(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.