Alright, in that case, I'm a bit torn on whether to stay. I will provide plans for both eventualities!
[X] Plan This Place Is Ours
-[X] Claim it as your own
-[X] You will overwork yourself-
--[X] By a normal amount (+1 Personal Action; +2 Critical Fail Threshold)
-[X][Martial][LOCKED] Protecting the Flock 1 (DC 10+)
--[X] Send your personal guard (Size 2, Quality 2, Might 0 = +10?)
-[X][Martial][LOCKED] Protecting the Flock 2 (DC 40+)
--[X] Send your general troops (Size 4, Quality 1, Might 0= +30?)
-[X][Diplomacy][LOCKED] Organize the Festival of Funerals (DC 40+)
-[X][Diplomacy] Raise Spirits (DC 40+)
-[X][Stewardship] Supply and No Demand (DC 10+)
-[X][Stewardship] Build a Granary (DC 50)(CONSUMES 1 LUMBER)
-[X][Intrigue] Scouting Ahead (DC 20)
-[X][Intrigue] Gauge Opinions (DC 10+)
-[X][Intrigue] Cloak the Gathering (DC 35/45/55)(SORCEROUS)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action)
-[X][Piety] Survey the Spirit Court (DC 10+)
-[X][Piety] Survey the Priesthood (DC 10+)
-[X][Learning][LOCKED] Sorcerous Survey (DC 0/30)
-[X][Learning] Medical Aid (DC 20+)
-[X][Learning] Stabilize Reality for 10 Miles (DC 45/55/65)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action)
-[X][Mining] Ground Survey (DC 60)
-[X] [Mining] Mountain Scouting (DC 20+)
-[X][Personal][LOCKED] Decide Who'll Advise (No Roll)
I basically agree with the above plan if we're gonna stay, but it has one less Learning action than it should, doubles up on the Mining Action in a weird way, and I think it does too much overwork. I want to do none, but we have a locked action for advisors, and these two sorcerous actions are practically obligatory, so we're stuck with one, I think.
Meanwhile, if we decide to leave...
[X] Plan No, That Other Place Is Ours
-[X] Leave it for hopefully brighter pastures
-[X] You will overwork yourself-
--[X] By a normal amount (+1 Personal Action; +2 Critical Fail Threshold)
-[X][Martial][LOCKED] Protecting the Flock 1 (DC 10+)
--[X] Send your personal guard (Size 2, Quality 2, Might 0 = +10?)
-[X][Martial][LOCKED] Protecting the Flock 2 (DC 40+)
--[X] Send your general troops (Size 4, Quality 1, Might 0= +30?)
-[X][Diplomacy][LOCKED] Organize the Festival of Funerals (DC 40+)
-[X][Diplomacy] Raise Spirits (DC 40+)
-[X][Stewardship] Supply and No Demand (DC 10+)
-[X][Stewardship] Tent Crafting (DC 20)
-[X][Intrigue] Scouting Ahead (DC 20)
-[X][Intrigue] Gauge Opinions (DC 10+)
-[X][Intrigue] Cloak the Gathering (DC 35/45/55)(SORCEROUS)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Intrigue Action)
-[X][Piety] Survey the Spirit Court (DC 10+)
-[X][Piety] Survey the Priesthood (DC 10+)
-[X][Learning][LOCKED] Sorcerous Survey (DC 0/30)
-[X][Learning] Medical Aid (DC 20+)
-[X][Learning] Mobile Lodestone out to 10 Miles (DC 35/45/55)
--[X] Assigned Sorcerer: Yourself (-1 Personal Action; Frees Up 1 Learning Action)
-[X][Mining] Ground Survey (DC 60)
-[X] [Mining] Mountain Scouting (DC 20+)
-[X][Personal][LOCKED] Decide Who'll Advise (No Roll)
An identical plan except it involves planning to leave, and thus doesn't build a granary. We still need this as a base camp, though, so basic purification and defenses remain.
EDIT: Swapped the stabilization for the Mobile Lodestone and the money matters to making tents. Tents are portable.