>
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>>4093651
We commit all our energies to the ending of this terrible plague, and consent even to use of--yes--blood magic.

Our spies watch over The Rileys as our mages, medics, farmers and scholars go to work collecting and investigating local flora to find a cure or contraceptive solution. Working in tandem, our healing and mentalist mages and our diviner are able to ascertain some of the characteristics of the plants we collect, and the alchemical nature of the contraceptive drug our prostitutes brought from Amica. We find a similar plant, and find a means to create a salve which--applied liberally before sex--can function as a sort of spermicide. Less elegant than old-world methods, but it will do! However, the plant is rare, its effects weak. If we're to get our sex-based economy back in working order in time to leave on-schedule, we need something more abundant, more concentrated, and we have no time for horticulture.

Enter Virmoia and Watson. Determined to reduce our long-term dependence on blood magic, Watson pores over tomes on chloromancy with his elven healer equivalent, and emerges a skilled novice in the discipline, picking it up with a speed that wows the elves.,, But it is not enough on its own. He looks sadly to the re-caged apes, who we have "detained for their own safety" from the unruly mob which hates and fears what they have seemingly brought into our midst. The apes seemed genuinely grateful... But as we lead aside two of their males, their cooperative good-naturedness turns to panic and outrage. They sense something is wrong, and they are right.

Virmoira leads the circle in a fey chant, and with jade blade she guts both the soldier-restrained ape-men; their spilled blood swirls like a vortex into our collected plant seeds; once set into pots, they explode to life, duplicating repeatedly via crawling vines into nearby pots until the arcane circle is abloom with blood-red flowers. Ground and applied as a salve, they will prevent a pregnancy as reliably as the old admixture and, with healing magic applied to them, they will also provide a barrier to the transmission of disease, if not necessarily a cure for those currently suffering from it. One added benefit seems to be that one of the OTHER plants we discovered soothes the itchiness, fever, and nausea when ingested... But this would require a second ritual to grow in abundance to offer up to all 17 infected, let alone to have more for anyone who displays symptoms in the future. Even then, it merely suppresses symptoms, and does not offer a true cure.

[...]
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>>4093688
>>4093688
As we consolidate our plants and produce salves, our spies return, reporting that Lady-Diplomat Ariana Riley is both apparently healthy and quite possibly pregnant, but is being intensely private about the matter. She has taken to wearing heavier coats and skirts, she takes her mornings in private, and she spends the rest of her time overseeing the itemization and storage of the iron and jade her people and the apes collected; she objects to the loss of her workers, despite her own ordeal, on moral and practical grounds. She expresses the opinion that a return to Victory Island could prove at least as fruitful as any old-world mining operation she has heard of; with more ape labor, or better yet mienrs trained from among our own people, anyway.

Most, however, ahve tired of the palce, and are ready to go. This is especially true as teh weather worsens; it begins to rain quite steadily, and winds begin to pick up.

Month 6, Week 2: Wat do?

A. Select our priorities for the week (Two, as usual):
A1. Grab some fresh awater with an away party before leaving (send our Elementalist and Teardrop, or no?)
A2. Study magic (what kind?)
A3. Scry (what or who? With or without the teardrop?)
A4. Desalinate water by magic as we depart (use the teardrop?)
A5. Continue to investigate our plants through alchemy and chloromancy
A6. Fish
A7. Continue to focus on curing the sick
A8. Other (write in)

B. What should we do about the remaining apes?
B1. Free them on the island befroe departure
B2. Delay departure until we're done with them (sacrificing only those we need to finish growing the healing plants)
B3. Sacrifice them all in an effort to create a true cure
B4. Bring them with us as laborers
B5. Other (write in)

C. The Council, and our healers, are fascinated by Lady-Diplomat Riley's apparent immunity to the disease which ravages our population. Perhaps we could study her, and use this to our advantage?
C1. Request her assistance, and take a blood sample
C2. Detain her and use blood magic (fatal or non-fatal?) to draw what we need from her
C3. Leave her be; if she's not infected, and if we have no evidence her possible child is a danger to our society, what does it matter?
C4. Sneak a heavy dose of our new salve into her food; our farmers and Watson believe this should induce abortion
C5. Other (write in)

D. Do we brave the storm, delay departure, or attempt to manipulate the weather with magic (something which could potentially overtax our mages at this rate)?
D1. Brave the storm; our sailors are skilled, determined, and ready to depart
D2. Use magic (with or without teradrop?) to manipulate the weather to our favour, if we can
D3. Delay departure

[Remember: the Teadrop can only be used for one task each week]
>>
>>4093688
>A5/A8: Again, let's GET THE HELL OUT of here. Leave the apes behind and let's bounce. We're not going to be able to really cure them here, these are basically holdovers for this sickness. Maybe one day we can come back, but right now we are NOT in a good position for an extended research and forage session. Not to mention the apes will be pissssed.

>B1: Fuck em, we're OUT. Pretty sure that this is a dead end, and we're not bringing any more bad juju onto us.

>C1: Nothing major in terms of blood draw, and mention that if she turns out to be the key to this, we'll grant her...Iunno, land and some shit, I'm not good with rewards. Mention that we'll probably be back in due time, and that 'we know about your unique circumstances and see no reason currently to tell or care.'

>D1: Check what direction it's coming from, try to use the wind to slingshot around it.
>>
>>4093709
>A1. Grab some fresh water with an away party before leaving
A5. Continue to investigate our plants through alchemy and chloromancy

B1. Free them on the island befroe departure


C1. Request her assistance, and take a blood sample

D1. Brave the storm; our sailors are skilled, determined, and ready to depart
>>
>>4093709
>A1. Grab some fresh awater with an away party before leaving
>A5. Continue to investigate our plants through alchemy and chloromancy

>B3. Sacrifice them all in an effort to create a true cure

>C1. Request her assistance, and take a blood sample
>C4. Sneak a heavy dose of our new salve into her food; our farmers and Watson believe this should induce abortion

>D3. Delay departure
>>
>>4093651
Caffeon and Karina is better do..
>>
>>4093739
The random name generator has spoken, and sometimes it produces odd ones.
>>
>>4093709

>A5.
>A2. Chloromancy. If we can't save our people with the herbs, we can at least have better magic to grow our crops.

>B1. FUCK 'EM FUCK YOU MONKEYS

>C3.

>D1. NO PUSSY YOOO

B1. FUCK 'EM
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>>4093725
>>4093719
>>4093717
>>4093709

Month 6, Week 3: the Departure from Victory Island

After over a month of this little island, we set out once moree for the continent. We leave not just with a novel disease, but with a new font of mystic knowledge, plant and animal specimens, renewed contraceptive capabilities, and and a haul of useful stone and iron ore.

We free the surviving apes on the island. Ape-women and apelings lament the fathers, uncles, or odler brothers we do not return, and we leave them witha tiny population and without a boat, but there is game and plant-life to sustain them. Call it what they will, it is the only kindness we are willing and able to offer this day: the rejection of the call to sacrifice them all.

As we continue to tend to the sick with the balms and slaves we have developed, we finally persuade Lady-Diplomat Riley to meet with prince George and the council. We tell her we have no interest in her 'unique position', but that her apparent immunity among the humans, elves, and half-elves in of great interest to us. It is no lie: our sole adult half-elf man perishes to the disease, one of our male prostitutes, and we lose another human sailor and tradesman to the sexual contagion as well. At least the transmission of the disease is at least at an end, thanks to our working of blood magic... Right? Certainly, Archmage Virmoira believes that she can work out a sort of "pre-cure" from the sample Riley grudgingly offers us, in exchange for our pledge to silence and the promise of mineral rights to Victory Island or an equivalent parcel of land in the future. Her husband is silent, and seemingly furious with us, through the ordeal.

We set sail into the storm, braving it through sailor's intuition and skill; we successfully ford the storm, catching a favourable gale and plowing ahead of the worst of the clouds. Our sickened constituents are little helped by the motion of the choppy ocean, but at least we are away from the worst of our ordeal at sea... Right?

One week to go, if all goes well!
>>
>>4093792
Why is husbando so pissed? We literally said we don't give a shit about her condition, we just want her to contribute to everyone's health. What's angering about that? I want to ask him.
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>>4093792
A. Select our priorities for the week (Two, as usual):
A1. Desalinate water through magic (Teardrop or no?)
A2. Scry (what, where, or who? Teardrop, or no?)
A3. Pursue the cure through a more benign 'blood magic' using Riley's sample
A4. Fish
A5. Attempt to manipulate the weather
A6. Carouse to raise morale
A7. Hold a religious ceremony
A8. Continue to focus on curing the sick
A9. Continue to study the plat samples (alchemy only, or chloromancy?)
A10. Magically grow food
A11. Other (suggest something)

B. Should we rescind our ban on prostitution, now that we can offer a contraceptive and seemingly prevent the spread of the ape-disease through sex?
B1. Yes
B2. No, keep the ban rolling
B3. Make it legal once more, but with stricter rules (specify)

C. We have no alcohol on board, soemthing the Prince has taken note of; it's hardly a high prioriity, but he requests that we look into the matter: a rare direct request of the council.
C1. Take this opportunity to have our 'real talk' with him about Krazir
C2. Talk to him about his drinking and hedonism (though it must be noted: the prostitution ban and our previous talk about faith and duty has tame dhim somewhat)
C3. Look into producing alcohol from our magically-produced apples
C4. Look into producing alcohol from the native plants we harvested from Victory Island
C5. Flatly refuse, or ignore, the request

D. What should we do with the ore and iron we acquired on Victory Island?
D1. Fashion cannon balls
D2. Create melee weaponry and arrows
D3. Focus on tools and trade goods
D4. Wait until we arrive on the continent to decide on this matter
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>>4093802
We approach Lord-Diplomat Riley after the meeting, but our overture is rejected. "You have no right to trouble us so, to draw such attention!" he hisses. "We've been through enough!"

We try to reiterate that we only brought up the matter of his wife's pregnancy to offer assurances... But she has clearly taken it as a negotiation tactic, and he as outright blackmail to get her blood.

>>4093814
Please note the addendum where I correct our food and water stores; we have enough for almost two weeks, and are about one week away from the scried destination (vague as it may be) of "the continent".
>>
>>4093814
>A1, A8. Healing these people are our top priority. Keep things rolling steady until we hit land.

>B3. Need to test this stuff out anyway. Make it so that your restricted to 3 liaisons a week. Keep a log of it. Still don't want too many catching this, and I'd prefer to keep the ban in place until we got better results, but. Meh.

>C1/C4: Again, we respect the right of him to love his Goblin, and now that we're back on the waves, there's little reason to mess with that anymore. However, him having an heir IS important. Repeating from above:

I think it's far too early to risk an interspecies marriage, on a political front. Maybe a couple generations in, sure, but not now. Too many people would be against it, like the elves, and they're a major backbone for us. I'd suggest trying to work something out with whomever is betrothed to him eventually- someone he doesn't have to love like her, but at least values as a person and can withstand his time around, y'know? An understanding friend, if nothing else. Surely he has at least one of human origin.

And we'll look into the alcohol thing, since we agree it's an issue. No reason to deny a man's his drank.

>D4: Some basic tools and stuff is fine, but depending on what we find there, we don't want wasted ore.
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>>4093822
Bah, I kind of figured. Can't really stop him from thinking what he wants to think, but it's unfortunate. Well, perhaps they'll see in time once the child is further along.
>>
>>4093828
Support
>>
>>4093802
This is me. My IP changed bwcaus phoneposting. Internet is out.
>>
>>4093842

Checking. Think net's back.
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>>4093814
>A2. Scry the new world using the teardrop
Look for a river, ideally with a natural harbor or nearby metal deposits
>A3. Pursue the cure through a more benign 'blood magic' using Riley's sample

>B2. No, keep the ban rolling
best to keep it in place until we reach the new world

>C1. Take this opportunity to have our 'real talk' with him about Krazir
>C2. Talk to him about his drinking and hedonism
Point out that using our colony's extremely limited resources just to make alcohol is selfish and that it can wait until landfall

>D4. Wait until we arrive on the continent to decide on this matter
What kind of armor and weapons do our soldiers have right now?
>>
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>>4094009
>>4093841
>>4093828
Our efforts to heal the sick bear no fruit, alas. No more people die, and they now lay back in relative comfort, but they will not be able to contribute to society anytime soon, and they are not yet in the clear. On the brighter side, our fresh water initiative easily tides us over for the last leg of our journey. We even have a surplus to turn towards alcohol production!

Following our heart-to-heart with our beloved liege and charge, Prince George, his need for alcohol is even more urgent—not in sadness, but because following our frank discussion and his studiously neutral reply, our spies report familiar giggles and guffaws from the Prince's cabin in dead of night. There is little evidence of the Prince and his 'pet' accompanying one another in daylight, though those in the know tease Krazir about the renewed spring in her step and speculate.

Our whores are back at work on their back once more, albeit on the basis of a strict ledger system for now. This may be more difficult to monitor and enforce once we are off the boat, but hopefully any failures of our vegetative admixture will be apparent by then. They get the chance to try out the first batch of our berry-based liqeur brewed from some of the scrub-brushes, and find it... Satisfactory! We have the next bottle delivered to our prince's quarters, on an evening the spies see the short-and-curvy hooded figure step inside.

We are also able to craft some spare tools for our farmers, carpenters, and laborers, and to test out our chisels on a few busts of our auspicious rulers and war-heroes.

It is then, at long last, that we catch a glimpse of a great mountain range, and well-forested shores abundant in red-needled trees wreathed in pale mist. The fabled continent beyond the isles, at long last ours to land upon! A joyous cry goes up, as our people ready to disembark. Only the continued downpour, which breaks at last upon the coast, dampens their spirit.

Month 6, Week 4: Homecoming

A. So, what of it? Is it time to make landfall, upon the needle-festooned rocky shore before us? What should we do this week? Pick two:
A1. Send a scouting party to the shore first (who shall we send? Our Prince, our hunters and warriors?)
A2. Explore the coast to find an ideal spot to lay down anchor
A3. Fish the coast
A4. Disembark en masse
A5. Scry (What/Who/Where? Use the Teardrop, or no?)
A6. Create fresh water through magic (Teardrop, or no?)
A7. Carouse to celebrate our arrival
A8. Bless this joyous occasion wiith a religious ceremony
A9. Train or retrain our citizens (what profession?)
A10. Study magic (what kind?)
A11. Other (make a suggestion)
>>
>>4094017
B. The Council is petitioned by a small coalition of concerned humans, primarily traditional Polytheists. They wonder if they can ahve a word with us about the place of humans, and of their ancestral faith, in this new place. They note the ever-slipping demographics, the schism of teh faith, and the emphasis Reformism places on the individual over the race.
B1. Entertain their request, and assure them that this will be primarily and predominantly a nation for humans
B2. Remind them that whatever nation we are establishing is but a temporary laucnhing pad for an eventual retaking of the good ol' Unified States of Amica from the Pretender-King, so it doesn't really matter
B3. Encourage them to embrace shange and the new, individualist ethic of our new nation and faith, with less dwelling on these petty tribal concerns; we are all of us Amican!
B4. Refuse to take the meeting; if we say nothing, tehre is nothing they may use against us, and we are busy
B5. Other (write in)

C. Whatever we do or do not tell the petitioners, it IS the duty of the Council to help our Prince George craft a speech to culminate this journey, and to begin our next chapter. What shall be the highlights?
C1. Hardships endured and the sacrifice of friends and loved ones, but to a worthy cause
C2. The march of progress, and a chance to build a new Amica to rival and defeat the old
C3. The coming-togetehr of peoples from all races and walks of life, to achieve something truly great
C4. Military and magical might, ever growing, mightier with each day and night that passes
C5. The need for unity, cooperation, and mutual interdependence in a dangerous new world, if we are to master it
C6. Other (write in)

>>4094009
>What kind of armor and weapons do our soldiers have right now?

They all have swords, many have basic bucklers or greaves and bracers, but only the Prince has a full suit of armour at present.
>>
>>4094017
>A1. Send a scouting party to the shore first (who shall we send? our hunters)
>A6. Create freshwater through magic ( no?)
>B1. Entertain their request, and assure them that this will be primarily and predominantly a nation for humans (lie maybe)
C3. The coming-together of peoples from all races and walks of life, to achieve something truly great
>>
>>4094017
>A5. Scry using the Teardrop
Find a good river or natural harbor near a spring
>A3. Fish the coast

>B1. Entertain their request, and assure them that this will be primarily and predominantly a nation for humans
Trying to convert them is only gonna piss them off, they've got a reasonable fear of being sidelined in favor of Reformists and goblins.

>C3. The coming-togetehr of peoples from all races and walks of life, to achieve something truly great
>C5. The need for unity, cooperation, and mutual interdependence in a dangerous new world, if we are to master it
>>
>>4094017
HELL YES WE'RE HERE.

>A1/A5: Send a scouting party to the shore first. Hunters, people good at stepping quietly, good observers and note takers. We want the lay of the immediate land before anything else. Don't disturb anything, obviously. Even animals. We'll make things easy on ourselves this time and scry out a place for landing. Preferable a coastal river.

>B5: "You need not worry about your place or the place of humanity in this new nation. It has been and always will be the backbone of our progress, and it is humanity's ingenuity and boundless faith that gave us this opportunity we have now. As such, there's no reason why that- and the honor and respect granted from such- should end now, should it? Rest assured that humans will be well and truly known and lauded in word and deed for ages to come from all mouths."

It's called saying a lot without saying anything at all.

>C3/C5. Let's make sure everyone realizes we're all in this together...regardless of what we said to some folks earlier.
>>
>>4094061
Oh, and one more for C:

>Hardships endured and the sacrifice of friends and loved ones, but to a worthy cause.

Basically, we lost people to this, but that's only more reason for everyone to come together and make their sacrifice not be in vain. It was by cooperation that we made it this far, it shall be by cooperation that we live and prosper.
>>
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>>4094027
>>4094031
>>4094061
As we anchor The Holy Perona and send out our away party, we accept the meeting with the concerned human citizens. We reassure their spokespeople that there will always be a place preeminence for huamnity in any Amican settlement—our Prince and Council are, after all, human. They seek further reassurances, though: a promise that we will grant no titles of lordship or large grants of land to non-humans, and that we shall guarantee them constitutionally a place of privilege for Amican Polytheism alongside our new faith. We dismiss them to consider the proposalwhile we tend to organizing the fleet.

When Prince George gives his speech prior to our scouts' departure, it is an ode to the need for togetherness, cooperation between races, to make something great of a dangerous unknown. It can hardly be a great assurance to the traditionalists, but our spies do not report of any mutterings of dissatisfaction; perhaps, rightly or wrongly, they consider this lipservice to those of elven and goblinoid blood.

Best news of all, the blood of Lady-Diplomat Riley DOES finally lead to a breakthrough: ape resilience trasmitted from the infant growing in her, uniquely compatible with her bloodline due to some unknown quirk. By working 'benign' blood magic, we are able to finally cure our ailing citizens. It will be another week before they truly recover, but they are on the mend!

As such, we have a pick of who to send on the away-party, and a perfect destination: a natural harbour, in a brackish cold-water estuary. The Teardrop reveals still more, in the way of possible dangers: great reptiles like aquatic lizards with gills; stalking, long-legged storks twice the size of men; something strangely familiar to our elven coven of casters; and something else, unknown, but dark, and strangely expectant. We send hunter-spies, laborers to assist them, a cartographer, and some goblin soldiers—Krazir volunteers, to the cheers of her people, and our Prince... Nods, silent approval. They've clearly discussed this, during their nights together. A shame he didn't run it by us, but we can see the propaganda value, and it shows a maturity that they do not desperately cling to each other.


A. So, what of it? Is it time to make landfall, upon the needle-festooned rocky shore before us? What should we do this week? Pick two:
A1. Send a second scouting party to the shore, in a differentd riection, while we await the first (who shall we send? Our Prince, soldiers, merchants?)
A2. Disembark at our new destination
A3. Fish the coast
A4. Forge armour and weapons for our soldiers and ships
A5. Scry (What/Who/Where? Use the Teardrop, or no?)
A6. Create fresh water through magic (Teardrop, or no?)
A7. Carouse to celebrate our arrival
A8. Bless this joyous occasion wiith a religious ceremony
A9. Train or retrain our citizens (what profession?)
A10. Study magic (what kind?)
A11. Other (make a suggestion)
>>
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>>4094086
B. What of the proposal by the coalition of traditionalists? Shall we honour their requests regarding land and title?
B1. Yes—with Brykian dead, our only promises of title and land are to Pippa Hussain and Hosue Riley. We need not extend any such promises or rewards to the goblins or elves
B2. No—we meant what we advsied Prince George to say. Peace among the peoples means equality before the law, and we either believe in this genuinely or see the need for that right now
B3. A compromise—elves and goblins will be allowed authority as they earn it, but only over their own kind, and never over humans, who will get first pick of land
B4. Other (write in)

C. And what of the religious privileges the coalition requested?
C1. This we cannot accept, for we're hoping Reformism will supplant the otehr faiths in time
C2. We will grant no religions any special privileges over others, not even Reformism
C3. Yes, we will enshrine both Amican faiths in our constitution when we draft it
C4. Yes, but we will also enshrine places for Feycraft and/or Irreligion
C5. Other (write in)
>>
>>4094086
don't overcharge your laptop's battery!
>>
>>4094086

>A2/A4: Alrighty, we got a general idea of what to expect, no reason to really stay on this tub much long. We'll perform a gradual disembarkment over a few days to make certain everything in the immediate vicinity is clear and we won't have any of those beasties tearing us up. To absolutely prevent that, we'll start forging armor and weapons to give to guards and keep us safe.

>B2: That's a hard no there, buddy. We don't refuse because we like the goblins or elves any more than humans- hell, we ARE human. It's simply that there's little sense in not rewarding good work. That just fosters resentment and disdain for something easily rectified. If someone excels at something, they should be allowed to exercise that skill in a way that benefits everyone, not just some. We won't put down someone for something they have no control over, and reward them for utilizing well the things they DO. If it's deserving of a title of lordship or land grant, so be it. As for a place of privilege? Even our own new faith was brought upon not by force, but by people believing in the message. We did not manipulate anything about the ranks, or how high people place its importance. Similarly, the level of respect (for it IS respect, not privilege) Amican Polytheism shall have is entirely up to how they preach it and attract people's attention. A sheepherder without a flock is merely a man with a stick, after all. In short: no promises. You want to be considered important, then do something important.

>C2: See above. No one gets any special privileges out of the crown without earning such.

(I am also open to C4 since that's basically the same thing to me: If everyone has a place of EQUAL privilege, then no one does.)
>>
>>4094086

>A6. Using the teardrop. Just look at our water supplies!
>A11. Find a better shore to dock on.
"needle-festooned rocky shore" Nope

B1. I am much more comfortable with humans retaining their majority.

C. This is a hard one, bro. It's about identity. I am not as happy with the new religion since it tries to appease everyone and it ends up appeasing no one.

>C5. "I think our new religion has no true fundament to exist, as we cannot just recicle others to our own convenience. The council is ashamed of it's practices and wants to return to the Amican faith of tradition"

>scratch the new religion
>>
(Private note, keep an eye on the Polys/traditionalists. They seem like they might end up as human supremacists, and while we appreciate the thought...yeah no. In particular, elves have been waaaay too vital to keeping us alive to just fuck 'em over, IMO. Goblins have proven their worth several times over, too, with the whole telling the sickness that fucked everyone else over to fuck off itself. Everyone's gonna need everyone else.)
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>>4094130
Appeasing no one? A solid third of the people we have are Reformists. That's a pretty decent 'satisfactory' number to me. Where are you getting this from? I fail to see your logic and would like to know.
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>>4094086
>A6. Using the teardrop. Just look at our water supplies!
>A11. Find a better shore to dock on.

B2. No—we meant what we advsied Prince George to say. Peace among the peoples means equality before the law, and we either believe in this genuinely or see the need for that right now

C2. We will grant no religions any special privileges over others, not even Reformism
>>
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>>4094150
>>4094130
>>4094118
Disliking the shore before us, we sail the coast in the direction our elven divinations tell us is best, following our scouting party. Along the way, we turn their magic to the desalination of water, and they aid in the funneling of rainwater into our laborers' waiting barrels. We know there to be streams of fresh water dividing the loamy earth of the swamp and floodplains ahead, as well, so though our reserves still hover low, we need not have any immediate fear. Still better: our scrying efforts catch sight of our returning scouting party who, by carefully avoiding engagements, have lost not a single member of their party and have brought back a small assortment of swamp-grains and gamefowl to sample. Our stomachs (long suited to bland apples, seafood, and salted monkey and pig) grumble at the thought.

It's even enough to put off the flustered exit of the Amican Polytheists as we rebuke their requests of religious privilege, and seemingly rescind our earlier promises of human primacy. Granted, we mostly made vague platitudes, but the IMPRESSION they got is shattered. They are clearly disgruntled, but by and large even the bulk of our fellow humans remain on our side... For now.

However, before we two parties can once more reunite, something peculiar happens: we encounter another sailor. Sailing lazily up the coast, blocking our way to our planned anchorage outside the estuary, comes a handsome half-elf dressed all in black, with pitch black eyes and blood red hair. He requests to come aboard: "I heard the call of blood. You're self-taught, then?" He offers his tutelage, in exchange for food and lodging, and addresses Virmoira, Prince George, and the council by name. Our sailors are... Unsettled, but the stranger makes no move to force his way aboard, and seems content to wait as long as he must for an answer.

So it is that Captain Owen and Krazir's party passes him with a mutual nod of courtesy, but with clear confusion on our people's faces as they come aboard.

Month 7, Week 2...

A. Well, this 'half-elf' is clearly anything but. Virmoira is at a loss, but quietly whispers something of 'spirits of a strange land'. Watson is torn between smug self-satisfaction at his correctness, and terror at what comes next. Both seem wary to let him aboard... But Virmoira notes that we need not invite him aboard to see what he offers, and dealings with fey spirits are integral to her craft.
A1. Invite him aboard
A2. Reject his offer outright, and ask him to leave
A3. Parley with him from the bow, while he remains in his own boat (who do we send to lead negotiations—a diplomat, merchant, Virmoira, Watson, or The Prince?)
A4. Smite the demon with magic and weapons aplenty
A5. Other (write in)
>>
>>4094193
B. So, what of it? What is our focus this day? Pick two:
B1. Disembark at our new destination
B2. Fish the coast
B3. Forge armour and weapons for our soldiers and ships
B4. Scry (What/Who/Where? Use the Teardrop, or no?)
B5. Create fresh water through magic (Teardrop, or no?)
B6. Carouse to celebrate our arrival
B7. Bless this joyous occasion with a religious ceremony
B8. Train or retrain our citizens (what profession?)
B9. Study magic (what kind?)
B10. Other (make a suggestion)


C. Well, we're here! But, alas, another obstacle is in our way. What shall we do?
C1. Begin in earnest—let's get off these tubs and onto slight-soggy, fertile land to make our way in a new world!
C2. Begin unloading onto boats and disembarking only after we have sorted things out with the mysterious stranger
C3. Disembark warriors and mages first, to offer protection to the rest of our people as they slowly make landfall
C4. Other (write in)
>>
>>4094193
Per item A, expect the next post to not take a 'week' of game time--rather, it may be an immediate response, and a break in time advancing to finish negotiations.
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>>4094193
Goddamnit, they came to collect really fucking early.

>A3/5: Tutelage in what? Virmoria, I SAID this is on your head, so YOU deal with it. If he's here to teach more Blood Magic, then...fuck. I can easily see this going down a spiral of blood sacrifices to practice, that keep calling him for more sacrifices and that's not fun. If it's martial skill, then that's better but still a bit of a spiral. I do NOT want him to slaughter everyone in the name of The Blood or some shit, we need some way to square the ledgers fast. I'd really rather just say thanks but no thanks but I'm scared he'll take offense.

>B1: Let's get the hell out. Protector sorts first.

>C3: Disembark warriors and mages first, to offer protection to the rest of our people as they slowly make landfall. Again, rolling, gradual disembarkment to make sure everything's clear.
>>
>>4094193
>A5. RESPECTFULLY Reject his offer, and ask him if we can help provision him for his journey onward

B2. Fish the coast
B5. Create freshwater through magic (no?)

C3. Disembark warriors and mages first, to offer protection to the rest of our people as they slowly make landfall
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>>4094214
I'm too worried he's going to take offense simply because we said no. aside from that I'm willing to agree with the rest of your options.
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>>4094260
we should not even consider delveing deeper into blood magic
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>>4094212
>>4094214
We begin to disembark troops, starting with warriors and mages; Archmage Virmoira, being the closest thing to an expert in this field that we have, takes the lead. As the others sail on by... Unhindered.

On behalf of the Prince and Council, she offers 'sincerest thanks' (which the stranger doesn't buy for a moment, plain by his amused expression) and politely asks him what he could offer for a simple one-off trade. If that's

"Oh seeking to settle the balance, are we?" The stranger laughs. "No, no, you owe me nothing. I have derived entertainment enough, and you already paid in blood!"

He watches our people pass by. "It's been a long journey, hasn't it? Geographically, temporally... Spiritually. Leaving your lands, turning your back on your old faith, embracing the blood not once but TWICE..."

He turns back around, looking past Virmoira to the council, still on the bow of the ship. "And I do so enjoy this new faith. Every individual, to gird their owl soul and character, to seek the blessings of gods or... OTHERWISE... On their own. Each man or woman a king or queen, able to invite or refuse guests without seeking permission from gods or rulers above."

He smiles wide. Too wide. He accepts our provisions, and sails on past our ship to the ocean... But with the promise that, should we require strength of arm, strength of body, or strength of spellcraft, he will return if we but let loose the blood. Free of charge!

[A and C logged; I will await a tie-breaker (or at least more votes) for B. Remember, >>4094212, you can cast two B votes.]
>>
>>4094267
Okay, I see what his game is. Subtle temptation, huh?

Switching to
>B2/B5

Just to move things along.
>>
>>4094267
no more blood magic
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>>4094279
Not any ordained stuff, after all.

It shouldn't be an issue right now, but we'll keep an eye on things later. For now, let's get settled.

Also, I'm out for the night. Tomorrow I'll be back so no one ruin things before then, please.
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We anchor our ships a short paddle away from where our martial and mages-types and some of our entourage have already begun to land. Prince George, bravely leading this landing party during Virmoira's negotiations, waves us down. The soils give well beneath our feet, sandy at first and then rich in clay and brackish loam. The soil gives bounty of strange plants; not welcomeing to most of thsoe from our hoemland, niot here, but perhaps the sea-worthy plants of Victory Island could find favourable transplant here, or our magically-augmented contraceptives?

A. Week 3 of Month 7 comes with a distinct chill to the pounding rain. What should we do this week? Pick two:
A1. Scout the surrounding area for threats and opportunities
A2. Begin setting up fortifications and establishing shelters ASAP
A3. Fish/Forage/Gather Water (the coast, the swamp, or inland?)
A4. Forge armour and weapons for our soldiers and ships
A5. Scry (What/Who/Where? Use the Teardrop, or no?)
A6. Create fresh water through magic (Teardrop, or no?)
A7. Carouse to celebrate our arrival
A8. Bless this joyous occasion wiith a religious ceremony
A9. Train or retrain our citizens (what profession?)
A10. Study or use magic (what kind?)
A11. Other (make a suggestion)

B. What should we do of the warning (or offer?) given to us by the mysterious stranger? He claimed that each citizen, soverign under Reformism, was free to let him into their homes, their soul, for 'tutelage'. That sounds... Sinister.
B1. Prepare a public statement forbidding further blood magic
B2. Allow people to do what they will
B3. Select a priest to lead our new religion and help guide people away from this potential temptation (based on politesse? Fervent belief? The Prince himself?)
B3.Other (write in)

C. Is this to be it, then: our new Amica's first permanent settlement? Once we have settled, we will start progressing largely month-by-month, bearing time-sensitive and rapid events. Our civilization will begin to grow in earnest.
C1. Yes (and propose a name)
C2. No, let's hold off until we've explored further
C3. Other (write in)
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>>4094301
Bedtime for now. I'm coming down with a fever and also still need to work, so pardon any delays. I will not abandon this quest!
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>>4094301
>A1. Scout the surrounding area for threats and opportunities
A2. Begin setting up fortifications and establishing shelters ASAP
B1. Prepare a public statement forbidding further blood magic
C1. Yes (and propose a name) JAMES TOWN!
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>>4094301
>A1. Scout the surrounding area for threats and opportunities
>A6. Create fresh water through magic (Teardrop,

>B2. Allow people to do what they will
we're supposed to be free aren't we?

C2. No, let's hold off until we've explored further
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>>4094301
A. Week 3 of Month 7 comes with a distinct chill to the pounding rain. What should we do this week? Pick two:
>A1. Scout the surrounding area for threats and opportunities
>A6. Create fresh water through magic Lets not use the Teardrop, if we run out of water there are plenty of lakes and rivers

B. What should we do of the warning (or offer?) given to us by the mysterious stranger? He claimed that each citizen, soverign under Reformism, was free to let him into their homes, their soul, for 'tutelage'. That sounds... Sinister.
>B3. Don't outright forbid it but make it clear that Blood Magic is discouraged

C. Is this to be it, then: our new Amica's first permanent settlement? Once we have settled, we will start progressing largely month-by-month, bearing time-sensitive and rapid events. Our civilization will begin to grow in earnest.
>C2. No, let's hold off until we've explored further
>>
>>4094301
>A1/2: Scout the surrounding area for threats and opportunities. Again, lay of the land. Get whatever immediate supplies we can. Begin setting up fortifications and establishing shelters. Because bad weather sucks. We have people just barely recovering from sickness. No reason to have that happen again.

>B4: Actually, I think the smarts playing right now would be to not bring any attention to it. It seems like very few people had any clue who he was or what he wanted, And in this case, ignorance is the best defense against corruption. If somehow interest becomes more widespread, then we'll take a look at how to cut it off. But for now, I would say the best defense is to do nothing and just let people believe he was an odd traveler.

>C2: No. At least, not right now. While I do think this will eventually become our 1st settlement, there's no harm in making sure absolutely everything checks out for a week. Also, don't be stupid. The name will be Georgetown.
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>>4094320
>>4094308
>>4094350
>>4094665
A1, rolled for tie and got A2, rolled for B and got B4, C2. Posting up soon!
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>>4094939
We begin scouting the surrounding area, and identify several possible threats" quicksand is one, though mainly a threat to the unprepared and alone; our scouting part of 3 hunters, a cartographer, and six soldiers proves able to rescue anyone who steps in. The great lizards and birds are a distinct risk, though: the aquatic lizards are easy enough to avoid if you stay out of the marsh for the most part, but we run into one of the enormous storks in the woods, and it very nearly takes one of our goblin soldier's arms off before the rest of our party manage to slay it. That night, we dine on stork and enormous stork EGGS, though, which is nice, but it is one more person to tend to for our healers.

As far as opportunities go, there are tons: trees as far as the eye can see, all possessed of that same black-green wood and those reddish needles, and many clearly quite old and healthy. We have enough wood to make practically anything we want with enough cutting down, and the further inland we go, the less mucky and brackish the soil becomes. This could be a good place to farm! The soil composition seems off, somehow, though.... Or, well, at least different from Amican soil in the capital or eastern coast. Without chloromancy, we might not get all our existing crops to take.

While our scouts were out and about, our other people were using much of our existing Amican wood to begin constructing shelters and fortifications. As we've not committed to this as a permanent settlement, this mostly amounts to a primitive fence of wooden stakes to keep animals out to some degree, and some ramshackle shanties to stay out of the chill rain.

We say little of our encounter with the traveler who offered our mages mastery of blood magic; to those who ask, we tell them that he as merely an odd traveler. It's not the most convincing explanation for some--who would expect to see a half-elf dressed in Amican styles, sailing out in this unknown world alone?--but nobody presses the matter. Our mages are in heated discussion over the matter, though. Nobody trusts him or his intentions, so it's mostly about who is to blame, and what to do if he returns.

Month 7, Week 4 comes quickly, despite the lack of action. Our people are grateful for the respite from constant dangers, even if they wouldn't mind a break in the weather. Families gather cozily around campfires in their lean-tos, and our Prince and his favourite goblin do the same as the council plans our next move.
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>>4094981
A. What is our focus this week? Pick two:
A1. Scout further (coast? inland? the marshlands?)
A2. Make our fortifications and homes more robust and permanent
A3. Fish/Hunt/Forage/Gather Water (the coast, the swamp, or inland?)
A4. Forge armour and weapons for our soldiers and ships
A5. Scry (What/Who/Where? Use the Teardrop, or no?)
A6. Create fresh water through magic (Teardrop, or no?)
A7. Carouse to raise morale
A8. Gather wood
A9. Train or retrain our citizens (what profession?)
A10. Study or use magic (what kind?)
A11. Experiment with growing crops (Amican, or Victory Island? Chloromancy, or no?)
A12. Declare this settlement permanent and give it a name (switches to one month turn durations)
A13. Other (write in)

B. Some in the council have concerns about the way the mood will turn among the non-reformed Amican Polytheists once the slim demographic majority humans cling to vanishes in a scant few months, let alone what will happen when all these goblin kids start to come of age and enter the labour pool. hat should we do?
B1. That is a distant problem, to be addressed then.
B2. Speak with The Rileys, two influential and noble-born Polytheists who have good reason to want to discourage human supremacy
B3. Keep an eye on them with our spies, and crack down on them if need be
B4. Make some concessions (what?)
B5. Other (write in)

C. Royal Mage-Apprentice Zane Watson approaches us, and expresses concerns about the amount of power we've been giving to the elven circle. He wishes to know if he may begin inducting human and half-elven children into the mystic arts soon, so that we need not be forever dependent on Virmoira's scholar-mages, especially given the 'blood' incident. The note about "half-elven children" seems especially notable given that our spies have reported him spending a lot of time with Rathiain Ennelis, the elven healer, and she has begun to show signs of pregnancy herself.
C1. Tell him we'll think about it closer to the time
C2. Tell him that children of all races will be inducted based on talent, without preference
C3. Agree wholeheartedly--we are too dependent on the elves as-is
C4. Tell him that, given the 'blood' incident, you think it best to dial back our reliance on magic as a whole
C5. Other (write-in)
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>>4094993
>A2/A12: Okay, I think that this is going to be as good as it gets for now. The quicksand is annoying but can be marked off with signage and whatnot, and the animals can ideally be driven off with CAREFUL and concentrated hunting, particularly concerning the storkes. We'll make this place permanent, and begin chloromancy studies at once about the soil.

>B2/B5: Yeah. I've been thinking about this, too. Simply put, it's a matter of biology that will make Goblins the majority race in not too long- regardless of social status. That said, I DO have some possible ideas to keep the ratio if not even, at least moderately respectable, but I want to know what these 'Rileys' have to say about it first. This is along term prospect, though. And will require the supremacists to bite their tongue for a time. However, if everything plays out to my estimates or at least close to them, then all parties should be satiated.

C2/C3: Honestly, I see no reason to NOT induct others into the ways of magic. By all means, and I'd say we could even go so far as to place an early emphasis on finding and training human and half-elf potentials for now. (Should alleviate the supremacists for a minute, too.) We do need more than elves knowing this stuff, if only due to their low numbers. Even if the elves keep a few bigger tricks to themselves (which is likely), the utility we'll get out of more practitioners will be well worth it.
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>>4094981
A. What is our focus this week? Pick two:

>A2. Make our fortifications and homes more robust and permanent
>A12. Declare this settlement permanent and give it a name (switches to one month turn durations)
This is a pretty good spot over all and as for names I'm going with the solid if obvious Georgetown


B. Some in the council have concerns about the way the mood will turn among the non-reformed Amican Polytheists once the slim demographic majority humans cling to vanishes in a scant few months, let alone what will happen when
all these goblin kids start to come of age and enter the labour pool. What should we do?

>B2. Speak with The Rileys, two influential and noble-born Polytheists who have good reason to want to discourage human supremacy

C. Royal Mage-Apprentice Zane Watson approaches us, and expresses concerns about the amount of power we've been giving to the elven circle. He wishes to know if he may begin inducting human and half-elven children into the mystic arts soon, so that we need not be forever dependent on Virmoira's scholar-mages, especially given the 'blood' incident. The note about "half-elven children" seems especially notable given that our spies have reported him spending a lot of time with Rathiain Ennelis, the elven healer, and she has begun to show signs of pregnancy

>C2. Tell him that children of all races will be inducted based on talent, without preference
>>
>>4095014
support
>>
Just a thought, but if the issue is that we are worried about the goblins out breeding everyone, wouldn't it make since to use magic to change the goblins so that if they breed with a nongoblin you get a hybrid.
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>>4095014
>>4095056
>>4095137
The Council makes the determination that our current surroundings are as firm a foundation as we are likely to find just now, and as good a spot to settle as any. We dub the site "Georgetown", after our Prince, and begin building more permanent homes and fortifications from the wood we brought from home. Before long, virtually all of it is used up, but we have a government centre, a mage's college, a marketplace, a healer's abode, and about a dozen buildings to house a few families each. The call goes up for more wood from the nearby forests.

We call upon House Riley, our expectant diplomats, to try to smooth things over with the Polytheists. Neither seems happy to have us calling upon them for favors yet again, but they acknowledge--quite grudgingly--that they have a stake in this problem. They agree to play middleman between the council and the coalition of concerned traditionalists, to smooth that situation over before it worsens. We hint at some vague plans to keep the demographics "reasonably even" eventually, but they seem skeptical.

Perhaps they are right to be so dubious, for when the council bring up the possibility of magically curbing the breeding rate of goblins, or increasing that of humans (>>4095151), Zane Watson is quick to point out that changing the flow of bloodlines like this would likely invoke blood magic. Even Virmoira, more adventurous in this regard, agrees; she would want to research the matter further, and strength our control of "the blood" so that we can ideally avoid more visitations by The Mysterious Stranger, or something worse.

We take our Mage-Apprentice aside, and agree to make him a true Royal Mage! He has the building for his college, and now he may fill it with children--of ANY race, however--who expresses sufficient magical potential. He notes this will disproportionately favour elves and practitioners of Feycraft, but he agrees to our terms.

Month 8 is here. It's been almost a year abroad, but we're finally settled... Just in time for a soggy winter. No snow, yet, though!

[NOTE: We are now on one-month turn durations. This means you can pick FOUR of the below options, or double up on two.]
A. What is our focus this week? Pick two:
A1. Scout further (coast? inland? the marshlands?)
A2. Make our fortifications and homes more robust and permanent (requires more wood)
A3. Fish/Hunt/Forage/Gather Water (the coast, the swamp, or inland?)
A4. Targeted clearing of dangerous species from our area
A5. Forge armour and weapons for our soldiers and ships
A6. Scry (What/Who/Where? Use the Teardrop, or no?)
A7. Carouse to raise morale
A8. Gather wood
A9. Train or retrain our citizens (what profession?)
A10. Study or use magic (what kind?)
A11. Experiment with growing crops (Amican, or Victory Island? Chloromancy, or no?)
A12. Other (write in)

[...]
>>
>>4095236
B. What do we make of Virmoira's offer to look into blood magic solutions to growing population disparities between humans and goblins?
B1. Allow her to research this, but don't cast anything without running it by Watson and the council
B2. Let her go nuts with it, but it's on her head if it goes sideways
B3. Forbid such researches
B4. Pursue non-magical means of population control (plausibly-deniable culling, emphasis on goblin military recruits, etc.--write in a preferred method)
B5. Pursue non-magical means of population control (discouraging interbreeding between races, human-centric fertility festival, one-child policy for all races, etc.)
B6. Just let what happens, happen

C. Watson's predictions prove somewhat accurate; he estimates he could have as many as 11 half-elves (the bulk of their children) trained as mages over time, 10 elves (their entire underage population!), 20 human children, and... 3 goblins. They aren't very magical, but one goblin mother is so excited at the news she preemptively grants the lad his "adult name", choosing "Wysard". Of course, this may not be the best use of the college, and would leave our next generation distinctly short on labourers and tradespeople, unless we were to branch out into kitchen witchery and the like. Watson suggests the huge abundance of magic-capable people might eb a result of... Yes... The use of blood magic, changing the spirit of our nation subtly.
C1. Focus as much of our training of the next generation on magic as possible; let's be a mage society!
C2. Train only a fraction of these potential mages (say, half, or a quarter--write in!) as mages
C3. Train none of this generation--if the abundance of mages-in-waiting is due to blood magic, that's dangerous
C4. Let the parents decide on a case-by-case basis
C5. Slay the tainted children!
C6. Other (write in)
>>
>>4095236
A4. Targeted clearing of dangerous species from our area
>A8. Gather wood
A11. Experiment with growing crops (Amican, Chloromancy )
A2. Make our fortifications and homes more robust and permanent (requires more wood)
why not

B1. Allow her to research this, but don't cast anything without running it by Watson and the council
we need stable demographics

C1. Focus as much of our training of the next generation on magic as possible; let's be a mage society!

might as well embrace it
>>
>>4095257
Gonna' wiat another half hour and then go ahead and roll with this if we have no other votes!
>>
>>4095365
Hold on, come on I just got off work. Give me a bit to read and plan.
>>
>>4095236
>A1/A4/A11/A3. Now that we decided to make this perminent, we need to make sure that's we have resources and area to sustain a growing population. Like I said in the last update, let's clear out a few of those more dangerous critters, and learn what this land can give us in the way of food and resources. We will resume fortification soon enough, as I do not like that quicksand, but for now we need to see what lies further in and how much of it we can make use of.

>B4: All right, let's begin phase one of this little plan of mine. This is going to take the longest. We will be putting out a call for scouts. Goblin scouts specifically. Fast, with good eyesight. Not JUST Goblins, obviously, but aiming for a majority. Why? Contrary to what you might be thinking immediately, the idea here currently is extended sojourns. Tours of exploration duty, TWO weeks at a time, if resources permit. Simply to get them out and about...and busy. More to come once I see the results of this.

>C4/C6: Easy solution. We won't train everyone, rather what we will do is take a cursory look at all of them and decide who has the most potential for the moment. Basically we will have limited spots in order for maximum teaching efficiency. Let's say 20 for now. If we decide that it worked out well, we may teach the next half later on.
>>
>>4095257
>>4095414

The next month becomes a blur of activity, as we get to work in earnest. This is what we traveled all this way for, after all: a fresh start, and the opportunity to grow something new, powerful, enough to rival our old land's Pretender-King and his great army. We decide to not yet permit Archmage Virmoira's investigation of blood magic, hoping to find a way another means to bring our racial demographics into line before the supplanting of humans brings strife, with fewer unknowns. We do, however, accept the potential power our earlier dabblings have granted us: as they age, our young population shall be trained as mages themselves, whenever possible. Magic has been a source of great power for us, and we're damned if we'll let that advantage slip away.

The rest of our people turn to the basics of securing the area: they begin slaying or diving back the megafauna that pose the greatest threat to us--storks and the gilled lizards. We suffer only injuries, no fatalities, in the effort, and it seems as if the great beasts get the message. They begin to avoid Georgetown and the areas around it where we begin logging the strange, exotic softwood.

Right now, though, our mages not busy healing the injured or researching blood magic are busy planning a more reliable food supply than the bodies of great beasts: they are working in tandem with our farmers to modify our Amican crops to survive and thrive in the acidic soil. It takes most of the month, but they bare fruit--literally!--as our apples and rice take hold in our clear-cut area. The rice in particular does wonderfully. A curious side-effect of the magic used to make them suitable to the area is that our normally gold-and-red apples, and the wood of their trees, turns the same black-and-green of the other trees in the area; they also gain a much crisper flavour. All in all, not a bad trade-off.

We send out scouts (especially goblins, for we declare we need swiftness, speed, subtlety, and keen night vision) to investigate the surrounding area. This serves two immediate purposes: we get the lay of the land, and we get the expanding goblin population at least partly out of sight and out of mind. We have enough resources to send them abroad for two weeks, and we send a full contingent: 7 goblin soldiers, a human cartographer, and a human medic.

[...]
>>
>>4095423
A. What is our focus this month? Pick four, or double down on two:
A1. Scout further (coast? inland? the marshlands?)
A2. Make our fortifications and homes more robust and permanent (requires more wood)
A3. Fish/Hunt/Forage/Gather Water (the coast, the swamp, or inland?)
A4. Targeted clearing of dangerous species from our area
A5. Forge armour and weapons for our soldiers and ships
A6. Scry (What/Who/Where? Use the Teardrop, or no?)
A7. Carouse to raise morale
A8. Gather wood
A9. Train or retrain our citizens (what profession?)
A10. Study or use magic (what kind?)
A11. Experiment with growing crops (Amican, or Victory Island? Chloromancy, or no?)
A12. Other (write in)

B. Our scouting party returns part-way through the month, short one goblin and with 3 of the others--and our cartographer--injured. They report that as they moved further inland, they hit a mountain range where the temperature dropped steeply as one climbed, and where strange creatures resembling carnivorous bird-people swooped down to attack them. They made notes, maps, and even sketched the creatures. They also report sheep-like ungulates, large plump rodents, and smaller bird-like beings with a thin coat of fur: all edible, and even palatable! They also saw evidence of some sort of culture in the area: small, carved markers with a strange script on them, in the woods closer to the mountains, where the trees grow especially large and knotted. What do we do with this info?
B1. Steer clear of the mountains for now
B2. Send another party to try to clear the hostile organisms out of the area
B3. See if we can find this mysterious culture
B4. Send troops to establish a garrison there (how many?)
B5. Other (write in)

C. And what of the injured goblins? If we wanted their numbers curbed... Well, healers sometimes fail in their dutied, no?
C1. Instruct the healers not to save the injured goblins
C2. Heal them, for a dutiful soldier deserves fair treatment
C3. See if we can't find a way to sterilize them through blood magic while they are in our care
C4. Other (write in)
>>
>>4095432
A4. Targeted clearing of dangerous species from our area
A8. Gather wood
A2. Make our fortifications and homes more robust and permanent (requires more wood)
A11. Experiment with growing crops ( Victory Island? Chloromancy?)

B3. See if we can find this mysterious culture

C2. Heal them, for a dutiful soldier deserves fair treatment

keep sending mostly goblin squads
>>
>>4095432
Back home!

Alright. All in all, about as expected, potentially a bit better. Absolutely grand. Let's see what we can do here with this.

>A4/A8/A2/A11 (Victory Island): More general setup stuff, nothing major here. The beasts are wary now, which is excellent. We'll begin working on real pathways and begin to look into light expansion in the future- PROPER fruit orchards and rice fields. We'll hold a celebration once the winter is through and have a REAL bash.

>B1: We don't have the resources to deal with such predators right now. I'm VERY interested in that area now, but we'll put a pin in it until we've got sustainable food and whatnot. I MAY be amendable to scouting missions towards finding this strange culture, provided the scouts step carefully and immediately report anything found to us.

>C2: That's not my plan. My plan is long term- and more importantly, long LASTING. You want goblin numbers to stay at reasonable levels that don't involve massive atrocities done to them and STILL lets us get maximum efficiency and work out of them? You have to take a more subtle approach. In fact, this helps my plan.

(Spoilers, that big shindig I have in mind is a step further on that, too.)
>>
Oh yeah, quick question, how's Lady Riley coming along? Anything particularly out of the ordinary or all looks good so far? I know it's only been a month-ish, but I want to make sure things are good with her. Not to mention, the claim she staked on Victory Island's ore. How's that work- she just gets all of it, or did we request percentages? Just making sure in case I need to adjust plans in the future.
>>
>>4095459
Our spies report that Lady Riley has taken to wearing heavier winterwear, concealing her figure. It's been three months or so since her captivity, but the gestation period of this baby, and its viability, are unknown. Only or dabblings in blood magic even revealed to us its half-ape nature.
>>
>>4095459
>>4095461
Oh, and as for the ore: we promised her essentially the first rights to set up a mining operation there, and to not allow any other citizens to operate there. We can tax her as we see fit, but if she deems the terms too harsh, that could present an issue.
>>
>>4095461
Mmmm. Okeydoke. Note to self; around the six month mark (provided we last that long, knock on wood) bring her in for a heart to heart. She wants the baby to survive, so do we (along with Riley herself obvs). Well, *I* do. Dunno about the other councilmembers, but I want both to survive.

>>4095463
Gotcha. Grand. Well, I'm actually hoping she cashes that in sooner than later. Won't try to coerce it, though, what with the whole pregnancy thing.

Riley is my 'side bet', so to speak. all I'll say about that right now.
>>
>>4095434
>>4095454
A4, A8, A2, A11, B1, C2

We drive the dangerous 'pest species'; back from our ever-expanding fortifications. We now have two walls, the outermost fashioned from the native wood and strengthened by some of our Amican hardwood. Our homes shift from this traditional style to a more loghouse-style softwood-based design in the same style as we expand out. No longer are or citizens forced to live three families to a home... Well, except perhaps the fecund and gregarious goblins, who seem to prefer this arrangement.

We experiment with the Victory Island crops--berry bushes, tubers, and medicinal flowers. All take with minimal modification, and seem to thrive in this environment but for the overwatering of the rain, and the cold temperatures. By the time Month 9 has rolled to a close, our mages are focused at least as much on keeping our plants alive as mending our goblins and our cartographer, and the first snowfalls have arrived on the shore. Our food stores begin to dwindle.

We opt not to let the goblin warriors die unnecessarily, even as humans decline to 50% of our population. Within a few months, if no action is taken, they will lose their majority (Morale decrease for them, morale increase for goblins). We also opt not to send anymore scouts out just yet, at least not to the foothills of the great mountain range inland. We deem it to dangerous for now, though we look forward to discovering this local culture when we can spare the manpower.

Month 10 begins: What shall we do?

A. What is our focus this month? Pick four, or double down on two:
A1. Scout further (coast? inland? the marshlands?)
A2. Make our fortifications and homes more robust and permanent (requires more wood)
A3. Fish/Hunt/Forage/Gather Water (the coast, the swamp, or inland?)
A4. Farm (seasonal penalties)
A5. Make winter clothes for all citizens (requires additional hunting or animal husbandry)
A6. Scry (What/Who/Where? Use the Teardrop, or no?)
A7. Carouse to raise morale
A8. Train or retrain our citizens (what profession?)
A9. Study or use magic (what kind?)
A10. Experiment in animal husbandry (local? Victory Island?)
A11. Experiment with growing crops (Amican, or Victory Island? Chloromancy, or no?)
A12. Other (write in)

B. Elementalist Elyra mentions that he feels we could use fire magic to help keep our settlement warm through winter; the chances are low of success unless we use blood magic or risk catastrophic failure, though. He simply is not an expert yet.
B1. Stick to mundane methods of heating (requires additional wood)
B2. Use blood magic (who or what to we sacrifice?)
B3. Use regular elementalism, and risk the possible failure
B4. Expedite the training of some of our young mages as elementalists to decrease the chance of failure without blood magic (WARNING: youthful and inexperienced mages bring their own dangers)
B5. Other (write in)

[...]
>>
>>4095502

C. Lady-Diplomat Riley approaches the council, asking for a meeting to discuss the "goblin matter". She notes that a larger than average proportion of Goblins are converting to, and bringing up their children, as Reformists. She understands that WE probably don't see that as an issue, but the traditionalist humans very well may.
C1. Tell her we're working on a solution; provide no details
C2. Tell her more details of our plan (write in)
C3. Tell her she's right--this isn't a problem, at least not one we need to address right now
C4. Ask after her bundle of joy
C5. Other (write in)
>>
>>4095502
>A4. Targeted clearing of dangerous species from our area
>A8. Gather wood
>A2. Make our fortifications and homes more robust and permanent (requires more wood)
A10. Experiment in animal husbandry (local? Victory Island?)

B3. Use regular elementalism, and risk the possible failure

C1. Tell her we're working on a solution; provide no details


in hind sight bringing the goblins may have been a mistake
>>
>>4095502
A3/A5 (Double down): It's winter. You bunker down in winter save for necessity. We'll keep our food and warmth up as best we can, and we'll shift to tool-making and food expansion things later.

B3/4: Position it as training first. We'll do it, but start in a cleared out area, outside of the village, and only on small things. Sparks make flame, and that's all we need right now. Well, not really, but we can work with it. Use the snow as natural fire quenchers- say, build a small divot with a few twigs in it and start lighting small torches. I really hope 'catastrophic failure' doesn't mean 'spontaneous explosions', even though it probably does. The youthful mages thing is understandable and let it be known that their punishment will be severe if they're caught practicing magic without supervision.

C1/3/4: Ah. Well, unexpected for her to come to us, but. Glad she did. And she's right, we DON'T see it as a problem- but we understand traditionalists likely WILL. So. Rest assured we have a plan that's underway right now, actually- if they ask, tell them that we're looking at the problem long term, and to expect more...understandable results come the springtime. We acknowledge that sounds shady, but again, we're working so that the issue is not merely covered, but dealt with in the long term while still providing benefit to us- and them, in fact. Specifically, them.

(Not specifically them, but let them believe specifically them because my plan DOES involve them benefiting heavily.)

>"Also, I trust you're doing well? No health complications so far beyond the standard?"
>>
>>4095502

>A3. Hunt. Doubling down on this one.

>A5. Make winter clothes for all citizens (requires additional hunting or animal husbandry)

>A8. Retrain sailors and farmers into hunting and trapping. We will need them.

>B1. Just... let's not ok?

>C5. We will eventually make the goblins colonize another place.
>>
>>4095522
I can understand why you figure that, but I disagree. I'm not blowing smoke when I say I have a plan that should placate the supremacists and deal with the potential goblin overpopulation issue without sacrificing morality.
>>
Hm. We are somewhat split.

>>4095522
I'll agree with your A10 and A8 if you agree with my A3 double down.
>>
>>4095623
support
>>
>>4095507
So, for us, I believe that's:

>>4095522
>>4095537

>A3/A10/A8: A3 Doubled down.
>B3 (I must still advocate caution here)
>C1/C4
>>
>>4095603
And it was my idea to adquire so many whores. I think it has worked 5/10
>>
>>4095502
>A3. Fish/Hunt/Forage/Gather Water (the coast, the swamp, or inland?)
Double down on this. Send out (mostly goblin) hunting parties to kill megafauna further out inland and bolster our dwindling food supplies. Use the pelts and hides to
>A5. Make winter clothes for all citizens (requires additional hunting or animal husbandry)
>A9. Study or use magic (what kind?)
Let's put some further research into divination magic. It has been ridiculously helpful thus far in our journey, and I feel we will continue to rely on it.


>B1. Stick to mundane methods of heating (requires additional wood)
I am tempted to just let the young mages try elemental shit and use them for blood magic if they fail. I do feel it's a bit premature for that sort of thing, though

>C1. Tell her we're working on a solution; provide no details
I guess? It's a real issue though. I personally think we absolutely have to start making real concessions to the pro human faction. They are our natural support base, since we are an exiled government of a human nation with ambitions to retake our homelands. If they sour on us, we're basically fucked, and it's not unrealistic. We've given them basically nothing (from what I remember), and if things go wrong with Krazir or with Riley's half ape baby or something unforeseen, I can easily see a rebellion taking place down the line.
>>
>>4095727
Well, I personally think the goblins were a great idea- as I said before, their resistance to disease allowed us to retain a decent operational strength when many of us were waylaid by that ape illness...which granted was spread by the prostitutes...so okay maybe yeah, you've got a good account of it. BUT. If I'm being honest, I consider the problem more the fundamentalists/supremacists than the goblins themselves. Even if I empathize with them to a degree. That said, it's BECAUSE of that empathy that I'm planning to have them win out pretty well in the end. But it WILL take some time and maneuvering to make it so that they should never have these concerns again, rather than just papering over the issue temporarily AND causing enmity with the goblins.

>>4095731
I AM working on a solution, but I don't want to say it ALL out loud because I'm very much a believer in the Unspoken Plan Guarantee. Namely, the less someone who doesn't need to know actually KNOWS about the plan, the higher the chance of it actually going right. So far, it has been. The pro-human faction will reap the rewards as long as nothing comes out of nowhere and murderfucks us. (Again, knock on wood.)

The Krazir issue is why we told them to keep it on the downlow, although I'm wondering if they're an open secret by now...

Riley, as I intimated earlier, is a side bet to handle this whole thing juuuust in case plan A get thrown off the rails, or worse, fails outright. That will ALSO require patience, however, and it needs to be timed right. I'm trying to sow the seeds of the beginning of that now, actually, it's why I'm asking after the child.
>>
>>4095744
I can't act on some super top secret plan you've been cooking up. I obviously hope everything goes well, but it's a tough sell when I have nothing to go off of.

Also, on the goblin point, I think bringing them has definitely been a mistake so far. We haven't gotten much positive out of it that we couldn't have by just bringing humans. The extra numbers were more of a hindrance since we had (have) such food/water scarcity, and it's clearly been a source of strife and division for us. I think we can salvage it by aggressively using them to do all sorts of dangerous shit that goblins are naturally suited to or potentially by using them for blood sacrifices if the shit really starts to hit the fan (hopefully not though, that shit sounds really risky).
>>
>>4095765
Real talk, I'm just paranoid the QM will intentionally throw something in the way if I just straight up say what it is. Not even saying it'd be malicious perse, just. Yeah.

I still disagree with the idea that the goblins weren't worth it. Even the elves have been decent enough about the whole issue, it's specifically just this one sub-group of humans.
>>
>>4095765
I would be more open to just using them to grind down the hostile creature around us, it would help keep their numbers down and make the land safer
>>
>>4095765
Not to mention, food/water scarcity? Since when? We had a SURPLUS just before landfall, and the only reason why we're low on food is because we didn't prioritize it outright for the last couple of weeks. We've been largely fine on the food/water front unless we consciously neglect it for other issues, so I don't know where you got that from. I need sources. And what's this whole 'source of strife and division' thing? Again, it's only the one subgroup- the elves are too busy surviving to hate on goblins, and it's WINTER. That kinda thing- survival issues, I mean- tend to happen in a pre-industrial society in winter. I've yet to see anything that could've outright led to a better result if goblins weren't here, and at LEAST two major things that would've gone far WORSE.

So where is this sudden disdain coming from?
>>
>>4095801
I Humanity first now and forever, having other races is fine, as long as humanity is at or over 50% of the population
>>
>>4095806
Sooo...no logical reason, just flat out racism? Beh. I have a reason for preferring humanity remain a plurality, but it isn't because 'I don't like goblins.' There's no logic in that.
>>
>>4095813
I never said I didn't like Goblins I just made it clear that I intend to have Humanity be the dominant Species of our nation.
>>
>>4095826
The question I'm wondering though is WHY?

Like I said, I have my reasons beyond 'because I want to'. Humans fill a logistical niche that goblins nor elves can, and they're easier to make jacks of all trades. They both can do things humans can't as well, however, which gives them good roles in society as valued specialists, equally treated.

Like I said, though, I do have a plan to sort this all out. So technically we're on the same side to differing degrees, I'm just not as basically emotional about it.
>>
>>4095831
We are a breakaway nation from a human nation, I believe that we should stay a predominately human nation. it is as simple as that.
>>
>>4095801
>Not to mention, food/water scarcity? Since when? We had a SURPLUS just before landfall
During the bulk of the voyage to the continent, we've been highly constrained by our food and water supplies. Even consistently fishing and using magic to sustain ourselves, there was still constant scarcity that was driving much of our choices. While things are somewhat better now, it's winter and we have little food in storage, so of course I'm going to be concerned that something could pop up and really screw us.

That 'subgroup' you mention, by the way, is about 30% of the population, and that's assuming the only people who support it are the Amican polytheists. That's very significant. They have legitimate concerns about them being sidelined in favor of goblins and they would be fools to not realize their political influence would decline further if the goblin population grows unchecked. As a human nation, the human population is the bedrock which should be able to rely on if things get rough and morale across the board drops. We should naturally favor them. It's not some irrational hatred towards goblins. It's being realistic about the faction dynamics going on.
>>
>>4095842
>During the bulk of the voyage to the continent, we've been highly constrained by our food and water supplies. Even consistently fishing and using magic to sustain ourselves, there was still constant scarcity that was driving much of our choices.

...Yes. Because we're on a BOAT. That happens during sailing, too. And like I said, Winter is winter. Food and water is of course a concern, but by no means is it due to goblins. It's due to...y'know. WINTER. Everyone has to eat more, drink more to keep up energy. Cold weather saps that.

>That 'subgroup' you mention, by the way, is about 30% of the population, and that's assuming the only people who support it are the Amican polytheists.

Yes. 30%. As in 60% (again, using the numbers and suppositions you gave) are NOT part of said group. I.E. a majority.

And like I've said several times, I AM ACTUALLY FOR A HUMAN PLURALITY. However, I want to solve the issue long term. Simply curbing numbers is a fool's game because you have to worry about it over and over and over.

What I want to do is make it so that humans have a locked in place of power that even the goblins and elves will respect. Keyword being RESPECT, not FEAR. To bring that about will take some careful maneuvering and the right methods- but if it's done correctly, not only will humans constantly be the most important people in general, but both goblins and elves will welcome and cheer it, not simply rue or abide by it- and they'll do so under their own desire, not by coercion or malicious manipulation. Again, I really don't want to explain absolutely everything about it yet (aside from not wanting to risk QM interference, I also am just plain having fun with it), but I do want to convince you that I DO have full intention to alleviate their concerns, long term and permanent. It just takes patience.
>>
>>4095845
The point I'm trying to get across is that the main advantage of having a goblin instead of a human is that you can have more numbers. So far, increased numbers on its own has been more of a liability than an asset. That could change, but it might not.

Also, I use 30% because that's the percentage of Amican Polytheists. Previous posts have indicated that they're the ones most concerned with the demographics. Also, I didn't say they're a majority. I said that they're a significant amount of the population, and we have to be concerned with their needs. I think restricting them from obtaining formal titles and land rights would have been the best way, but we rejected the coalition's land and titles request, so I see having a solid human majority as the next best option.

It's all a bit moot until things continue, so I'll just wait for OP's next updates
>>
Hey folks! Sorry for the delay-- my fever worsened and I passed out hard. Feeling better today, though, which means two things:
1. I have to work, nd won't be able to post today until very late, if at sll
2. I shouldn't dosappear unexpectedly, and will keep you all posted.

Worst case scenario, campaign eill continue on he weekend.
>>
>>4095502
A3, A5, A8, A10, B3/4, C1
We tell Lady-Diplomat Riley that the matter of goblin and reformist population dynamics are well in-hand, and she consents to pass this along; we are scant on details, however, for some on the council have differing views on how to handle the matter, while others hold with the old Amican superstition that a plan spoken aloud is a plan doomed to failure.

We focus the remainder of our efforts on preparing for a winter of indeterminate length and severity. The gilled lizards are nowhere in sight, but preying upon the stalking storks and on small animals provides us meat, eggs, and an abundance of furred hides and feathers to endure the winter. We begin retraining some of our brave mariners as hunters and trappers, as well as farmers—more immediately useful professions for the days ahead now that we have settled in Georgetown. In keeping with our general strategy, we train goblins as hunters, and humans as farmers, and it is the goblins we send afield to stock our larders; we lose one more brave goblin in the process, while another sustains grievous injury.

We even consent to Elyra's elementalist approach to generating heat, though we take the precaution of having he and his students practice in clear-cut areas amidst the snow, far from our settlement. This proves wise, as we lose a student to magical backfire (literal backFIRE, in this case), and two others are badly injured in the blast. By the end of the month, though, our mastery of fire magics has improved to the point where we can create a small, controllable flame for each hearth in Georgetown which requires but a fraction of the wood a natural fire would use up. The small amount of wood our goblins bring back proves more than sufficient to warm our whole community—a small comfort to the half-elves, a small community who have lost a child—but a victory for Goergetown as a whole.

Our experiments with animal husbandry prove worthwhile as well! For the first two weeks, nothing more than our captive breeding program’s continuation is achieved, but by really investing in their earlier efforts (and with the aid of the elves’ library), our farmers are able to enact a program that they believe shall double our yield from the captive birds in eggs, and they also devise a method to gradually increase the size and docility of the pigrats.

Our food stores are still low, but gradually increasing. Our people are well-warmed, and the human/non-human balance holds at 50/50.

How shall we proceed with Month 11?

[Work sent me home, too diseased to risk having me in a cramped office with management all day OR dealing with the public. Working from home, though, so there will still be some delays.]
>>
>>4096347
A. What is our focus this month? Pick four, or double down on two:
A1. Scout further (coast? inland? the marshlands?)
A2. Gather wood for fuel and/or construction
A3. Fish/Hunt/Forage (the coast, the swamp, or inland?)
A4. Farm (seasonal penalties)
A5. Seek out the mysterious civilization nearby
A6. Scry (What/Who/Where? Use the Teardrop, or no?)
A7. Carouse to raise morale
A8. Train or retrain our citizens (what profession?)
A9. Study or use magic (what kind?)
A10. Experiment in animal husbandry (local?)
A11. Experiment with growing crops (Amican, Victory Island, or local? Chloromancy, or no?)
A12. Other (write in)

B. Various members of the council have proposed such diverse solutions to The Goblin Problem as "sending them out to battle dangerous megafauna", "using them as blood sacrifices", and "having them settle elsewhere". There is also a faction committed to an unspoken mystery plan. What do we think?
B1. Let fate decide
B2. Stick with the mystery plan for now--it need to be addressed, but not urgently
B3. As more and more goblins come of age, contineu to funnel them into dangerous careers
B4. Start planning a goblin settlement--perhaps by deciding upon which gobbo should lead it, and where we might situate it?
B5. Instruct Archmage Virmoira and her circle to begin researching useful applications of blood magic, so we can get something useful out of a goblin sacrifice
B6. Other (write in)

C. We've noticed our Prince has laid off the drinking a bit, and certainly the whoring, as a result of his increasing amount of time spent with Krazir; simply put, he's too busy staying in with her to get bored and restless. However, this runs the risk that their affair will become more of an "open secret", further souring relations with the Amican Polytheists and causing concern for the humans in general. What should we do?
C1. Nothing--leave them to it, if it's keeping him from hedonism
C2. Start looking into marrying the Prince off and producing a human heir
C3. Send Krazir on our next goblin away-mission (she is a soldier now, after all)
C4. Send The Prince on an away mission (he's a soldier too, and has a pronounced fondness for adventure and battle)
C5. Other (write in)
>>
>>4096367
Cute how you're integrating this whole hulabaloo.

>A3, 10, A9 (Chloromancy, actually. Want to see if we can't develop any Winter crops.), A11 (See previous. )

>B2, duh. It's MY plan, of course I'm going to vote for it. That said, I will say a bit more about said plan and anyone who wants to vote for any of the other options need only wait until the Spring. The idea is Timing. Big bang for the buck.

>C1/C2: It's what was suggested earlier to him, so he has to know it's coming. We will commiserate with him about it and possibly set up candidate interviews and what not too.
>>
>>4096440
I'll support, you for now, but that plan of your better be a damn good one.

also, anyone else fine with letting George keep his pet goblin as long he produces a human heir to the throne first?
>>
>>4096347
>>4096118

>QM says he's sick as fuck
>updates anyway

Based
>>
>>4096485
Yup.

And don't worry, I have this plan and at least two backups just in case I'm setting up.
>>
>>4096367
>A2. Gather wood for fuel and/or construction
>A3. Fish/Hunt/Forage
Double down. Inland and on the coast
>A10. Experiment in animal husbandry (local?)
Local

>B3. As more and more goblins come of age, continue to funnel them into dangerous careers

>C2. Start looking into marrying the Prince off and producing a human heir
He can have his goblin companion, but as Prince it is his duty to raise an heir
>>
>>4096440
support
>>
>>4096367


>A2. Gather wood for fuel and/or construction
>A3. Hunt the swamp. Doubling down
>A9. C H L O R O M A N C Y

>B4. We might situate it by the swamps. Lmao eks d.

>C2. Sorry prince. Why not a plump elf like Mistress Archmage Virmoira
>>
>>4096579
>>4096485
>>4096440
>>4096770
As our first year away from our homeland draws ever closer to its closing, we continue to focus our efforts on shoring up a food supply--on hunting, foraging, and fishing, and on the production of animals and crops better suited to the cold climes.

Living off the land has certainly become more difficult, for while we no longer compete with larger predators nearby, we also have far greater food demands than they did, and fewer animals are out and about in winter; still, between our hunters and fishers (including several young goblins who take up these professions), we find enough to feed everyone and to build a small surplus. Those we send inland take more losses, but secure us valuable wood to feed our mystical hearths.

We note that local fowl seem in some cases capable of interbreeding with those from victory island passing on the tameness and artificially-selected size of the Victory fowl with the seasonal winter coats of the continental variety. Our pigrat experiments continue to develop, but we capture and begin attempting to tame a long-eared creature local to this area of the continent which could best be described as a rabbit with a long, scaly rat tail and tiny horns. These efforts are more experimental and a longer-term plan, but they help to grow some more food as well, even if it is a very humble amount at present.

As our first generation of mages-in-waiting come of age, we gain a bit more kick to our chloromancy, healing, and especially our elementalism. A combination of elemental magics focused on heat and cold, and especially chloromancy, help to grow a variety of wheat from our stored seeds which can thrive in the winter and beharvested twice yearly, though its yield each harvest is somewhat less than the single yield of wheat on Amica's own soil. A net gain!

We watch our goblin population continue to grow--we lose one hunter to the dangers of the wilderness, but three more goblins are born and a dozen come of age this year, and we lost a human as well--but we continue to bide our time. The Unspoken Plan will develop in time, and we place our trust in it for now.

We also decide it is time Prince George begins to consider matters of marriage. He may cavort with Krazir if he wishes, but he must as a matter of duty produce a human (or at the very least, half-human) heir . He is more amiable to this discussion than we might have expected, at least: he knew this was coming, and as he and Krazir have 'shared' many a partner during her earlier days as a shipboard prostitute, jealousy is hardly an issue there. What may be is selecting a suitable princess who can tolerate this sort of scandalous arrangement...

Month 12 of Year 1: Coming Up!
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>>4096782
A. What is our focus this month, still gripped as we are by winter's chill? Pick four, or double down on two:
A1. Scout further (coast? inland? the marshlands?)
A2. Gather wood for fuel and/or construction
A3. Fish/Hunt/Forage (the coast, the swamp, or inland?)
A4. Farm (seasonal penalties, but reduced by winter wheat!)
A5. Seek out the mysterious civilization nearby
A6. Scry (What/Who/Where? Use the Teardrop, or no?)
A7. Carouse to raise morale
A8. Establish a government-run centre of non-magical learning (allows you more control over vocations when children come of age)
A9. Study or use magic (what kind?)
A10. Send forces to sea (Victory Island? Monkey Island? Elsewhere?)
A11. Send forces to the mountains to subdue or exterminate the predatory bird-beings
A12. Other (write in)

[...]
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>>4096832
B. Our Prince is to be wedded! A glorious occasion, to be sure... But before we can set a date, we need to make a match. We've made it clear it will not be a goblin, but at least one or two voices on the council would be alright with an elf or half-elf, while the others would largely prefer a human. We take stock of the unmarried women of good breeding and/or good standing in Georgetown, and conclude that it could be any of the following:
B1. Josephine Pearson, Human, Reformist, Merchant, and daughter of our Lord-Merchant Remy Pearson. She comes from a good family, has connections in Amica, and is an obvious choice, but for her noted tendency towards greed and maintaining appearances. Merchants gonna' merch, one supposes.
B2. Admiral Pippa Hussein, Human, Irreligious, Sailor and Soldier. Her father was a minor noble and an Amican Admiral, her sisters are ship captains, and we've already promised her land and title; however, she has not joined our new religion, and she is considerably older than the Prince, she has a son already, and has the gleam of unknown ambition in her eye.
B3.Captain Sia Hussein, Human, Reformist, Sailor and Soldier. Younger sister of Pippa Hussein, she is only a few years older than Prince George, she has converted to our new faith, and she is quite fetching. However, she is very much under the Admiral's thumb, and fairly prudish.
B4. Archmage Wynather Virmoira, Elf, Feycraft Practitioner, Mage & Scholar. She is gorgeous, as all elves, but in a stern and slightly-frightening way. She has at least one child that we know of (a full-elf daughter, still a child), and conservative estimates place her at 100-135 years old. Lots of experience, though, and such power!
B5. Alanis Aragella, Elf, Feycraft Practitioner, Mage & Scholar. She is the least skilled of our longstanding mages, but quite possibly the most beautiful woman in our town (unless you ask a goblin or a hardcore humanist), and she can't be more than a few decades old--practically a spring chicken, for an elf! She seems adventurous, and unlike our secondary pick along these lines--Healer Ennelis--our Royal Mage hasn't made any moves towards knocking her up, so there's less potential for conflict.
B6. Zelkaen Oatbluff, Half-Elf, Irreligious, Mage. One of the recent graduates of our academy, and a specialist in healing. She has something uncanny about her appearance, albeit not necessarily in a bad way, and shows a lot of promise in the mystic arts. Having just come of age, and being a half-elf, she will certainly outlive our prince. The daughter of a (now dead) prostitute, she doesn't have the best family lineage... But magecraft is a prestigious career, and she should be theologically, morally, and sexually quite flexible. Her children will also be so-called "half-elves", though with enough dilution of the bloodline they may end up pretty basic humans eventually.
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>>4096832
A2. Gather wood for fuel and construction
A3. Fish the coast
A8. Establish a government-run centre of non-magical learning (allows you more control over vocations when children come of age)
A11. Send forces to the mountains to subdue the predatory bird-beings
all goblin force
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>>4096844
>B1. Josephine Pearson, Human, Reformist, Merchant, and daughter of our Lord-Merchant Remy Pearson. She comes from a good family, has connections in Amica, and is an obvious choice, but for her noted tendency towards greed and maintaining appearances. Merchants gonna' merch, one supposes.

go with the danger you know
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>>4096832
>A1. Send admiral pipa. This will leave us some room for courting.
>A5' Cough, goblins?
>A7. LETS MAKE A BBQ. WHOEVER MAKES THE TASTIEST GRILLED MEAT WIIIINS
>A8' Science.

>B3. Bet she has some mean abs behind those garmets
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>>4096832
>A4. Farm
>A9. Study or use magic
Research divination
>A11. Send forces to the mountains to subdue or exterminate the predatory bird-beings
All goblins
>A1. Scout further
Inland

>B1. Josephine Pearson, Human, Reformist, Merchant, and daughter of our Lord-Merchant Remy Pearson. She comes from a good family, has connections in Amica, and is an obvious choice, but for her noted tendency towards greed and maintaining appearances. Merchants gonna' merch, one supposes.
She seems like a good choice. I kind of wanted B5, but this seems like the safer pick
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>>4096832
>A5, A6, A8. Everyone's getting tweaked about my plan a bit, so a bit of more direct side work can be afforded I suppose. Send a contingent of goblins along with a couple human muscle sorts to Victory Island for a bit of a scouting and harvesting run.

>B1: As stated, comes from good stock, has a lot of connections, seems largely nice. She'll be perfect for us/him.

>>4096848
Not yet on A11. Once the snows start clearing up.
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>>4096848
>>4096856
>>4097018
>>4097046
>>4097065
A1, A5, A8, A11, and B1

We kick off the new year with yet more missions for our troops: a scouting party inland, and one overseas! However, while our initial intent is to load these parties with 'disposable' goblins, this proves untenable: we have many goblin sailors and soldiers, but not enough to form even a full contingent of 10 for both journeys. As such, we send Admiral Pippa Hussein with a cadre of goblins and a few humans to Victory Island, and a largely goblin contingent led by Krazir inland, to battle the birds and seize some mountainous foothill territory for foresting and possibly mining. They are also to be on the lookout for the mysterious civilization leaving the trail-markers.

Our Prince, not yet briefed (for obvious reasons) on our goblin population control plans, salutes the departing troops, exchanging as subtle a smirk with Krazir as he can manage. When she turns his back, the worry returns to his eyes; he may not know we plot the partial doom of her race, but he DOES know how dangerous the woods and foothills inland are reported to be. A small comfort is the company of his fiance at the seeing-off ceremony: Lady-Merchant Josephine George Pearson, now a princess in waiting. Following traditional noble courtship rituals of Amica, their marriage is to be made official if no unresolvable issues emerge within a month--Krazir being away for that time might be good, or bad, for the Prince is able to focus all his free time on his fiance... And on his drinking. No carousing with prostitutes, though--he shows some decorum. For her part, Lady-Merchant Pearson seems delighted with the status and connections this will open up, and cannot fault a handsome prince.

The other major occupier of the Prince's time is construction of the new Trade Academy, a tool by which the council may direct the education of young minds. in years to come, and better prepare our civilization's workforce for challenges ahead! Its construction uses up much of our remaining wood supplies, and leaves many of our laborers clamoring for us to focus on manufacturing more tools from iron (or at least stone) and wood.

[...]
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>>4097305

Our troops return from their inland missions first; one goblin is snatched up by a bird-creature, and Krazir (who opted for the more dangerous group after they split, evidently) is injured badly... But their arrows and swords dispatched two bird-men, who they bring back rolled in pine-needle blankets for our medics and farmers to observe. These beings have some of the outward proportions of humans, but a row of keratinous blades resembling a beak in lieu of teeth and lips, and wings covered in something between fur and feathers. They wear no clothes, and have signs of the same winter plumage pattern as our food-birds. They have no arms or hands, but their feet are prehensile and razor-clawed, and they have no obvious sexual dimorphism (or we've only seen one sex). Krazir reports no signs of intelligence or diplomatic intent. "Animals," she says grimly, "but tactical, cruel. Like flying warg."

The other away-party that left with Krazir reports back two days later. They bring a smattering of the small, carved markers, with their strange script; evidently, someone has been digging them up as the snow covers them, and resetting them. They can make hide nor hair of the carvings, nor did they see any evidence of what left them. They do note something like aw weirdly-proportioned wolf being spotted in the darkness of the wood at night as they camped, though, they it fled from their steel and fire, and they were unable to pursue it as a blizzard swept up. They lost no men, women, or goblins.

Lastly, Admiral Pippa returns in The Albatross Heart. She reports that the apes we marooned are still alive on the island; they flung rocks and feces at us as our ships approached, but fled when we made landfall and presented no further issue as we went about investigating the island. Over the course of their two weeks there, they primarily scouted the coastline, and they noted what appeared to be a small vortex on one rocky cliffside--potentially an entrance/exit to the submerged dungeon? They also noted that the apes have taken to praying about the dungeon, and have been fruitlessly attempting to construct boats that can endure choppy seas and heavy precipitation, but without hand tools or any experienced craftspeople (if indeed the apes have carpenters to begin with) they cannot. They have settled for frond-based lean-tos and shivering in the sleet. They have propped these up and reinforced them with their "sacred" stones; they still show no signs of using the iron for anything, and only rudimentary use of fire.

Year 2, Month 1: Begin!

[...]
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>>4097336
A. What is our focus this month? The weather remains unpleasant. Pick four, or double down on two:
A1. Scout further (coast? inland? the marshlands?)
A2. Gather wood for fuel and/or construction
A3. Fish/Hunt/Forage (the coast, the swamp, or inland?)
A4. Farm (seasonal penalties, but reduced by winter wheat!)
A5. Construct items (tools, weapons & armour, or both?)
A6. Scry (What/Who/Where? Use the Teardrop, or no?)
A7. Carouse to raise morale
A8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
A9. Study or use magic (what kind?)
A10. Send forces to the mountains to subdue or exterminate the predatory bird-beings
A11. Seek out the mysterious civilization nearby
A12. Other (write in)

B. Lady-Diplomat Riley, now visibly showing her pregnancy despite her best efforts, demands to be informed in advance of our next trip to Victory Island, and to be given the option to attend it or send her husband, to protect her interests. What do we do?
B1. Reject the meeting; she is being selfish, and we have all of our people to think of
B2. Concede to her request
B3. Schedule another trip right away (scouting, specify our approach to the apes: coexistence, extermination, aid, enslavement?)
B4. Schedule another trip right away (colonization, specify our approach to the apes: coexistence, extermination, aid, enslavement?)
B5.Other (write-in)

C. Krazir is very nearly slain in our bird-war, something which causes extreme distress to Prince George. What will we do in the future?
C1. Leave her off of dangerous missions (may attract attention)
C2. Continue to send her where the other goblin soldiers go
C3. Explain the nature of our plans to The Prince, so he understands what has happened, and let him make the determination
C4. Other (write-in)

D. According to our calculations, only the death of the goblin hunter saved us from the dreaded Demographic Swing. Goblin morale is up, human morale down... But neither catastrophically so. Not yet. Is urgent action needed?
D1. Yes! Send more goblins to the mountain to fight and die for Georgetown!
D2. Yes! Send more goblins to Victory Island next time we go, to get them out-of-sight.
D3. Yes! Have Virmoira and the mages study a blood magic ritual to make use of them.
D4. No, all is well. We have a plan.
D5. Naw man, it's all copacetic. I'm cool with goblins now, honestly.
D6. Other (write-in)
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>>4097346
A2. Gather wood for fuel and construction
A3. Fish the coast
A10. Send forces to the mountains to subdue the predatory bird-beings
A11. Seek out the mysterious civilization nearby

B3. Schedule another trip right away (scouting, specify our approach to the apes: coexistence)

C1. Leave her off of dangerous missions (may attract attention)
if they ask we tell them she is the prince's personal guard if they press we shut them up.

>D3. Yes! Have Virmoira and the mages study a blood magic ritual to make use of them.
Make it so that any goblin that does it with a non- goblin will produce a hybrid instead of a goblin, I have waited as long as I am willing.
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>>4097305
Hm. I was privately hoping Krazir wouldn't be leaving, but. She's alive and that's good. We can use that later.

(And 'doom'? That's a bit dramatic for what I have in mind.)

At least the Prince is learning a bit more.

I entirely agree that we should focus on manufacturing more tools. Cool.

Interesting about the birdpeople things.

ahaha, ape things. That's funny. Put a pin in that vortex thing.

>A5/A3 (Fish)/A2/A: As stated, I entirely agree with them. Let's build up some more tools. Fish as well. Simple as that.

>B2/B5: Absolutely. In fact, should you decide you want to go sooner than we figured on it, by all means let us know and you'll be set up at once. Perhaps next month when weather hopefully is more amendable to you and your condition, I was thinking.

Excellent.

>C1/4: Leave her off missions for the time being. She, while not absolutely integral to the plan, WILL make it far far easier to execute if she's still breathing and ideally in good spirits. Also formally commend her for her bravery and get her some good-ass medical care. YES, I'm going somewhere with this, and if those supremacists freak at that, then we'll talk to them personally.

>D4/2: No, but considering Lady Diplomat Riley wants to go to the island sooner than later, we'd be more than happy to send a goodly selection of capable and willing workers with her for honor, glory, and -wealth-. Goblins and humans both.

I suppose it's time to progress the side bet a bit more.

Mmm. Hope the weather is going to turn for the better sooner than later.
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>>4097346
>A2. Gather wood for fuel and/or construction
>A5. Construct items (tools, weapons & armour, or both?)
Focus on iron tools
>A9. Study or use magic (what kind?)
Study blood magic
>A8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
Train a few of our fishermen and cooks as brewers. Once winter's done and we start really farming, alcohol production could be really nice. I say we start a bit early since there's a failure chance implied

>B3. Schedule another trip right away (scouting, specify our approach to the apes)
Let Riley chose for herself the approach.

>C1. Leave her off of dangerous missions (may attract attention)
If anyone asks, we'll tell them that she's proven herself and deserves a break. For the time being at least

>D3. Yes! Have Virmoira and the mages study a blood magic ritual to make use of them.
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>>4097376
Hm. I don't know if I'm amendable to that as an auxiliary to plan C or not, though I understand your impatience. But I will admit a cornerstone of said plan to you in case you're fretting.

The goblins need to have high morale for this to take maximum effectiveness. It's not as counter-productive as it might sound.
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>>4097376
>>4097382
>>4097430
A2, A3 (fish the coast), A5 (tools), A9 (blood magic), B3 (Lady Riley in charge, scouting and possible settlement based on her evaluation, ideally coexistence with apes), D3

We deploy our forces again once again, this time in our immediate surroundings outside Georgetown. Our objective: wood for tools. Combined with our stores of iron, we are able to properly equip every farmer and fisherman in our society. Consequently, even without much focus on farming this month, we are able to store enough food to feed all our people for over a month!

Our sailors do deplete our stored water for their voyage, but water is abundant in this area, especially in this season; we are in no great danger of running out. With Lord & Lady Riley aboard, and a party of humans, goblins, and even the elven smith/miner/former ape prisoner Pelleas Dakian, The Albatross Heart sets sail again for Victory Island. Their mission: to scout out a good landing site, to set up an encampment, to stave off ape hostilities and hopefully make some degree of peace, and to turn the island to our use! We allow Lady Riley to set the pace, and with her pregnancy a month away, she must be eager to get away from prying eyes--when The Albatross Heart returns, it is sans a substantial number of the departing party, and their children who came with them. By properly framing this as our government's keeping of an important promise of wealth and authority to a traditional Amican Polytheist, and with the racial balance redressed for the moment in favour of Georgetown's humans, morale among those groups improves.

Nevertheless, the council feels a more permanent solution is needed to The Goblin Problem. We recognize their value as a people and as individuals--especially Krazir's value to our Prince, which is why we pull her off of the dangerous away missions for a time--but they cannot be allowed to outpopulate and dominate the humans of our settlement.We consent for Lady Virmoira to research a blood magic ritual to put things in check. While she is too specialized in divination to properly attune her energies to this discipline, she does find a solution... And proper pupils for the subject. Blood is a magic of life and death, and what else is close to life but healing? Rathiain Ennelis of the elves, and Zoé Affré if the humans, both take the discipline in stride. As one is his lover and the other his pupil, Royal Mage Zane Watson is displeased with this, to say the least; he is adamantly against the use of blood magic unless absolutely necessary. Still, we cannot pretend it does not produce results: by the end of the month, they too report back with TWO possible solutions.

Year 1, Month 2 is upon us!
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>>4097716
A. What is our focus this month? The weather remains a touch unpleasant, but it's mostly a cold rain now. Pick four, or double down on two:
A1. Scout further (coast? inland? the marshlands?)
A2. Gather wood for fuel and/or construction
A3. Fish/Hunt/Forage/Gather Water (the coast, the swamp, or inland?)
A4. Farm (seasonal penalties, but reduced by winter wheat!)
A5. Construct items (weapons & armour? other?)
A6. Scry (What/Who/Where? Use the Teardrop, or no?)
A7. Carouse to raise morale
A8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
A9. Study or use magic (what kind?)
A10. Send forces to the mountains to subdue or exterminate the predatory bird-beings
A11. Seek out the mysterious civilization nearby
A12. Check in on Victory Island scouts (by boat? by divination?)
A13. Other (write in)

B. No visits from the bloody-haired "mysterious stranger" just yet, but here we are: outfitted with two blood mages! And between the two of them and Virmoira, we have two possible solutions... Or, well, three. The obvious one, and the spell we know best, is one to sacrifice some goblins outright to boost a spell. Alternatively, we could also attempt to modify their bloodline to reduce their reproductive rate or to allow them to produce true hybrids, like elves and humans do. However, the outcome of these new spells is less certain...
B1. Sacrifice some goblins (choose how many, and what to boost, but be aware that this will require a major cover-up or will inflict MAJOR morale penalties)
B2. Slow their breeding rate through magic (results may vary, and morale penalties will likely result if we are discovered)
B3. Enable human-goblin hybridization (no idea what they'll turn out like, and morale penalties may result if we are found out)
B4. See if we can call upon The Mysterious Stranger with a blood rite, so we can ask him for advice or clarification as to how to work the spell
B5. Consult with goblin community leaders before we take any action (may be a hard sell on our plans, but morale penalties will decrease for the race)
B6. Turn our back on blood magic for now; too risky

[...]
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>>4097726
C. It's time for the wedding of Prince George and Lady-Merchant Josephine Pearson! However, Our arrangement to keep Krazir close has caused the lady some concerns; she approaches the council, and intimates that, while George is keeping up appearances fine and is a worthy lover, The Prince spends far more nights in the embrace of his goblin lover than their own bed. She seeks advice, ahead of their nuptials; she doesn't need Krazir GONE, but she does plan to sire us an heir soon, and doesn't want to do so with a man whose attentions are so divided and who risks exposure of such an affair.
C1. Formally appoint Krazir the personal guard of The Prince, to cover up the affair more easily
C2. Speak with Krazir and/or Prince George about this matter
C3. Encourage Lady Pearson to hurry up with the heir; Price George's duty will compel him to focus upon the mother of the next leader of his people
C4. See if we can work out a magical solution to this with blood magic
C5. Other (write-in)
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>>4097726
Hmmm.

Question. With the 'cold rain' thing. How common is said rain? With the wedding happening this month, I want to see if I can't hit the big red button for Phase 2 and the part most folks might enjoy.
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>>4097732
(Admittedly I'm trying to speed things up because SOME PEOPLE just can't wait until things are at an optimum, so this'll necessitate slightly sub-optimal conditions.)
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>>4097732
20 days out of 30, it seems to rain at least a little; 10 of these are downpour.
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>>4097737
*sigh* Yeah, about as expected. Goddamnit, this makes things harder. Not nearly impossible, but harder, because it's not a good backdrop. Impatient mfers...

OKAY. Let's see if I can work around ol' Mother Nature.

Doing this in reverse for reasons that'll become apparent.

>C1/C2: Formally appoint Krazir the personal guard of The Prince. And seriously, let's get the adults in the room and talk like adults. Krazir, we've got some shit for you to do anyway (presuming people go along with my plan) that'll probably keep you busy for a hot minute.

>B6: Because of what I'm about to do. Although I'll admit I don't mind having the idea in our back pocket.

>A2/A5 (armor and weapons)/A7 (Holy shit if we can get it during a dry day or week that'd be fucking fantastic thanks so I'm doubling down.): OKAY. SO IT'S TIME FOR (EARLY) PHASE TWO.

Morale is up, people are largely happy, I think it's time for a festival. Not just any festival, though. The first annual (yes, annual) Time of Discovery! (Name pending.)

Hold on, I have a whole goddamn speech for this.
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>>4097726
>>4097753
Ahem.

>Ladies and gentlemen, I hope you have enjoyed these nights of merriment. They are well earned, for we have done great things here. Not a year past and already through strength of arms and combined might amongst all the races have we gotten thus far. Food and drink is plenty, and our people are expanding in so many ways, in both spirit and body. Our ever gracious Prince George has been wed, and we wish him many happy days with his beloved. Indeed, as a peoples, we grow at a pace hardly rivaled by the settlers of old. Much of this is thanks to our acknowledgement that, in combining our unique skills- elven magecraft and wisdom, goblin drive and cleverness, and, of course, human grit and skill. Together, we have proven more capable than any one alone. However! I'm sure many of you are curious and wondering of this new world we have found ourselves in. Indeed, it is a grand mystery, and one with clear dangers- but none that are so deadly as to ground our spirit, nor our innate frontier curiosity. For is that not the core of the enlightened individual- to wish to grow and learn more about the world around us? And are not all of us enlightened, as we understood the truth of the deception back on fair Amica, and were so willing to divest ourselves of that scurrilous false king, to sequester and build, and build our strength until such time where we cannot and will not be denied!? Of COURSE!

>And so to that I have put forth a suggestion to our fair Prince (if the Prince announces this he obviously doesn't need to say that last sentence), that we might hold a challenge and event to prove the mettle of our men; elven, human, and certainly goblin, all of whom on this journey who have already done so well by us so far, their names sure to be writ in stone and steady history. And so this event is one that speaks to us of a base nature- the desire to EXPLORE, to DISCOVER, and to LEARN! A challenge to spread Amica to all corners of this land, wherein the swiftest, the most knowledgeable, and the most keen of eye and measured of step shall succeed. To the successful? Why, they shall be wreathed in gold, glory, and honor for the rest of their days! Gather a party of stalwart and strong souls (no more than 5 at a time) and all parties who wish to participate are to speak to (I dunno, the Prince or Krazir or whomever's an elf representative or just us), wherein they shall be granted a sponsor- this individual shall be responsible for assisting their preparations, determining their direction, and general time spent in the field towards their Discovery. Should the party sponsored find good land and return with good tidings, then should it be proven viable, the sponsor shall be granted a title of honor and many boons, while the party themselves shall be rewarded with the same along with gold (or other such fitting rewards) should their be recompense necessary.

>Now...who wishes to do as destiny demands, and make history?!

Now to explain.
>>
OKAY.

So basically, I wanted Goblin morale up as much as possible because the higher their morale, the more likely they'll be super down to do this, especially with the incentives and the minor history we've built up as goblins being important. The idea is killing three birds with one stone:

1: We cull some goblin numbers/find places where goblins would be suited to live later as well.
2: We find good land for future expansion.
3: We placate the supremacists and give them nice things to shut them up (while still convincing them to play fair about it all).
4: We instill a sense of 'going out and doing things is good and is something respectable, not just sticking around here' for goblins (and other races) which will make things easier in the future regardless of what happens. Which will help for Phase 3.

So we win, goblins win (though they also lose), the humans win.

Smiles all around! (Some more bloody than others.)
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>>4097762
Oh, I forgot, we really do need to commend Krazir before we do this if it goes through, it'll help with the morale thing a shitton.
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>>4097758
>>4097762
So the core idea is to send the goblins into the mainland and get themselves killed for the greater benefit of the colony? That's... actually what I had in mind when I suggested sending them to those dangerous attacks against the megafauna, albeit on a grander scale. I support the idea. I do have a few points of contention and general comments:

Firstly, I think the goblins will be very down for this as a baseline. They seem like an adventurous race that is naturally attracted to this kind of thing. I think they will accept in good numbers. That being said, I am highly against granting hereditary titles and (especially) land rights. That is exactly the thing that could get the pro human faction riled up. I think the focus should be on non hereditary honors and positions. For instance, I can see us having a prestigious spot on the royal guard reserved for the most worthy goblin candidate to encourage competition (i.e. likely rigged so Krazir gets it). A royal stipend of booze or flashy, ostentatious medals could really encourage fervorous participation while not granting noble titles or land (which could really piss of the pro human faction). I think that restricting land and hereditary rights is important since otherwise it's granting non humans another avenue to power and influence in their eyes. I think you're overstating how much humans benefit from this on net, assuming this setup allows for non humans to have a solid path towards (basically) nobility. Reducing the goblin population is merely to the end of limiting their overall power and influence in the colony.

An effect of this is that the (mostly human/elven) smiths will start to get swamped with work. I think we should train more smiths, and also some more artisans. Smiths is obvious, but artisans would provide "luxury goods" that will help motivate Glorious Incursions inland. We should train brewers as well. Nothing fuels adventure and really dangerous decisions like alcohol!

And a small, little, perhaps insignificant side matter. When we send out these people to the various expeditions, there will inevitably be injured people. Sometimes, of course, they won't fully heal and will succumb to their injuries, even after being turned over to healers (who may coincidentally do blood magic on the side). It is natural. If a few of them, theoretically, were to end up sacrificed in profane blood magic rituals... well, nobody would be the wiser, right?
>>
>>4097726
>>4097728
>A8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
Train more smiths, artisans, and brewers. Doubling down.
>A5. Construct items (weapons & armour? other?)
Arms and armour. Doubling down.

>B4. See if we can call upon The Mysterious Stranger with a blood rite, so we can ask him for advice or clarification as to how to work the spell
Let's consult the expert. This may be a longshot, but I think the ideal would be to have a spell that would actually boost human fertility instead of decreasing it for goblins. If we can get humans to be more fertile, (maybe more twins/triplets?), then we can get their population growth to match that of the goblins. It would certainly be more humane than reducing that of the goblins. If anyone would know how to do that (if it's even possible), then it would be this mysterious, totally not Lucifer, stranger.

>C2. Speak with Krazir and/or Prince George about this matter
They both seem very adult and reasonable. Prince George in particular has matured a lot I feel, so we can probably reason this one out.


On a final note, let's delay "Phase 2" to the start of spring, which should be soon. I think it will have good symbolism to it, as well as granting us a little more time to get ready for it.
>>
>>4097844
support

I think we should go for full Hybrids
>>
>>4097838
>So the core idea is to send the goblins into the mainland and get themselves killed for the greater benefit of the colony?

Nothing so crude, and I suspect this is where support for my ideal will end. Simply put, although I believe in a human plurality, I do not believe in human supremacy. Mind you I don't believe that any race should be above another at all. Unlike apparently you and 1 or 2 others here, I fully believe in the Reformist ideal of everyone equal. Everyone should have a shot at making it big. My plan was simply to cull the numbers of so as to reduce the odds of goblins doing so, and Ideally socially developed them so that they take more honor in being doers than Administrators. But in no way, shape, or form do I want to enact systematic oppression or racism. Merely balancing the numbers so that logistically we don't end up with a majority goblin upper class when that wouldn't represent the cultural makeup.

I'm willing to adjust things so that humans have a fair shot that don't involve sheer racial numbers swinging the likelyhood to an unfair place, but I refuse to grant opportunities and rewards based on the system of 'you are human, they are not, so you get special privilege'. If the Supremacists want those positions, they have to git gud just like everyone else.

And no goddamn blood magic. I'm honestly surprised nobody can see where this is going to go. He's going to come back, hes going to slowly influence our people to follow in the service of either his dark gods or himself, and we are going to lose influence bit-by-bit until it all falls into blood magical pain and anarchy. It's a classic play and he basically told us as such up front when we talked to him.

...I do agree with making various luxury goods, though. We need something stylish around here.
>>
>>4097753
>>4097844
>>4097928
Doubling down on A5 and A8, B4, C2.

We commit our new educational building to a massive retraining program, to produce brewers, smiths, and artisans. Our farmers and cooks find that they quite naturally take up the fundamentals of brewing, as do some of our otherwise-unspecialized prostitutes. Of course, now they all want us to farm and forage some fruit and grain to brew their beers, wines, and spirits!

Weavers, sculptors, and carpenters make good artisans; our furniture and its woven coverings begin to take on a distinctive style, drawing from primarily Amican aesthetics but also incorporating some of the tightly-knit patterns of the goblins, and the loose, intricate, flowy knots of the elves. Excellent trade goods!

Smiths turn out to be the hardest to train from among our adult population, but by focusing their efforts and making the most of their failures, we are able to ensure virtually every soldiers is outfitted with a rough breastplate at the very least. As our smiths work at it, they improve, so that our Prince's favorite goblin gets something reasonably competent, and with our Loyalist coat of arms on it no less!

The Council presents the breastplate to her at a private meeting, to which we call both she and The Prince. Krazir fidgets nervously and dabs at her make-up, clearly unused to being called before such high authorities (apart from the Prince, but one supposes the atmosphere here is different); The Prince takes her hand automatically to calm her. We explain that, following the marriage, Prince George has accepted certain duties to Princess Josephine, and that they require him not to be so 'divided' in his attentions. The two exchange glances, and The Prince proposes a schedule: odd-numbered evenings he will remain with Josephine, while even he will remain with Krazir. Krazir for her part looks a little troubled by the rigidity of this, but acknowledges the necessity. We also can't help but notice that, despite our healthy crop of contraceptives, Krazir looks... Maybe a little heftier? Better fed, or...?

Well, there will be time to sort that out later. Our mages interrupt the meeting, which has run a little late, to remind us that it is nearly dusk: the ideal time for our ritual. We make our apologies and depart for the mage's college. The Royal Mage is not in attendance, thoroughly disapproving of this "reckless foolishness", but Virmoira, Ennelis, Affré, and most of the rest of the mages of Georgetown are gathered to behold the blood rite. Virmoira recites the text of an ancient, skin-bound tome; our blood-mages recite it back, gesturing with hands and knives in complex geometric patterns, and then they slice open their wrists, leering the blood flow into the carved sigils upon the floor. We wait with anticipation and fear in equal measure--not everyone of the council approved of this invocation--for the Mysterious Stranger to rise up from the bubbling blood...
>>
>>4098028

But instead, we hear a knock at the door, and when we open it... There he is. He asks if he may enter, casual as can do... And this time, we say yes.

He hears of our dilemma, and informs us that to change the fertility rates of humans or goblins would be a fairly simple thing, though we might expect some... Side-effects. Nothing major, he says, but blood magic can leave a trace, like when it coloured our contraceptives and turned our nation's collective spirit towards the arcane. To create a HYBRID would almost certainly leave obvious signs, if the sudden existence of goblin/human crossbreeds wasn't obvious enough... But he notes that this is the far more interesting approach to him, and he'd be willing to help. Maybe even to help us weave some specific characteristics in!

To do either, he notes, would be easier and less likely to backfire if we were to sacrifice child of each race we seek to alter.

And so Year 2, Month 3 will begin, shaped by our choices as always... But perhaps now, more than ever before, for the fate of two species of people lays in our hands.

[Demographics and choices to come]
>>
>>4098034
A. The most urgent decision before us is what do do with the Mysterious Stranger's offer. Thoughts, councilors?
A1. We shall do nothing with it--not at the cost of children's lives! This is dark magic.
A2. We shall attempt the spell without the sacrifices, only using blood samples; it has worked before. (specify which version: increasing human fertility, decreasing goblin fertility, or enabling the birth of hybrids)
A3. We'll do it, whatever it takes, for something MUST be done! (specify which version: increasing human fertility, decreasing goblin fertility, or enabling the birth of hybrids)
A4. Screw it, let's just sacrifice some goblins.
A5. Other (write in)

B. What is our focus this month? The weather remains soggy, but it is no longer so cold. Pick four, or double down on two:
B1. Scout further (coast? inland? the marshlands?)
B2. Gather wood for fuel and/or construction
B3. Fish/Hunt/Forage/Gather Water (the coast, the swamp, or inland?)
B4. Farm (seasonal penalties, but reduced by winter wheat!)
B5. Brew alcohol
B6. Scry (What/Who/Where? Use the Teardrop, or no?)
B7. Carouse to raise morale
B8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
B9. Study or use magic (what kind?)
B10. Send forces to the mountains to subdue or exterminate the predatory bird-beings
B11. Seek out the mysterious civilization nearby
B12. Check in on Victory Island scouts (by boat? by divination?)
B13. Other (write in)

C. Shall we look in on Krazir? She appears to be maaaybe a wee bit pregnant.
C1. No need--as long as she doesn't miraculously birth a human, they will have no place in The Prince's house
C2. Yes, confront her and possibly encourage her to abort
C3. Yes, approach her and offer her our support
C4. Assassinate her--even if Pricness Josephine was to get pregnant this very day, she could not possibly produce a child before a goblin could, and this is a danger to our line of succession!
C5. Other (write-in)
>>
>>4098042
>A2. We shall attempt the spell without the sacrifices, only using blood samples; it has worked before. (specify which version: enabling the birth of hybrids)

Use multiple blood samples, the more blood the less likely this ends in failure, its hybrid time.

B2. Gather wood for fuel and construction
B5. Brew alcohol
B7. Carouse to raise morale
B12. Check in on Victory Island scouts by divination

C3. Yes, approach her and offer her our support

Her and Georges child/children will never hold power, but having them under the counsels thumb is a good idea.
>>
>>4098042
A. The most urgent decision before us is what do do with the Mysterious Stranger's offer. Thoughts, councilors?

>A2. We shall attempt the spell without the sacrifices, only using blood samples; it has worked before. Increase human fertility

B. What is our focus this month? The weather remains soggy, but it is no longer so cold. Pick four, or double down on two:

>B2. Gather wood for fuel and/or construction
>B3. Gather Water inland
>B9. Study chloromancy
>B12. Check in on Victory Island scouts by divination


C. Shall we look in on Krazir? She appears to be maaaybe a wee bit pregnant.
>C1. No need--as long as she doesn't miraculously birth a human, they will have no place in The Prince's house
>>
>>4098083
>>4098145
Currently leaning towards A2, and B2, but I'll await a third voter to break the ties or add their own input on the others.
>>
>>4098042
Ugh. It appears people's fear of the other overrides their faith in themselves. When did humanity begin to doubt itself so much?

>A1, though I'm spitting in the wind, clearly.

>B2, B3, B4 (Farm and Forage), B12 (Divination)

C3: Although this slightly concerns me, I have no true issue with it, and I personally see no reason for the child to not have some level of respect, technical bastard child or not. Always hated that stigma.
>>
>>4098214
support
>>
>>4097954
I worded it crudely, but the core idea I understood is correct in that it's (at least temporarily) controling their population by sending them out in exchange for gold and glory. Also, this isn't about some harebrained idea of human supremacy or whatever. I'm motivated by pragmatism. I think the colony has swung too far in the direction of pluralism at the cost of the core Human Amican population. I genuinely don't see you as conceding anything with the proposed annual expeditions as it was initially proposed. I think it can be remedied by promising non hereditary titles and by not granting land itself for success in that. It's not granting the humans free land or anything, so I don't see how it's giving them anything special. If a human party was to do well, they wouldn't get exclusive land, which is what I think you interpreted that as.

I think we should be careful about being too pluralistic and should maintain at least a slim long run human majority. Our end goal is to retake Amica. If we end up majority goblin with a human minority (which is set to happen due to birth rates) then we will be perceived as a barbaric, foreign horde and it will be impossible to get the kind of support we will need. I'm thinking well into the future, and any number of things could shake things up, but I think it's worth addressing sooner rather than later. Hope I'm making sense here

Anyway, supporting:

>>4098145

Except I support C3, not C1.
>>
>>4098281
>>4098222
>>4098214
>>4098145
>>4098083
A2, B2, B3, B4 (rolled tie), B12, C3. Post coming up!
>>
>>4098301

We dismiss the notion of a child sacrifice outright; the Mysterious Stranger shrugs, but is apparently content to help guide us through the ritual nevertheless. To reduce the chance of backfire or unexpected results, and to make the process as humane as possible, we attempt to use blood samples taken from our human wounded and our human mages to perform a blood rite to increase human fecundity. By the time we have completed it, the stranger is gone... And it isn't until the next wave of births, a month later, that we see what we have wrought. There is a surge in pregnancies, especially among practicing prostitutes: our contraceptives have apparently lost some of their effectiveness on our human population! Further to that, a pair of twins is born... Both with black irises and blood red hair. Royal Mage Zane Watson notes with obvious dismay that they both have auras which align closely with the energies of (you guessed it) blood magic. The population balance is not yet redressed, but it is the first month in a great many that more humans than non-humans are born among the Loyalists. Whatever its eventual complications, it seems the ritual was a success!

We set our adult population to gathering wood, foraging and gathering water inland, farming spring crops and harvesting our winter wheat and our very first potato crop! Some of the acquired water and food is snagged by our enthusiastic new brewers, who stage an impromptu competition to create the best brews they can. Vodkas, rice wines, and variously-flavored beers flow almost like water in Georgetown for a time; this probably helps to distract somewhat from the mysterious twins, but we know there will still be questions.

Speaking of questions, we have some for Krazir... But ultimately, we conclude, the main one is "how can we help?" She reveals that she is pregnant, but that she's not 100% certain the child is the Prince's; given that she's no longer "practicing" her original profession, though, and how frequently they have been together, this is most likely. She hasn't actually spoken to Prince George about the matter, not wishing to put him on-the-spot or make his duty to produce an heir of human birth more complicated... But, if we've noticed, she fears it is quite obvious, and he must know as well. She simply asks for a reprieve from field duty for now, for the aid of our healers when it comes time to give birth, and for our discretion in the meantime. Small requests, easily granted, thoguh one cannot help but wodner as to our duty to inform The Prince.
>>
>>4098391
We also look in on The Rileys and their party on Victory Island, using divination. Here, too, we see signs of the magic we have meddled with: a human child is born here with the same unusual hair and eyes. Perhaps this is not our doing alone, though, for we see the small black boat of The Mysterious Stranger upon their shores: he has paid a visit to this place as well, it seems. Lady-Diplomat Ariana Riley has given birth--related, perhaps?--and the child is... Seemingly normal, with a full head of hair but no obvious simian features that our mages see in the flash of images. The mining operations and the draining of the dungeon to make room for them have begun in earnest, and the apes of the island have been seemingly convinced (or coerced?) into participating in this endeavour; they do have a proper shelter now, though, and downy blankets, hinting at the price for their assistance. Interestingly, though, it seems the OTHER major project of The Rileys has been the construction of a Polytheist chapel. There, humans, elves, goblins,a and even some of the APES pray in something similar to the traditional Amican fashion, observing the seasonal rituals to the goddesses of spring! All this, under Lady-Diplomat Riley's watchful eye. This could get complicated in a hurry.

A. What is our focus this month? The weather is as often rainy as not, an uniformly cloud, but warming as we enter Year 2, Month 3. Pick four, or double down on two:
A1. Scout further (coast? inland? the marshlands?)
A2. Gather wood for fuel and/or construction
A3. Fish/Hunt/Forage/Gather Water (the coast, the swamp, or inland?)
A4. Farm (seasonal penalties, but reduced by winter wheat!)
A5. Brew alcohol
A6. Scry (What/Who/Where? Use the Teardrop, or no?)
A7. Carouse to raise morale
A8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
A9. Study or use magic (what kind?)
A10. Send forces to the mountains to subdue or exterminate the predatory bird-beings
A11. Other (write in)

B. What should we do about the growing settlement on Victory Island? We promised The Rileys this opportunity, but they seem to have taken this and ran with it, running the island like their own personal fiefdom. Still, they seem productive... Select any compatible options which you wish to pursue
B1. Send a ship (with who?) to discuss their conversion of the residents
B2. Request taxes (iron? stone? other?)
B3. Request the return of the Rileys
B4. Demand the freedom of the apes
B5. Inquire after Baby Riley (maybe inspect him more closely?)
B6. Check out that dungeon
B7. Other (write in)

C. Shall we tell The Prince what Krazir told us in confidence: that he is likely to be a father to a little green bundle of goblin soon?
C1. No, there is no need to trouble him with this, especially if Krazir prefers to keep it quiet
C2. Yes, he has a right to know
C3. No, and in fact let's tell him the opposite
>>
>>4098404
D. What shall we do about the children born from our ritual, resembling The Mysterious Stranger?
D1. Let them be
D2. Keep an eye on them
D3. Bring them in for more thorough magical examining
D4. Execute them, for safety's sake
D5. Call upon The Stranger again, to ask for an explanation and what to expect
D6. Other (write-in)
>>
>>4098404
whatever the magority is for A

B6. Check out that dungeon
C1. No, there is no need to trouble him with this, especially if Krazir prefers to keep it quiet
D3. Bring them in for more thorough magical examining
and
D2. Keep an eye on them
>>
>>4098281
Only vaguely. The problem I have with your alterations is that it's simply not fair. When I say equal possibility I DO mean equal. Not exclusive land, but the simple fact that humans get an opportunity goblins don't. THAT is what doesn't sit well with me, and the whole 'keeping goblins in check' thing can be done without depriving anyone of opportunities wholesale. You just don't want to wait because...I don't know for certain, I can only presume some kind of fear.

Also, the idea of a majority of goblins equaling a barbaric horde? That's just foul and barbaric in and of itself, to me. Again, it smacks of 'they are different than us, fuck them'. Which I can't approve of. I'm ALSO thinking long term here, and I want to do right by people. And by people I mean more than, but including, decent human beings.
>>
Shit. Just on break, will respond more thoroughly in a few hours.
>>
>>4098479
We are making sure the nation remains majority human we have the votes to make it happen you don't have the votes to stop us. Just be glad we are using humanian methods.
>>
>>4098479
HUMANITY FIRST, the other races are welcome as long as they do not threaten the hegemony of mankind in this human nation.
>>
>>4098404
>A4. Farm (seasonal penalties, but reduced by winter wheat!)
>A5. Brew alcohol
>A1. Scout further
Inland, looking for mineral deposits especially
>A2. Gather wood for fuel and/or construction

>B2. Request taxes (iron? stone? other?)
Iron. Promise we will send a ship with alcohol and other supplies soon enough (if they would like that)

>C1. No, there is no need to trouble him with this, especially if Krazir prefers to keep it quiet
I say we leave the choice to Krazir. I think she is mature enough to decide this for herself

>D1. Let them be
I'm okay with this or D2, but I lean slightly towards this.

>>4098479
I don't see choosing to grant non hereditary privileges to everyone as rewards for the annual event as racially unfair. Also, I never said the goblins make for a barbaric horde. I said that's how it will be seen as once we begin to retake our homeland if we have a goblin majority. Taking Amica back without support from local nobility will be next to impossible.
>>
>>4098535
>>4098411
Pending at least one more vote to post! Still under the weather, though, so may nap.
>>
>>4098411
>>4098535
A1, A2, A4, A5, B2, B6, C1, D2

We go about our days as we always must: first and foremost, concerned about keeping our people fed, sheltered, heated, and happy. For the second month in a row, human births outpace non-human: to the Hunter family, another pair of mysterious twins is born. Questions begin to grow louder, more pointed... But our targets are on track. Our demographics are slowly shifting back towards a human majority, albeit an odd-looking one. Our food stores grow as the weather improves and our pigrats finally reach a more respectable size through careful breeding. We count our blessings that Krazir has no resentment for her pregnancy or her child's lack of official recognition, for it saves us paperwork... Especially now that Princess Josephine is also expecting!

Best of all, we formalize the impromptu brewers' contest and springboard off of it to launch a national holiday celebrating adventure, exploration, and discovery! We offer rewards to those who best embody this spirit... Though we remains vague as to what those shall be. People are excited, though, and before long we send our scouts inland, seeking out a means to access to mountain's mineral riches without confronting the 'harpies' (as people have taken to calling the bird-creatures) directly. What we find is promising enough:keeping to the low, tree-covered foothills, our scouts are able to circle around to a pass with many cavernous entrances into the mountain on one side, and no immediate sign of harpy activity. However, they do encounter something else which gives us pause...

But before we get to that (and we will) there is the matter of Victory Island! Mining efforts of the continent proper will require iron to make the most of, and to that end, we must make use of The Rileys' windfall. We send two ships: one to check in on the situation and collect taxes in iron, and another to transport adventurous troops to at long last investigate that submerged dungeon. It's now only partly submerged, and the opening is a gaping wound in the centre of the island: fresh water has been pumped out to help water men, apes, crops, and livestock, in advance of the mining operation. The Rileys seem resigned to the taxes, having already set aside what they consider a reasonable amount of iron: it is enough to easily double our supply back home! They also offer us free rein to investigate the mine for magic items and hostile beings as they drain it out, for their only immediate concern is that no such troublesome things interfere with their mining.
>>
>>4099032

A. Probably our biggest and most immediate concern is the discovery made in the foothills. No, not the saves: the OTHER one. Our scouts and hunters who began logging the area report seeing more of those strangely-proportioned wolves we had heard tell of during the winter, but gathered in small packs: they appear where we begin chopping down trees, and flee silently when we pursue them or open fire. Where one such incident occurred, though, we found tracks indicating forepaws with thumbs... And we found those strange trail-markers, half-finished. Are the wolves our "mysterious civilization"? What should we do about them?

We report no casualties there yet, save those inflicted by a large-billed, robust, flightless cousin of the storks--a goblin hunter and a goblin soldier.

A1. Attempt diplomatic contact: this cannot end up like it did with the apes. Ensure all aggressive actions towards them cease.
A2. Oh gods, this is just like the apes all over again. Beastmen! Strike first, strike hard. SHow them who's boss
A3. Scry them (Teardrop, or no?)
A4. Continue to do our work there, but do not confront them directly; let them make the first move
A5. Other (write in)


B. People are growing increasingly curious, even concerned, about the 'blood children', as our mages privately refer to them. Not everyone saw The Mysterious Stranger during his two visitations, but enough caught a glimpse to make this an issue in the waiting, if it wouldn't have been anyway. The children, thus far, seem to be maturing normally; apart from their blood magic affinity, they have no peculiar behaviours or characteristics. What do we do?
B1. Say nothing--if nobody brings it to The Prince, it is simply not that big a deal.
B2. Tell them it is a side-effect of the contraceptives, but harmless
B3. Have the medics and mages examine the children publicly to assuage fears
B4. Tell the people the truth
B5. Other (write-in)

C. What of the Victory Island dungeon? Earlier scryings revealed a source of magic and faint lfie signs from within the dungeon. Who should we deploy to plumb its depths as we drain it?
C1. Soldiers and hunters
C2. Soldiers and casters
C3. Soldiers, hunters, and casters
C4. Send the apes in ahead as 'canaries', and then one of the above
C5. Other (write-in)

D. What is our focus this month? The weather is beginning to mellow out and warm further; we meet Year 2, Month 4 in the embrace of the sun! Pick four, or double down on two:
D1. Scout further (coast? inland? the marshlands?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (the coast, the swamp, or inland?)
D4. Farm
D5. Brew alcohol
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Carouse to raise morale
D8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D9. Study or use magic (what kind?)
D10. Explore the cave system in the foothills
D11. Other (write in)
>>
>>4099048
I say: a1, b3, c4 +3, and I'm not sure about d. Anything will do.
>>
>>4099048
>A1. Attempt diplomatic contact: this cannot end up like it did with the apes. Ensure all aggressive actions towards them cease.

B3. Have the medics and mages examine the children privately first if everything is good then we can do the public one to assuage fears

C3. Soldiers, hunters, and casters
C4. Send the apes in ahead as 'canaries', and then one of the above

no preference for D
>>
>>4099048
>A3. Scry them with the Teardrop

B. People are growing increasingly curious, even concerned, about the 'blood children', as our mages privately refer to them. Not everyone saw The Mysterious Stranger during his two visitations, but enough caught a glimpse to make this an issue in the waiting, if it wouldn't have been anyway. The children, thus far, seem to be maturing normally; apart from their blood magic affinity, they have no peculiar behaviours or characteristics. What do we do?
>B5. Tell them we suspect it's a side effect of the bloodmagic we used on the contraceptives and have the medics and mages examine the children publicly to assuage fears


C. What of the Victory Island dungeon? Earlier scryings revealed a source of magic and faint lfie signs from within the dungeon. Who should we deploy to plumb its depths as we drain it?
>C3. Soldiers, hunters, and casters


D. What is our focus this month? The weather is beginning to mellow out and warm further; we meet Year 2, Month 4 in the embrace of the sun! Pick four, or double down on two:
>D4. Farm
>D9. Study chloromancy
>D10. Explore the cave system in the foothills
>D11. Begin growing contraceptives naturally
>>
>>4099048
>A1. Attempt diplomatic contact: this cannot end up like it did with the apes. Ensure all aggressive actions towards them cease.

>B3. Have the medics and mages examine the children publicly to assuage fears

>C3. Soldiers, hunters, and casters

>D4. Farm
>D10. Explore the cave system in the foothills
>D9. Study or use magic (what kind?)
Study chloromancy
>D1. Scout further (coast? inland? the marshlands?)
Scout the marshlands
>>
>>4099080
>>4099082
>>4099149
>>4099283
A1, B3, C4, D4, D9 (chloromancy), D10, D11 (rolled for tie)

We approach the half-way point of our second year abroad with a comfortable surplus of food, several delicious alcoholic beverages unique to our settlement, and a shipment of iron fresh from Victory Island. Not a bad way to begin Month 5!

However, life is never dull on the frontier. We seem to have made first contact with another race of beastmen, our dabblings in blood magic are dyeing our newborn children (another pair of blood twins were born this month, incidentally), and we have committed to a culture of exploration that sees us delving into two cave systems at once!

Before we move onto our operations abroad, we begin at home: human parents throughout Georgetown are growing suspicious and concerned about the now monthly birth of children with blood red hair and black eyes, like that of the mysterious "half-elf" that twice visited our settlement. From allegations of adultery to mutterings of witchcraft (the latter technically correct, but it was OUR doing and not the mothers'), anxieties are brewing. To settle matters, we decide to have our medics and mages examine the children publicly to 'get to the bottom of this' and to set people at ease. Of course, we know the cause, AND we've already been keeping tabs on the blood children: they are attuned to the energies of blood magic, but otherwise are seemingly normal children. One thing our medical examination DOES turn up, however, are instances of infant anemia. The doctors' recommendation? Lots of green vegetables, and a transition to a diet heavy in red meat when they are old enough.

Out in the foothills of the great inland mountains, we have discovered cavernous entrances into a cave system which we believe could be a source of mineral wealth! However, in clearcutting forests, we have drawn the attention of what we believe to be an intelligent race of somewhat-skittish wolf-people. We order our bold explorers to cease hostilities as soon as we realize they are no mere predatory beasts, and instead send our only available diplomat, the gobliness Aaluilt, with our Lord-Merchant Remy Pearson in tow and a small contingent of soldiers, laborers, and a cartographer. Their objective: to ensure this does not end up like the diplomatic mess on Monkey Island, and that we can establish peaceful relations with our new neighbors.

[...]
>>
>>4099515
Meanwhile, on Victory Island, we commit a full contingent of soldiers, hunters, and casters to the cause of clearing out the mine/dungeon/well at the centre of the island: an old ruin showing signs of elven and ape-man design. Two elementalists (including the notably-adept fire-mage Wysard, sole caster among our goblins) and a healing specialist join our brave non-magical troops in rappelling deep into the increasingly-dry depths of this dungeon and a rope woven by the locals: a full party of 20. It is a full day and night before they return, but to our people's great credit, they lose not a single soul!

They report a network of artificial caves, apparently once used in rituals and perhaps even to shelter from storms; they saw evidence of blood rituals, and weather-magic. The only organisms they encountered were gelatinous beings that sought to ensnare and dissolve (flammable), strange hard-bodied gliding squid (stabbable, and edible), and crustaceans that sought to grapple and impale our adventurers (delicious to goblin tastes, can be cooked in the shell). They also found a ruby-encrusted dagger, the source of the magic energies... Plunged into the chest of a strangely-preserved corpse of a being not unlike the ape-lord of Monkey Island. Wysard made the executive decision to fully immolate the body before retrieving it for our more seasoned mages to examine.

Meanwhile, back on the continent, our away-parties begin to explore the more naturalistic cave systems in the foothills, and find they expand into a network of interweaving tunnels; they also locate evidence of at least a few precious gemstones, and retrieve samples of same. Before they get too far, though, they are called back by our diplomatic party: it takes weeks, but they establish contact with the wolf-folk; it takes some trial-and-error, but by carving a block of wood to resemble the wolves' own trail-markers and leaving it out, we seemingly open negotiations. Strange, eerily quiet beings capable of going about on this hind legs or all fours like bears and without clothes, they appeared one morning around our encampment and presented us a woven basket filled with more carved blocks, some medicinal herbs, and dried meats and poorly-tanned hides. They weren't much for interacting, but according to Aaluilt and Pearson, their leader displayed some sort of psychic capability, and left them with a few vague impressions: welcome to their lands, concern for our rapid logging and expansion, and a warning about something dark in the cave systems if we go too deep.
>>
>>4099532
>>4099515

A. Our studies into chloromancy further improve our crop yields! And wouldn't you know it, our Victory Island way party returns not just with a magic dagger and a load of iron, but with some trade requests from The Rileys: they offer addition iron or stone, enough to double our supply again, but in return they request: the use of our best choloromancer for three months, hides and feathers for bedding and clothes, wood for improvement of their fortifications, and formal title over the island as a semi-autonomous colony. Cheeky, but not outside the realm of negotiations given our earlier promises to them. Thoughts? (select as many as apply)
A1. Yes to the chloromancer
A2. Yes to the supplies
A3. Yes to the grant of formal authority
A4. No to all
A5. Seize the iron by force
A6. Add caveats (religious, economic, contractual, etc.--write in!)

B. The wolf-folk seem... Nice. Sort of. Weird, though. They make people uncomfortable, and they seem to want us to check our expansion and resource development inland a little. They also offer us little elaboration as to their warning. The gift basket was nice, though, and the markers seem to contain a degree of magic! How should we continue our diplomatic approach to them and their apparent territory?
B1. Attempt to arrange a formal sit-down with their leadership, if such exists, to discuss terms
B2. Heed their requests and warnings: reduce our logging and expansion inland, and avoid the caves
B3. Keep on keeping on, and if they attempt to interfere with our sovereignty and our national interests, we'll address that when it comes time
B4. Other (write-in)

C. Our Festival of Discovery has proven a huge success! Well, maybe not at culling goblin numbers or reducing their influence, but we have blood magic working towards similar purposes now. We have uncovered new areas to explore, magic items, established diplomatic relations, and found possible sources of mineral wealth! How shall we reward our brave explorers? Please specify if goblin and human adventurers are to receieve different rewards.
C1. Titles and resource/land rights
C2. Ceremonies and non-hereditary titles
C3. Tangible rewards of goods and services
C4. Other (write-in)

D. What is our focus this month? The weather is beginning to mellow out and warm further; we meet Year 2, Month 4 in the embrace of the sun! Pick four, or double down on two:
D1. Scout further (coast? inland? the marshlands? the cave system?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (the coast, the swamp, or inland?)
D4. Farm
D5. Brew alcohol
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Carouse to raise morale
D8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D9. Study or use magic (what kind?)
D10. Study the ruby dagger and/or wolf markers
D11. Other (write in)
>>
>>4099554
>A2. Yes to the supplies
the formal authority is a bad idea and we need the chloromancers.

B1. Attempt to arrange a formal sit-down with their leadership, if such exists, to discuss terms
unlike with the colonization of the America's we have no second wave of settlers coming. We must have strong relations with our neighbors hell maybe we can even incorporate them into our nation.

C3. Tangible rewards of goods and services

No preference for D


[Good I hope the blood magic kids don't turn out to be vampires or some other crazy shit like that.]
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>>4099554
Thoughts? (select as many as apply)
>A2. Yes to the supplies


B. The wolf-folk seem... Nice. Sort of. Weird, though. They make people uncomfortable, and they seem to want us to check our expansion and resource development inland a little. They also offer us little elaboration as to their warning. The gift basket was nice, though, and the markers seem to contain a degree of magic! How should we continue our diplomatic approach to them and their apparent territory?
>B1. Attempt to arrange a formal sit-down with their leadership, if such exists, to discuss terms

C. Our Festival of Discovery has proven a huge success! Well, maybe not at culling goblin numbers or reducing their influence, but we have blood magic working towards similar purposes now. We have uncovered new areas to explore, magic items, established diplomatic relations, and found possible sources of mineral wealth! How shall we reward our brave explorers? Please specify if goblin and human adventurers are to receieve different rewards.
>C1. Titles and resource/land rights (Most humans and the goblin(s) who made the most beneficial discovery)
>C2. Ceremonies and non-hereditary titles (Most Goblins)

D. What is our focus this month? The weather is beginning to mellow out and warm further; we meet Year 2, Month 4 in the embrace of the sun! Pick four, or double down on two:
>D1. Scout further along the coast
Better to stay away for the cave system for now
>D3. Gather Water the the coast
>D6. Use the Teardrop to learn more about the local caves
>D11. Use chloromancy to replant trees.
This way we'll have more wood available to us and it's a show of good faith to our neighbors
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>>4099595
>>D11. Use chloromancy to replant trees.
That is a solid idea
>>
>>4099595
>Minor change to C2 Ceremonies and non-hereditary titles (Most Goblins and the humans who made less useful discoveries)
>>
>>4099600
your show to much favoritism to the golbins
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>>4099554
Going to be busy for the next couple of days, but backing >>4099595 / >>4099600.

Don't ruin things. All I have time to say for now is that people are going to strongly suspect the halfbreeds and they'll be persecuted as bad omens if anything sour happens- or even just because. Bank on it.

Riley may better serve our purposes being granted semi-autonomy, but I can understand why people would say no. Fears of rebellion. Still, I'd caution to not deny her too much for the immediate future.

Good luck, all.
>>
>>4099631
>>4099600
>>4099595
>>4099563

A2, B1, C1/C2, D1/D3/D6/D11
In Month 6 of Year 2, we attempt our fair share of compromises. We send feathers, hides, wood, and a small cask of tart berry-flavoured winter wheat vodka to the Rileys' operation of Victory Island, accompanied by a letter sadly stating our inability at present to offer up a chloromancer's service or any further autonomy. Lord-Diplomat Riley's curt reply shows he and the missus are clearly miffed, but it comes with another helping of iron (albeit less than originally offered), so that's not the worst thing in the world.

To Thérèse Massé and Wyzard the Goblin, we grant the title of Lady Magus and Lord Magus, and each is granted a plot of land to farm and tend to; likewise, Aaluilt the Diplomat and Lord-Merchant Pearson are granted surveyors' and miners' rights to the foothills and caves, split between them. A grand ceremony is held, and those other brave humans and goblins who made the most of the Festival of Discovery are honoured as Knights of the Order of Discovery (something our Council makes up to satisfy them), and are given ale and regalia carved from our ample supple of blue-grey island jade.

Despite the grant to Aaluilt and Pearson, we request that they give us time to sort out the diplomatic situation with the wolf-folk first before they do any further development; for now, we have them guide our laborers and chloromancers in the replanting and expedited growth of trees to replace those chopped down for wood. This seems to attract the attention of the wolf-people anew; they watch in that same strange quietness for a time, and then begin to help in the replanting efforts. When Aaluilt asks to speak with their leader, the concede to the request. When she reports back on the meeting it is a curious and illuminating account...

In lieu of in-person exploration, we attempt to scry the caves with the aid of Mera's Teardrop. Even gazing into the amulet, and with the aid of the mage's college, Virmoira gets hazy impressions at best. She tells our council that there is magic down in the depths, and a great and powerful will behind it that resents her intrusion; she grows faint and quiet, and sleeps for almost 24 hours straight afterwards, tossing and turning, muttering of elves and insects in her sleep.

[...]
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>>4099902
Our coastal scouts, led by the Hussein sisters, report sightings of great fish, tremendous colonies of creatures not unlike the gilled lizards of the marsh sunning themselves upon the beaches; they take the liberty of bringing back a few dead specimens of the latter. They sot several more, slightly different-looking wolf-folk peering curiously down from the rocks where trees grow closest to the waterline, but neither they nor the canids made any attempts to contact. They also report that, as one travels further north, the weather gets noticeably colder and rainier, as if it were still a few months behind, and great hairy creatures were spotted amongst the trees in places, as well as huge, horned creatures somewhere between a bird and a four-legged mammal. Perhaps most interestingly, they note seeing distant lights further north, but that the weather and practical considerations making their report prevented them investigating more closely.

----------------------------------------------------------------------
Our Lady-Diplomat Aaluilt's meeting with the apparent grand leader of the local wolf-folk was strange, to say the least: she and her guards and attendants were led in silence by a half-dozen dark-coated wolf-men to a tremendous wooden effigy, sprouting branches and apparently as alive as any of the nearby trees, in the rough shape of a wolf on its hind legs. She was encouraged to make an offering of food and, having done so, she claims the statues "spoke" into her mind, like the pack leader had on her previous meeting but with greater clarity, and that it was grown from the remains of one of the 'founders' of the wolf-people.

She brings back tidings of thanks for replanting the trees, which the wolves clearly hold as sacred. She attempted to broach the subject of logging rights, but was simply told that the balance of the natural world is of paramount importance to this place, and so we should only take what we need, and only expand and change the natural habitat insofar as we need to live healthily. On the subject of the caverns, the effigy told her only that the dark places below the mountains belong to "our mothers and fathers," but that they could not live in this balance--in attempting to modify it too greatly, they made "all these lands reek of blood", and eventually were forced to retreat underground to escape the horror of what they created. The horror abated above... But sadly, they believe it to persist below.


A. What shall we do with the warnings of the wolf-totem, especially in light of our own scrying attempts?
A1. Beware the caves (at least for now) and avoid them; brave the harpies instead, or search for other means to enrich ourselves
A2. Fear not--we are mighty with magic! March a contingent into the caves to clear out the menaces within, and seize the gems
A3. Grab what we can form the entrances, but plumb no deeper
A4. Other (write-in)

[...]
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>>4099917
B. The wolf-folk clearly have some potent magic and a long history of this place. What shall be our next diplomatic move in regards to them?
B1. Peaceful coexistence is fine; we need nothing more
B2. Attempt to begin a trade dialogue (what do we want? What do we offer?)
B3. Continue to expand, and push them back or integrate them as needed
B4. Offer a magical/cultural exchange
B5. Other (write-in)

C. And what of the Hussein's reports from the northern coast? Captain Margot Hussein, eager to earn title and land herself, offers to sail a full expedition up in search of the source of the far northern lights... But that could take her away for two months or longer.
C1. Too big a risk; stay closer to home
C2. See about contacting the other wolf-clans we encountered, and harvesting food from the sea and coast, instead
C3. Go for it: commit a ship and forces to an expedition to the far north
C4. Scry it first, then make a determination (Teardrop, or no?)

D. What is our focus this month? The weather is beginning to mellow out and warm further; we meet Year 2, Month 4 in the embrace of the sun! Pick four, or double down on two:
D1. Scout further (southern coast? inland? marsh? caves?
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (the coast, the swamp, or inland?)
D4. Farm
D5. Brew alcohol
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Carouse to raise morale
D8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D9. Study or use magic (what kind?)
D10. Study the ruby dagger and/or wolf markers
D11. Other (write in)
>>
A1 fuck harpies, b4 I like wolfpeople wolfs are cool, b3 fuck it now I'm curious, d10 twice for dagger and wolf Torrens, and 2 for d11: send diplomatic mission to reinforce good will and relations with our wayward isle state. We don't want them being autonomous(no Hong Kong here) but we can let them have a kind of leader of "victory (island) province".
>>
>A2. Fear not--we are mighty with magic! March a contingent into the caves to clear out the menaces within, and seize the gems
Seize the means of production

>B4. Offer a magical/cultural exchange

>C2. See about contacting the other wolf-clans we encountered, and harvesting food from the sea and coast, instead

>D4. Farm
D5. Brew alcohol
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>>4099924
A1. Beware the caves (at least for now) and avoid them; brave the harpies instead, or search for other means to enrich ourselves
leave that shit be we are already dealing with the fallout of the blood magic, one crisis at a time.

>B3. Continue to expand, and integrate them as needed

Make damn sure any tree we cut down is replanted and regrown with chloromancer help. if the land isn't needed for new housing or farming then we can have a minimum impact policy

C2. See about contacting the other wolf-clans we encountered, and harvesting food from the sea and coast, instead

No preference for D
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>>4100278
>>4100319
>>4100322
A1, B4, C2, D4, D5, D10 (dagger), d11 (Victory Island diplomatic mission).

In the interest of avoiding animosity with the neighbouring wolves (and further complicating our situation or overtaxing our small military force) we choose to heed the wolves' warning about the caves; going a step further, we invite them to an exchange of mystical and cultural knowledge; though their people seem prone to an inherent shyness and a preference for more quiet and natural spaces, they agree to send a few of their people.

Satisfied that the wolf-people of the continent are a good deal more reasonable and easier to treat with than the ape-folk of the islands, we belay Margot Hussein's northern expedition for now, instead asking her to travel back up the coast to contact the other tribes as we have our local canids. We also ask that she and her crew harvest and catalogue food and useful resources as they go. She departs, asking only that when the time is right, we give her the chance to lead any such expedition we DO charter; for now, this mission is more than auspicious enough for her, offering our first possibility of lasting trade.

Before we go hosting all-night ragers with telepathic dogmen, though, we decide it best to get our house in order. In Georgetown, this means farming and brewing to ensure we are well-stocked for the event: we slaughter some livestock to ensure sufficient charcuterie for cadre of carnivores, and our brewers go for broke on all new summery ales and spirits; of this departs with Hussein's ship, and still more sets sail with another crew bound for Victory Island, while the rest is laid out in preparation for the cultural exchange.

This is the other part of getting our house in order: sending our now-accomplished Diplomat to Victory Island, under the care of Admiral Pippa Hussein and our two locally-famed elementalist adventurers. Lady Alleulit's mission is to see if this matter of "autonomy" can be parleyed down to a change of title to "Governor of Victory Island Province".

--------------------------------------------
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>>4100556

Before long, the night of the cultural exchange comes. On all fours, a dozen wolf-men slink silently out of the shadows, coming to stand awkwardly at the centre of town where we have gathered our mages, our present Lords and Ladies, our honoured Knights of Discovery, and the Prince and Princess of Georgetown. They formally introduce themselves: The Lupins of Red Needle Blanket.

As it turns out, they do not drink much, but they appreciate the meats, and they show keen interest in our iron tools and our carved, jade centrepieces. For their part, they bring quite beautiful quilts and tapestries displaying detailed, zigzagging patterns of dyed feathers and softened, treated pine strips. The evening goes absolutely swimmingly (if a bit soberly for some of our tastes) until we broach the subject of magic.

They tell us of their skills in telepathy, telekinesis, and the use of trail markers to align and channel natural flows of environmental magic. Intrigued, we offer to show them our college in exchange for more details. The wolf-men show keen interest, but as they approach the college, they begin to scent the air, and their demeanor rapidly changes. All but one, the apparent leader, hastily make excuses and drop to their four-legged stances before vanishing into the dark; he who remains explains that "the stench of the blood" is upon the place, and his people know better than to go near such things. He thanks us for our hospitality and, a moment later, he too is gone.

A disappointing close to a promising night.

-----------------------

The first of our two ships to return is the Admiral's, back from Victory Island. The Rileys are open to our proposal, apparently, but they seek a new concession in lieu of their autonomy: special religious assurances for Polytheism on the island. They understand that it goes against our policy in Georgetown, but if apart from a desire to control the mining operation, their main concern is avoiding the spread of vice, irreligion, and the general decline in traditional values we've seen happen among the bulk of our people. If we grant them that, and agree not to tax them too heavily, they will be happy to remain under the banner of our Prince and his cause. Otherwise... Well, they make no pretense of rebellion, but it's clear that they see a common cause with our settlement generations hence as dependent upon certain allowances.

When Margot Hussein's vessel returns, it is near the end of the month; she brings back hauls of fish and reptile flesh, and a few specimens of live infant animals from up north: beaked, frilled, four-legged and feathered, these creatures stand as tall as a goblin at the shoulder even as 'pups'. Captain Margot explains that for the trade of some jade and iron tools to Thick Fog Lingering Clan (light grey, shaggy wolf-folk from the edge of the shore) they got the creatures, and that they have seen the adults reach sizes of 5 tons and 25 or 30 feet from tail-tip to beak.
>>
>>4100572

A. What do we think of Lord and Lady Riley's counter-proposal?
A1. Doable; we will make Victory Island Province a religious haven of sorts, in exchange for a formal pledge of lasting economic and political fealty
A2. They ask too much; refuse, and send a new proposal (write-in)
A3. Send a military detachment to make our authority clear; we want them in-line, but not at the expense of our dignity or our constitution
A4. Have The Rileys removed, and take direct control
A5. Other (write-in)

B. And what of our little embarrassment with the "lupins" of the local Red Needle Blanket clan, or the others from up north?
B1. Send diplomats (with trade goods?) to smooth things over with our locals; they live closest, and have useful knowledge and magic we have not yet fully taken advantage of
B2. Forget them; see if the "lupins" further north are less squeamish about blood magic, or at least ignorant enough of our dabbling in it to more easily negotiate for their magical secrets of knowledge
B3. Not worth the hassle; we'll just keep doing our thing, and they can get on-side or stay out of our way
B4. Other (write-in)

C. On the subject of blood magic, the mages report back on our Ruby Dagger--a tool specifically intended to amplify the effectiveness of a blood sacrifice and to store the power (and soul) of any beings slain with it until they are ready t expend later. When used in a blood magic ritual, the accumulated lifeforce can dramatically enhance a spell, or be used to turn the tide of a battle by unleashing raw force in combat! What do we do with it?
C1. Store it away for now; this is a dark tool, but potentially a useful one... Someday
C2. Test it out now--sacrifice some animals, see how it functions at boosting a spell
C3. Destroy it, for blood magic has brought us trouble
C4. Other (write-in)

D. What is our focus this month? The weather is warming up and drying rapidly now; we meet Year 2, Month 6 sweaty and humid! Pick four, or double down on two:
D1. Scout further (northern forests? southern coast? inland? marsh? caves? through the foothill pass?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (the coast, the swamp, or inland?)
D4. Farm
D5. Brew alcohol
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Carouse to raise morale
D8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D9. Study or use magic (what kind?)
D10. Study the wolf markers
D11. Other (write in)
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>>4100579
A
I will support any write in that sends a new proposal

B1. Send diplomats (with trade goods?) to smooth things over with our locals; they live closest and have useful knowledge and magic we have not yet fully taken advantage of
looks like the blood magic is backfiring.

>C3. Destroy it, for blood magic, has brought us trouble
It must be destroyed!

No preference on D
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>>4100579
A. What do we think of Lord and Lady Riley's counter-proposal?
>A1. Doable; we will make Victory Island Province a religious haven of sorts, in exchange for a formal pledge of lasting economic and political fealty


B. And what of our little embarrassment with the "lupins" of the local Red Needle Blanket clan, or the others from up north?
>B1. Send diplomats with trade goods to smooth things over with our locals; they live closest, and have useful knowledge and magic we have not yet fully taken advantage of

C. On the subject of blood magic, the mages report back on our Ruby Dagger--a tool specifically intended to amplify the effectiveness of a blood sacrifice and to store the power (and soul) of any beings slain with it until they are ready t expend later. When used in a blood magic ritual, the accumulated lifeforce can dramatically enhance a spell, or be used to turn the tide of a battle by unleashing raw force in combat! What do we do with it?
>C3. Destroy it, for blood magic has brought us trouble
Too tempting to keep and while I'm not above using bloodmagic, on rare occasions, messing with souls goes too far.

D. What is our focus this month? The weather is warming up and drying rapidly now; we meet Year 2, Month 6 sweaty and humid! Pick four, or double down on two:

D6. Scry the distant lights. Use the Teardrop.
>D8. Train or retrain our citizens
We need more diplomats
>D9. Study fire magic
It will be useful in the winter and reduce our reliance on wood, just make sure the mages practice it somewhere with plenty of water, away from trees
>D10. Study the wolf markers
>>
>>4100579
>A1. Doable; we will make Victory Island Province a religious haven of sorts, in exchange for a formal pledge of lasting economic and political fealty

House Riley has done a fantastic job. If they want to set up shop there i say more power to them. Maybe we can bethrothe our Princes first born to one to solidify this.

>B1. Send diplomats (with trade goods?) to smooth things over with our locals; they live closest, and have useful knowledge and magic we have not yet fully taken advantage of

We have a good rapport. Just dont bring up blood magic.

>C2. Test it out now--sacrifice some animals, see how it functions at boosting a spell

Test time

>D9. Study or use magic (what kind?)
Blood
>D10. Study the wolf markers
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>>4100820
>Maybe we can bethrothe our Princes first born to one to solidify this.
A quick reminder: though the Rileys may yet have childrwn together, this far their only child is actually the son of the ape-lord of Monkey Island.
>>
>>4100820
>>4100607
>>4100586
[Welp, first day back at work, and boy was THAT a mistake. Fever's back with a vengeance.]

It is tough to argue with the success of The Riley's work on Victory Island. However much we might hesitate to grant even our patriotic new Reformist sect a place of privilege in Georgetown proper, we decide we are willing to grant the Polytheists a special dominion in the newly-anointed Victory island Province, under Governor and Governess Riley. More ore flows forth in response, and while our irreligious folk and especially our Reformists and Feycrafters cannot help but feel snubbed by this declaration, it buys the island's cooperation and loyalty. No small thing, that!

Harder to smooth over is the matter of Red Needle Blanket. The lupin tribe of our nearby forests was distinctly put off by the smell of bloody rituals emanating from our mage college, but we are loathe to lose their friendship or support. As Lady Aaluilt is busy sailing back yet AGAIN to relay our consent of title to House Riley, we send Princess Josephine's father, Lord-merchant Remy Pearson, to continue negotiations with the wolf-men; he, and two of our cartographers, are fast-tracked in the ways of diplomacy, but he is already versed in the practicalities of it through his other duties.

----------------------------------------------------------------------------------------------

While some on the council are quick to point out the good blood magic has done for us, others--a slim majority, at least--are growing wary once more of the cost, including the diplomatic one. The ruby dagger, a tool which captures not just lifeforce but the immortal soul, is deemed too dangerous (and too tempting) a tool to keep even in reserve. After a great deal of debate, we commit to destroy the cursed thing.

Our elementalists busy themselves studying fire magic--better to avoid depleting the wolves' woods too quickly next winter! Our healers treat those injured in the expeditions. Our divination specialists study the wolf carvings gifted to us by Red Needle Blanket, and scry with our other artefact to scour the far north for teh source of the mysterious lights... And our blood mages and Archmage Virmoira, and Royal Mage Watson gather 'round to see to the Ruby Dagger.

[...]
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>>4102099
When finally they break it through force and spellcraft, though, we find it is no small and simple thing: the moment it begins to crack, a red miasma seeps out , rising to the ceiling and falling upon the floors of the mage's college like a bloody rain. The mad howl of a great ape goes up, full of pain and fury: the soul of the last victim of the dagger, filling the space. Only through the efforts of our blood mages to contain him do we avoid losing all four of our casters to the force of this dead ape-lord's grief and wrath! Blood floods the room, seeps from ceilings and floorboards, until it pours out into the street... And when this all ceases, there are twin cries from two houses in our village.

Princess Josephine, and Krazir, have both gone prematurely into labour.


Month 7 of Year 2 is upon us.
>>
>>4102102
We rush medics and healers to the sides of the princess, and to Krazir's bedside nearly as quickly; The Prince, knowing his duty, remains with his wife, but he cannot hide his terror for his lover as well, frequently looking to the window in the direction of our goblin quarter. It is deemed wisest not to transport either woman, their condition being strange, unknown, and possibly magic.

Make that DEFINITELY magic, for both women eventually give birth successfully, but to... Something new. Both infants are born blood red of skin and hair, with pitiless black eyes. They are of the appropriate proportions for children of their mothers' race, if not the right coloration, and seem otherwise normal (for now)... But the blood will not wash off.

---------------------------------------------------------

Lord Remy Pearson returns from his diplomatic mission, and to make the most of it, we debrief him before explaining the situations with his daughter (he is furious at first but, after he faints upon seeing his grandson, he most likely understands where we were coming from). Red Needle Blanket clan were wary of the approach of he and his contingent, but trading them some food, iron tools, and some stone carvings for their wooden ones proved enough of a gesture of goodwill to elicit talks with one of their telepathic 'wise ones'. They are fearful of dealings with "the bloody ways which nearly drowned this place, in the days of our mothers and fathers," but provided we are to meet them far from the smell of such things and to not send any of those energies into their woods, they are still open to sharing some of their other horticultural, geographic, and mystic knowledge with us in exchange for our own (non-blood) magic teachings and our tools, crafts, and histories.

Lady Aaliuilt returns shortly thereafter; her mission was also a success! She brings more than enough iron to replenish our toolkit, and the written commitment of House Riley and Victory Island to our nation. She, like most other people in Georgetown, wants to know what the deal is with all the blood being mopped out of the mage's college.

-------------------------------------------------------------

A. First things first: what do we do about Prince George's children? George is half-mad with nervousness and furious at our mages, Josephine horrified by what she has birthed, and Krazir is deeply afeearded for the fate of her child.
A1. Call upon the Mysterious Stranger with a blood rite; we need expert advice
A2. Ask the lupins of Red Needle Blanket for advice
A3. It is what it is; tell people it was just a side-effect of a spell (or the contraceptive herbs?) and that they're normal otherwise
A4. Hie them away for now, and study them
A5. Slay the children; this will bring ruin, scandal, or both!
A6. Other (write-in)
>>
>>4102143
B. Our studies of the wolf-folk's gifted carvings reveal that these are 'guardians'; the symbols and rough-carved wolf likenesses are infused with a magic that, allows them, when placed upon the gateposts of a door or wall otherwise sealed, to render the structure and all within repellent to unintelligent, non-magical animals--including pests and predators. What shall we do with them?
A1. Place them on our walls; this offers less comprehensive, but broader, protection
A2. Place them on the government house
A3. Place them on the food storage house
A4. Attempt to create more (with or without consulting with Red Needle Blanket clan?)
A5. Other (write in)

C. There is also the matter of the great northern beasts received from Thick Fog Lingering clan, on Margot Hussein's mission. They are young, but they will grow to be great creatures... In need of great amounts of feed, but also potentially of great usefulness. What shall be done with them?
C1. Make of them beasts of burden
C2. See if they can be useful livestock down the line (meat, feathers, eggs... all of the above?)
C3. Raise them to be war-beasts!
C4. Keep them as curiosities, or to trade later
C5. Kill them
C6. Release them
C7. Other (write-in)

D. What is our focus this month? The creeks and rivers are drying slightly, and the aquatic lizards are beginning to menace our fishermen and to jockey with one another: mating season? Pick four, or double down on two:
D1. Scout further (northern forests? southern coast? inland? marsh? caves? through the foothill pass?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Brew alcohol
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Carouse to raise morale
D8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D9. Study or use magic (what kind?)
D10. Trade mission (to whom? what will we offer, and what do we seek?)
D11. Other (write in)
>>
>>4102143
>A2. Ask the lupins of Red Needle Blanket for advice
A4. Attempt to create more (with consulting with Red Needle Blanket clan?)
C1. Make of them beasts of burden

no preferce D
>>
>>4102201
Ah shit, I DID list "A" options twice. Sorry!
>>
>>4102161
A. First things first: what do we do about Prince George's children? George is half-mad with nervousness and furious at our mages, Josephine horrified by what she has birthed, and Krazir is deeply afeearded for the fate of her child.
>A2. Ask the lupins of Red Needle Blanket for advice
Explain that this happened due to destroying a soulstealing artifact of blood magic that we found but never used

B. Our studies of the wolf-folk's gifted carvings reveal that these are 'guardians'; the symbols and rough-carved wolf likenesses are infused with a magic that, allows them, when placed upon the gateposts of a door or wall otherwise sealed, to render the structure and all within repellent to unintelligent, non-magical animals--including pests and predators. What shall we do with them?
>B4. Attempt to create more, consult with Red Needle Blanket clan


C. There is also the matter of the great northern beasts received from Thick Fog Lingering clan, on Margot Hussein's mission. They are young, but they will grow to be great creatures... In need of great amounts of feed, but also potentially of great usefulness. What shall be done with them?
>C2. See if they can be useful livestock down the line meat, feathers, eggs... all of the above


D. What is our focus this month? The creeks and rivers are drying slightly, and the aquatic lizards are beginning to menace our fishermen and to jockey with one another: mating season? Pick four, or double down on two:
>D1. Scout further northern forests
>D8. Train medics
>D9. Study water elemental magic
>D11. Grow more contraceptives with chloromancy if needed
>>
>>4102143
>A1. Call upon the Mysterious Stranger with a blood rite; we need expert advice

>>4102161
>B1. Place them on our walls; this offers less comprehensive, but broader, protection

>C1. Make of them beasts of burden

>D4. Farm
>D1. Scout further
Northern forests
>D9. Study or use magic
Study blood magic. We need to figure out what's going on with it
>D7. Carouse to raise morale
Some song and wine (or vodka in this case) should help keep minds off of the weird shit happening.

Once our population grows sufficiently, we should train some dedicated bards/thespians to help entertain and influence culture. Probably too early to do it soon though
>>
>>4102201
>>4102600
>>4102894

We spirit away the two blood-red children to Red Needle Blanket's main encampment, about the base of their ancestral carving. We need advice for how to cure the children, and while some on the council favour a visit to the 'source'--The Mysterious Stranger surely knows most about blood magic--others have decided it best not to invoke still more blood rituals unless absolutely necessary, lest it worsen the situation. Our Prince insists on riding out with his newborn son and daughter (named "Girgol") and their carers; Krazir is too bedridden to attend Prince George's side (rare for a goblin mother--they tend to spring back quickly), and Princess Josephine will not so much as look at her son, let alone name him.

In Georgetown, we turn our mages to the study--just study!--of blood magic, to pursue a solution for that which afflicts our Prince's children, and our people. To keep people's minds off of recent events--and to quiet their questions--we occupy them with a new medical training program and with farming, as well as the care and training of our great beasts from the north, who we attempt to teach to pull a cart or plow.

We set our more adventurous folk to scouting the northern forests, moving over-land parallel with the direction our ships traveled; our scrying the previous month revealed little insight into the distant lights, but we ask after them as we go, with the lupins of Thick Fog Lingering; few of their kind reply in any intelligible way, but the general sense we get is that it is a phenomenon which moves further south in winter, and drifts back north in summer, and can often be seen out at sea. We lose one goblin explorer to the dangers of the wilderness: a small horde of tree-dwelling creatures with long claws on hands and feet and sharp teeth, according to the survivors of the attack, who fended them off without further casualties thanks to their armour.

---------------------------------------------------------
>>
>>4103024
The lupins of Red needle Blanket smell us coming before they see us, evidently; even swaddled, the stench of blood magic wafting from prince George's children must be potent, for they silently fade into the forest before we can approach them in almost all cases. Only their envoy, whom they sent to our settlement before, and whom they call Roff--heeds our calls for help, though he maintains a safe distance. Prince George beseeches him, telling the lupin envoy our tale of woe... But his advice is perhaps not what we hoped. There is nothing for it, according to the lupin, but to abandon the children. This is the way of blood magic: to solve one problem with it is to create new problems which only it can solve, and so on and so forth; each problem solved begets new ones, until the blood magic runs thick through veins and rivers alike, and all must learn to swim in it or drown.

We plead that we incurred this curse by destroying an artifact rather than using it, and he expresses his sympathies. Still, the best he can offer is rumours of ancestors or creator deities, "mothers and fathers", within those foreboding mountain caves, and tells us of his people's encounters with tricky illusionists out of the plains through the pass. He warns that those below are as likely to be enemies as allies, and that the illusionists can do little more than hide the affliction; they cannot cure it, and it will fester.

He departs; as for the guardian carvings, he simply asks that we send a mage suited to the task of making warding charms, and ideally one who can help his people learn to "raise trees" as we do, when this "time of overflowing blood" is done.

----------------------------

Our Prince's party returns to Georgetown to check in on our other possible solution: the blood mages. Prince George departs to be with Krazir as she recovers; we bring both children, for Princess Josephine is despondent, and will not nurse her son, leaving Krazir to do the duty for both. She does so gladly, though not without pain, for both blood-red babies bite hard at the teat, for toothless things.

Our blood mages report back on a seemingly-useful spell--the only such thing they've found--in the form of an entry in the skinbound book from Virmoira's library: the Rite for Transference, allowing an illness or affliction to be 'drained' from one person into another. It works best when performed between two like people, even two similarly afflicted; the one who becomes the vessel for all the suffering may die or suffer worse, but the one whose affliction is thus removed may well make a full recovery!

We ask for time to consider. After hearing back from our northern scouts and checking in on the great beasts' progress (they are headstrong and slow to learn, but docile enough with proper handling and regular feeding), we grab some vodka and retire to the house of government. IT has been a long month for everyone; Month 8 comes quickly, though, on a chill breeze.
>>
>>4103037
A. What shall we do about Prince George's children?
A1. Slay them; chop off this infection to save our Prince's bloodline
A2. Send an expedition into the caves, to seek out "the mothers and fathers" for a possible cure
A3. Send an expedition through the pass to seek out the illusionists, to hide their condition
A4. Attempt the Rite of Transference; purge our Prince's heir of the affliction by transferring it all into his goblin half-sister
A5. Attempt the Rite of Transference; try to transfer the affliction from Prince George's children into two of the "blood children" in the settlement
A6. Call upon The Mysterious Stranger after all; this is too complicated for us
A7. Return to the Victory Island Dungeon, where we found the dagger, to seek a solution
A8. Other (write in)

B. Red Needle Blanket is wary of further cultural exchange while we are"infected" with blood magic... But even without further rituals, every month two more "blood children" are born. What should be done about this?
B1. Pursue trade and diplomacy with Thick Fog Lingering instead, for now; hide or downplay our blood magic
B2. Continue diplomatic entreaties with Red Needle Blanket
B3. Go it alone for now--we have our own problems, and our own solutions
B4. Seek out non-lupin trading partners

C. The northern lights seem to be a real phenomenon, and by the sounds of it, possibly tied to a mysterious civilization... But they are evidently easier to reach in a few months time, when they move further south. What shall we do?
C1. Seek them out!
C2. Wait for winter
C3. Continue to explore the inland north (note: not possible if sending an expedition for A)
C4. Other (write-in)

D. What is our focus this month? The creeks and rivers are drying slightly, and the aquatic lizards are beginning to menace our fishermen and to jockey with one another: mating season? Pick four, or double down on two:
D1. Scout further (northern forests? southern coast? inland? marsh? caves? through the foothill pass?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Deploy the guardian statues (where?)
D8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D9. Study or use magic (what kind?)
D10. Trade mission (to whom? what will we offer, and what do we seek?)
D11. Other (write in)
>>
>>4103051
>A2. Send an expedition into the caves, to seek out "the mothers and fathers" for a possible cure
>A7. Return to the Victory Island Dungeon, where we found the dagger, to seek a solution

"No more Gods damned blood magic! Using it in the first place was a mistake, using it again was stupid, and doing it a third time will only invite ruin and cataclysm!"

B2. Continue diplomatic entreaties with Red Needle Blanket
we can assure them that we are taking steps to deal with the "issue"

C2. Wait for winter
we have bigger issues

D9. Study magic (ways to unfuck ourselves anything to undo or counter the blood magic.) double up on this

D5. Carouse to raise morale
D2. Gather wood for fuel and construction

NO MORE BLOOD MAGIC
>>
>>4103051
A. What shall we do about Prince George's children?
>A2. Send an expedition into the caves, to seek out "the mothers and fathers" for a possible cure


B. Red Needle Blanket is wary of further cultural exchange while we are"infected" with blood magic... But even without further rituals, every month two more "blood children" are born. What should be done about this?
>B2. Continue diplomatic entreaties with Red Needle Blanket


C. The northern lights seem to be a real phenomenon, and by the sounds of it, possibly tied to a mysterious civilization... But they are evidently easier to reach in a few months time, when they move further south. What shall we do?
>C2. Wait for winter


D. What is our focus this month? The creeks and rivers are drying slightly, and the aquatic lizards are beginning to menace our fishermen and to jockey with one another: mating season? Pick four, or double down on two:
D1. Scout further inland
>D4. Farm
D7. Deploy the guardian statues where the lizards are causing trouble for our fishermen
D8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
>D9. Study water elemental magic
>>
>>4103051
>A2. Send an expedition into the caves, to seek out "the mothers and fathers" for a possible cure

>B1. Pursue trade and diplomacy with Thick Fog Lingering instead, for now; hide or downplay our blood magic

>C2. Wait for winter

>D4. Farm
>D9. Study water elemental magic
>D11. Other
Manufacture gunpowder. If we don't have the expertise for gunpowder, then instead
>D8. Train or retrain our citizens
Train alchemists
>D12. Other
Start constructing a decently big, proper temple for our new faith
>>
>>4103057
>>4103097
>>4103204
We don't give up on Prince George's children, but nor do we turn back to blood magic in our desperation. Rather, we decide it is time to brave the caverns in search of the so called "mothers and fathers," who the lupins of Red Needle Blanket tell us may hold a solution... If not our doom. Captain Aaron Owen insists on leading the expedition; our most skilled and seniormost military man, it only makes sense to send him; Krazir seeks leave as well, but with Princess Josephine still profoundly disturbed and disinterested in the 'corrupted' child born to her, Krazir is the the only one playing role of mother and wetnurse to the two growing bundles of trouble. We still largely hide the children away, and we've made no formal declaration of the heir's birth, merely announcing that the royal baby is very sick and being cared for privately; those who have seen the two children together can hardly tell them apart, save the slight difference in size and the characteristic snub nose of the goblin; both are growing small, sharp teeth sooner than expected, and have slightly-pointed ears.

We reassure our lupin trading partners that the situation of the children and the others which have resulted from blood magic are well in hand; we decline to elaborate, and they are polite enough not to ask. Their guardian carvings prove useful for protecting vessels from the aquatic lizards until such time as their spawning concludes; we lose no more fishermen this year. Between farming and fishing, we made a running start at stocking up for winter--just in time for the cold-and-wet start to the winter season!

Our mages trade knowledge with the lupins, and from our jade and with the lupins' knowledge, we are able to produce more protective sculptures: gargoylish protective figured to use as we see fit to protect our walls, granaries, and vessels.Warding Mage Alanis Aragella proves most adept at blending her fortification magic with the warding spells, while the goblin sculptor and artisan Blahzeeg informs the designs. Study of the elemental magics progresses more slowly, but fire magic advancements reduce the amount of fuel needed to keep us warm and dry, and water magic helps waterproof our primitive roofing.

Attempts by our blood mages to undo that which we hath wrought: less successful so far. They place another request to consult with The Stranger or to investigate the dungeon on Victory Island for clues, but the latter at least must wait until we train up a fresh batch of recruits in teh new year, or until our expeditions into the caves draw to a close; we are using all available manpower.

[...]
>>
>>4103471
We mobilize the whole of our terrestrial force, and even some of the navy, under command of Captain Aaron Owen. To most of the force, our objective is to obtain mineral wealth, establish a bulkhead, and root out dangerous animals or peoples within the caverns for the glory of Prince George; for Captain Owen, the blood mage Zoé Affré, and our spies, the main objective in knowledge or aid which can liberate our heir and his half-sister from their curse. We even send our most accomplished elementalist's son, Anfalen Elyra, and the goblin hero Lord Wysard! We promise titles, commendations, and more material rewards to those who serve well.

Our first wave of excursions splits into two parties; the first, after a month of scouring, find tunnels leading through the mountains, many with veins of strange, blue-silver metal as well as a smattering of gems; they came out on the other side of the mountains, high off the ground, and repelled an assault or two from nosy harpies as well. The second plumbs truly jewel-festooned caverns that seem more deliberately carved after a time (a more promising lead on that which we seek!), but are turned back after skirmishes with a next of spiders the size of dogs claims the life of one human soldier and injures several more men and goblins; Wyzard burnt it out, but the noxious fumes of the burning silk (and no doubt corpses caught within) drove them back to avoid suffocation.

Year 2, Month 9, begins with no cure and no contact yet with the "mothers and fathers", but with full larders and a well-stocked treasury.


A. Our forces are weakening, and spread somewhat thin just now; we only had 16 professional-grade soldiers and six hunters to begin with when we entered, and numbers will not go up until next January. What should we do?
A1. Keep on with our existing forces--mages and medics can pick up the slack!
A2. Recruit the aid of lupins
A3. Draft forces from Victory Island
A4. Hold our next assault on the caves until the new year
A5. Draft the youth who are nearly of-age: they will know this challenge soon enough
A6. Send and gems back to our homeland to hire mercenaries (will take some time--as long as three or four months)
A7. Other (write-in)

[...]
>>
>>4103486

B. Our northerly beasts are growing quite large now--at least twice the weight and half again the height of a horse! Their frills are growing the nubs of protective horns, and they are growing boisterous. They were a great help in our harvest, and should prove invaluable when it comes time to harvest winter wheat.... But they could also prove useful in battle, in the less-cramped areas of the caves or as we expand the tunnel system. Thoughts?
B1. Keep them to their work in town
B2. Send Margot Hussein and Lord Remy pearson to negotiate the purchase of more of these beasts
B3. Begin to breeding program as soon as able, and keep them in good shape until then
B4. prepare them for battle
B5. Other (write-in)

C. And what of Krazir's request? She is recovered now (albeit somewhat weighed down by baby weight and the characteristic top-heavy look of a goblin who is still nursing a baby). She is also a skilled warrior in her own right.
C1. Find and brief another wet nurse to care for the children until they are on solids; we need Krazir in the exploration efforts
C2. Keep her safe at home, caring for her child and our heir
C3. See about transitioning the children to solids (or something else?) as soon as possible, then send Krazir out
C4. Talk to princess Josephine about her rejection of her child; she is not keeping up ehr duties, and we need her to pick up the slack
C5. Other (write-in)

D. What is our focus this month? The creeks and rivers are drying slightly, and the aquatic lizards are beginning to menace our fishermen and to jockey with one another: mating season? Pick four, or double down on two:
D1. Scout further (northern forests? southern coast? inland? marsh? caves? through the foothill pass?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Deploy the guardian statues (where?)
D8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D9. Study or use magic (what kind?)
D10. Trade mission (to whom? what will we offer, and what do we seek?)
D11. Other (write in)
>>
>>4103486
>A2. Recruit the aid of lupins
Say something along the lines of we seek to staunch the flow of blood, but need help to do it.

>B3. Begin to breeding program as soon as able, and keep them in good shape until then

C4. Talk to princess Josephine about her rejection of her child; she is not keeping up her duties, and we need her to pick up the slack

D9. Study or use magic ( Look for ways to unfuck our selves from the blood magic)

no preference on the other 3 D
>>
>>4103486
>A5. Draft the youth who are nearly of-age: they will know this challenge soon enough

>>4103499
>B3. Begin to breeding program as soon as able, and keep them in good shape until then

>C2. Keep her safe at home, caring for her child and our heir

>D9. Study or use magic (what kind?)
Blood magic double down. We should probably try studying it the normal way in case exploring the caves is a dead end
>D10. Trade mission
Make an expedition back to the Old World. Pick up general migrants and specialists (as budget allows) using jewels and precious metals. Tomes on the subject of blood magic or experts who know about it would also be of use and sought after. Doubling down.
>>
>>4103595
>>A5. Draft the youth who are nearly of-age: they will know this challenge soon enough

I have moral objections to this.
>>
>>4103596
I don't like the idea either, but delaying on the matter comes with risks. I also don't think the Lupins would be willing to help and reinforcements by boat would also take too long. I'm open to other ideas though. What are your thoughts?
>>
>>4103601
well we have elemental mages, what if we equip our remaining forces with elemental grenades. ice grenades, fire grenades, Lightning grenades.
>>
>>4103605
Would take a use of D9, but could potentially be done...
>>
>>4103627
If it means we don't draft kids then it's worth the time commitment
>>
>>4103545
>>4103595
>>4103596
Adamant not to deploy child soldiers into the cave system nor to wait any longer than necessary, we begin committing our varied resources to strengthening our questing forces. This takes many forms: most immediately and closest to home, we begin preparing The Albatross Heart for a voyage back our homeland of Amica, to purchase aid.

Knowing the sea-beast which so menaced us en route to the new world still lays in wait somewhere out at sea, we send not just our mightiest naval vessel, but our Admiral Hussein to captain her, our young elven Elementalist Anfalen Elyra, and nearly a dozen fishermen and sailors. We also send Lord-Merchant Pearson; he knows the wealthy elites of Amica, and thus can negotiate our people safe passage in and out of those waters if anyone can, and can help turn our wealth of gems into troops, as well as perhaps blood mages and books that can help break this curse by other means.

While our elementalists that remain team up with Mage Aragella to create a weapon to help amplify our now further-reduced numbers in combat, we sent Lady Aaluilt the goblin and Margot Hussein to meet with lupins from the Red Needle Blanket and Thick Fog Lingering clans, seeking martial aid in “staunching the flow of blood” in these lands.

We of the Council, meanwhile, instruct Krazir to continue caring for and protecting the two accursed children of Prince George in seclusion while we talk to the woman who should rightfully be helping her: Princess Josephine. We find her in quite the state, and it becomes clear that Prince George has been drinking so heavily of late for more reasons than one: the pregnancy and the shock of giving birth many months prematurely to a ‘cursed’ child has clearly left our Princess in a state of depression. She is unkempt of mind and body, rarely leaving her chamber or changing her clothes. She rages at her attendants, or weeps alone. She is in no state to care for a child, and Prince George intimates that, while he knows why Lord-Merchant Pearson needed to go back to Amica for the time being, she has only gotten worse since his departure. Any sight of the other ‘blood children’, or of mages, sends her into a fit; attendants have nailed her curtains shut accordingly. Our attempts to speak to her meet with little success; she just asks “when will my baby be due?”, and attempts to remind her that she has already given birth are met with a thrown chair.
>>
>>4103954
Our recruiting mission to the lupins returns with mixed results. Red Needle Blanket sends only two hunters and a female wolf shaman called “Fern” in our language, specialized in warding; she comes only because of a friendship with Aragella, and the hunters come only because they are her cousins. However, Thick Fog Lingering clan sends a dozen hunters, some of whom are also seasoned warriors; apparently their people are less wary of blood magic, or else just more abundant in adventurous young males of hunting age.

Our efforts to create a magical “grenade” prove successful as well, especially with Fern there to help with the portions of the spell which involve enchanting objects. By the end of the month, we have a fighting force almost sixty strong, including casters, lupins, our prince and Krazir, and our soldiers and hunters, and as many as two dozen ghoulish stone faces enchanted to explode into a burst of fire, ice, or lightning upon the use of a magic word followed by impact with a surface.

So begins Month 10, with pounding rain and winds and with the weight of our people on our shoulders.

A. Shall we return once more into the caves?
A1. Yes--we can wait no longer, and the reinforcements from Amica can join us when they arrive
A2. Let's leave nothing to chance--wait for the reinforcements for another month
A3. Partial deployment--send the least invaluable personel, but hold some back for reinforcements
A4. Scry the Albatross and decide afterwards (Teardrop needed, using up its focus for a week, sucess not guaranteed)
A5. Other (write-in)

B. What shall we do about Princess Josephine?
B1. Keep her safe and indoors, and hope that remedying her child also soothes her mind
B2. Scry her father (Teardrop needed, using up its focus for a week, sucess not guaranteed)
B3. Lock her in her room, hope for the best
B4. Advise Prince George (write-in)
B5. Attempt a magical cure to her 'madness'
B6. Other (write-in)

C. Our captive-breeding program for our great northern beasts hits a false start when one of the Thick Fog Lingering warriors, striding by, looks over our attempts and manages to mime to our farmers that both our animals are female. Oops.
C1. See if the lupins encamped with us know where to purchase or obtain a male
C2. Hold Thick Fog Lingering accountable for the substandard trade
C3. Attempt to use magic to rectify this situation (likely to be blood magic needed)
C4. Pause the breeding program for now, pursue it later
C5. Do something else with the beasts for now (suggestion?)
>>
>>4103974

D. Lastly, what shall be our focuses this month? Pick four, or double down on two:
D1. Scout further (northern forests? southern coast? inland? marsh? caves? through the foothill pass?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Deploy the guardian statues (where?)
D8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D9. Study or use magic (what kind?)
D10. Trade mission (to whom? what will we offer, and what do we seek?)
D11. Other (write in)
>>
>>4103974
>A1. Yes--we can wait no longer, and the reinforcements from Amica can join us when they arrive

B6. Whatever the closest thing we have to a psychiatrist is send that guy in to talk with her

C1. See if the lupins encamped with us know where to purchase or obtain a male

no preference for D
>>
>>4104034
>Whatever the closest thing we have to a psychiatrist is send that guy in to talk with her

The Unified States of Amica are a bit pre-psychology, and our contingent's closest analogues are mages, medics, or maybe Fern the Lupin, who is also a priestess of her strange nature-worshiping faith.
>>
>>4104047
Fuck it, send it Fern
>>
>>4103974
>A1. Yes--we can wait no longer, and the reinforcements from Amica can join us when they arrive

>B6. Other
This might sound crazy, but I'll spitball since all of these options seem bad. Maybe we can give her a clothes-weaving hobby. It might occupy her mind with something a normal mother might do and help 'normalize' her, or at least stop things from getting worse. With "her noted tendency towards greed and maintaining appearances", she might be amenable to clothes and fashion. Maybe we can get some weavers into her quarters to teach her about how to make clothes in anticipation of her baby who is "due". Playing armchair psychologist, it seems like she wants to take care of a child, but not THAT one. Therefore, we might pacify her if we get her to take care of her child, but without actually interacting with him/her. When (if?!) we remedy her child, we can hopefully get her to normal.

I have no clue how this shit works, but I'm throwing shit out there in hopes we can get some actually good ideas going. I feel bad for her

>C1. See if the lupins encamped with us know where to purchase or obtain a male

>D5. Carouse to raise morale
>D8. Train or retrain our citizens
Encourage more of the youth (who will come of age) to become soldiers
>D9. Study or use magic
Have the mages study the blood children and try to gain some insight.
>D11. Smith weapons and armor for our growing forces
>>
>>4104034
>>4104047
>>4104154
Georgetown prepares to march to war—or, at the very least, deep into the heart of adventure--over the next month. We stage celebrations and revelries dedicated to tests of mettle and to arms crafting competitions, and we drum up yet more support for our troops among the youth—we shift from the spirit of Discovery to one of Adventure!

We study the blood children for insight into the condition we have inflicted upon them. It isn’t hard: more are born each month. Apart from their altered auras and colours, and their increased demand for red meat, there is a certain peculiarity in their manner taking effect as some of them grow older. It is a vague mischievousness, and an eerie calmness in their testing of boundaries. They seem keen, though, and not all those who study them feel the condition of the average ‘blood child’ is in need of correction.

Krazir reports that the heir and her child are both developing in increasingly unusual ways, though: growing larger, faster, than one would expect of human or goblin babies of their age. They climb readily, run about with the motor skills of larger children. Keeping them contained is taking all of her considerable energies, and she has begun to request assistance. The blood mages chalk it up to an increased ‘sensitivity’ to the altered spirit of our people, reflected back in their shark-like pitch black eyes: as we amp up for battle, so too do they.

Princess Josephine is anything but amped, though. Our initial attempt to send newcomer Fern to deal with her anxiety meets a roadblock that is, in retrospect, perhaps unsurprising: few humans are ready for the unexpected appearance of a bipedal wolf in their room, even when they AREN’T having a nervous breakdown. After being chased out with a broomstick, Fern instead opts to prepare us a shrub-based sedative mix; coupled with some distracting exercises in sewing and quilting, this seems to soothe the princess for the time being.

The Thick Fog Lingering lupins’ leader (or at least, their most talkative member) advises us on the matter of the great beasts we purchased from their people: the males cannot be kept easily, being the size that they are and aggressive when in rut . However, come wintertime, it could be possible to lead an expedition out into the wilds of the north with our females, in the hopes of attracting a male to impregnate them before bringing them back.

This long-term planning will have to wait, though, for the time has come for our coalition to march into the caverns deep! Prince George leads the column, and will not be persuaded otherwise: in an adventure to save HIS children, he asks, who else should be appropriate to take the first step into danger?

With no earthly means to dissuade the man, our council begrudgingly sends a couple members down into the depths with him, in an advisory capacity (and mainly to make sure he doesn’t do anything rash).
>>
>>4104518

Our warriors and explorers pass through the burnt-out nest of the great spiders; where stragglers spring out at us, ice magic or the 'frost grenades' we have created prove an effective means to vanquish or deter them without forcing our own retreat.

We pass this narrow point and into a great chamber with a ceiling studded with crystals as the sky is studded with stars. Having walked for days at that point. and with many tunnels entering and exiting the great cave, we settled there; in the night, though, curious and greedy soldiers setting out to pilfer jewels for their mantles awoke something large, terrible, and only vaguely humanoid: a troll who, before we were able to subdue it, had crushed or eaten three of our people. We lose a goblin, a lupin, and a longserving member of our human partisans to the threat.

Too deep in these accursed tunnels to communicate or perceive those in Goergetown through mutual divination, we have no way of knowing if The Albatross Heart has arrived yet with reinforcements. However, our scouts report that they have found a passageway with clear signs of artificial carving-out, and the beginnings of what looks to be a sort of system of metal rails and carts, fabricated from steel!

A. A week has passed, marching, exploring, and battling. Our troops are well-stocked for the journey, our destination an unknown length of time and space ahead. What shall we do?

A1. Wait here for reinforcements
A2. Send some scouts ahead in one of the rail cars to investigate and report back
A3. March on!
A4. Turn back
A5. Explore the other tunnels for now
>>
>>4104532
>A2. Send some scouts ahead in one of the rail cars to investigate and report back
>>
>>4104532
>A2. Send some scouts ahead in one of the rail cars to investigate and report back

Set up a perimeter last thing we need is any surpises in the night.
>>
>>4104652
>>4104575

We set some of our forces to watch during the night as we send a train-car ahead with some scouts. Never having encountered such machinery, we are at a loss for how to operate it, but a firm shove downhill seems to be enough to jumpstart the mechanism by brute force. Our warriors vanish down the hill and around a corner.

They don't return.

That night, our guards are nervous of more trolls like the one that attacked us earlier in the week. In addition to three dead, if ledt us with a half-dozen injured, occupyong our medics and healers. They needn't have worried, though, at least not about that. Instead, our perimeter guards report mutterings in the dark, high-pitched and cackling. Our elves report a few familiar words, but in context that makes it diffocult to decipher.

The lupins report the scent of blood from the way the railcar went, and something else; that odour apparently is also scented in the areas others heard the voices during the night, but even the goblins don't report seeing anything.

A. What now?
A1. Stay put, and try to capture or trap one of these mysterious beings
A2. Attempt to open diplomacy or trade lines (what will we offer?)
A3. Follow the departed railcar donwnhill
A4. Leave the caves ASAP
A5. Kill anything that comes our way.
A6. Other (write in)
>>
>>4104698
Oh, Oh fuck, this is the Underdark isn't it.

A6. Kill anything hostile beings that comes our way. fortify the perimeter
>>
>>4104698
>A1. Stay put, and try to capture or trap one of these mysterious beings

>>4104705
Probably. Now that they've captured one of ours, I expect they'll consider raiding us. I wonder if this is where our mysterious stranger came from
>>
>>4104698
>A1. Stay put, and try to capture or trap one of these mysterious beings
>>
>>4104759
>>4104705
We stay put where we are, growing paranoid at the fate of pur lost patrol. Between fatalities to the troll and those who disappeared down the tunnel, we are whittled down to 44 troops. We bandy about idea about the nature of the observers for days, and commit to capture or kill one.

It doesn't take long before we get the opportunity: while put taking a leak, one of our soldiers reports that he spotted what looks like a goblin out of formation, only to see upon closer inspection it was a small elf, with pale skin and hair. He made to flee, and our soldier shouted for backup and gave chase; his squad and the cave-elves soon met in a battle that was very nearly bloodless, with both sides testing one another's mettle; "almost" bloodless because, when lupins appeared in the area, the cave-elves flew into a rage and launched themselves upon the wolf-men, beating one very nearly to death with preternatural strength and hurling hexes about at all others in the area. On the bright side, this gave the rest of the squad the chance to grab and restrain one of these strange elves; it took several men, despite their relative size. The rests fled when we began lobbing grenades. They have the captured elf tied and bound now!

The cave elves wear garments made of leather, chitin, and silk, and seem fond of necklaces and inset jewels. Their eyes are as pitch black as the heir's, but their hair is a pale straw yellow... Normally. They display a strange cultural behaviour: after having nearly slain our lupin ally, the cave-elf evidently began to mop up the splattered blood with its white cap, and then placed it back upon its head at a jaunty angle. He now grins widely through sharp teeth at anyone who approaches, especially lupins, who he spits at and shouts no-doubt rude things after.

Despite this savagery and their evident preference to fight with small blades and their bare hands, the tailoring and gem-cutting talents of these elves, as well as their "rail-car" system, belies a society more technologically gifted than our own.

There are no more mutters or giggles from the dark... Not yet. Those fighters who were cut by the elven blades are reporting feeling dizzy and uncomfortably warm, however.

A. What do we do with the captive?
A1. Set our elves to attempting a dialogue (specify any specific questions we want answered)
A2. Rough him up a little, demand he lead us to his home
A3. Slay him
A4. Free him
A5. Other (write-in)

B. What else do we do?
B1. Wait for reinforcements
B2. Leave the cave system before the elves return with reinforcements
B3. Search the surrounding tunnels for the elves who escaped
B4. Enough waiting--follow the rails down into the darkness
B5. Other (write-in)
>>
>>4105049
>A1. Set our elves to attempting a dialogue (specify any specific questions we want answered)

B5. Fortify our posistion and make sure to light up this whole area
>>
>>4105274
So... What questions are you posing?
>>
>>4105362
how to find their settlement and what happened to our people
>>
>>4105049
A. What do we do with the captive?
>A1. Set our elves to attempting a dialogue (specify any specific questions we want answered)
Same as >>4105372

B. What else do we do?
>B3. Search the surrounding tunnels for the elves who escaped

Oh great, Red Caps. Well they should know something about blood Magic at least
>>
>>4102102
AW GOD NO PLEASE NO, NO
NOOO
>>
>>4105049
NA, SENPAI. I ain't gonna do anything. We are in the most disfavourable of disfavourables.

>A5. Blindfold him, bound him, gag him. Pack him up like luggage,

>B2. We leavin' yessir. Let's ensure everyone looted gems from the walls, do.
>>
>>4105462

Plus, think about it, now that we have the gremlin, we can ask about it to the wolves. If they kept something hidden before, now it will be the time to reveal it and, if we have to, parade the gremlin in the wolve's encampment.

Also, I wonder how will the gremlin react to sunlight OR OUR BLOOD CHILDREN. What if it likes them and they like it. It would be a very weird nanny...
>>
>>4105462
Backing this

>>4105444
Yeah, destroying that dagger was a bad move in hindsight since we didn't know enough about it. On the bright side, QM has no shortage of fun things to write about (i.e. ways to screw us)!
>>
>>4105274
>>4105372
>>4105422
>>4105462
>>4105690
So we're currently torn between interrogation and escape. I'm working tomorrow, amd then I have other commitments tonight, so it may be a bit of time until I post--enough time to break the tie!
>>
>>4105049
>A1. Set our elves to attempting a dialogue (specify any specific questions we want answered)

>B Leave Tunnels
>>
>>4106021
>>4105733
We strongly recommend to Prince George that we abscond with our prisoner, interrogating him as we go. Our Prince would rather remain, of course, to press what he sees as our "advantage", we with a railcar of Loyalist men and women missing to our one captive, we aren't so sure what advantage he means. We tie up the 'redcap' elf and set our own elves to interrogating the oddly-androgynous little being as best they can, all the while gathering our forces to retreat before the cave-elf's reinforcements arrive to liberate it.

We are able to decipher reasonably little in the brief span of time as we march back out towards the exit of the cave, but our lupin friends' folklore is able to fill in some of the gaps. The 'redcaps' are the 'mothers and fathers' we've heard referred to, or some degenerate offshoot of those progenitors; they lived in these lands long ago, and apparently both created the beastmen and hold them in contempt as some sort of twisted mistake; as the lupins tell it, they were once as savage as the ape-men, maybe even the harpies of the mountain, and it was not until long after some sort of uprising or war against the elves who created them that they actually began to 'civilize' into the beings we see before us now. The means of their creations is, unsurprisingly, blood magic, and the redcaps both practice it and treat it as a sort of religion.

The redcap in our 'care' refuses to disclose their home's location or the numbers of their allies, except to say that they march in great numbers. This much seems to be true, for we hear their chanting and the marching of feet and the movement of machinery behind us, around us, as we approach the final day of our journey. We can practically smell the winds of the open sky above when they fall upon us, cutting us off with a pincer assault from two adjacent tunnels and rappelling down from below. We lose many humans, goblins, lupins, and our longstanding prize elementalist Kailu Elyra in the conflict, as wave after wave of the redcaps clog up our escape route and threaten to drown us! They offer no quarter, plainly seeing us as a corrupt and beastly invading force in their realm.

It is only the arrival of OUR reinforcements that saves us! The returning forces of The Albatross Heart return, with nearly four dozen mercenaries and mages in tow, and our young recruits come with them! They are a motley, unorganized force: swarthy human sailors from the edges of the old world, young Georgetown residents, elven spearmen and half-elven shock troops, and goblin bandits-for-hire, all swarming in and fighting independently in the cramped caverns... But it is enough. We lose dozens, but the bloody redcaps lose almost twice as many, we capture two more, and fight our way to the freedom of the bright world above!

The redcaps, save those hissing retches whom we drag up with us by force, dare not follow.

Month 12 is upon us again, as our trailing blood blemishes the crisp winter snow.
>>
>>4108166
Our medics tend to the wounded, our warriors reunite with their families, and at long last the ordeal of the darkness is over... But the bloody curse (or blessing, or whatever it is) still hangs over our people.

A. What will we do about the blood children?
A1. Set our captive redcaps and our new scholars and mages to studying them, seeking a cure for the Prince's children
A2. Seek a way through study and interrogation to cure ALL the blood children, and to remove the effects of blood magic on our human population moving forwards
A3. Seek to gain a better understanding of blood magic; no need to act rashly to 'cure' anyone until we know more
A4. Do not trust blood magic or the redcaps; turn our mages to destroying the taint of blood magic wherever it remains, using the discipline against itself
A5. Other (write-in)

B. Our lupins sacrificed a great deal for our cause; their numbers were diminished, greatly, given how many initially joined us. What shall we offer them as recompense?
B1. Ask them to stay on, if they'd like, as members (or at least long-term visitors) to Georgetown; we could learn from them
B2. Send them home with abundant trade goods
B3. Send them home with a trade delegation in tow, to strengthen relations with their people on a more permanent basis
B4. They did what we needed them to; thank them, and set them loose
B5. Other (write-in)

C. Our population has ballooned as a result of all the new mercenaries. Some of them have other talents besides war, but not all. What shall we do with this new fighting force?
C1. Keep them on their toes; they are mercenaries, not yet permanents citizens, and they will earn their place through further battle
C2. Welcome them to Georgetown, and to our New Amica! They are welcome as citizens and settlers, not just as warriors
C3. Offer citizenship only to those who have (or train) in life skills besides the ways of war

D. Lastly, what shall be our focuses this month? Pick four, or double down on two:
D1. Scout further (northern forests? southern coast? inland? marsh? caves? through the foothill pass?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Raise defences and set patrols
D8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D9. Study or use magic (what kind?)
D10. Trade mission (to whom? what will we offer, and what do we seek?)
D11. Other (write in)
>>
>>4108212
>A2. Seek a way through study and interrogation to cure ALL the blood children, and to remove the effects of blood magic on our human population moving forwards

B3. Send them home with a trade delegation in tow, to strengthen relations with their people on a more permanent basis

C1. Keep them on their toes; they are mercenaries, not yet permanents citizens, and they will earn their place through further battle

No preference for D
>>
>>4108212
>A1. Set our captive redcaps and our new scholars and mages to studying them, seeking a cure for the Prince's children

>B3. Send them home with a trade delegation in tow, to strengthen relations with their people on a more permanent basis

>C1. Keep them on their toes; they are mercenaries, not yet permanents citizens, and they will earn their place through further battle

>D7. Raise defences and set patrols
>D9. Study or use magic
Study blood magic (in accordance with pick for A.)
>D5. Carouse to raise morale
We did just lose a lot of men
>D8. Train or retrain our citizens
See if we can get more smiths. We're going to need people to forge and fix stuff for our larger soldier population
>>
>>4108212

A. No sir. No more bood.
>A4. Do not trust blood magic or the redcaps; turn our mages to destroying the taint of blood magic wherever it remains, using the discipline against itself.

B. Sad... :( but profitable
>B3. Send them home with a trade delegation in tow, to strengthen relations with their people on a more permanent basis.

Tell them how we fought against those monsters and we now are at war with them.

>C1. Mercenaries be mercenaries. They will explore, guard and fell beasts.

>D1. Send 'em mercenaries to scout the marsh
>D4. Stockpiling food will always be a must
>D7. As well as scouting mercenaries, we need patrolling mercenaries.
>D9. Study Chloromancy. If we be better at it we can even grow large trees or thorny vines to act as defense.
>>
>>4108711
>>4108380
>>4108278
Unable to reach a consensus as to what is to be done with the bloody 'blessing' we invoked upon our human populace to increase our fertility, we opt to focus our efforts on curing the Prince's children for now. To this end, our three captive redcaps are mined for information, but being soldiers, or in one case a miner and hunter, they know precious little about the ins-and-outs of their people's most sacred and carefully-guarded practices. The scholars and mages of bloody arts which our expedition to Amica recruited prove more useful, but their doctrinal leanings show: they only know how to resolve the affliction through still more blood magic. Specifically, they suggest draining the affliction into the redcaps and sacrificing them to close the spell and prevent its spread.

We send our lupin allies away once more, thanking them deeply for their assistance and pledging a deeper trade relationship than ever before. This takes the immediate form of a delegation to Thick Fog Lingering in particular, who offer to show us where we might find a male to breed our two great northern beasts. Captain Margot Hussein also shows interest in making this trade delegation into another expedition, to track down those mysterious northern lights now that snow is falling in earnest. At the bare minimum, they offer to trade us venison and a pledge of martial commitment for knowledge of how to magically warm their own dwelling-places, and for our jade artefacts.

We make no promises of citizenship to our new mercenaries, instead making vague assurances of reward and a place among us so long as they earn their keep as warriors. We send them to scout the marshlands further afield than we have previously traveled, and they uncover still more brackish bogs giving way to a freshwater inlet that offers a possible pathway through the mountains by small boat! Those not sent on the expedition join our citizen-soldiers on newly-instituted patrols of Georgetown's walls and borders; we also permit them to join in our great revelry, to celebrate our victory!

A. What do we make of the solution offered by the blood mages?
A1. Go for it: sacrifices two of the redcaps to attempt to cure our heir and Krazir's daughter
A2. Sacrifice all three, and test this "cure" on one of our less odd 'blood children' citizens as well
A3. No sir, no more blood! Muster another expedition to capture mroe useful redcaps.
A4. No sir, no more blood! Attempt to use our existing redcaps to bargain for information on a cure from their priests
A5. Other (write-in)
>>
>>4109404
B. What do we think of the idea of an expedition northward?
B1. Go for it, but stick to trade and exploration, and the breeding of our beasts
B2. Go for it, and see if we can find the source of the lights to the far northwhile we're at it
B3. Go for it, and focus solely on trade and diplomacy
B4. We cannot presently spare the time, manpower, or resources; we need our forces at home to feed our people and protect us from Redcap retaliation
B5. Other (write-in)

C. And what of our scouting further south and east, into the marshlands?
C1. Continue to pursue this route cautiously, and see if we can find a way through the mountains free from the threat of harpies or redcaps
C2. Too dangerous to g very far afield right now; pull back, and make a note for later
C3. Scour the area on our side of the mountain for resources, but do not progress beyond the mountains for now
C4. Other (write-in)

D. It is the first month of our third year away from the good ol' USA! What shall be our focuses this month? Pick four, or double down on two:
D1. Scout further (northern forests? southern coast? inland? marsh? caves? through the foothill pass?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Fortify our walls and structures (now with the option of chloromancy to grow thorny vines!)
D8. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D9. Study or use magic (what kind?)
D10. Trade mission (to whom? what will we offer, and what do we seek?)
D11. Other (write in)
>>
>>4109404
>A3. No sir, no more blood! Muster another expedition to capture more useful redcaps.
Offer a reward that should attract adventurers who we can have do the dirty work for us.

B2. Go for it, and see if we can find the source of the lights to the far north while we're at it

C1. Continue to pursue this route cautiously, and see if we can find a way through the mountains free from the threat of harpies or redcaps

no preference on D
>>
>>4109404

A. Nope, I don't want no blood no more (However I am certain there is no solution for this curse besides more curses)

>A4. No sir, no more blood! Attempt to use our existing redcaps to bargain for information on a cure from their priests

B. H*ck yeah, explore! Hussein sister N°...3? will have a blast solving the mistery
>B2. Go for it, and see if we can find the source of the lights to the far northwhile we're at it.

>C3. Is the trip worthy at all?

A

>D7. Ah, double down on this one. Fuck yeah, magical thorny vines! Be in awe, bloodmagiks, for chloromancy is the most noble of all magiks!
>D8. Retrain mercenary soldiers into hunters. Since they are apt for battle and exertion already, they will need to learn a thing or two about tracking, stealth and butchering and we will be ready to strike those dangerous harpies real good.
>D9. Chloromancy is so gooood. Let's experiment and see if we can grow tall trees that serve as watchtowers
>>
>>4109404
A. What do we make of the solution offered by the blood mages?
>A4. No sir, no more blood! Attempt to use our existing redcaps to bargain for information on a cure from their priests

B. What do we think of the idea of an expedition northward?
>B2. Go for it, and see if we can find the source of the lights to the far northwhile we're at it

C. And what of our scouting further south and east, into the marshlands?
>C2. Too dangerous to go very far afield right now; pull back, and make a note for later

D. It is the first month of our third year away from the good ol' USA! What shall be our focuses this month? Pick four, or double down on two:
>D3. Gather Water along the coast
>D5. Carouse to raise morale
>D7. Fortify our walls and structures with the use of chloromancy to grow thorny vines
>D9. Study summoning magic
>>
>>4109506
>>4109671
>>4109791
The Council remains divided on what to do with our southerly expedition's discoveries, and so we focus our mercenaries upon the exploration of the North. We commit them to the Margot Hussein's forces for now, and send her forth to breed our beasts of burden to a suitable male, to expand our trade ties with Thick Fog Lingering clan, and to discover the source of the northern lights! We have one last big party to see them off, and away they go. We can expect a report next month, and a return in a month or two depending on the success of their voyage.

Our chloromancers set about reinforcing the walls, with the aid of our fortification mages. Between the two groups' efforts, the structures around Georgetown become quite formidable. Still, over the course of the month, our forces are whittled down by four. They all go missing on night patrol, and their blood is used to leave great sigils upon our outer gates. The elves and mages tell us these are a curse and a demand, attempting to inflict sickness upon our people (no signs yet that this has worked, at least!) and to pressure us to release our captives. The redcaps responsible are never seen in the act, nor is any attempt to reach them by written missive left outside the gates during the day successful; mistrustful of us, they leave gift baskets unclaimed, notes besmirched and abandoned. One of their patrols is ambushed towards the end of the month, though, resulting in several deaths on their side and five more captives, who reveal that the priests believe we are dangerous 'usurpers' of their natural rulership of the area, in leagues with the 'vile mutants' such as the lupins and ape-men and seeking to bring down 'civilization itself'.

Attempts to further master chloromancy, and to work out a way to summon magical aid, birth speedily-grown 'watchtower' trees, suitable for quick fortifications and scouting when mages are around; with a bit of effort, these can even be made to lurch and project forth branches and thorns, allowing them to defend themselves! We test these new semi-mobile defence platforms out on several hunting missions, during which we train those our human and goblin mercenaries we didn't send away to serve as hunters as well.
>>
>>4110268
A. What shall we do about the war with the redcaps?
A1. Attempt to meet with them in the night, with a well-defended diplomatic party
A2. Send some of our forces back into the caves to attempt diplomacy closer to their leadership
A3. Attack and capture some Lupins (which clan?) to trade away as a show of good faith
A4. Enough diplomacy; if they'll be no help to us, smite any who dare approach our walls
A5. Enough diplomacy; begin mustering forces to plunge back into the caves and crush their 'civilization'
A6. Other (write-in)

B. Some of our good men and women of Georgetown are being wooed by the new mercenaries from the old world, leading to pregnancies. Of course, these mercenaries aren't citizens... But are their children to be? What of thsoe born to two mercenaries?
B1. All children born in Georgetown are citizens of Georgetown
B2. Only children born to at least one Georgetown founder are citizens
B3. Citizenship is only automatic to children born to two Georgetown founders
B4. Only humans children are to be automatically considered citizens
B5. Other (write-in)

C. Several of our wealthier prostitutes, seeing the opportunity to turn their acquired coin and social clout into still more money and power with the arrival of all these soldier-types, are attempting to recruit for brothels and escort services; still others are finding that the rough-and-tumble newcomers are attempting to muscle their way into 'the trade' as pimps. What do we do about these trends?
C1. Formally legalize and condone all forms of prostitution
C2. Allow brothels and authorized escort services, but try to ensure only civil, genteel prostitution by outlawing aggressive tactics such as forceful pimping
C3. Allow this dirty underbelly of society to sort out its own problems; it's not a matter for our government
C4. Take advantage of the opportunity to outlaw prostitution
C5. Other (write-in)

D. It is the first month of our third year away from the good ol' USA! What shall be our focuses this month? Pick four, or double down on two:
D1. Scout further (northern forests? southern coast? inland? marsh? caves? through the foothill pass?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D8. Study or use magic (what kind?)
D9. Trade mission (to whom? what will we offer, and what do we seek?)
D10. Other (write in)
>>
>>4110285
A4, b2,c2,2x d8- study improved tree golems/defenders/watch trees,2x d10- invest our iron into smithing new/better heavy armor and shields to reduce casualties.
>>
>>4110285
>A4. Enough diplomacy; if they'll be no help to us, smite any who dare approach our walls

>B2. Only children born to at least one Georgetown founder are citizens

C2. Allow brothels and authorized escort services, but try to ensure only civil, genteel prostitution by outlawing aggressive tactics such as forceful pimping

no preference on D
>>
>>4110285
>A4. With the help of leader Vimoira, scry when the fokers show up and ambush 'em real good. Fuck em up.

B. Oh godamn it QM.
>B5. Accept as citizens those that have LIVING BORN children in our soil that are under our protection.

C. Finally
>C1. One silver coin per fuck as tax. The state will ensure the prosts' safety, health and contraceptive. So use the tax coins to grow some more of those flowers.

Imma post the D in a hot minute
>>
>>4110285
>D2. Gather wood clearing the surrounding forest. Please, explain the Lupinos that we need it for security reasons and W A R.
>D4. Farm. We will need to stockpile on food. There won't be much time for what is to come...
>D6. As I wanted, scry with 'em teardrop for the redcap's movements and facilitate the ambush I want to do.
>D9. Trade warding services from the Lupin mages to protect the city from those blood sigils. In exange, recruit some of more... adventurous state sanctioned prostitutes and you know, hope they can take the knot
>>
>>4110743
Backing this
>>
>>4110743
>>4110791
>>4111036
>>4111058
>>4111383

The council is unified in our approach to the redcaps: fuck 'em, we've had enough of their aggression. We double up on patrols and begin to grow more of these defensive trees--"watch trees" we hear the soldiers take to calling them--as key components of the perimeters. Coupled with humble advances in our armour and shield technology, this would give us a decisive advantage in our defences... But we have no such HUMBLE advances! One of the leaders of our mercenaries, the human Mazeed al-Khalaf, proves skilled at the working of iron into steel! Our next load of shields and swords prove especially impressive, and a particular curve to the blade makes them especially effective at single-swing dismemberment and decapitation, utilized properly. Over the next month, our casualties are minimal, with our only fatality being a half-elf scout; we meet the redcaps with volleys of arrows from our hunters, and our watch trees and well-armed soldiers capture many of those who flee.

We legalize prostitution, but we are quick to tamp down on pimping. When one such would-be trafficker of women is caught attempting to 'recruit' from our underage population, it provides all the excuse we need to outlaw it.Many of our wealthy prostitutes who have since developed other skillsets opt to spend their money on refitting their business places into a pair of proper establishments, one a brothel and the other a 'matchmaking service; that sets up home visits of a more discreet sort for more private or specialized clientele. Of our new goblin mercs, denied citizenship just yet and with few sexual taboos or fears of disease, this line of wetwork proves a lucrative side-hustle, and before long the streets of mainstreet are awash with green skin. Demand on our contraceptives goes up, as does human and goblin morale!
>>
>>4111503
Our trade and exploration delegation to the far north returns! Margot Hussein and company bring back many live and dead misspends of the source of the Thick Fog Lingering "venison": fluffy beings somewhere between a bird, lizard, and gazelle, with long legs and frilled heads like our great beasts'. Built on a much smaller scale, they might be more suitable to breed as livestock or individual mounts, if we can just get them to stop jumping our fences! They also bring back two pregnant great beasts, and more warding carvings to supplement our defences; she notes that the lupins of that clan have made good use of our "grenade" technology and have modified the statues to create totemic faces which serve as 'turrets' of a sort, spitting our arrows, stones, or other objects . Hussein requests another trip to locate the source of the northern lights: they saw them several times, but she reports that attempts to meet with them at sea led to their sudden vanishing, while attempts to catch up to them by land were waylaid by a band of black-furred lupins who brandished weapons and snarled menacingly; they backed off to avoid war, but it seems that the very snowiest reaches of the north are their fiercely-guarded territory.

We stave off the questions of citizenship for as long as possible, but reveal ultimately our decision that only children born to Georgetown founders will be citizens. Attempts to woo such citizens, or to pay less discriminating prostitutes to carry a child, rapidly increase.

Our heir apparent and Krazir's daughter are both mellowing somewhat with the coming of an early, rainy spring and the decrease in redcap activity outside the walls, but Krazir reports that they will dine only on meat now, and that both are growing at a commensurate rate--it is unclear if either will look anything like a human or a goblin at this rate, and we have no redcap priests to inquire about this matter with.

Princess Josephine rarely leaves her rooms without an escort now, usually Prince George or her father and a couple handmaidens to keep her calm, but she is getting quite good at quilting and other such tasks, and she is mellowed; she has not seen her child since his birth. Prince George, for his part, visits the children regularly, and spends much of his free time with Krazir and them, though they plainly unnerve at him at times despite his doting. He, Krazir, and his children have all the appearances of a loving family in private, to such an extent that both her daughter and Josephine's son, our heir apparent, call the gobliness "mama".

Month 2 of our Third Year comes soggy and unseasonably warm into our lives, with much progress in so many areas... And yet, with so many issues unresolved.
>>
>>4111518
A. Our population of redcap captives--all male, all at least somewhat martial--has ballooned to 18 dissatisfied blood-worshiping elven fiends. They are unhappy, as one would expect, but have up until now been kept in largely sanitary and civil conditions. If we are done with diplomatic efforts, though, what shall be done with them?
A1. Free them as a show of goodwill, and just to get them out of our hair
A2. Slay them to save the resources
A3. Attempt to convert and integrate them into our society
A4. Enslave them as laborers
A5. Use them to practice magic on (what kind?)
A6. Other (write in)

B. What shall we do with our arrested, would-be-peddler of young girls? Many are calling for the man's death, but he is a warrior who helped save our Prince and his forces in the caves...
B1. No mercy for those who would sell children: execute him publicly
B2. Banish him; it is the only mercy he will get
B3. Free him, but with an oath to never commit such crimes again
B4. Let his unit decide what to do with him
B5. Other (write-in)

C. And what of Captain Margot Hussein's far north expedition? Shall we repeat it? How shall it be focused, if so?
C1. The north has been good to us, but it's time to redirect our efforts for a while, especially if spring is coming early
C2. Mount another expedition, focused on finding the northern civilization; attempt diplomacy with the black-furred lupins beyond Thick Fog Lingering, to see if we can secure safe passage
C3. Mount another expedition, and set up a northern base; be ready to do battle with the black-furred lupins, if they're to be an obstacle
C4. Make another northern expedition, but focus on trade with Thick Fog Lingering for more food and magical goods, and exploration of the area around their territory
C5. Explore the northerly seas, and leave the land of the far north to the black-furred lupins for now
C6. Other (write-in)

D. How else shall we focus our efforts? Pick four, or double down on two:
D1. Scout further (where?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D8. Study or use magic (what kind?)
D9. Trade mission (to whom? what will we offer, and what do we seek?)
D10. Other (write in)
>>
>>4111534
>A3. Attempt to convert, until we are satisfied they are on board they stay in lock up.

>B2. Banish him; it is the only mercy he will get
make it clear if he wasn't the man that saved the prince's life he would be a dead man.

>C4. Make another northern expedition, but focus on trade with Thick Fog Lingering for more food and magical goods, and exploration of the area around their territory

no prefence for D

I will say though we may want to consider sealing the cave enterance, or warding it so that these Redcaps can't come and go so easely.
>>
>>4111534
A. Our population of redcap captives--all male, all at least somewhat martial--has ballooned to 18 dissatisfied blood-worshiping elven fiends. They are unhappy, as one would expect, but have up until now been kept in largely sanitary and civil conditions. If we are done with diplomatic efforts, though, what shall be done with them?
>A3. Attempt to convert and integrate them into our society

B. What shall we do with our arrested, would-be-peddler of young girls? Many are calling for the man's death, but he is a warrior who helped save our Prince and his forces in the caves...
>B4. Let his unit decide what to do with him


C. And what of Captain Margot Hussein's far north expedition? Shall we repeat it? How shall it be focused, if so?
>C5. Explore the northerly seas, and leave the land of the far north to the black-furred lupins for now


D. How else shall we focus our efforts? Pick four, or double down on two:
>D3. Gather Water from the marshes
>D4. Farm
>D7.Have Mazeed al-Khalaf teach our smiths how to turn iron into steel
D8. Study divination magic
It has served us well so far let's see if we can learn to do more with it.
>>
>>4111534
>A4. Enslave them as laborers
Use some of our large soldier population to keep them in line

>B5. Other
>Castrate him and force him into a life of unpaid hard labor
Make it known that this opportunity for redemption is only because of his service to the prince

>C3. Mount another expedition, and set up a northern base; be ready to do battle with the black-furred lupins, if they're to be an obstacle

>D4. Farm
>D6. Scry
Scry a good location to set up the northern base. Use the teardrop
>D7. Train or retrain our citizens
Make sure all of our smiths are familiar with at least the basics of steelworking
>D8. Study or use magic
Study elemental magic, specifically to see if it is possible to infuse elemental magic into weaponry (ex. enchant a sword to arc lightning on a hit).
>>
>>4111534

>A2. Total War or go home
>B5. Enslave him for a full year working as a "health technician", taking the feces out of homes and cleaning the trash of the streets. Make him wear loose shackles too but impede any attempts to abate his self-esteem for he is atoning for his sins.
>C5. She wants to explore? She will explore! And of course, by sea is the best since the captain is a sailor herself. Maybe she can finally give chase to the northern lights.

D. With the solid armor and armaments, we need to think now in stockpiling supplies for the coming war, for I don't want those redcaps to be left unchecked. I don't vouch for their total annihilation but hit them hard enough they won't even think of molesting us again.

>D2. Again, let's clear the surrounding forest to ensure a clear view of our perimeter, plus the stockpiled wood could be converted into charcoal. And do not forget to explain the lupin why are we foresting.
>D3. Stockpile on yummy water. I wonder if we can add vitamins to it...
>D6. What are those sneaky bloodhoes up to!? Use the Teardrop
>D10. Make a dock for our ships and (eventual) fishing boats. We need a dock. How come we don't have a dock? Where is the dock? When we grow even larger and merchants come in to our colony, they will need to dock.
>>
>>4111927
>>4111652
>>4111633
>>4111551

We decide the most humane way to treat our redcap prisoners is to attempt to re-educate them into our religious and cultural traditions. Under the careful watch of our soldiers, we begin educating the short-statured, albinstic elves in our lifeways, our industries, and our laws. Our improving communication means that we are well aware from our elven scholars' reports that our captives consider us hopelessly primitive, backward, and barbaric, but they cooperate.

Haashid al-Rahman, the would-be child peddler, is given a more creative punishment than any offered up to our council: we press him into humiliating public labour, shackling him with with literal shackles and with the knowledge that any escape attempt will be met with castration and/or execution. He becomes our first official full-time waste removal specialist.

Captain Margot is sent back north, but instructed to keep to the seas so as to avoid combat with any lupin tribes. A navalwoman by birth and by inclination, she is more than happy to oblige! She and a smaller crew set sail for northern climes once more, hoping to make contact with the mysterious people of the far north before the snows fully recede and they go into hiding for another year.

Meanwhile, in the hopes of maintaining friendly relations with Red Needle Blanket clan, we continue to ignore persistent calls from certain council members to gather more wood for our defensive needs; instead, we focus on farming, steel manufacture, magical studies, divination of our surroundings.

Despite our best efforts, even Archmage Virmoira and her acolytes using Mera's Teadrop prove unable to scry into the depths of the redcaps' caves, but we DO see signs of them skulking about and raiding our lupin allies in the area; less concentrated in their population and with fewer fixed defences, the wolf-folk are easy pickings for parties of redcaps, who take revenge for our invasion upon them. The Teardrop IS useful for identifying a good location for a northern outpost, though: an area rich in hot springs and home to few lupins, with signs of mineral wealth and useful alchemical ingredients!

Mazeed al-Khalaf proves more than willing to teach us the ways of steel... For a price. He explains that he has already 'acquired', with his gem wealth and with money made off of his previous work for us, a wife from among the human founders, and that he expects her to be pregnant soon, but that he would appreciate a fast track to full citizenship and to the acquisition of title and mining rights in the mountains, in exchange for his metal-working acumen. Given that his steel weapons are infinitely easier for our elementalists to imbue with magical enchantments, this COULD be a worthwhile investment for us.
>>
>>4112865
A. Fern of Red Needle Blanket clan approaches us on behalf of her people late in the month. By this point, we already know what ails them: the redcap menace. She requests our aid, as she and her cousins aided us, in defending her people. What do we do?
A1. Defend our own borders, but that is all; we cannot risk our people to defend the lupins
A2. Repay her people's aid by sending forces to patrol the woods
A3. Mount another expedition of the pass, to seal the entrance
A4. Invade the caves of the redcaps again, to put a stop to their aggression once and for all!
A5. Other (write-in)

B. What of al-Khalaf's proposal: shall we make him a lord of steel in our new nation, as the price for his knowledge?
B1. Accept his proposal
B2. Deny his proposal, but offer a counterporposal (write-in)
B3. Deny his proposal, and order him to give us his knowledge anyway, or risk punishment
B4. Deny his proposal, but attempt to reverse-engineer his process with the aid of our redcap prisoners (who, by their armaments, also know the ways of steel)
B5. Other (write-in)

C. And what of our heir apparent? It seems he may be a shark-eyed, toothy-mawed, blood red carnivore for life... Though he is otherwise a normal enough infant, friendly and attentive. His mother is not the only one we have hid him from: he has been kept in Krazir's home all his life. Is he to be our heir, or no? A cure that doesn't use blood magic seems distant as ever.
C1. Yes, he will be our heir; reveal him to the public
C2. Yes, he will be our heir... But attempt the blood magic cure first (who shall we transfer the curse to?)
C3. Yes, he will be our heir... But begin planning an expedition (by southerly river, the redcap pass, or over the mountain?) to meet with the illusionists of the plains. We must hide his affliction.
C4. No, encourage our rulers to produce another heir despite their apparent estrangement and the Princess' mental condition
C5. No, appoint a new successor (non-hereditary)
C6. Other (write-in)

D. How else shall we focus our efforts, in this dreary Month 3? Pick four, or double down on two:
D1. Scout further (where?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D8. Study or use magic (what kind?)
D9. Trade mission (to whom? what will we offer, and what do we seek?)
D10. Other (write in)
>>
>>4112900
A3. Mount another expedition of the pass, to seal the entrance

B2 I will support and good counter proposals

C3. Yes, he will be our heir... But begin planning an expedition (by southerly river, the redcap pass, or over the mountain?) to meet with the illusionists of the plains. We must hide his affliction.

No preference on D
>>
>>4112900
A. Fern of Red Needle Blanket clan approaches us on behalf of her people late in the month. By this point, we already know what ails them: the redcap menace. She requests our aid, as she and her cousins aided us, in defending her people. What do we do?
>A2. Repay her people's aid by sending forces to patrol the woods

B. What of al-Khalaf's proposal: shall we make him a lord of steel in our new nation, as the price for his knowledge?
>B1. Accept his proposal

C. And what of our heir apparent? It seems he may be a shark-eyed, toothy-mawed, blood red carnivore for life... Though he is otherwise a normal enough infant, friendly and attentive. His mother is not the only one we have hid him from: he has been kept in Krazir's home all his life. Is he to be our heir, or no? A cure that doesn't use blood magic seems distant as ever.
>C6. He will be our heir but conditionally , as long as he is mostly normal besides his appearance or we get him cured he will be next in line as prince but otherwise we'll appoint another heir

D. How else shall we focus our efforts, in this dreary Month 3? Pick four, or double down on two:
>D2. Gather wood for construction
A dock would be a good idea but we need materials
>D3. Gather Water inland
>D7. Train more priests
We only have one and it would be problematic if they die.
D10. Use chlorormancy to replant the used trees
>>
>>4112924
>D7. Train more priests
>We only have one and it would be problematic if they die.

Interesting side-note: your only priest is an Elven scholar of Feycraft, because you brought no Polytheist priests initially, nor has the council elected to sponsor a priest or establish a formal doctrine for your new Reformist faith.
>>
>>4112900
>A2. Send 'em soldiers that we have plenty of.
>B2. Of course, any VIP can get an expedite citizenship BUT, this proof of exclusiveness will last for his life expectancy of... 40 years and there will be a maximum he can mine for... safety reasons.
>C4. Would you kindly fuck?

D. Ah, excellent storage of food and water plus ample wood but *some* construction materials... enough to build a dock, I hope.

>D2. While we do have wood, I do want to clear the surrounding forest until the redcaps are fukken for good.

>D5. Time for some fun, back to our roots. Invite some lupins too, they deserve some cherry pop wine.

>D8. Create wardings against hungover! I mean, against diseases.

>D10. Build the dock
>>
>>4113184
I support, your B2
>>
>>4112900
>A2. Repay her people's aid by sending forces to patrol the woods

>B2. Of course, any VIP can get an expedite citizenship BUT, this proof of exclusiveness will last for his life expectancy of... 40 years and there will be a maximum he can mine for... safety reasons

>C4. No, encourage our rulers to produce another heir despite their apparent estrangement and the Princess' mental condition

>D2. Gather wood for fuel and/or construction
>D3. Gather Water inland
>D4. Farm
>D10. Build the dock
>>
>>4112907
>>4112924
>>4113184
>>4113379
A2, B2, C4. D2, D3, D10 (Build the Dock), rolled D10 (replant harvested trees with chloromancy)

At the request of the Fern and lupins of Red Needle Blanket, we expand our patrols to the woods, taking some of our forces off of the walls to do so. At the same time, we exploit the opportunity to gather wood and water from inland sources, though we are careful to replant what we cut, and to speed the growth of the forests with chloromancy to the best of our ability.

Several small skirmishes occur with the redcaps in the woods. We take many injuries, but with the aid of our healers, we suffer only a single actual fatality. However, we start to receive reports, and then evidence, of soldiers falling ill of some unseen ailment in the field: they are afflicted by fevers, terrifying hallucinations, and by the end of the month nine men and women are transported back to Georgetown when our field medics deems them incurable by mundane means.

Speaking of incurable conditions, we decide that the Prince's firstborn son is simply never going to be suitable as an heir--at least, not at this rate. We sit the Prince and Princess down, and speak of the necessity of another heir. The conversation clearly rattles the Princess, and it sits poorly with George as well: he was, after all, a first son passed over for his younger brother, hence our rebellion and banishment. Still, duty is what it is, and The Prince commits to spend more time with his lawful wife and less time with Krazir and his children.

Krazir, for her part, is clearly with child again already, and in need of some assistance in wrangling two growing monsters. She still awaits our word to actually seek outside help, and to allow the two monstrous children to see the light of day.

With the wood we harvest from the forests, we begin construction of a truly worthy dock for our ships, and for others. None too soon, either: Captain Margot returns from the northern expedition at sea, and makes use of it for the first time to the cheers of her crew and our workers!

We catch our first few truly sunny days of Year 3, in Month 4. The great gilled lizards of the marshes begin to grow more active again.
>>
>>4114405

Captain Margot Hussein's reports from the north beggar further investigation: she reports sturdy-looking silver ships, bearing magical lanterns, spotted among the ice flows and mists! She and her men made contact with the beings aboard: short, white-bearded, stout folk with the pointed ears of elves, who traded her an ornate glass bottle of powerful cooking and heating oil and a small amulet with a minor defensive enchantment. That they would freely trade such valuable luxury items for a few of our magical grenades and a handful of gems speaks highly to their potential as trading partners!

However, Lord al-Khalaf is eager to go establish dominion over the mineral-rich mountains we have promised him 40 years of exclusive title to. Further, our soldiers' affliction may well require the knowledge of the blood-priests of the redcaps to cure, if we're not lucky. With our multiple patrols, we cannot spare the manpower for both expeditions right now.

A. What expedition will we prioritize?
A1. Establish a northern outpost and pursue trade with the bearded folk of the north
A2. Commit our forces to a mission to the east, to establish a foothold on the mountain (Redcap Pass, or the Harpy Foothills? Select an approach)
A3. Neither, for now: increase patrols and remain on the defensive
A4. Other (write-in)

B. What shall we do about Krazir and the children, now that Pricne George's son shall not be heir?
B1. Keep them hidden for now, and commit servants sworn to secrecy to help the goblin care for the kids
B2. Announce that the prince's firstborn son sadly perished; allow Krazir to care for both the children openly, as 'goblin blood children' both born of her womb
B3. Send them to Victory Island, to hide this scandal
B4. Assassinate them, to hide this abomination
B5. Other (write-in)

C. And what of the affliction upon our warriors, currently quarantined just outside Georgetown's walls? What shall we do?
C1. Consult with our captive redcaps as to the nature of the illness, and the cure
C2. Allow our blood mages to study the injured, and to attempt to cure them through their means (allow summoning of the Mysterious Stranger, or no?)
C3. Use no blood magic, and instead focus our healing magic on them in the hopes we can cure it by other means
C4. Kill the infected to avoid the spread of this plague
C5. Other (write-in)

D. How else shall we focus our efforts? Pick four, or double down on two:
D1. Scout (where?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D8. Study or use magic (what kind?)
D9. Trade mission (to whom? what will we offer, and what do we seek?)
D10. Other (write in)
>>
>>4114425
>A3. Neither, for now: increase patrols and remain on the defensive

>B2. Announce that the prince's firstborn son sadly perished; allow Krazir to care for both the children openly, as 'goblin blood children' both born of her womb

>C1. Consult with our captive redcaps as to the nature of the illness, and the cure

no preference on D
>>
>>4114425
Also, belated resources updates
>>
>>4114425
A3. Neither, for now: increase patrols and remain on the defensive.

Also, what, Khalaf expects US to mine for him? Now that he has a title for the rich mineral veins it's HIS problem. If he agrees to pay a hefty tax however..

>B3. Off you go

>C3. I wish we could use the Teardrop for this :(

D. We have water, food... what's up with the fucking curse-illnes do. AAA. This is why you don't trust the knife ears. Any kind of knife ear is a tricky bastard that does bio-warfare.

>D1. Scout to the Lupins. See if our amicable frens are preparing something AND if they recognize the disease. Attempt to contact the Night Fur lupins as well. Maybe there is a way to stop their indiscriminate hostility. We maybe smell like blood...
>D5. Let's get into great spirits for the war that's to come.
>D8. Make warding woodcarvings for everyone, prioritizing soldiers since that group was the afflicted with the curse-disease. Maybe we will need to increase our understanding of it for an effective protection against knife-ear trickery
>>
>>4114425
A. What expedition will we prioritize?
>A3. Neither, for now: increase patrols and remain on the defensive


B. What shall we do about Krazir and the children, now that Pricne George's son shall not be heir?
>No idea here

C. And what of the affliction upon our warriors, currently quarantined just outside Georgetown's walls? What shall we do?
>C3. Use no blood magic, and instead focus our healing magic on them in the hopes we can cure it by other means


D. How else shall we focus our efforts? Pick four, or double down on two:
>D7. Train more healers
>D8. Study Healing magic
>>
>>4114498
Also, I hope the Riley's are updated on Georgetown's tribulations. They are not recruiting mercenaries are they? They don't have a dock do they? Their population is not suddenly 400 is it?
>>
>>4114498
PS, D8 is doubled down
>>
>>4114425
>A2. Commit our forces to a mission to the east, to establish a foothold on the mountain
Redcap pass

>B2. Announce that the prince's firstborn son sadly perished; allow Krazir to care for both the children openly, as 'goblin blood children' both born of her womb

>C2. Allow our blood mages to study the injured, and to attempt to cure them through their means

>D5. Carouse to raise morale
>D8. Study or use magic
Focus the efforts of our elementalists into binding spells into steel weapons to make our soldiers more effective
>D6. Scry
Use scrying to anticipate redcap attacks for the expedition. Use the teardrop
>D10. Other
Once again, try to pry out information from the redcaps. Hopefully, the months here have weakened at least some of their resolves
>>
>>4114438
>>4114498
>>4114509
>>4114515
>>4114745
A3, B2, C3, D5, D10 (double down on warding, with efforts to study healing and enchanting as well)

We of the Council deem any expeditions which take our forces away from home too dangerous at present, with the threat of the Redcaps at our door and our forces already committed to patrolling the woods we and the local lupins rely on for so many resources.

We announce the death of the Prince's firstborn son to a mysterious illness. While the people of Georgetown are in mourning, Krazir is relieved to be able to leave her home with her children in tow. They draw no shortage of uncomfortable stares, but we pass their strange size, colouration, and dentition as the goblin equivalent to the human 'blood children', and pass the cause off as the same side-effect of the contraceptives. Even the fact that there are two of them, Gragir and sister Girgol, is in keeping with the strong tendency of such children to be born as twins. Krazir uses money from her soldiering and shipboard whoring (and no doubt some donated by the father of the children, our Prince) to hire some professional assistants in managing the rambunctious and curious children; still attuned to our people's collective spirit, they have grown anxious and adventurous all at once.

Our mages work hard at preventative and curative measures: chloromancers prove adaptable as healers, fortification mages are quite trainable as ward-wizards, and our heroic young goblin caster Sir Wysard becomes our first enchantment specialist!

Our forces grow still mightier, with melee weapons and even arrows capable of delivering a limited number of reloadable charges of fire, ice, or lightning magic to a target, while the new warding carvings many of our forces carry on their patrols help (we hope) stave off further magical afflictions.

No new cases arise from our skirmishes with redcaps this month, though we lose a goblin hunter and soldier outright to fatal wounds. We are able to fight and slay a half-dozen of the blood-worshiping elves, though, and our people are eager to celebrate the victory! However, while our healing specialists are able to reduce the suffering of our already-cursed warriors, they cannot find a cure within their discipline with their current numbers and skill.

Our captive redcaps, while largely cooperative, still show no interest in converting to Reformism, nor do they give up any secrets of their people to our thus-far polite and cordial methods. The four new captives who join them are even less inclined. They show a distinct interest in our alcohol-fueled revelries, though, and after months in captivity, many of them have distinct interest in our womenfolk. Archdruid Niossae Fartoris, healer and Feycraft priest, also offers to speak with them elf-to-elf, and to attempt to earn their allegiance this way. Perhaps one of these options could prove a lever?

Month 5 enters at last, warm and with mixed rain and sun.
>>
>>4115450

A. Shall we take the Archdruid Fartoris up on his offer, or shall we attempt to ply answers from the captive redcaps with wine and women? Or what of... HARSHER methods?
A1. Let the Archdruid speak with these elves, in case they are mroe open to his teachings than ours
A2. Purchase them alcohol and hire them prostitutes, in an attempt to bribe answers from them as to the affliction and the way to their civilization's central residences
A3. Torture them for the information we need
A4. Slay them and display their bodies as a warning to the others in the woods to stay away from our people
A5. Other (write-in)

B. With this newest bout of revelry, and with the establishment of prostitution as a legitimate and officially-recognized career, the traditionalist Polytheists have come knocking again with more concerns. They note that goblin women-of-the-night are not averse to single motherhood, are resistant to diseases, and that that many a human man is being 'lured and seduced' into slipping out on his family to father goblin bastards. They note that this is exacerbating racial animus again, and eroding their families, and seek to have adultery made officially illegal (if not miscegenation). Of course, that would make our Prince a criminal and a hypocrite, an would likely badly affect the owners of our brothels and escort services. What shall we do?
B1. Oblige them: make adultery and miscegenation criminal acts to clamp down on such debauchery
B2. Make adultery a crime, but not miscegenation, to avoid inflaming racial tensions
B3. Give a speech strongly shaming such behaviour, but do not render it illegal, for it is not our place
B4. Tell the traditionalists that this is a matter for husbands and wives to resolve in their own homes, not through the crown
B5. Suggest that people who don't like it move to Victory Island, where their faith has privileges and there is no major prostitution industry; Georgetown's culture is what it is
B6. Other (write-in)

C. Lord al-Khalaf has taken our inaction, and a scoffing rhetorical question by one councilor ti the effect of "what, you want US to sort out your mines and land for you as well?", to mean that the matter of securing his claim is up to him. He is offering up steel, shares in the mineral wealth, and glory to our soldiers and to the mercenaries who arrived with him if they will join him in a privately-funded mission to secure the pass and battle back the redcaps. It will still take manpower away from Georgetown and escalate our conflict with the Redcaps, crown-sanctioned or not. Can we allow this?
C1. Yes, let him do what he will with his money and his promised lands
C2. Back his expedition with official crown military support
C3. Encourage him to travel to the harpy foothills instead, where he is less likely to get our people killed or captured
C4. Demand that he cease this activity and await our go-ahead to take any expansionist or military activity
C5. Other (write-in)
>>
>>4115472
D. How else shall we focus our efforts? Pick four, or double down on two:
D1. Scout (where?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D8. Study or use magic (what kind?)
D9. Trade mission (to whom? what will we offer, and what do we seek?)
D10. Other (write in)
>>
>>4114512
There are occasional messages back and forth when we send Sia Hussein to exchange food and wood for iron and blue-grey jade.

As detailed on the chart at the bottom of >>4115450, their current population is 63, with almost-equal numbers of humans and goblins, and a larger number of ape-men, as well as a few elves, half-elves, and the Riley's half-ape child. Their tiny society is run like a company town by the governess, everyone's schedules and priorities set by the mine and by the traditional Amican Polytheist church they have established, where Governess Riley gives speeches and holds the seasonal ceremonies. Over 75% of the population is, out of conviction or out of economic necessity to get shifts in the mine and thus full rations of food, Polytheist.

The ape-people have been granted no legal rights as citizens, not even the religious converts.
>>
>>4115472
>A2. Purchase them alcohol and hire them prostitutes, in an attempt to bribe answers from them as to the affliction and the way to their civilization's central residences

B3. Give a speech strongly shaming such behaviour, but do not render it illegal, for it is not our place

C2. Back his expedition with official crown military support
no preference on D
>>
>>4115472
>A2. Purchase them alcohol and hire them prostitutes, in an attempt to bribe answers from them as to the affliction and the way to their civilization's central residences

>B4. Tell the traditionalists that this is a matter for husbands and wives to resolve in their own homes, not through the crown.

We can't control the people *that* much. JEEZeE.

>C1. Yes, let him do what he will with his money and his promised lands

He already traded out his smiting skills. If he well- died... he will be remembered
--------

I will give the D's in... when it's not 3 am
>>
>>4115472
A. Shall we take the Archdruid Fartoris up on his offer, or shall we attempt to ply answers from the captive redcaps with wine and women? Or what of... HARSHER methods?
>A2. Purchase them alcohol and hire them prostitutes, in an attempt to bribe answers from them as to the affliction and the way to their civilization's central residences

B. With this newest bout of revelry, and with the establishment of prostitution as a legitimate and officially-recognized career, the traditionalist Polytheists have come knocking again with more concerns. They note that goblin women-of-the-night are not averse to single motherhood, are resistant to diseases, and that that many a human man is being 'lured and seduced' into slipping out on his family to father goblin bastards. They note that this is exacerbating racial animus again, and eroding their families, and seek to have adultery made officially illegal (if not miscegenation). Of course, that would make our Prince a criminal and a hypocrite, an would likely badly affect the owners of our brothels and escort services. What shall we do?
>B3. Give a speech strongly shaming such behaviour, but do not render it illegal, for it is not our place


C. Lord al-Khalaf has taken our inaction, and a scoffing rhetorical question by one councilor ti the effect of "what, you want US to sort out your mines and land for you as well?", to mean that the matter of securing his claim is up to him. He is offering up steel, shares in the mineral wealth, and glory to our soldiers and to the mercenaries who arrived with him if they will join him in a privately-funded mission to secure the pass and battle back the redcaps. It will still take manpower away from Georgetown and escalate our conflict with the Redcaps, crown-sanctioned or not. Can we allow this?
>C3. Encourage him to travel to the harpy foothills instead, where he is less likely to get our people killed or captured


D. How else shall we focus our efforts? Pick four, or double down on two:

>D6. Scry the woods with the teardrop
Maybe this way we can learn more about the disease
>D7. Train or retrain soldiers
>D8. Study healing magic
>D10. Brew booze
>>
>>4115472
>A3. Torture them for the information we need

>B4. Tell the traditionalists that this is a matter for husbands and wives to resolve in their own homes, not through the crown
I'd have gone with the speech, but with the whole situation with George and Krazir, it could come off badly

>C2. Back his expedition with official crown military support

>D8. Study or use magic
Have our mages enhance as many pieces of weaponry as possible before the expedition
>D10. Other
Set up a defensive position at redcap pass. Travel to a predetermined spot early with many of the soldiers, some mages, and laborers. Clear out some forest and build a palisade wall. Also a watchtower or two if possible. The idea is to bait the redcaps into attacking us while we have a fortified position. If they don't take the bait, then we get a foothold in the region we can use to secure the pass in general. Idea shamelessly ripped off of what little I know of Roman military history.
>>
>>4115528
My D's are

>D8. Doubling down on studying healing magic. If we come up with a panacea and cure the curse-disease it would be siccccc. Maybe even learn to purge the bluuud magic out of the children. ( and the recaps but this one's maybe melt like butter)
>D10a. Send some if not half of the recaps to victory island. If they are so far away, they wills will break with no hope for freedom.
>d10b. Supporting the Roman dude's idea
>>
>>4116114
>>4115559
>>4115550
>>4115528
>>4115491
A2, B3/4, C2, D8 (healing and enchanting), D10 (establish a defensive position)

We attempt to ply our redcap captives with booze and floozies, hiring fine prostitutes of various races and bringing them a veritable smorgasboard of the finest berry-wine, seasonal beers, rice wine, and vodka our farmers and brewers can produce. A grand time is had by all the redcaps, and our royal patronage is appreciated by the madame of the escort service we hire from (a Winhophe Warbloom, half-elven prostitute, artisan, and businessowner, and an expert at servicing elvenkind). By cutting off these services and promising more to any who cooperate, we are finally able to break some of the redcaps who have been with us longest. For the promise of another such night, and maybe some other such privileges, they tell us of the means by which our men have been made sick: a ritual performed by a priest. Dipping the weapons of their warriors in the drained blood of a redcap elf slain by our warriors and summoning the aid of spirits they call "dark servants of life", they enchant their weapons to strike true, and to inflict an agonizing half-death even on those who receive glancing blows.

Even while we use the prostitutes' wiles to our advantage in our intelligence gathering, we grudgingly consent to give a speech against their interests in Georgetown Square. We stop short of shaming prostitution itself as degenerate, let alone miscegenation (a necessity, we feel, with Prince George delivering the speech). Instead, we shame parental and spousal neglect, and careless revelry. With no concrete action and only the vaguest effort in the direction of their goals, though, the traditionalist set is clearly disappointed with our measures.

We have higher priorities, though: for one, and preparing to aid Iron Lord al-Khalaf in his quest to take the pass. Since he has decided to barrel in regardless, and to take many of our mercenary forces and glory-hungry young soldiers with him, we decide it best to keep crown and council close at hand in this affair, and to keep our people safe. While he bankrolls much of the expedition proper, we assign our soldiers, mages, and laborers to clear forest and build a palisade at the pass. This attracts some lupin attention and consternation, even as we begin growing watch-trees to replace some of those cut down, and to fortify our palisade with thorny vines. However, more dangerous is the redcap attention we draw; they strike hard, in greater numbers than we have seen since they cave! Healer & Chloromancer Toby Parker falls victim to the same illness as our other warriors, and so do 6 goblin, human, and half-elf soldiers; 3 more fall in battle outright, and we lose another on our patrols. However, the fortifications are built, in time for al-Khalaf's forces to march in with numbers!
>>
>>4117154
Half-Elven Healer Zelkaen Oatbluff, the most skilled mage in her field, also achieves a breakthrough: with captured curse-charged weapons acquired in the battle against the redcaps at their pass, she is able to begin working a ritual that she believes can undo the illness these weapons inflict! Her early efforts achieve some success at alleviating symptoms and getting the brave men and women thus rendered invalids back on their feet, if not in fighting form just yet.

Month 6 of Year Three comes with the sound of frequent thunderstorms, especially at the pass; no telling if they are magical or natural, but many feel they bode ill.

A. How shall we approach the concerned lupins of Red Needle Blanket? They are clearly worried by our expansion, our deforestation, and our new permanent-looking structures in the pass.
A1. Request their military aid in our campaign, so that we might clear out faster
A2. Dismiss their concerns; this land will form the basis for al-Khalaf's mining operation, so they will have to make do with the rest of the woods
A3. Cease expansion and deforestation as much as possible, and offer to dedicate our efforts to reforesting ASAP

B. The traditionalist Polytheist's views and lifeways are increasingly divergent from the rest of our population's, but they represent some important members of our human and even elven and half-elven community (not to mention the leadership of Victory Island). Their grumblings and demands for concession grow louder. Are we concerned?
B1. Yes: suppress this insubordinate behaviour urgently and forcefully
B2. Yes: make concessions to raise their morale (describe which ones)
B3. No: remind them that Victory Island is always seeking skilled workers, and has been made a religious community
B4. No: there is no need to fear, and we will not be cowed by such whinging

C. How shall we advance our campaign against the redcaps?
C1. Let al-Khalaf's paid forces take the lead however they see fit; our army and casters are there to support them, not sort out the whole affair
C2. Attempt to hold the pass and block routes into and out of the mountain; trap them in their dens, and secure a route through the mountains
C3. Raid the caves themselves once more, with a full assault! Smite them in their lair!
C5. Attempt diplomacy after our most recent victory (mixed though it was)
C6. Hold our position for now, until we take their measure and all our troops are feeling better again

D. How else shall we focus our efforts? Pick four, or double down on two:
D1. Scout (where?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D8. Study or use magic (what kind?)
D9. Trade mission (to whom? what will we offer, and what do we seek?)
D10. Other (write in)
>>
>>4117177
>A4. Request their military aid in our campaign, so that we might clear out faster, Also promise to reforest the places after we crush the redcaps.

>B i'll support and good plans

>C6. Hold our position for now, until we take their measure and all our troops are feeling better again


no prefence on D
>>
>>4117177
>A1. Request their military aid in our campaign, so that we might clear out faster
Make it clear we're doing it to be better able to clear out the redcap menace

>B4. No: there is no need to fear, and we will not be cowed by such whinging
I want to grant concessions, but I'm not sure on what we can grant that we haven't already locked ourselves out of by previous policy

>C2. Attempt to hold the pass and block routes into and out of the mountain; trap them in their dens, and secure a route through the mountains
Make it clear to our Iron Lord that we need to secure the pass. Even if he rushes straight for the mountains and starts mining, it will be useless if the pass is too dangerous to transport goods.

>D4. Farm
>D8. Study or use magic
Study fortification magic

Also, how is our knowledge of shipwrighting? Building new ships takes a lot of time, so I'd like to start thinking about this stuff sooner rather than later. Similarly, do we have the necessary knowledge to start manufacturing new cannon? If not, what would we have to research for these sorts of things?
>>
>>4117660
>how is our knowledge of shipwrighting?
Not especially great, apart from yheir maintenamce and some basic design principles

>do we have the necessary knowledge to start manufacturing new cannon?
No, though between alchemy and steelworking, you have some of the underlying principles

>If not, what would we have to research for these sorts of things?
We'll call that a D10 vote to research technology
>>
>>4117177
A. We are getting things done godamn it while the Lupins have chosen to avoid the redcaps all together.
>A1.

B. This is a hard one, and very hard. QM warned us of low morale.
>B3. Ask them if they would be interested in Victory Island, as it's a community adjusted to Polytheism.

C.
>C2. If we can have them in check, we will have time to come up with solutions against their magic.

D. We have enough resources to not bother about it this month (QM, farmers, hunters, fishermen and laborers passively grant food?) and the pressing issues are
1.- Coming up with countermeasures to blood magic
2.- Appease the Lupin
3.- Fuck the redcaps up
4.- Maintain Georgetown's cohesion


>D7. Retrain the prostitutes into other professions. I want to reduce their number and ideally, well, stop prostitution with a peaceful method. Whoring usefulness is past expiration date.
>D8. Doubling down on the study of fortification magic.
>D9. Trade mission to the mysterious northern knife ears. See if blue jade can be traded for charms against disease and curses
>>
>>4117870
>>4117852
>>4117660
>>4117189

In response to the concerns raised by Red Needle Blanket, we negotiate their aid: the sooner we can end the threat of "the mothers and fathers", the sooner we can consider their requests to return this place to a more natural state. They concede the point, and commit 36 hunters and warriors to our cause (albeit tentatively), plus Fern.

Our INTERNAL divisions prove another matter altogether, and arguably a trickier one. With the council unable or unwilling to offer any concessions, the increasingly-dissatisfied traditionalists send their ostensible spokesperson Arthur Bruneau to request the transport of 35 men, women, and children (predominantly human, with some half-elves) to Victory Island,w here they may work and live in a settlement more in tune with their morality and their folkways.

While we mull over this proposal, we still have a war to wage, however. Our fortification mages double down on their efforts, enlisting chloromancers to help grow a thick skin of bark over our palisades, and soon after our watch-trees and our other structures.

Meanwhile, our lupin allies’ keen sense of smell and numbers prove invaluable in seeking out the rat-holes of the redcaps. They are small, numerous and widely-scattered, making it trickier than it might otherwise be, and it does not help that many of our troops are still recovering from the magical illness. With concerted effort (and some casualties, both human mercenaries) we achieve our goal of severely curtailing the avenues by which redcaps may freely enter and exit their mountain! 14 other humans, goblins, and lupins are consigned to the care of our healing mages, however, as a direct result.

Our farmers farm, but despite their efforts, we experience diminishing returns. This has many causes: a growing population, an army marching on their stomachs, a colony to support (there is far less agriculture than mining going on on Victory Island at present), and the loss of troops. A curious quirk of Georgetown’s people is that, out of necessity, few have only a single role in the community. We learn this when we endeavour to retrain some of our prostitutes, and learn that, just as a slain or sickened soldier is often a farmer, a prostitute is generally an artisan, a brewer, a farmer, a sailor, or a soldier. Especially among the goblins, with their lack of taboos about whoring, women (and a few men) seem to have gravitated to sex-work because it is simply more lucrative and less taxing or dangerous than other professions,a nd offers more social mobility than many of them for non-humans.

While we have time on our side, there is talk of seeking the protective or curative magics of the north-folk. It is summer, but with a journey far enough north, we might just find them again, and make use of our jade! It’s worth a shot, right?

>>4117870
>QM, farmers, hunters, fishermen and laborers passively grant food?

P.S., Yes, but less than when you focus their efforts.
>>
>>4118937
A. What do we think of Bruneau's request, to allow almost a tenth of our population including, no doubt, some soldiers, farmers, and hunters) to relocate to Victory Island?
A1. No--we cannot spare the manpower right now, in the middle of a war! We will reconsider it later
A2. No, and we deem the request impudent and dangerous. Crack down!
A3. Yes, that's fair. We will arrange passage.
A4. Offer these dissatisfied people passage to the far north, as part of that expedition, instead
A5. No, and make concessions (which concessions? specify!)

B. What is our next move in the war against the redcaps?
B1. Into the tunnels! Seek out their homes or leaders, to end this conflict
B2. Hold position, heal our people, and curtail their surface activities
B3. Focus on capturing and studying redcaps, and using them as labour (or converting them to our way of life)
B4. Attempt diplomacy again, from a position of strength now
B5. Other (write-in)

C. What shall be our approach to this northern expedition?
C1. Beelay it for now, until we know what will come of the redcap war
C2. Send only a small force; we need most military folk at home!
C3. Send a large force, to sweep the lands and seas more effectively and locate our northern neighbours
C4. Attempt to trade with the northerns through the lupins of Thick Fog Lingering clan, in exchange for a cut of trade coming and going
C5. Other (write-in)

D. The summer is hot, humid, muggy. The thunderstorms continue, albeit less frequently; at least one soldier is struck by lightning in his watchtower, necessitating healing! Rains begin again, turning dust to mud. How shall we focus our efforts?
Pick four, or double down on two:
D1. Scout (where?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D8. Study or use magic (what kind?)
D9. Study or advance technology (what kind?)
D11. Other (write in)
>>
>>4118952
>A4. Offer these dissatisfied people passage to the far north, as part of that expedition, instead

>B2. Hold position, heal our people, and curtail their surface activities

>C2. Send only a small force; we need most military folk at home!
Small force in addition to the disgruntled traditionalists. Should be fairly sizeable overall

>D4. Farm
>D6. Scry
Scry up north to aid the expedition. Use the teardrop
>D8. Study or use magic
Study Echantment
>D9. Study or advance technology
Study explosives (i.e. gunpowder), making sure to do it in isolation. We don't want to accidentally burn anything down. I imagine the goblins will be especially down to do this
>>
>>4118952
A. What do we think of Bruneau's request, to allow almost a tenth of our population including, no doubt, some soldiers, farmers, and hunters) to relocate to Victory Island?
>A1. No--we cannot spare the manpower right now, in the middle of a war! We will reconsider it later

B. What is our next move in the war against the redcaps?
>B4. Attempt diplomacy again, from a position of strength now


C. What shall be our approach to this northern expedition?
>C4. Attempt to trade with the northerns through the lupins of Thick Fog Lingering clan, in exchange for a cut of trade coming and going


D. The summer is hot, humid, muggy. The thunderstorms continue, albeit less frequently; at least one soldier is struck by lightning in his watchtower, necessitating healing! Rains begin again, turning dust to mud. How shall we focus our efforts?
Pick four, or double down on two:
>D3. Forage in the marshes
>D4. Farm
>D8. Study enchanting
>D9. Study or advance technology gunpowder
>>
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>>4119423
>>4119455
I'll wait until tomorrow to post (or until a tie-breaker post, if one shows up before I go to bed).
>>
>>4119423
support
>>
>>4119423
>>4119455
>>4120887

The council takes the traditionalists up on their request, but with a twist! Margot Hussein is seeking to furnish an expedition to establish a northerly outpost, and thereby seek out and trade with the mysterious north-folk for mystic trinkets which might help battle back the bloody magicks of the redcaps. We offer the traditionalists a chance to lend their aid to that expedition, and thus set up a new ‘colony’ of sorts away from our state-sanctioned debauchery and heresy. Despite the presence of goblins and even heathen lupins in the crew, they accept, for humans and Polytheists still form a clear majority on the crew manifest, and even Georgetown’s fuddy duddies are pioneers in spirit!

Using Mera’s Teardrop to augment our divination, we help their cartographers draft a map to guide them to a small coastal inland shielded from harsh northern winds and the driving sleet they bring. They set sail, taking a not-insubstantial share of our working population, some children, and a whole host of resources… But, with any luck, what they bring back will prove infinitely more valuable. The Teardrop also reveals signs of the lights further north: a guiding star for Captain Margot Hussein.

Certainly, our food stores feel the hit this month: we farm as best we can, but we are down many farmers, while others are wounded or on patrol. Still, the expeditions are armed, Victory island is fed in exchange for more iron and stone, and our people are fed!

Our enchantments grow more reliable as our elementalists take up the school in greater numbers and begin to collaborate: under Lord Wyzard the Goblin, they are able to deduce a method to store more magical charge in an item by carving runic symbols not unlike those emblems used by the lupins on their wards! Emboldened, we take the fight to the redcaps wherever they emerge from their tunnels, striking back against their night-patrols with a combination of lupin scent, goblin night-vision, and human muscle behind our newly re-enchanted blades and bows. It is a rout!
>>
>>4121239
What we don’t expect, however, is when the thunder that rolls in with Month 7’s rainy weather comes from below, rather than above: while our reduced forces are embattled in the forests against a surge of redcaps, a surprisingly-large strike force forces their way through the main caves of the pass, and they bring with them a mighty artillery piece! These redcaps open fire with a cannon the rival of any onboard The Albatross Heart, and they blast a wound into our palisade! They next volley brings hollowed-out ammunition full of cave-spider eggs… And each of those frantic, biting baby spiders which hatch from the shock is evidently enchanted with blood magic. Even as the redcaps retreat, many shot down with enchanted arrows or ensnared in watch-tree branches, our brave women, women, and lupin allies writhe and yowl in pain and misery as the blood-sickness takes them.

It is Year 3, Month 7. Our fighting forces are reduced and split, our palisade infested with cursed spider-spawn, and the redcaps have dealt us a mighty blow… But iron Lord al-Khalaf and Lord-Mage Wysard, who had been working together to strengthen our own blackpowder munitions, believe they can learn from this experience. They begin work on replicating the cannon which so wounded us, and the explosive shell which devastated the wall. By mid-month, they have a working prototype, and are able to further enchant the ammunition to deliver grenade-like explosions of elemental force!... In theory.

A. What shall we do about the redcap war?
A1. Strike hard with our new cannons! Use superior firepower to avenge ourselves before they can deal another such blow.
A2. Focus on clearing out the infestation in the palisade, first, and on curing our people
A3. Attempt a diplomatic resolution--this was too great a blow, and it shows we don't know what they're capable of
A4. Abandon the palisade and the pass for now, to consolidate defences in Georgetown
A5. Other (write-in)

B. Shall we call back the Norther Expedition, redirect their priorities, or allow them to carry on? It will take some time to achieve any of these, but the sooner we send the message, the sooner they can alter plans.
B1. Stick to the plan, for we need northern magic more than ever to even the playing field
B2. Call them back--we need all our forces immediately, after this assault!
B3. Refocus the Northern Expedition inland, on recruiting lupin allies from Thick Fog Lingering to shore up our military
B4. Continue to focus on the Northmen... And attempt to broker their military aid if possible
B5. Other (write-in)

[...]
>>
>>4121256

C. In Georgetown, our great beasts begin to labour. Each of them births but a single calf, but by the horny frill on one, it seems likely we have a male now! We've been told they grow slowly, but can reach 40 feet in length, and several tons in weight, and are quite the brutes. What shall we do?
C1. Begin raising the male for battle alongside our troops however we can
C2. Cull the male, and raise the more docile females for mounts and beasts of burden
C3. Attempt to raise both males and females, for distaff purposes
C4. Other (write-in)


D. Autumn breaks the months of stormy skies with a more mundane drizzling,with mixed sun and clouds and the onset of chillier weather. It has been a poor harvest. What shall we do? Pick four, or double down on two:
D1. Scout (where?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D8. Study or use magic (what kind?)
D9. Study or advance technology (what kind?)
D11. Other (write in)
>>
>>4121256
>A2. Focus on clearing out the infestation in the palisade, first, and on curing our people

>B1. Stick to the plan, for we need northern magic more than ever to even the playing field

>C3. Attempt to raise both males and females, for distaff purposes

>D3. Fish near Georgetown to supplement for bad harvests
>D4. Farm
>D8. Study or use magic
Continue working on cures to the redcap bloodsickness
>D9. Study or advance technology
Continue work on the prototype cannon, making sure it is working properly. If they're good on that front, then try to begin making smaller versions that are easier to manufacture

Also, I think you might have misinterpreted which vote was being supported (or I'm not understanding things right)
>>
>>4121256
>A5. Other (write-in). Fuck 'em tunnels up! With the explosive charges, demolish those entrances. All the ones we can find and keep looking for more.

>B1. Stick to it, m'dude. I feel that after sealing up as many holes as possible, we will need quantity over quality.

>C2. Let's stick to the basics and use them as beasts of burden, just like always. BUT I do wonder, what if we castrate this male calf?

D. I like >>4121443 options.

>D3. Fish near Georgetown to supplement for bad harvests
>D4. Farm
>D8. Study or use magic. Double down
Continue working on cures to the redcap bloodsickness
>>
>>4121256
A. What shall we do about the redcap war?
>A2. Focus on clearing out the infestation in the palisade, first, and on curing our people

B. Shall we call back the Norther Expedition, redirect their priorities, or allow them to carry on? It will take some time to achieve any of these, but the sooner we send the message, the sooner they can alter plans.
>B1. Stick to the plan, for we need northern magic more than ever to even the playing field

C. In Georgetown, our great beasts begin to labour. Each of them births but a single calf, but by the horny frill on one, it seems likely we have a male now! We've been told they grow slowly, but can reach 40 feet in length, and several tons in weight, and are quite the brutes. What shall we do?
>C1. Begin raising the male for battle alongside our troops however we can

D. Autumn breaks the months of stormy skies with a more mundane drizzling,with mixed sun and clouds and the onset of chillier weather. It has been a poor harvest. What shall we do? Pick four, or double down on two:
>D3. Forage inland
>D4. Farm
>D7. Train more farmers
>D9. Study gunpowder

Also it might be a good idea to archive this thread before it falls off the board
>>
>>4121799
True, it is in page 9 already.
>>
>>4121778
support
>>
>>4122154
Anyone know how to go about that?
>>
>>4122333

Simple: go to suptg, click the button underneath "Add thread" and just do what it says.
>>
>>4121443
>>4121778
>>4121799
>>4122264

To give us the space to focus on culling the new spider infestation at the Redcap Pass palisade and curing the afflicted, we instruct al-Khalaf and Wysard to turn their newly-augmented firepower loose on the primary gateway of the redcaps to the surface. This will slow down our mining efforts in the future, but for now, it grants us precious time.

In our continued experiments with animal husbandry, we deem it wisest to keep it simple with our great, northerly beasts of burden… But, curious to see if it might temper the male’s aggression as he ages, we endeavour to castrate the calf. As both male and female “great beasts” seemingly have cloacas, this proves difficult, but in time our intrepid farmers believe they may have found a way to do so. However, they fear a failure might cost his life. The young female, meanwhile, is proving relatively trainable, even as the wild-born mother beasts are still a touch stiff-necked and moody. The farmers also tell us they believe that, with some more concerted effort on our part, they could train the smaller “venison reptiles” into proper mounts or pack animals.

Between our farmers, hunters, and fishermen, even our reduced number of workers is able to begin building a small surplus of food again. Better yet, we reach another breakthrough in our magical studies! By combining the accumulated knowledge of our blood magic scholars with the exceptional acumen of Mage Oatbluff and her healers, we are able to extract a sort of magical “antivenom” from the captured blood-spiders. While it takes us much of the month to cull the spiders and extract the necessary quantity of venom to create a proper cure, once administered it takes effect within 24 hours!

As Month 8 of Year 3 brings heavier winds and rain, rocking the palisade, we meet it in fighting form and with magically warmth hearths!
>>
>>4122918
A. During the commotion of the redcap raid or shortly thereafter, it becomes apparent we lost two of our redcap prisoners. Nobody remembers seeing them leave, or any signs of a body, so it is likely they fled with knowledge of our ways and our settlement. What should we do about this?
A1. Let them flee; they aren’t worth the trouble
A2. Punish the remaining redcaps for their allies desertion (how?)
A3. Use divination and lupin scent to seek them out; either recapture them or follow them to root out their way home
A4. Other (write-in)

B. Demographic changes in Georgetown have been exacerbated by human casualties and the departure of so many on the expedition: now a roughly equal number of humans and goblins are born in Georgetown each month, plus the occasional elf or half-elf. This has engendered some concern, especially as goblins still come of age faster and begin to have children of their own, and ESPECIALLY as goblins continue to be irreligious or reformists. What should we do?
B1. Leave the situation be; the traditional polytheists have places they can go if they become upset, and any other concerned humans may follow suit
B2. Mandate contraceptives at the goblin brothels in an effort to slow their reproduction
B3. Pursue blood magic-based methods to affect human or goblin breeding or maturation rates (specify whose, and how)
B4. Deploy more goblins on the front lines
B5. Other (write-in)

C. We receive an update from the Northern Expedition, by way of a pre-scheduled divination check-in: Archmage Virmoira informs us that they have established the expected beachhead without effort, that they are supping well on fish, seabirds, and aquatic reptiles like our gilled lizards, and that they are supplementing their fresh water with ice flows! However, they still have no established trade with the northmen, whose only witnessed vessels seem to be small and even possibly… Unmanned. What shall we do?
C1. Instruct them to wait until winter for the manned vessels to make their seasonal voyage south, and to establish trade then
C2. Instruct them to board one of the seemingly-unmanned vessels and to investigate
C3. Urge them to journey further north now, into the dangers of ice flows, to meet the northmen in their homeland--it is urgent!
C4. Request that they explore inland and trade with the lupins for now, to supplement our settlements’ production
C5. Other (write-in)

D. How shall we direct our people to focus their efforts this month? Pick four, or double down on two:
D1. Scout (where?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D8. Study or use magic (what kind?)
D9. Study or advance technology (what kind?)
D11. Other (write in)

>>4122356
Done and done!
>>
>>4122921
A3. Use divination and lupin scent to seek them out; either recapture them and follow them to root out their way home

B4. Deploy more goblins on the front lines
why are we not doing this already

C4. Request that they explore inland and trade with the lupins for now, to supplement our settlements’ production

no preference on D

we need to send someone to check victory island for blood magic corruption. since that chick may have used it to make her kid more human.
>>
>>4122953
>Deploy more goblins on the front lines
why are we not doing this already

The heavy deployment has necessitated "all hands on deck", and many of your best mercenaries have been human.

The RNG has also just happened to lead to greater human death toll.
>>
>>4122921
A. During the commotion of the redcap raid or shortly thereafter, it becomes apparent we lost two of our redcap prisoners. Nobody remembers seeing them leave, or any signs of a body, so it is likely they fled with knowledge of our ways and our settlement. What should we do about this?
>A3. Use divination and lupin scent to seek them out; either recapture them or follow them to root out their way home


B. Demographic changes in Georgetown have been exacerbated by human casualties and the departure of so many on the expedition: now a roughly equal number of humans and goblins are born in Georgetown each month, plus the occasional elf or half-elf. This has engendered some concern, especially as goblins still come of age faster and begin to have children of their own, and ESPECIALLY as goblins continue to be irreligious or reformists. What should we do?
>B4. Deploy more goblins on the front lines


C. We receive an update from the Northern Expedition, by way of a pre-scheduled divination check-in: Archmage Virmoira informs us that they have established the expected beachhead without effort, that they are supping well on fish, seabirds, and aquatic reptiles like our gilled lizards, and that they are supplementing their fresh water with ice flows! However, they still have no established trade with the northmen, whose only witnessed vessels seem to be small and even possibly… Unmanned. What shall we do?
>C4. Request that they explore inland and trade with the lupins for now, to supplement our settlements’ production


D. How shall we direct our people to focus their efforts this month? Pick four, or double down on two:
>D4. Farm
>D7. Train or retrain farmers
>D8. Study warding magic
>D9. Study or advance gunpowder
>>
>>4122921
>A3. Use divination and lupin scent to seek them out; either recapture them or follow them to root out their way home

>B4. Deploy more goblins on the front lines

>C1. Instruct them to wait until winter for the manned vessels to make their seasonal voyage south, and to establish trade then

>D4. Farm
>D7. Train or retrain our citizens
Encourage more of the goblins to become infantry and for the youth to chose soldiering as a career path
>D8. Study or use magic
Study blood magic, trying to figure out a way to cure or proof against blood children. If we can cure the blood spider affliction, it may work
>D9. Study or advance technology
Study our farming techniques and try to figure out ways to boost yields

At some point, we should send ships back to the Old World and pick up more human immigrants. Current issues take priority for now though
>>
>>4122921
>A2. Punish the remaining redcaps for their allies desertion (how?)

Off them. Alternatively, send them to victory island. I never wanted this damn redcaps to begin with...

>B2. Damn goblins...
>C2. We are going in an adventure!

>D8 Double down. Use chloromancy to grow thorny vines and those boxer trees on the redcaps cave entrances. I want to trap them in
>D9. Double down. Advance gunpowder. Smokeless gunpowder you know?.

We. Have. To. Trap. Those. Red. Caps
>>
>>4122953
>>4123089
>>4123109
>>4123176
>>4123562

By the time we set our forces to tracking the missing redcap prisoners, it is too late to recapture, them, but they DO accidentally provide us valuable intel: our divination and the lupins' keen noses help us ferret out their ratholes, allowing us to further block in our foes! We pull back many of our humans from the Redcap Pass palisade and the defence of Georgetown; in their place, our lupin-partnered forest forces become almost entirely goblinoid; this proves to be advantageous in the sense that they can more easily investigate the tunnel systems, but is probably small comfort to the family of mercenary Egseaz, who does not return from such an expedition.

We send word to the north to our expeditionary forces, requesting that they focus on trade with Thick Fog Lingering, and (if possible) the dark-furred lupins of the north. The Council, fearing decreases in food production, seeks resources to supplement our stores. By the end of the month, between these imports, our own farming, and our other methods of food production and harvest... We are still consuming more than we produce. In the hopes of offsetting this, we begin training goblins into soldiers and humans into farmers, but it will be months until our next crop of trainees are of age to work properly.

Worse yet, the redcaps plainly do not take kindly to our efforts to seal their mountain off. We lose another goblin, a hunter this time, as well as a lupin to some sort of triggered explosive left in the mouth of such a tunnel. Our chloromancers' newfound aptitude for growing out the roots of watch-trees to block such ratholes only serves to set several of our trees ablaze, requiring lupin aid and the blessings of this rainy land to put out the resulting forest fires. Our spies, meanwhile, indicate that the redcaps are clearly mustering for some other sort of retaliation.

Month 9 comes with the first snowfall, and hints of more on the wind.
>>
>>4124648

A. Food reserves are dwindling... But not rapidly, and within 3 or four months, our training efforts should produce many dedicated new farmers. We should also have some proper beasts of burden by next year, at the current rate of growth! However, this assumes no more ill-fated twists befall us between now and then. What shall we do? Choose all tat you wish to follow up on:
A1. Press our pre-teen population to work prior to their "graduation" on the farms, to help increase production (may affect morale)
A2. Focus farmers' efforts on domesticating the "venison reptiles" into proper pack animals, in the hopes this helps
A3. Cut off Victory Island, to farm their own food for a time
A4. Tighten our belts and tough it out; by Year 4, we will hopefully resolve the production situation!
A5. Focus chloromancers' efforts on food production
A6. Otehr (write-in)

B. And what of the Redcap War? We cannot divine their plans within their cave complex, but our spies and our soldiers believe they are up to something down there...
B1. Stay on the defensive, but risk no forward action yet
B2. Stage an assault on the ratholes with our forces, and attempt to cut short their plotting
B3. Use blood magic to augment divination, in the hopes we can gain insight into their plans
B4. Interrogate/persuade (chosoe a method) our redcap captives as to what they might expect their people to do next
B5. Send our spies in on their own, to hopefully steal some intel
B6. Other (write-in)

C. The Northern Settlement tells us that Thick Fog Lingering is still a cooperative clan, but that the dark-furred lupins of the far north are increasingly hostile to our presence, of which they have become aware. Thick Fog Lingering has limited diplomatic relations with their cousins, and may be able to intercede on our behalf... For a price. Or, Captain Margot proposes, we could do it ourselves?
C1. Attempt diplomacy on our own, to expand our trade options and clear a path my land to trade with the northmen in the months to follow
C2. Ask Thick Fog Lingering to intercede on our behalf, in exchange for more food and magical goods
C3. Stick close to the coast to avoid furtehr aggravating the dark-furred clan, until it grows colder and we can pursue our main objective
C4. Arm ourselves and be ready for war with the dark lupins
C5. Other (write-in)

D. How shall we direct our people to focus their efforts this month? Pick four, or double down on two:
D1. Scout (where?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D8. Study or use magic (what kind?)
D9. Study or advance technology (what kind?)
D10. Other (write in)
>>
A. Food reserves are dwindling... But not rapidly, and within 3 or four months, our training efforts should produce many dedicated new farmers. We should also have some proper beasts of burden by next year, at the current rate of growth! However, this assumes no more ill-fated twists befall us between now and then. What shall we do? Choose all that you wish to follow up on:
>A1. Press our pre-teen population to work prior to their "graduation" on the farms, to help increase production


B. And what of the Redcap War? We cannot divine their plans within their cave complex, but our spies and our soldiers believe they are up to something down there...
>B5. Send our spies in on their own, to hopefully steal some intel


C. The Northern Settlement tells us that Thick Fog Lingering is still a cooperative clan, but that the dark-furred lupins of the far north are increasingly hostile to our presence, of which they have become aware. Thick Fog Lingering has limited diplomatic relations with their cousins, and may be able to intercede on our behalf... For a price. Or, Captain Margot proposes, we could do it ourselves?
>C2. Ask Thick Fog Lingering to intercede on our behalf, in exchange for more food and magical goods


D. How shall we direct our people to focus their efforts this month? Pick four, or double down on two:
>D3. Forage in the marsh
>D4. Farm
>>
>>4124671
>A5. Focus chloromancers' efforts on food production

>B2. Stage an assault on the ratholes with our forces, and attempt to cut short their plotting

>C3. Stick close to the coast to avoid further aggravating the dark-furred clan, until it grows colder and we can pursue our main objective

>D4. Farm
>D9. Study or advance technology
Develop proper explosives (such as petards) to use on the redcap ratholes
>>
>>4122356
How does one update the archive, since this thread is still going? Does it do so automatically?
>>
>>4125761

As far as I'm aware it does it automatically, but I can't be certain on that.
>>
>>4124970
>>4125014
Pending on a tie-breaker, or until the end of today!
>>
>>4124970
>>4125014
Rolled: A1, B5, C3,. Heavy farming (our only agreement was the double down on farming), with smaller time and resource investments in explosives research and foraging.

Out of concern for food security, the council makes a decision to not merely train our youth as farmer, but to actively remove them from education and household duties to serve on the farms as labourers until such time as they can properly farm their own plots.Our adult laborers, meanwhile are turned towards the effort of foraging the marshlands. It sharply lowers morale across all strata of society, but it's tough to argue with the results: the greatest food surplus we've produced in years, just in time for the end of our most productive season!

We send some of this surplus food up north, to supplement the settlement there. This way, they can stay close to the coast and avoid altercations with black-furred lupins. Our divinations and seasonal observations thus far suggest they need only wait a month or two before manned ships and landcraft will travel south from the icy reaches, to bring us the potential of diplomacy and trade with the northmen.

While Wysard, al-Kahalaf, and our mages and soldier experiment further with explosives, we opt to send our four expert infiltrators to explore the tunnels more discreetly, and to seek out that knowledge which we cannot scry from below the surface, on our redcap enemies. Of the four deployed, only three return, and what intelligence they have gathered for us gives us little hope for the fate of the fourth.

The three gaunt, harrowed spies report having spent weeks navigating tunnels replete with dangerous beasts, following metal rails through expansive mines and fungal farms to find the redcaps' residences They never made it all the way there, however. Instead, they found something more urgent, forcing them to turn around and report back without further investigation: a redcap religious ceremony, held by their leadership.

In attendance was The Mysterious Stranger, casually observing; at the centre of the ritual were captured men, goblins, and lupins from our force, as well as redcaps who clearly incurred displeasure by unknown means. They were shackled to a strange altar and surrounded by rune-inscribed crystals. Unde rthe guidance of the Stranger, the redcap priests drained the blood from the victims, leaving them dead or near-dead... Only to bless (or curse) the gathered liquid, and then to force the victims to consume their own extracted essence. The result was violent convulsion and mutation of the bodies into large, hulking abominations, hungry for yet more blood. The purpose of this dark production seems clear: dozens of undead soldiers, ready to be unleashed upon our people.

So Month 10 of Year 3 arrives: beneath the darkness of hanging clouds and harbingers of a bleak winter war.
>>
>>4129382
A. The Redcap War continues to dominate the thoughts of our people, and the council, even with no active skirmishes this month. Petard research has borne some fruit, but our non-magical explosives are of questionable compatibility with our magical ones, and are presently less reliable, though with time (and more mining operations for necessary elements) they would be cheaper to mass produce. The question is, do we have the time?
A1. Prepare an all-out offensive on the Redcaps this month, before they can ambush us with vampiric monsters
A2. Hold our defenses, focus on our researches, and prepare for their inevitable assault
A3. Send our spies back to study our enemies further, and to give us advance notice
A4. Attempt diplomacy again, to stave off this winter war
A5. Summon The Mysterious Stranger through blood magic, to get answers
A6. Other (write-in)

B. Princess Josephine has become pregnant again! This means the possibility of a non-cursed heir... Assuming that whatever transmogrified her firstborn son does not still flow in her veins, and assuming that the incoming redcap assault causes no problems. Both these fears clearly play upon her slowly-mending psyche, and cause Prince George no shortage of concern either. What shall we do?
B1. Offer assurance that all will be well; there is no need for these fears to dominate our minds unduly, and we have greater concerns
B2. Devote the efforts of our healers and blood-mages to monitoring the Princess and her pregnancy, to ensure the health of the child
B3. Send Princess Josephine to one of our other settlements (which on?) for her safety in this time
B4. Other (write-in)

C. Fears that our force will be overwhelmed by the greater and more-advanced Redcap army are not without basis. Some in our military note that, just like Georgetown's children proved useful to help keep our farms functional, they may also prove integral to our defences as warriors. However, this is to the greater consternation of many parents, who would already fear for their children's lives in the event of an invasion. What shall we do?
C1. Press the pre-teen youth as soldiers for the upcoming battle
C2. Keep the youth innocent of this bloodshed if possible, but continue to use their labor for civilian purposes
C3. Send Georgetown's children to take refuge in our other settlements for now
C4. Allow the children to return to their studies and household duties around Georgetown once more

D. How shall we direct our people to focus their efforts this month? Pick four, or double down on two:
D1. Scout (where?)
D2. Gather wood for fuel and/or construction
D3. Fish/Hunt/Forage/Gather Water (where?)
D4. Farm
D5. Carouse to raise morale
D6. Scry (What/Who/Where? Use the Teardrop, or no?)
D7. Train or retrain our citizens (pick a profession; if we already have members, training is more likely to succeed)
D8. Study or use magic (what kind?)
D9. Study or advance technology (what kind?)
D10. Other (write in)
>>
>>4129404
BONUS: Feel free to weigh in on the fate f our Redcap prisoners, if you wish any action to be taken against them (or using them) this month!
>>
>>4129404
>A1. Prepare an all-out offensive on the Redcaps this month, before they can ambush us with vampiric monsters
Launch a first strike before they get more of those monsters, but be prepared to fall back to the forward position we have. It's a tough choice, so I'm open to other ideas

>B3. Send Princess Josephine to one of our other settlements (which one?) for her safety in this time
Send her off to to Victory Island. Bring a healer and a blood mage with her

>C2. Keep the youth innocent of this bloodshed if possible, but continue to use their labor for civilian purposes
Our children will serve us best not on the battlefield, but on the fields

>D8. Study or use magic (what kind?)
Produce as many of the magical grenades as possible, and in general focus on offensive elemental magic
>D9. Study or advance technology (what kind?)
Continue work on explosives, trying to get as much done before the battle

On the question of what to do with the redcaps we have captured, I'm tempted to keep them in case all shit hits the fan and we need to use blood magic to keep the colony from being completely overrun. Those abominations look scary as hell
>>
>>4129404
A. The Redcap War continues to dominate the thoughts of our people, and the council, even with no active skirmishes this month. Petard research has borne some fruit, but our non-magical explosives are of questionable compatibility with our magical ones, and are presently less reliable, though with time (and more mining operations for necessary elements) they would be cheaper to mass produce. The question is, do we have the time?
>A4. Attempt diplomacy again, to stave off this winter war

B. Princess Josephine has become pregnant again! This means the possibility of a non-cursed heir... Assuming that whatever transmogrified her firstborn son does not still flow in her veins, and assuming that the incoming redcap assault causes no problems. Both these fears clearly play upon her slowly-mending psyche, and cause Prince George no shortage of concern either. What shall we do?
B3. Send Princess Josephine to one of our other settlements (Victory Island) for her safety in this time


C. Fears that our force will be overwhelmed by the greater and more-advanced Redcap army are not without basis. Some in our military note that, just like Georgetown's children proved useful to help keep our farms functional, they may also prove integral to our defences as warriors. However, this is to the greater consternation of many parents, who would already fear for their children's lives in the event of an invasion. What shall we do?
>C3. Send Georgetown's children to take refuge in our other settlements for now


D. How shall we direct our people to focus their efforts this month? Pick four, or double down on two:
>D7. Train more soldiers
>D8. Study warding magic


Keep trying to convert the redcaps



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