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You arrived at the island by mistake. You know not whose mistake it was, but they couldn't have...
Intro - You Arrived By Mistake
Location
USA
You arrived at the island by mistake. You know not whose mistake it was, but they couldn't have done this on purpose, could they? Back when it happened, you remembered who you were and where you were from, what year it even is. But so much time has passed on the island. Between that, dehydration, a lack of good food, and a few knocks to the head, you stopped caring about your history. Now it's gone. You are a child of the Island. You have been here for a little over two weeks, according to the scratches made on the timekeeping stone by the Sunwatchers. A lot happened in that time.

When you woke up in the sand, you were surrounded by smoldering wreckage that made a ring around the beach. The bay itself was littered with trash, but most of the survivors who came here with you had already gotten up and walked off. The few who sat nearby were too injured to do anything about it. Even days later, their blood still stains the white sands in dark brown blotches. You ventured away from this sad scene, and discovered a colony not far from the shore. The kids there called themselves the Children of the Island, and said that they had made a home for all the new arrivals. They explained about the strange combination of wrecks scattered about the beachhead, saying that some of their people come from different countries...and strangest of all, different TIMES. You didn't believe them at first, but no more than three days later, you changed your mind. One of the older girls gave you a tour around the colony and explained all there was to see, including the garden plots, hutches, and juice press where you would soon be working. You were given a place to sleep, and told that the guards would keep an eye on you for seven days, to see if you're going to be a problem.

The second day, you were roused from a fitful sleep just before dawn. Apparently you were to begin your shift at the hutches. You were given a feed bucket and a "mucket" (for mucking out the hutches), and sent to work without any more instructions. The Circle of Stripes wasn't pleased with how you did, so your punishment was to go down to the beach and pick up salvage, including anything not being used by the...significantly injured. While doing this, you found a compass and a pocket knife, and secreted these away so the others couldn't take them from you.

The third day, you were sent to work in the juice press, stomping down berries and tropical fruits into a mixed juice enjoyed by those who did good work and obeyed the Circle of Stripes. By the time you were finished, you were tired, your feet smelled, and you never wanted to see a fruit again. That night, you tried to sneak out and run off into the jungle. You were picked up by the Nightlights and hauled back to camp. That little stunt earned you four days of beach salvage duty, but afterward they explained that all the new arrivals tend to run off in the first few days. Your reward to start the second week was getting garden duty, which is the most prestigious position for a new arrival. You were kept under close scrutiny, but you worked hard and the Circle of Stripes was pleased with how you did.

You did garden duty for the first three days of your second week, then the Circle asked to speak with you. They showed you a map they'd drawn of all the explored areas on the Island, and gave you more information about the current situation. The Children of the Island are not the only survivors here, and they have been having problems with some of the other locals. They are sharing all this with you because they have a very important assignment that you are uniquely qualified for. They want you to set out into a well-scouted territory near the colony and set up a new camp for hunters, foragers, and other helpers the colony desperately needs in greater supply. They gave you until the end of the week (four days) to find kids for the job, at the end of which they will set you up with a small stockpile and kick you out. That was about four days ago. It's time for your expedition to begin.
 
Intro - The Setting
The Island

Your home for these last couple of weeks, and really your entire life as far as you care to remember. Surveys suggest the island would probably take a few months to walk around the edge, or about a week to walk across the middle. Of course, the Children have not explored that thoroughly; this is mainly an estimate formed by the Sunwatchers and agreed upon by the Circle of Stripes. The beach you woke up on is littered with wreckage from kayaks, sailboats, fancy yachts, Coast Guard patrol boats, naval Corvettes, Frigates, and Battleships, even a submarine, as well as pontoon planes, little Cessnas, biplanes, triplanes, World War II bombers, hippy vans, pickup trucks, and the odd School Bus. There's no islands visible on the horizon, so there's really no knowing how all these land vehicles got here. What's more, some of the survivors don't remember being anywhere near water before they arrived; more than a few hadn't even seen water before waking up on the beach.

The beach extends about 20 minutes west and 3 hours east of where you arrived, then it gets cut off by natural piers of craggy rocks, and towering mudstone cliffs. The beachhead is about 100 feet from water to inland, all white sands stained in places by blood. Out in the water, there is a barrier of wreckage that makes the land unreachable for any naval craft, though it thins out farther away. The horizon is blocked in places by commercial airliners, freighters, and other very large craft, all abandoned and in a desperate state.

Past that is some scraggly grasses that gradually get thicker, as the quality of soil improves. The hutches are in that grassy area. Past that is a place where the treeline is sparse; about 400 sq. ft. in area. This is the plot where the colony has set up their more important structures, rather impressive for a parcel of feral children banding together. West of there is the gardens, east of there is the dwelling space for the Circle of Stripes. North of the middle plot, the forest starts to get thicker. This is where the juice presses and the Sunwatcher dwellings are. The common dwellings are northward still, and at the very fringe of the colony is the dwelling place of the Nightlights. All in all, this region of the island is simply dubbed 'Home.'

The larger region west of Home is sparse-to-moderate forest with very little rocks and a lot of standing water. They call it the Crashing Marsh. The beach at its border is very rocky and inhospitable, difficult to salvage from. The larger region north of Home is dense forest with a few large rocks and steep inclines, with a river running through it. They call it the Shallow Forest. It is landlocked. The larger region east of Home is moderate forest, very rocky except where there are mud wallows frequented by pigs. They call it the Feasting Grounds. The beach at its border is a gravel bed that transitions into coarse sand. Relatively easy to salvage from. These three will be your immediate options for where to set up camp.

North of the Crashing Marsh are two regions. The westernmost is a bunch of grassy knolls and rocky slopes. They call it Home of the Goat Men. The more central region is very mountainous, comprised of dark grey slopes slathered in red clay and brown dirt. There are ravines and deep caves here. This central region is called the Foothills of Bear Head.

North of the Shallow Forest is a very densely wooded area called the Deep Forest. Nothing much is known about it, except that it is occupied by the Hairy Masks.

North of the Feasting Grounds are two regions. The easternmost is a sand bar ringed by tide pools. They call it the Treasure Cove. The more central region is mostly occupied by a lake, fed by a beautiful waterfall. It is suspected that a rebel band who split off from the Children of the Island have set up their base here, at Sparkle Falls.

Nothing past there has been surveyed, but the Monkey Krew who trade with the Children of the Island live on the other side of the island, and are known to come through the Feasting Grounds to reach the colony. Also, Mt. Bear Head is known to be north of the Foothills that bear its name. It is visible from the colony.
 
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Intro - Factions
The Children of the Island - Your people, as far as your memory is concerned. They are children from many places and times who arrived on this mysterious island and have made a home for themselves, a humble colony with basic fortifications made from wood and scrounged rocks.

Circle of Stripes - The leadership faction of the Children. Named for the initiation and loyalty ritual they undergo, in which they slap each others' forearms with reeds, plant fibers, or bare hands until lasting marks remain. Few of the oldest arrivals remain, as they are retired to serve in the Sunwatchers after a decade or so. Note: children do not age on the Island, so there are no adult survivors in the camp. The Circle is very private with how they handle leadership decisions, but has a very strong public face.

Sunwatchers - The closest thing this colony has to a religion. They watch the sun and keep tally of days on a huge stone in the middle of the colony. Most of their number were badly injured on arrival, but healed up enough where their injuries were no longer a threat to their health. Being unable to work, hunt, or fight, they have taken up simpler, easier duties like philosophy and teaching. They often preach of the horrors witnessed by the loyal Nightlights, though the latter rarely comments on the veracity of these stories. They are also responsible for the last rites of the significantly injured.

Nightlights - They hunt in the evening, guard the colony at night, and are on-call to fight battles as needed. They mainly see action in suppressing upheaval, or retrieving those who run off in the first week. Nightlights who break the rules are sentenced to mining, lumber, or foraging chores; when there aren't enough such criminals, they round up repeat offenders from the colony, and failing that, will fabricate a wrongdoing so that the "offender" can be sent to work. Those who are no longer in fitting condition to perform these duties watch the stars instead, divining the fate and fortune of the colony by interpreting the motion of the heavens.

Gardeners - The elite workers who do this duty because they have received the privilege. A temporary status except for those who earned serious favor with the Circle or Sunwatchers. They till the earth, keep away pests, and harvest fruits and vegetables the colony has cultivated. The foragers supplement their stock when it is not harvest time.

Tradesfolk - Herbgrinders, Rockhammers, Carvers, Dipwax, Sandalers, and Weavers, who make up the colony's merchant class. Most kids pick up a trade when they are no longer required to do the basic labor.

Hospitaler - Not only known for taking care of the sick or injured, this special class above the Tradesfolk was created by the Sunwatchers. Their purpose is to tend to keep the Sunwatchers fed, watered, and sheltered with fans and shade, providing other luxury services as required -- painting, music, singing, putting on plays, and "quality time" among them. Most Children of the Island are not old enough for carnal urges to kick in, and those who would be find those urges less than non-existent while here. The very thought slips from their head as soon as it arrives. There is no need anyway, since the population is supplemented by new arrivals. All the same, Hospitalers will comb or cut hair, rub aching muscles, bathe the subject if asked, and satisfy a person's need for cuddling, conversation, or just the presence of another kid. Hospitals are only assigned by the Circle if their numbers fall too short.

The Goat Men - Natives of the island known for their beige, grey, or deep crimson skin, hairy bodies, and curving horns. They never came here in a crash, but have been here the whole time. They tend to leave kids alone unless someone ventures into their domain. Known to be smooth talkers eager for a trade, but weasels who should never be trusted. Especially since they are more likely to cause significant injury, rather than talk it out. They have a strange connection to Mt. Bear Head which has not been discerned as of yet.

The Hairy Masks - Locals thought to be survivors from a much, much earlier generation. No one still with the Children knows who the Hairy Masks are, or why they are here. The creeps always hide their faces, know the island like the back of their hand, and will sometimes sneak into the colony to kidnap someone. Who is never seen again. They are the primary reason the Nightlights exist. Their relationship with the Goat Men is unknown, but they are said by the Monkey Krew to be at war with people on the other side of the island.

The Waterfall Gang - Comprised of a few ingrates who split off from the Children of the Island some months ago. They disagreed with decisions made by the Circle, and were tired of beach salvage duty. Bunch of scum.

Monkey Krew - Inhuman monkey men who are the closest thing to real adults on the island, speculated by the Sunwatchers to be what's left of the adults who end up here. No adults have washed up into the colony's territory, but they could all be going to the north side of the island...somehow. These fuzzy, long-tailed fellows like the colony and come to trade with them as often as they can. They're at war with the Hairy Masks, and not on good terms with the Waterfall Gang. They don't believe the Goat Men exist.
 
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Chapter 1 - First Post
How large of a group do you try to take for this camping excursion? A smaller group will be easier to manage in terms of food and morale, but will not be able to get as much done in a day as a larger group.

[] Very Small (3 recruits; you will start with 15 food, 20 wood, and 10 stone)
[] Small (5 recruits; you will start with 20 food, 15 wood, and 10 stone)
[] Medium (9 recruits; you will start with 25 food, 10 wood, and 10 stone)
[] Large (14 recruits; you will start with 25 food, 5 wood, and 15 stone)

One kid eats 3 food per day on generous helpings. This means that a Large group will eat 42 Food the first day, so you would have to send a bunch of them out to hunt and forage, hoping to get at least 17 Food. Obviously, this is less than ideal, but it's the price you pay if you want to get a large group starting out. You have no idea how soon you'll get more people, or take your first losses...

Where do you tell the Circle of Stripes you're going to set up? Be sure to note the true answer as well, if you're opting to hide your camp from the Circle's authority. Note: that will drastically change how this story plays out, denying you your support and making a powerful enemy on an island of few friends.

[] The Crashing Marsh
[] The Shallow Forest
[] The Feasting Grounds
[] Foothills of Bear Head (only an option if you're hiding from the Circle)
[] Sparkle Falls (only an option if you're hiding from the Circle)
[] Treasure Cove (only an option if you're hiding from the Circle)

What kind of camp are you going to set up?

[] Just the basics (focuses on scouting and hunting immediately)
[] Lightly fortified (focuses on scouting and gathering immediately)
[] Heavily fortified (focuses on hunting and gathering immediately)
[] Camouflaged (required if you're hiding near the colony)

When we've got these details locked down, I'll get us started on what we're doing next. You will be playing as the whole camp, from a leadership angle, rather than controlling a single character. If you would like a kid named after you, submit a name and I'll put you on a list, first-come first-served. When we hit the population limit, all the remaining names on the list will have to wait until new recruits arrive. Also, if you want to name your camp go ahead and submit names for that too.
 
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[X] Medium (9 recruits; you will start with 25 food, 10 wood, and 10 stone)
[X] The Feasting Grounds
[X] Lightly fortified (focuses on scouting and gathering immediately)
 
[x] Medium (9 recruits; you will start with 25 food, 10 wood, and 10 stone)
[x] The Shallow Forest
[x] Heavily fortified (focuses on hunting and gathering immediately)
 
[X] Medium (9 recruits; you will start with 25 food, 10 wood, and 10 stone)
[X] The Feasting Grounds
[X] Lightly fortified (focuses on scouting and gathering immediately)
 
[x] Medium (9 recruits; you will start with 25 food, 10 wood, and 10 stone)
[x] The Shallow Forest
[x] Heavily fortified (focuses on hunting and gathering immediately)
 
[x] Medium (9 recruits; you will start with 25 food, 10 wood, and 10 stone)
[x] The Shallow Forest
[x] Heavily fortified (focuses on hunting and gathering immediately)
 
So we've settled on a Medium crew, 25 food, 10 wood, 10 stone, and a heavily fortified base camp. We are at an impasse with the location, so you fine people can discuss among yourselves WHY you chose the ones you did, while I wait for a new player to break the tie. If that doesn't happen in three days, I'm picking between the two. I will not be accepting edits or changed votes at this time.
 
Chapter 1 - Strike the Earth!
(Wow, I goofed. Sorry! I wasn't seeing any notes and forgot that I was supposed to post next. Please don't hate me)

You get permission to recruit up to nine people from the colony before you head out, so that is what you do. You get three kids from the Gardeners, two kids from the Juice Press, one kid from Beach Salvage, a Rockhammer, a Carver, and a Sandaler. Unfortunately, none of the Sunwatchers, Nightlights, or Hospitalers came along. Maybe some will change their minds later, when your totally awesome new colony becomes the happening place to be! You go and gather up sacks of fruit and pallets of salvage, and ten forlorn survivors start the long walk north. As you pass by the dwellings, all of your old friends and new arrivals watch you go. The Gardeners get a particularly fond farewell, and a few kids even come up to the procession to give parting gifts or advice to your Rockhammer and Carver. Nobody seems to care the Juice Press kids are leaving, and someone actually shouts insults at the Beach Salvage kid. You can't tell who it was.

One you pass the primitive barricades and enter the wild, morale starts to plummet. Bugs chirp in the grass when they're not leaving itchy bites on your troupe. The sun beats down on your heads, none of you having hats or proper clothing to cover up. Wild animal noises meet you from the path ahead, but no critters are in sight. A lot of glum looks are going around, and you get a sense that everyone is starting to regret coming with you, especially since nobody made them do it. One of the Juice Press kids starts grumbling and kicking small rocks down the way. You even hear a Gardener sniffling, on the verge of tears. The Sandaler tells them to cheer up, and the Beach Salvage kid starts humming a made-up tune, but both are promptly told to shut up by the Rockhammer. The rest of the trip is finished in absolute silence, everyone just listening to the wildlife, scratching itches, and trying to ignore the quietly sobbing Gardener.

At the lead of the procession, you come to the top of a rise, and look out over the Shallow Forest. With a little help from the Beach Salvage kid, you pick out a nice spot that's protected by natural barriers, close to the stream (but not too close), and doesn't have too many piles of steaming doo-doo. There is one such spot, and you snag it in a right hurry. Everyone drops their heavy loads, and while they take five, you rally the troops and tell them that they don't have to be stuck in the roles they were given. From this day onward, they are each a vital part of making this place their home, and helping their friends survive. The Gardeners don't have to garden, the Juice Press kids don't have to stomp fruit. The Beach Salvage kid cuts in with sarcastic gratitude, saying that the beach is a long way from here. The sun is now high overhead, barely obscured by the trees. You and the other nine kids can each start the first day of your new life. Right off the bat, you lay out plans for a heavy-duty camp with a sturdy fence. Seven kids are immediately tasked with starting to set up the dwellings and fences, while the remaining three are left open for other tasks.

Note: How many votes you can give on the below options is limited to the number of kids on your team, so vote for as many things as ten people can do (nine kids + you), and the options with the most votes will win. The exception is Construction, seen below. You get to vote on whether you join the crew building the base, and which of the other nine people will be on that crew. Please vote on both options, not just one. This is signaled by the "and..."

Construction
[] Choose whether you will join the Construction Crew or be left open to do other tasks.
and...
[] Choose which of the nine others will be part of the Construction Crew. It must be seven people (and can include you), no more, no less.

Hunting
[] Assign kids to go hunting for fresh meat. One kid will probably fail with disastrous results, two may succeed but may get nothing. Sending three will guarantee at least a little food, but that's all the kids you have left. ZERO IS AN OPTION HERE.

Foraging
[] Assign kids to go looking for fruit, berries, sticks, small rocks, and any other trinkets. Sending more kids has no effect on what they find, or if. It makes them safer, and gives them more hands to carry things back. ZERO IS AN OPTION HERE.

Chores
[] Do you want anyone to start making juice? There isn't a juice press yet, but they can do it by hand in small amounts. If so, assign them here. More kids, more juice.
[] Do you want anyone to tilling earth? There isn't a plow yet, but they can improvise a hoe and get to work. One kid will get it done in 2 days. Two kids, one day. Three kids, 6 hours. If so, assign them here.
[] Do you want anyone to hammer rocks? If so, assign them here. More kids, more ores.
[] Do you want anyone to carve wood? If so, assign them here. More kids, more carpentry.
[] Do you want anyone to dip wax? If so, assign them here. More kids, more candles.
[] Do you want anyone to make sandals? If so, assign them here. More kids, more sandals.
[] Do you want anyone to weave cloth? If so, assign them here. More kids, more cloth.

Risky Business
[] Send a kid to go talk to the Goat Men. You might lose the kid, and probably won't get anything productive at this point, but hey, here's the option anyway...
[] Send a kid to go talk to the Hairy Masks. You might lose the kid, and probably won't get anything productive at this point, but hey, here's the option anyway...
[] Send a kid to go talk to the Waterfall Gang. If you tell them the colony kicked you out, they might look on you more favorably. Or they could kill the messenger.
[] Send a kid to go wait for the Monkey Krew. These are friendlies, but the journey is long and the kid probably won't survive at this point.
 
Right now, nothing about them has been set in stone, just their background of the last few weeks or months. They are no better at any one job based on that past. But as you assign them to things, their true nature will come out. Everyone is also very welcome to name and design one of these nine kids, but the main character will remain vague for now. I would also ask that you stick to designing one of the nine, rather than presenting proposals for multiple.
 
[x] Choose whether you will join the Construction Crew or be left open to do other tasks.
-[x] Join
[x] Choose which of the nine others will be part of the Construction Crew. It must be seven people (and can include you), no more, no less.
- [x] 2 Juice Press, 1 Beach Salvage, 1 Rockhammer, 1 Carver, 1 Sandaler

[x] Assign kids to go looking for fruit, berries, sticks, small rocks, and any other trinkets. Sending more kids has no effect on what they find, or if. It makes them safer, and gives them more hands to carry things back.
-[x] 3 Gardeners

Note: How many votes you can give on the below options is limited to the number of kids on your team, so vote for as many things as ten people can do (nine kids + you), and the options with the most votes will win.
I do not understand the system. How are you going to resolve the following hypothetical vote?

1 vote to not join, send 1 people to hunt, and send yourself and someone else to forage.
2 vote to not join, send 3 people including yourself to forage.
2 votes to join, and send 3 people to hunt.
 
The result of that hypothetical vote would be "MC does not join Construction (goes foraging), send 1 person to hunt, and sends 2 other people to forage."

Here's how that would go down:
There are a total of three votes to not join Construction, which outweighs the two in favor.
There are three votes to send at least one person hunting, which outweighs two votes against, so at least one person must go.
There are three votes to send at least one person foraging, and those same three votes say for the MC to be one of the foragers. The remaining two votes are against that, but are outweighed on both counts, so at least the MC and one other person must go.
Edit: I wrote my initial answer late at night, and despite proofreading, I got some details wrong. The first hypothetical did not miss someone, but the formatting made reading tougher. It sent one to go hunt and two to go forage.
 
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I will also add that Nevill formatted their real vote absolutely right, so everyone please follow their example. You don't have to make the same choices, but use that as a template.
 
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In conclusion, the problem is with that first voter, who didn't say what they wanted all the available people to do. Remember, the Construction Crew must be seven, no more and no less. You can't just add an eighth.
There is no flaw with the vote, it's entirely correct. 7 kids to construction, 1 kid to hunt, 2 kids (including ourselves) to forage. It's within the rules, the problem lies elsewhere.
There are three votes to send at least one person hunting, which outweighs two votes against, so at least one person must go.
And here is where I have a problem with the reasoning. Two votes have 3 people sent to hunt. Sending only one person has probable 'disastrous result'. So while 3 voters want to assign hunters, 2 of them (the majority) wants no less than 3 kids on the task, and would likely be against sending just one.

A single voter can push a fine plan towards a pending disaster.

You are making options depend on each other, which does not play nice with approval voting.
 
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I'm not reading the votes as top-down, but as bottom-up. If three voters want someone to go forage, and less than three voters want no foragers, then I will take that into account. This means the vote of "everyone goes hunting" must fail at least partially, because that vote excludes foraging. Likewise, if three voters want someone to go hunting, at least one person HAS to go hunting, because the vote against hunters failed.
Next, we have to determine how many people should go. It's confirmed that there will be at least one hunter and at least one forager. But will there be more? Let's consult the votes. 2 votes say more hunters, 3 votes say no. So the majority of voters want there to be only one hunter. 3 votes say more foragers, and 2 votes say no. So the majority of voters want there to be more than two foragers.
Final calculation? Three people can go do something aside from Construction, and one has to be a hunter. The only other activity for which you provided votes is Foraging, so the remaining two will go foraging.

I have edited my original post to reflect that your hypotheticals are not flawed. I misread them.
 
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[x] Choose whether you will join the Construction Crew or be left open to do other tasks.
-[x] Join
[x] Choose which of the nine others will be part of the Construction Crew. It must be seven people (and can include you), no more, no less.
- [x] 2 Juice Press, 1 Beach Salvage, 1 Rockhammer, 1 Carver, 1 Sandaler

[x] Assign kids to go looking for fruit, berries, sticks, small rocks, and any other trinkets. Sending more kids has no effect on what they find, or if. It makes them safer, and gives them more hands to carry things back.
-[x] 3 Gardeners
 
Chapter 1 - Now That We Got THAT Out of the Way...
Alright, so it is.

You join the construction efforts, and everyone starts throwing together shelters. At first, the effort is disorganized. Some people are digging holes in the ground, others are trying to make tents, and some industrious fellows are trying to make cabins out of sticks, resulting in several unsightly lean-to structures. You marshal them into sticking with tents for now, while you work on outer fortifications. The six kids helping you (still unnamed and lacking descriptions; feel free to pitch in) begin to abandon their old ways and become more dedicated builders. If this behavior continues after this assignment, they may specialize into a new class. Once there's a tent for everyone and a covered storage pit, your group gets to work on a very crude palisade -- a fence of sturdy boughs surrounding your encampment. Evening arrives just as you finish fortifying your base. It's rough, but it's a start.

Issue 01:
The three Gardener kids you sent foraging and scavenging have not come back, and even when night falls, they do not return to camp. There is talk among the remaining six about their fates: some think that wild animals got them, or maybe the Goat Men; others say that the Hairy ones are more likely; still others think the kids just got lost. A few hopeful souls try to spread the word that the scavengers will likely return tomorrow, no worse for the wear. How will you address this issue?

Issue 02:
The Sandaler kid approaches you in private, asking when you will assign the camp's first Sunwatcher and Nightlight. Eventually, the idea is that you would accrue several competent individuals in each of these valued traditional roles, and develop a culture system similar to the colony. Of course, the Sandaler is making a rather big assumption here, as you have not made your decision yet. Will you assign one, both, or neither of these roles, and if so, who? Remember, you are a character as well, and can nominate yourself. How will you address this issue?

Issue 03:
Independently to Issue 02, word starts to spread that the Carpenter kid is the camp's first Sunwatcher. While the Carpenter kid has not confirmed this, they are not doing anything to put an end to the rumors. This could turn into a subversion of your authority. How will you address this issue?

Write-In Issue 04:
Counting yourself, you now have seven kids in need of a task for tomorrow (or tonight, if you choose to have some people active at night; you cannot be active at night, as your leadership is presently needed during the day). What will you assign each of the seven to do? There is no hard list of options here, but most of your options will likely involved building up the base, scouting the area, or interacting with the known factions. How you choose to do this is up to your discussion and discretion, but I will reveal the results of your call. If you choose "Nothing" (no votes on Issue 04), then you will remain available for advice on Day 2, and the other six will wander about doing whatever they feel like. They might get something done, even something you didn't think of, or they might just slack off.
 
Well, we need a Nightlight. Not sure about Sunwatchers.

As for the three missing members... I dunno, maybe a search party? We can't afford to lose 1/3 of our team, much less so when they were sent to bring back food. If such a crucial task can not be completed, we are doomed either way.
 
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Well, it's the first turn and we are up shit's creek already.

Eh, alright then.

[x] Hide the valuables, leave a message at the camp telling them to wait in case they miss us on their return, and go search for them. Take everyone - if they were overpowered and taken, then it's no use taking less than 3 people, and if you take more than 3, it's no use leaving less than that at the camp.

[x] You need a warrior's caste so close to hostile territory. Of course there're going to be Nightlights.
-[x] Look for the more fit and perceptive. If unable to choose, Juice Press and Beach Salvage guys will have to do.

[x] You have not decided on whether there are going to be Sunwatchers, your settlement can not afford layabouts. Until you say otherwise, everyone told to work will work, damn it!

No ideas on issue 4, since I am sending everyone out to look for missing crew. Wouldn't that automatically answer it?
 
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