Island Hopping - A GSRPG of Violent Land Grabs

1.4 - END OF TURN 1
1.4 - END OF TURN 1
OOC: Turn 2 will be posted ASAP for Wave 2 players. Updates for Wave 2's first responses and Wave 1 Responses for this post will be on 2.1

1. Find/Make 15 Rings to give to the Golden Temple folk to buy the Island.

2. Have Barnaby check in on those Druids and the magic Gold to see how they fared

3. After he is done with his last once over for the defences, Hargrave is to begin his drills of the troops, make sure they can fight in this new environment and update the strategy
After sifting through your ... excessive treasury and extorting encouraging your Clan's Jewelers you handed the Priest the rings and to your surprise he nods, hands you the apparent deed to the island and he and his followers all stream into the temple. The next thing you know it ripped itself from the ground and flies off into the sunset to the gobsmacked expression of your Clansmen.

Following that strange turn of events life continues and the settlement has became a permanent holding of stone, brick, and mortar. With the men either out in the fields or conducting drills with a few of the militia volunteering to work as soldiers/guards full-time.

The Druids in the meantime have finally walked out with their findings: It is apparently a Recipe for 'Float Stones', a magic ceramic material that can float off the surface, not fly, but float without the need for wheels, sleds, or pontoons to float above solid ground or water. Already there are ideas to create some sort of 'Hovering War Wagon' by the particularly odder soldiery.

However while the island has been one good fortune after the other your original world is looking to darker days. The Rot has fully possessed the King and much of the standing Royal Army. They have begun attacking everyone and hearing of the portal refugees are gathering on the other side, desperately pleading for entry .... enough to outnumber the whole clan two times over.

GAIN TWO COMMON UNITS OF YOUR CHOICE
PARADISE ISLAND GAINED. NAME OF YOUR CHOICE.
LEARNED FLOAT STONE RECIPE (Anti-Gravity Magic Item)!

TURN 1 DILEMMA: Refugee Crisis


"Wait! What is this? The Goa'uld ... a defeated nation or a threat still? Who are these Ageans? And who is this King?"

The careful words arranged to assert control over this island, and request a trade port to be opened for British ships were scattered now as the general-governor now struggled to keep pace with fresh revelations. Finally recovering from shock another officer would panickily step between the door and the diplomat requesting further answers. Even as great armies swept the land and great fleets the sea perhaps the most important conversation of the colonies history was turning into a series of hurried questions on the power displayed here.

After getting whatever answers possible from the imposing figure, the officers will eventual read and likely sign the proposed treaty.

The Goa'uld are a parasitic race that can take over a person's body. They are a threat mainly due to their subversion and enslavement of other powers, absorbing their technology and magic while destroying their culture and society. Worse is their apparent sociopathy insanity that includes but not limited to narcissistic god-complexes, violent sadism, and extreme paranoia.

The Aegeans are also known as the Greeks. Yes. Those Ancient Greeks. They are officially called the Hephaistion League, a fully egalitarian, democractic power protected by the god Hephaestus. They are a rival power to the Kingdom of the Unsetting Sun simply out of the fact that the two of them are Superpowers that share a border and are too culturally distinct to integrate.

You are skeptical about the magic part ... but the Temple gives you an open mind.

The Treaty is ultimately signed, including an amendment to allow merchants flying the Union Jack to trade with the Kingdom.

With the island now firmly under British Dominion Industrialists and Settlers now flock to the island and as expected there are tensions. The Former threaten a political and logistical nightmare should you give such pristine land to 'mere laborers' while Settlers will protest and eventually riot should you take the side of the landed elite.

The only good news is that your Superiors have provided you with additional reinforcements and permission to develop either a unit or strategies to deal with 'potential aerial threats'.

YOU MAY ADD ANY THREE COMMON UNITS.
YOU MAY CREATE A NEW ELITE UNIT TO COUNTER AIR FORCES.
PARADISE ISLAND GAINED.

TURN 1 DILEMMA: Industrialists vs. Settlers


The Vicar sighed, "Alright, let's do a compromise. You get 5 men for Ascension and Hohenheim gets to create 5. Sounds good? Good."
"Wait! Your Highness Wait!"

Of course you ignore them. You are the Vicar. The Vicar can do whatever the Vicar wants.

....because he is The Vicar!

...

Anyways as the Head of State of Fortuna you've tapped into your funds and contacts to further the development of your organization. Idiots in suits from the World's Military-Industrial Complex sells you military hardware that they thought you didn't need and your new settlement is looking more like a military base with pre-fabbed building and modern fortifications.

The problem now is people. You simply don't have enough people in Fortuna for your expansionist ambitions.... which leads back to Hohenheim and Credo arguing yet again.

Hohenheim wants to create a whole working class of labor-demons which could potentially end badly, while Credo says that those funds should instead be spent on automation from Remote-operated Construction Machines to automated greenhouses and factories ... which could also potentially end badly...

PARADISE ISLAND GAINED. NAME OF YOUR CHOICE.
ONE ANGELO UNIT GAINED.
YOU MAY ADD ANY CONVENTIONAL LIGHT WARMACHINE AS A COMMON UNIT (Light Gunships, Gunboats, Armored Cars, etc. )

TURN 1 DILEMMA: Demon Labor vs. Robot Labor


"Alright. Let's talk about the future why don't we." Florida Man spoke conversationally but, the entire room was silent in it aftermath.
The future was bright ... although you couldn't really say anyone at the table was bright in the first place....

Your ramshackle, improvised hovel on the island grew into a larger ramshackle, improvised hovel. More guns and boats are being hammered together without exploding and more boys from The Swamp managed to wander their way here. That is the good news.

Bad news is on the radio there is you have received a letter from Australia Man, your long lost twin-brother who you have just remembered actually exists! He wants to move in with you! What will you do!?

GAIN FOUR COMMON UNITS OF YOUR CHOICE.
PARADISE ISLAND GAINED. NAME OF YOUR CHOICE.
TURN 1: DILEMMA: Invite Australia Man!?

===
 
"Wait! Your Highness Wait!"

Of course you ignore them. You are the Vicar. The Vicar can do whatever the Vicar wants.

....because he is The Vicar!

...

Anyways as the Head of State of Fortuna you've tapped into your funds and contacts to further the development of your organization. Idiots in suits from the World's Military-Industrial Complex sells you military hardware that they thought you didn't need and your new settlement is looking more like a military base with pre-fabbed building and modern fortifications.

The problem now is people. You simply don't have enough people in Fortuna for your expansionist ambitions.... which leads back to Hohenheim and Credo arguing yet again.

Hohenheim wants to create a whole working class of labor-demons which could potentially end badly, while Credo says that those funds should instead be spent on automation from Remote-operated Construction Machines to automated greenhouses and factories ... which could also potentially end badly...

PARADISE ISLAND GAINED. NAME OF YOUR CHOICE.
ONE ANGELO UNIT GAINED.
YOU MAY ADD ANY CONVENTIONAL LIGHT WARMACHINE AS A COMMON UNIT (Light Gunships, Gunboats, Armored Cars, etc. )

TURN 1 DILEMMA: Demon Labor vs. Robot Labor

The Vicar sighed as Hohenheim and Credo continued to argued over which is better. After some arguing, he had enough. Using his Vicar Power(TM) he commanded them to shut up. "Now, I have a proposal for little dilemma." getting the two's attention. "I would like a demonstration of your ideas. Only after then, will I make a decision." He said.
 
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The Goa'uld are a parasitic race that can take over a person's body. They are a threat mainly due to their subversion and enslavement of other powers, absorbing their technology and magic while destroying their culture and society. Worse is their apparent sociopathy insanity that includes but not limited to narcissistic god-complexes, violent sadism, and extreme paranoia.

The Aegeans are also known as the Greeks. Yes. Those Ancient Greeks. They are officially called the Hephaistion League, a fully egalitarian, democratic power protected by the god Hephaestus. They are a rival power to the Kingdom of the Unsetting Sun simply out of the fact that the two of them are Superpowers that share a border and are too culturally distinct to integrate.

You are sceptical about the magic part ... but the Temple gives you an open mind.

The Treaty is ultimately signed, including an amendment to allow merchants flying the Union Jack to trade with the Kingdom.

With the island now firmly under British Dominion Industrialists and Settlers now flock to the island and as expected there are tensions. The Former threaten a political and logistical nightmare should you give such pristine land to 'mere laborers' while Settlers will protest and eventually riot should you take the side of the landed elite.

The only good news is that your Superiors have provided you with additional reinforcements and permission to develop either a unit or strategies to deal with 'potential aerial threats'.

YOU MAY ADD ANY THREE COMMON UNITS.
YOU MAY CREATE A NEW ELITE UNIT TO COUNTER AIR FORCES.
PARADISE ISLAND GAINED.

TURN 1 DILEMMA: Industrialists vs. Settlers

Many officers slept unsteadily the following night, and soon some of the new-fangled radio were used to send messages of to the various expeditions. Bidding them to return back to Drake's Landing with what they have found. Indeed the new forces that arrived, both in the form of honest regiments of foot, artillery companies and a doubling of the number of rifle scouts present did much to reassure the commanders. This was only aided when the Vickers company announced their success in converting an infantry auto-cannon into a powerful AA-gun, nicknamed the "pom-pom" for the distinctive sound of its firing pattern.

As for economic matters the trade being opened was a positive, the treasures of this land were now open to them in some way and there way be rare treasures worth trading to attract new wealth to the colony, the wealth already present was becoming an issue though. Both the rich and the many had staked claims and favouring one could be fiercely disruptive. In the end, much advice was taken from the aged and experienced sir Gladstone, the land directly adjacent to canals, railways or navigable rivers would be sold off to industrialists, and the money re-invested in modern infrastructure projects, road, canal, rail and sewer all spreading over the land. Meanwhile, land in other sections of Drake's landing would have labourer's housing built there, not to the quality of Cadbury's model villages perhaps but certainly more pleasant that London's great slums of smog. These would be owned by te government until they could be sold off to labourers and their families, or else landlords who had shown good practice in he past.

The lands further from the arteries and veins of infrastructure would be sold off in the classic colonial land. That land which contained great mineral value or could serve some other critical function would be auctioned off, while the land suitable first for agriculture would be available for sale as well, but each plot would be sold cheaper if a family showed intention to make a homestead and live there. Allowing some to escape the issues of tenancy farming back home. Meanwhile those who lost out on land under the current system were encouraged merely to wait, as both ships and the cavalry battalions sought to find other sites suitable for settlement and development.

Of course to facilitate this the scout reports must be compiled, with both empty and settled land carefully marked and noted up for future settlement. So to did they chart sea routes to the ports of the Kingdom the the Unsetting sun, protecting these from interference and searching out these so-called Ageans to learn of their own temperament and magics. Of course many of the officer core, who came from those proper universities were also immensly interested in simply speaking to the culture that produced Socrates, Archemides and Alexander.
 
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After sifting through your ... excessive treasury and extorting encouraging your Clan's Jewelers you handed the Priest the rings and to your surprise he nods, hands you the apparent deed to the island and he and his followers all stream into the temple. The next thing you know it ripped itself from the ground and flies off into the sunset to the gobsmacked expression of your Clansmen.

Following that strange turn of events life continues and the settlement has became a permanent holding of stone, brick, and mortar. With the men either out in the fields or conducting drills with a few of the militia volunteering to work as soldiers/guards full-time.

The Druids in the meantime have finally walked out with their findings: It is apparently a Recipe for 'Float Stones', a magic ceramic material that can float off the surface, not fly, but float without the need for wheels, sleds, or pontoons to float above solid ground or water. Already there are ideas to create some sort of 'Hovering War Wagon' by the particularly odder soldiery.

However while the island has been one good fortune after the other your original world is looking to darker days. The Rot has fully possessed the King and much of the standing Royal Army. They have begun attacking everyone and hearing of the portal refugees are gathering on the other side, desperately pleading for entry .... enough to outnumber the whole clan two times over.

GAIN TWO COMMON UNITS OF YOUR CHOICE
PARADISE ISLAND GAINED. NAME OF YOUR CHOICE.
LEARNED FLOAT STONE RECIPE (Anti-Gravity Magic Item)!

TURN 1 DILEMMA: Refugee Crisis

The Island, previously unnamed now called Nou Armello was facing it's first true test as a refuge. The people of the old land all wishing to cross over and gain a new life free of the Rot. While most of the settlement have their opinions on the matter only two voices stood out in the crowds. Amber leading those who wish to help the refuges and let them in, and Count Leopold one of the Rabbit Clan nobles who came in the first wave of colonisers, leading the charge of keeping this land for the Rabbit Clan. Both sides had their views and to keep this discussion from dividing her people, Lady Elyssia told both groups that she will listen to their leaders individually to find the best course of action to take. After several hours the course decided was that the people of old Armello would be allowed to come throw the portal after a through check for Rot or Loyalty to the old Crown, to help ease the burden this will undoubtable put on the settlement new plans were made to better make this Island the Rabbit Clans.

Dilemma Action: Let in refuges after through checks from both the Wyld Druids and spies to determine if they are safe to let through the portal.

Actions:

1. Send out Amber and her explorers to find new areas of note on the island, we need to find resources or those "ruins" the Temple folk spoke of.

2. Have Barnaby begin on some new projects to use the Float Stone as a practical use for farming or construction, we need to better understand how this resource works, and we might as well get some use out of the testing

3. now that the settlement is defended as well as it should be at the moment, Hargrave now will get the Troops accustomed to the new terrain of the land we own, if we are ever to face an enemy on our soil, we shall always try to hold the advantage
 
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