The Wild Edge (Fantasy Border Outpost)

...but wasn't that the reason we hired the assistant in the first place?

Or is it because Recruit Specialist and Recruit Troops are two different actions requiring two action slots?

Edit: I recall this one.
-[X][Captain] Recruit new units. Specify what kind.
--[X] Replace losses, 150 Den (100 for construction crew)
--[X]Construction crew [Support] (200 Den)
--[X]Herbalist [Support] (100 Den)
Is Herbalist not a specialist unit?
 
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[X][Nerissa] Try something more normal like a dog first.

[X] Plan Finishing Functionality
-[X][Construction] Complete a much larger wall encompassing quadruple the area so you won't need to expand for a long time. 1 actions, 50 denier, increases space by 36
-[X][Construction] An infirmary is needed to get the most out of having a healer. (1 action, 100 denier, 1 space)
-[X][Construction] Drydocks, 200 denier, 100 upkeep, 400 profit, allows construction and maintenance of ships. Requires recruit shipwright specialist action, but includes their cost.
-[X][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (1 half season action. 50 denier per half season)
-[X][Personal] Recruit one Specialist unit (Shipwright)
-[X][Hunters 1] Scout to reduce chance of enemies slipping by.
-[X][Hunters 2] Train
-[X][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
--[X] Olivia helps.
-[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
-[X][Footmen 2] Patrol, reduce chance of enemies slipping by.
-[X][Levy] Guard
--[X] The base and sawmill
-[X][Captain] Train unit Hunters 2
-[X][Assistant] Recruit Specialist: Expert Horse Trainer

The basic idea is o make he most of what we have, give he healer an infirmary, close he wall, build the harbor and recruit shiwrights, get tha horse trainer so the pegassus can finaly go from useless to superscout and other things like that.

Also now that Olivia has some stealth training we should try some agressive scouting again, and I am using the captain to train some hunter in being more usefull since permanent bonuses are likely to be better in the long run.
 
-[X][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (1 half season action. 50 denier per half season)
-[X][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason. (100 Denier in needed materials)

Aren't with better at single personal action? If yes, then why waste time not on our country's arguably best fighter during war time?
 
First and foremost:
Florian is NOT amused by getting turned into a human flowerbush. I'll be honest, I thought the flowers thing would just be a harmless affectation. Oops!

[X][Nerissa][Maybe just focus on the Pegasus before he gets more of your leaves.] Because as hilarious as that is, if she's already got a Pegasus to work with maybe the attack spiders should wait.
 
@inverted_helix what is Nerrisa's opinion on birds? Or does she prefer small furry things?
Her current very large bird is mean.

...but wasn't that the reason we hired the assistant in the first place?

Or is it because Recruit Specialist and Recruit Troops are two different actions requiring two action slots?

Edit: I recall this one.

Is Herbalist not a specialist unit?
They are two separate actions requiring two action slots.

The herbalist is not a specialist in the sense of requiring a special action. There's a lot more herbalists around than the specialists. On a nation scale each potioneer or healer will likely require multiple herbalists to support their consumption of reagents. You're relying on imported supplies more so that's not relevant.

Aren't with better at single personal action? If yes, then why waste time not on our country's arguably best fighter during war time?
It was handled kind of special in this case. He wanted 3 seasons of your labor. It was handled as 3 full actions or 6 half actions to represent that.

First and foremost:
Florian is NOT amused by getting turned into a human flowerbush. I'll be honest, I thought the flowers thing would just be a harmless affectation. Oops!
Yeah he was annoyed. I thought it was a pretty obvious result though given the area. I kind of wondered if that was what people intended.
 
First and foremost:
Florian is NOT amused by getting turned into a human flowerbush. I'll be honest, I thought the flowers thing would just be a harmless affectation. Oops!
Yeah he was annoyed. I thought it was a pretty obvious result though given the area. I kind of wondered if that was what people intended.
Pretty harmless considering everything that has gone wrong in/near the Overgrowth. Teaches him better than to blindly follow Tristan's advice.
 
Yeah he was annoyed. I thought it was a pretty obvious result though given the area. I kind of wondered if that was what people intended.
Maybe Florian will realize he does not need an eccentricity? Maybe we should suggest he wear black and train a raven next though? Also our Hunters got something nice again (saints blood, ironwood, pegasus), maybe a hero/specialist character emerges from their ranks?
 
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[X] Plan Finishing Expansion
-[X][Construction] Complete a much larger wall encompassing quadruple the area so you won't need to expand for a long time. 1 actions, 50 denier, increases space by 36
-[X][Construction] An infirmary is needed to get the most out of having a healer. (1 action, 100 denier, 1 space)
-[X][Construction] Drydocks, 200 denier, 100 upkeep, 400 profit, allows construction and maintenance of ships. Requires recruit shipwright specialist action, but includes their cost.
-[X][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (1 half season action. 50 denier per half season)
-[X][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason. (100 Denier in needed materials)
--[X] 1st Footmen.
-[X][Hunters] Scout to reduce chance of enemies slipping by.
-[X][Hunters] Scout to reduce chance of enemies slipping by.
-[X][Skirmishers] Scout to reduce chance of enemies slipping by.
-[X][Footmen] Patrol, reduce chance of enemies slipping by.
-[X][Footmen] Guard
--[X] The base and sawmill
-[X][Olivia] Guard
--[X] The base and sawmill
-[X][Levy] Guard
--[X] The docks
-[X][Captain] Command troops, raising morale and effectiveness
-[X][Assistant] Recruit Specialist: shipwright
-[X][Purchase] Unit of bricks (250 denier)

[X][Nerissa] Try something more normal like a dog first.
[X][Contact] Anyone you know
-[x] your father, inquire about the war and uses for ironwood
 
I caught up on the story, and Nerissa is precious.
Very much so, though I am trying to pin down how we feel like her mainly it comes across as younger sister or daughter in how protective we can be. I always wish I could fit more actions in with Nerissa each plan, so the interaction due to finding saints blood has been great.
Adhoc vote count started by Void Stalker on Oct 24, 2018 at 8:17 AM, finished with 31 posts and 8 votes.

  • [x][Nerissa] Try something more normal like a dog first.
    [X] Plan Finishing Expansion
    -[X][Construction] Complete a much larger wall encompassing quadruple the area so you won't need to expand for a long time. 1 actions, 50 denier, increases space by 36
    -[X][Construction] An infirmary is needed to get the most out of having a healer. (1 action, 100 denier, 1 space)
    -[X][Construction] Drydocks, 200 denier, 100 upkeep, 400 profit, allows construction and maintenance of ships. Requires recruit shipwright specialist action, but includes their cost.
    -[X][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (1 half season action. 50 denier per half season)
    -[X][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason. (100 Denier in needed materials)
    --[X] 1st Footmen.
    -[X][Hunters] Scout to reduce chance of enemies slipping by.
    -[X][Skirmishers] Scout to reduce chance of enemies slipping by.
    -[X][Footmen] Patrol, reduce chance of enemies slipping by.
    -[X][Footmen] Guard
    --[X] The base and sawmill
    -[X][Olivia] Guard
    -[X][Purchase] Unit of bricks (250 denier)
    -[X][Levy] Guard
    --[X] The docks
    -[X][Captain] Command troops, raising morale and effectiveness
    -[X][Assistant] Recruit Specialist: shipwright
    [X][Contact] Anyone you know
    -[x] your father, inquire about the war and uses for ironwood
    [X][Nerissa] Write in
    -[x] suggest taming giant spiders, wolf cubs or bear cubs which can be used for cavalry or guards in the woods. (Safely of course!)
    --[x] bonus points if said giant spiders can produce silk
    [X][Assistant] Recruit Specialist: Specify what kind.
    - [x] Ranger (specializes in trapping and tracking)
    [X][Contact] Anyone you know
    -[x] your accountant sister, ask about the hypothetical profitability of ironwood, large animal fur, saints blood (if its not a security risk) and insights for profit growth as well as investments in our settlement. Ask also how to profit from this war.
    [X] Plan Finishing Functionality
    -[X][Construction] Complete a much larger wall encompassing quadruple the area so you won't need to expand for a long time. 1 actions, 50 denier, increases space by 36
    -[X][Construction] An infirmary is needed to get the most out of having a healer. (1 action, 100 denier, 1 space)
    -[X][Construction] Drydocks, 200 denier, 100 upkeep, 400 profit, allows construction and maintenance of ships. Requires recruit shipwright specialist action, but includes their cost.
    -[X][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (1 half season action. 50 denier per half season)
    -[X][Personal] Recruit one Specialist unit (Shipwright)
    -[X][Hunters 1] Scout to reduce chance of enemies slipping by.
    -[X][Hunters 2] Train
    -[X][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
    --[X] Olivia helps.
    -[X][Footmen 1] Patrol, reduce chance of enemies slipping by.
    -[X][Footmen 2] Patrol, reduce chance of enemies slipping by.
    -[X][Levy] Guard
    --[X] The base and sawmill
    -[X][Captain] Train unit Hunters 2
    -[X][Assistant] Recruit Specialist: Expert Horse Trainer
    [X][Nerissa][Maybe just focus on the Pegasus before he gets more of your leaves.] Because as hilarious as that is, if she's already got a Pegasus to work with maybe the attack spiders should wait.
 
Maybe Florian will realize he does not need an eccentricity? Maybe we should suggest he wear black and train a raven next though? Also our Hunters got something nice again (saints blood, ironwood, pegasus), maybe a hero/specialist character emerges from their ranks?

I can't quite remember but I think it was a unit on patrol, footmen I think that encountered the Pegasus.
 
Very much so, though I am trying to pin down how we feel like her mainly it comes across as younger sister or daughter in how protective we can be. I always wish I could fit more actions in with Nerissa each plan, so the interaction due to finding saints blood has been great.

Count on my vote for any interaction with her.
 
[x] Plan Orc Trap
-[x][Construction] Complete a much larger wall encompassing quadruple the area so you won't need to expand for a long time. 1 actions, 50 denier, increases space by 36
-[x][Construction] An infirmary is needed to get the most out of having a healer. (1 action, 100 denier, 1 space)
-[x][Construction] You don't need a steady supply of bricks for your current operation. But you do have a number of things you could use them for. Produce a unit of bricks.
-[x][Personal] Work on the laundry list of enchantments that Kaleb wants you to put on his equipment. (1 half season action. 50 denier per half season)
-[x][Hunters1] Scout to reduce chance of enemies slipping by.
-[x][Hunters2] Work together to prepare an ambush for enemy troops (scouting)
-[x][Skirmishers] Work together to prepare an ambush for enemy troops (ambush setup)
-[x][Footmen1] Work together to prepare an ambush for enemy troops (the lid)

-[x][Olivia] Help the ambushers
-[x][Footmen2] Guard
--[x] The base and sawmill
-[x][Levy] Train with the captain (must be taken with captain action)
-[x][Captain] Train unit: levy
-[x][Assistant] Recruit Specialist: horse trainer

[x][Nerissa] Try something more normal like a dog first.
[x][Contact] Anyone you know
-[x] your father, inquire about the war and uses for ironwood

I don't want to extend the building operations too far from the base explicitly when the orcs are about to attack us.

@inverted_helix, how would you interpret this plan? Any clarifications I need to make about the highlighted actions? Does a guard tower as a building make sense? Something to improve our defending/scouting rolls and reduce the losses of non-combatants. I don't know whether to call it a guard tower or armory or something else.

Edit: plan edited.
 
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I wonder if ironwood makes good ammunition for a ballista. Might be too dense/heavy? A battering ram could work too. Is it easy to burn? Because fireproof or resistant siege engines sounds promising.

Hell, at the rate we are finding nice stuff from the Overgrowth, we should seek to establish a permanent town here. Build a proper castle too, time and money permitting.
 
@inverted_helix, how would you interpret this plan? Any clarifications I need to make about the highlighted actions? Does a guard tower as a building make sense? Something to improve our defending/scouting rolls and reduce the losses of non-combatants. I don't know whether to call it a guard tower or armory or something else.
Setting up an ambush is fine. Though I don't know what a lid is supposed to be. Are you trying to scout out where they're moving regularly and set up an ambush there, or trying to bait them into attacking your base as you originally talked about? In the present version I'm guessing it's the former.

In terms of guard towers you already have what amount to wooden sheds at points along the fully upgraded bits of wall (not the newer bits clearly) that give your men positions on top of the wall with cover to look out from. Is that the sort of thing you're looking for?

Or do you mean to try and build a higher tower to give them more range on their bows or line of sight? Both would be more limited by trees than anything else.

I wonder if ironwood makes good ammunition for a ballista. Might be too dense/heavy? A battering ram could work too. Is it easy to burn? Because fireproof or resistant siege engines sounds promising.

Hell, at the rate we are finding nice stuff from the Overgrowth, we should seek to establish a permanent town here. Build a proper castle too, time and money permitting.
You're going to get penalties to finding more good stuff as you exhaust the good things. I have more results in the middle left really.

Its density is pretty high, but you could make a thinner ballista bolt to somewhat compensate for that. In producing ammunition you run into cost issues though. It's somewhat fire and rot resistant, but not to a magical degree.
 
Wouldn't ironwood be useful for armoring ships, allowing the duchy's navy to troll opponents?

Also, just stuff that needs to be hard (and a bit slower degrading) but we don't have metal for. Like shovels and ploughs.
 
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Wouldn't ironwood be useful for armoring ships, allowing the duchy's navy to troll opponents?

Also, just stuff that needs to be hard (and a bit slower degrading) but we don't have metal for. Like shovels and ploughs.

Well based on previous posts from OP the issue is having the tools to work the wood itself. It appears that it takes about 1 personal action for each heavily enchanted weapon, which is like 10 actions for the 5 axes and 5 saw blades to begin chopping and sawing the wood into planks. Then we probably need some type of enchanted adhesive or nails to actually form them together in the proper shape. Not to mention the shipwrights for constructing the thing and transportation for that amount of wood, though I suppose that could be waived off to dad if he had interest in building ironwood ships. (which he probably does.)
 
Though I don't know what a lid is supposed to be.
The lid are the forces that are supposed to cut off ways of retreat or limit the number of enemies breaking through.
Are you trying to scout out where they're moving regularly and set up an ambush there, or trying to bait them into attacking your base as you originally talked about?
The problem with the latter is that we'd have to hide additional units, since the orcs avoid attacking when there are too many guards.

...is there something we can build or any other way to conceal the number of people currently present in the outpost?
 
I'd really like some more votes than this. Only have 8 voters total, and only 4 for plan portion.
Wouldn't ironwood be useful for armoring ships, allowing the duchy's navy to troll opponents?
It's less useful to a medieval naval vessel than you'd think because naval warfare is much more similar to land battles than later eras. You'd basically have archers exchange fire as you closed and then try to board each other for a melee battle.

I suppose you could try and do damage with a ramming attack, but the issue is even if your hull is dramatically stronger than theirs unless their hull is exceptionally weak you won't have the speed to actually cut through, you'd just get stuck together. Their ship might be damaged enough to no longer be seaworthy, but you're still back to fighting on the decks in melee.
The lid are the forces that are supposed to cut off ways of retreat or limit the number of enemies breaking through.

The problem with the latter is that we'd have to hide additional units, since the orcs avoid attacking when there are too many guards.
Okay to both of these.

...is there something we can build or any other way to conceal the number of people currently present in the outpost?
I don't have any idea on that, doesn't mean there isn't one though.
 
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