You look out on an absolute hive of activity. The small influx of good timber means you can actually have a handful of more robust and permanent structures built, and no one is eager to waste any time. Several longhouses are under construction, in various stages - most are earmarked for storage, but you've planned to provide at least temporary housing for the people in your encampment whose shelter is in the direst state. The air is filled with shouted orders and bellows of exertion, and the sound of hammers and axes at work. You see panniers of clay being brought over from the direction of the river, people weaving sections of wattle, and others carefully charring the foot-ends of posts to prevent the foundations from rotting in the ground. One of your younger druids listens intently to a mud-spattered worker, then turns to touch a section of log on a sawhorse and barks out an incantation - the wood thins and stretches like taffy into a long, perfectly straight beam.
It's the sight and sound of industry and community both, and you itch to join in and get your hands dirty. But you sigh and start walking back to the tent that serves as your main 'office' - the last group of rangers that went out on patrol is due back, and you'll need to take their reports. And then… well, you're sure something will come up.
Your little camp is starting to look like an actual town, and spirits seem to be high. But there's a prickle on the back of your neck - it's been there since you arrived, but it's gotten worse over the past weeks. There's something out there, other than the bandits.
—
MARTIAL: You don't have much of a fighting force at the moment, just a collection of half-drilled militia and a small cadre of rangers who are happier scouting on the fringes than fighting in formation. You can harass bandits, perhaps even distract them, but you're not sure of your ability to defend against a concerted raid.
-[ ] Basic Fortifications
The only protection your fledgling settlement has at the moment is obscurity, and the more you scout around or establish contact with Brevoy or other surrounding states, the harder it will be to maintain that secrecy. Before that happens, you should probably start laying down some solid defences. Concealed pits and ditches with and without spikes, snares, deadfall traps - you'll put the rangers on it.
The first step of defence is avoiding being noticed, the second is avoiding being surprised. The first will only last so long. The second, you can work on. While you have an early warning system in place, there is more you can do to ensure better awareness closer to home - better sight-lines, literally. You have a nominal 'hard' perimeter marked out, and logging teams (mostly) clear a wide swathe around the settlement from there, ensuring that most approaches from the forest have to cross a large, cover-less killing ground. A few isolated trees in this open band provide tempting cover, which you've accounted for - in fact, these are sites for traps. Concealed pits (large enough for a person to fall into, lined with sharpened stakes) are dug out, clustered in and around the remaining trees, and smaller 'leg breaker' holes are scattered randomly through the rest of the clear zone. The guaranteed safe paths through the field are planned as wide loops through the most exposed sections, forcing attackers to choose between time spent as clear targets for archers or unknown hazards hidden in the grass. While you don't currently have the spare material for an actual palisade with most of the cleared wood being set aside for other construction, you have a small number of 'watch towers' constructed in the boughs of particularly large trees left standing inside the perimeter boundary. Finally, along the perimeter itself the loose earth excavated from the pit traps is repurposed into a series of hard-packed berms to serve as cover for your people on the defence.
Out in the woods proper and scattered around the outer patrol perimeter, your rangers follow suit. Spike-lined pits and leg-catch holes are joined by nets, snares, and tripwires - some just meant as tripping hazards, some attached to tension triggers or counterweights, and from there to more lethal traps. All in all at the end of the season, while you don't have a wall or any of the more noticeable features one might associate with a typical fortified town, you've ensured that any attacker must first wade through miles of traps before they even find you.
[Reward: Basic defences constructed, bonus to defensive combat rolls; Upkeep cost from [Unestablished] reduced by 10.]
DIPLOMACY - Your settlement might be small, but you have big plans! Plans that include being recognised as a nation of your own and respected by your peers! How hard can it be? Of course, now that you have made initial contact it's clear just how tenuous your international position is; you don't yet have much in the way of products to sell, so for the most part all you can do is trade your expertise - and the time of your limited number of druids.
-[ ] A Secretary
You're very bad with people, you're not afraid to admit that. Frankly it's nothing short of a miracle that anyone was willing to follow you out into the wild unknown like they did. Luckily they did, and you can find people who can deal with the business of… people. You need someone who can proof-read contracts and schmooze and draft correspondence that you really don't have the patience for.
Almandine (obviously an assumed name) is not a druid. Which is fine - many of your people aren't druids either - but Almandine is emphatically, almost aggressively so, and quite possibly the least druidic person - or spiritual in general, for that matter - in the camp. Frankly, you have no idea how she came to join your little group since she's so obviously uncomfortable 'roughing it,' but she's with you now and you don't exactly have people lining up out the flap of your tent to volunteer as your privy secretary. You're almost certain the elf woman is a runaway or an exile (probably from Kyonin, by the accent) and even more so that she's some kind of longshanks nobility 'slumming it' - though you doubt it's by her own choice.
She had dire words to say about the sheaf of contracts you'd signed off on to provide druidic labour in Rostland, and in return you challenged her to show you better - and after several hours of furious drafting, she presents you with a plan for how you might market services to the more cosmopolitan part of the country where "being able to grow their plants better," as she so crudely puts it, is less in demand. She also cites several merchants that do business through Brevoy, the River Kingdoms, and beyond, whom she's familiar with and can write to for contacts.
That's enough for you, and you decide to let her sink or swim on the back of that interview. For the moment, you have her set up in another tent next to yours in lieu of a proper office - downwind, ultimately, since you don't care for the wafting stink of the low-grade hashish that she smokes.
[Reward: Diplomacy advisor - character sheet added to the front page.]
INTRIGUE - Sneakery, skulduggery, ne'er-do-well-ism. There are many ways to win a fight, as the rangers say. While if the bandits come calling in force you cannot hope to do more than contain the damage, you can perhaps… lead them astray.
-[ ] Snipe Hunting
The time for trying to conceal that there is a new presence in the Stolen Lands is past. The locals are starting to sniff around for the proverbial fresh meat. But the reports from the attempt to conceal your entry give you an idea - you could create false trails to further obfuscate your location - paths that lead nowhere, or into hazards or hungry predators. The wilderness is a dangerous place, after all.
[Roll: 1d100: 96 + 10 = 106, success]
Laying false trails now that the local bandit contingent knows of a group in the Stolen Lands is comparatively easy. In many cases, your rangers and druids are simply making certain various game trails are made more visible to the untrained eye. With the handful of druids doing the comparatively heavy work of trail-marking, the rangers go looking for natural hazards. A pack of wolves prowls the area, as do a mated pair of tatzlwyrms and - found in a moment of excitement which nearly ends in one of your rangers being eaten - a large, grizzled alce; trails are carefully expanded along and into these predators' most active hunting sites, as well as other more mundane dangers, such as sudden gullies hidden beneath patches of scrubby bush. All in all, it's enough to sow confusion and trepidation, though such tactics will not work forever.
[Reward: Delayed discovery of your settlement. Rolls for discovery will begin after Turn 3/Autumn.]
STEWARDSHIP - Everyone's busy right now with the myriad processes of establishing a new settlement. Even just managing what gets placed where, you've got your work cut out for you.
-[ ] Forestry
The fact is, your people need more permanent homes, and the simplest way to do that is with timber. Druids do not care for the reckless clearcutting of healthy forest, nor carelessly tearing the skin of the earth for enormous quarries - but you must care for your people first, and of the two options timber is both easier to source, and easier to manage.
Logging itself is simple enough; you are of course surrounded by forest on almost all sides. Cutting trees without denuding whole sections of first is a somewhat more complex task, especially while attempting to work quickly and produce the needed timber before winter comes. Even with the small bounties from thinning out some of the local woodland for farms and the unspoiled stock from the ruins to the south, your people have thoroughly raided and harvested all of the materially-useful deadfall from the forest for miles in every direction.
You have the logging teams and the labourers working on your defences coordinate their efforts, for the moment. Your people cut the forest back from the settlement's perimeter, making a nearly-clear band a hundred metres across with only a few individual trees and small clusters left standing. The rest come down whole or in parts, by axe and by spell; earthmoving magic boils root clusters up out of the ground for removing the latter and the stumps of the former with ease. As before, the fallen timber is quickly cleaned and stripped of bark and leaves on the spot before all being taken away - the trees for further processing, the bark and leaves to be used as mulch. Alongside the felling, druids move through the marked area and carefully uproot various small saplings as well as harvesting immature seedpods from the fallen trees; these are taken away to a number of clearings closer to the Grove, where they work on rapidly cultivating the seeds and saplings for replenishment.
LEARNING - Oh, for a proper library. Or at least a nice quiet space free of immediate distractions. No matter, the pursuit of knowledge must continue!
-[ ] Sorcerous Census
Magical talent to a greater or lesser extent is not uncommon on Golarion, though most will never reach great heights due to inclination, circumstance, or any other factor. Certainly, any given slice of the population will likely find at least a handful of magical 'tricks' among otherwise entirely mundane folk, and even some self-taught hedge mages and small-time witches. If you can determine who among your people know more than usual about the arcane, you can have them work together and start becoming more than the sum of their parts.
Half a year on, and the sorting is finished - and more importantly you know how many prospective students you have who are interested in expanding their ability. You now have an organized body of… perhaps it's generous to call them wizards just yet, but you're in a generous mood. 'The College of Greenhold,' you call them - some people would call that pretentious; you consider it aspirational. And frankly, it seems to be working. The hedge mages are standing straighter, looking more confident, and they're actually talking to one another and comparing notes already; which says good things about hammering them into shape. The members of the more sorcerous contingent are also looking up; while you can't exactly train them the way you can have the wizards study together, the sense of community from knowing they're not alone seems to similarly be doing good things for their morale.
[Reward: College of Greenhold tentatively established; new options unlocked]
SPIRITUALITY - The earth hums at your touch, as does the air, the water. This is a place of power. The veil between the planes is thin, and things slip through. You do not think your presence has gone unnoticed.
-[ ] Druidic Defences
Aside from your more mundane defences, more magical protections may be put in place. Spells of binding and of harm to protect your borders, wards of protection and detection to discourage infiltration. Just small things for the moment, but they can serve as foundations for later works.
Your druids' defensive efforts are largely focused on warding the settlement from less direct attack. All of you with a connection to the Green Pact feel that same creeping unease, and you focus on that first. Basic charms and amulets are produced with spells and wards intended to ward off hostile Outsiders, tied to tree branches or buried at their roots. A small number of your druids at a time devote their energy to divinatory spells or establishing a sense of camaraderie and mutual assistance with the local populations of small animals and birds to be their eyes and ears. All of this toward attempting to detect and defend the settlement against the unseen things stirring in the figurative dark.
This is not to say that no magical effort is spent in defending against more quantifiable threats, and a collection of other hazards are assembled to defend your people. A collection of alchemicals are given to the rangers to supplement their traps, runic traps are laid that produce swarms of biting insects, clouds of noxious gas or other irritants, and more. Closer to home in the cleared 'kill zone,' they replant brambles, viny plants and various low-lying shrubbery that can be animated to further harass and trip up unwanted guests.
[Reward: Basic magical defences constructed, bonus to defensive combat rolls; chance of esoteric attack reduced; Upkeep cost from [Unestablished] reduced by 10.]
If you are viewing the quests section of the forum itself below the sub forums and above the threads on the right side there should be 4 buttons, the first is Mark Read the second should say Watch, click on Watch and select settings then confirm to watch the Quest forum
Eh, as long as she can do her job. I don't think the Greenhold people care very much exactly how or what or how much someone worships, as long as they give that same respect back and don't interfere with the the Grove or anything else. They seem like a very live and let live gang. And if she decides she wants to leave eventually, as long as she's trained up a replacement then I think we could send her off cheerfully (and hopefully with some better hashish as a parting gift.)
...though hopefully we can have a conversation about being more respectful. But if she's a good courtier, it shouldn't turn into a blowup fight.
Nice, glad the Intrigue option worked. Can probably grab one or two more advisors this turn. Almandine is a good and amusing find, I like that she has a genuine flaw offsetting her strengths.
We'll also have new Learning options, including an advisor there. Cricket doesn't need the stat bonus, but if we can clear Unestablished entirely, then getting an extra learning action could be very nice. And since the DC for ironwood is 65, maybe we should get an advisor for that first? Or we could call up some Leshies, although I admit I'm more into that because they're great little guys.
We'll also have new Learning options, including an advisor there. Cricket doesn't need the stat bonus, but if we can clear Unestablished entirely, then getting an extra learning action could be very nice. And since the DC for ironwood is 65, maybe we should get an advisor for that first? Or we could call up some Leshies, although I admit I'm more into that because they're great little guys.
It's a 50/50 chance due to Cricket's good stat but yeah, better to get an advisor first since it'd not UU reduction like I thought. But Leslie's are costly and more money is more important rn thrn Leslie's.getting Ironwood does that and improves out equipment.
What do you think about martial? If we don't have to do hunting then getting a Marshal or drilling might be best?
True, I forgot how much Leshies cost. That should wait until we have more coming in than going out, you're right.
If we get a shepherd in turn 3 and Ironwood in turn 4, we should probably use Hunting to clear Unestablished. If not, or if we've unlocked a new option to clear unestablished that everyone likes better, then Marshal and Drilling seem equally good to me.
Leaf litter crunches underfoot as you walk into the woods, following in the exact trail - if not the steps - of the ranger in front of you. He's a human youth, red-haired and nervous, and a real gangly one even by longshanks standards, all joints without the meat to really fill them out.
As you walk, the normal sounds of the forest gradually thin out, and are replaced instead by shouting voices and enraged bellowing. There's an audible silence from the boy, obviously trying to decide whether to say anything.
Finally, he points at a thinning in the trees. "Right through there, ma'am," the lad half-shouts over the din. You nod, give him an encouraging (and sharp) grin, and pat his elbow on your way past. He's gone when you glance back, probably back to border patrol.
The space you enter barely counts as a clearing, and feels downright crowded. Four rangers stand around, weapons drawn as they warily eye a grizzly bear in the centre, pinned and struggling under a net and several ropes anchored into the surrounding earth or tied off to sturdier-looking trees. Two other druids - a pair of halfling twins, Nikolas and Nakita, two of your few battle-trained druids - stand silent but ready, eyes fixed on the animal
You approach one of the rangers, a grim-looking aiuvarin you recognize as one of the more senior members of the contingent. "What's the situation!?" you shout.
"Damned if I know," they reply. "Never seen anything quite like it!"
The bear collapses, wheezing heavily into the dirt. The animal's jaws are frothy with pink-tinged saliva. A grizzly this time of year should be fattening up, but this one is verging on gaunt, with fur coming away in patches. One of the back legs is limp and dragging, evidenced by the ground not having been torn apart by claws beneath it.
"We thought he might be rabid, at first," the ranger continues at a more reasonable volume. "He's acting wrong, but not the right kind of wrong. We noticed him about a quarter-mile in from the outer perimeter, and decided to stalk him.
"Damn thing skipped around a half-dozen traps before we found a good spot for an ambush! Once or twice is a lucky fluke, but…" they shake their head. "And he was heading for town, straight as an arrow otherwise. It's been like this since we caught him and sent a runner back; we've got maybe five minutes until he gets his wind back."
"Faster and stronger than he should have been?" The lad told you as much, but confirmation is important.
"Yeah, too much even if it was rabid. He broke that leg trying to tear loose the first time."
With a murmured incantation and a gesture, you send up grasping vines to cinch around the bear's head and jaws, pinning the beast in place, and crouch down. You scrape up some of the foam in a little jar - wearing gloves just in case - and then reach up to gently pull the lidded eye wider. And then you freeze.
The bear's eye is the expected brown, but bloodshot and further threaded with tendrils of lurid green, and the pupil glows from within with emerald luminescence. And there's something else…
You scoot back, and release the vines. He snaps at the empty air, rumbles in obvious frustration, and his green eye remains fixed on you. The glow flares and dims rhythmically, like a heartbeat. You cast another spell, touching your throat and then one ear.
"Can you understand me?" you ask.
"Kill… kill them… kill you…"
"Why do you want to kill?"
"Kill them… hurts… invader… territory."
"Are we on your territory?"
"Long… way… hurts… hungry… invader… hurts."
That doesn't sound like a 'yes' - but why is this grizzly so intent on hunting you at such a detriment? You make a decision.
"Hurts… kill… kill…"
"I know it hurts, and I'm sorry," you say, softly. You move around, staying out of reach of those mighty jaws, even as the bear trembles and begins trying to gather his strength again.
Your knife is not terribly large, but you keep it sharp as a razor, and it cuts quickly and cleanly - and you hope, painlessly. His blood is red and hot.
You remember (distantly) sending the others away. You stay there for a long time.
—
MARTIAL: You don't have much of a fighting force at the moment, just a collection of half-drilled militia and a small cadre of rangers who are happier scouting on the fringes than fighting in formation. You can harass bandits, perhaps even distract them, but you're not sure of your ability to defend against a concerted raid.
[Choose 1]
-[ ] Drilling the Troops
Right now, your forces are hardly worth the name. Poorly armed, poorly disciplined, their morale high but untested. You can't fix the equipment problem (yet), but training and discipline is something you can manage.
Cost: 30 gold, 2 turns
[Reward: Improve Militia Training to Drilled]
-[ ] Bloody Their Noses
Of course, you could also take a more proactive approach to your own protection. Small teams of your sneakier people could go out into the Greenbelt and… manage the bandit population.
Cost: 20 gold, DC 50, 1 turn
[Reward: Delay discovery of your settlement]
-[ ] Hunting
As a druid, you have a responsibility to protect the green places of the world from reckless exploitation; as a leader, you have a responsibility to make sure the people that follow you are cared for. You'll have to be careful not to strip the area bare of wildlife to feed all the hungry mouths you need to, but carefully managed hunting parties led by rangers or druids should be able to maintain the balance between morals and necessity. Meat will fill your people's bellies, bone can be used for tools, and skins can be fashioned into clothing and armour or prepared for trade.
Cost: 30 gold, DC 0/25/50, 1 turn
[Reward: Reduce the Upkeep cost from [Unestablished] by 10/20/30]
-[ ] A Marshal
Excited and dedicated as you are to lead your people to victory in war and prosperity in peace, you have to admit that fielding reports from your scouts and cajoling your militia into something approximating a proper guard rotation along with all of your other duties is already a strain, and one that will only grow worse as you expand. Delegation is key, and sooner is better than later.
Cost: Free, 1 turn
[Reward: Find and appoint a Martial advisor]
DIPLOMACY - Almandine seems to be settling in well - by which she's terrorizing your trade caravan and the latest group of druids returned from Brevoy for news and other information. She strongly suggests spreading your efforts out for the moment or finding another revenue stream.
[Choose 1]
-[ ] Howdy, Neighbours! River Kingdoms Edition
While trade and travel connections are vital, nothing says you have to go through Brevoy to do it. If your people take the river downstream and south, it will link up with the Little Sellen and then pass into the River Kingdom of Mivon on its way to the Inner Sea. It would be a longer journey, and with the Greenbelt not made safe a rather more dangerous one, but Mivon is remarkably stable and inwardly-focused, so they are otherwise a safe option.
Cost: 30 gold, DC 50, 1 turn
[Reward: Make contact with Mivoni merchants, small trade income, reduce the Upkeep cost from [Unestablished] by 20]
-[ ] Howdy, Neighbours! Local Edition
It can't just be bandits out here! The Stolen Lands, while never having been successfully tamed, have never been truly empty of settlement - rumour goes around that from time to time strange folk will arrive in the River Kingdoms, trade in timber or skins or gathered herbs for supplies and tools, then disappear back into the wilds. Of course, if any of these people are to be found it would be a difficult undertaking, if they've hidden themselves well enough to avoid predation by the local brigands.
Cost: 30 gold, DC ???, 1 turn
[Reward: Find hidden settlements in the Greenbelt?]
-[ ] Howdy, Neighbours! Brevoy Part 2
With some minor connections made and your position slightly more stable, you can perhaps continue to push inward, as it were, and begin looking for opportunities in and around New Stetven. Of course, the more mercantile the locale, the less you have to offer. But fortune favours the bold, and your people are smart - they can probably work something out.
Cost: 50 gold, DC 50, 2 turns
[Reward: Further economic ties in Brevoy, increased trade income]
-[ ] We're Hiring!
With contact made among smaller farming communities and your druids regularly cycling through, you could, perhaps… make some offers. Every settlement will have at least a handful of youngsters hoping for better prospects, and the Stolen Lands might just be exciting enough to tempt people to come join you. You absolutely could use more hands for… everything, really.
Cost: 50 gold, DC 25, 1 turn
[Reward: small population influx; slightly increases Agricultural income, unlocks more training options]
INTRIGUE - Sneakery, skulduggery, ne'er-do-well-ism. There are many ways to win a fight, as the rangers say. While if the bandits come calling in force you cannot hope to do more than contain the damage, you can perhaps… lead them astray.
[Choose 1]
-[ ] Bandit Bothering
There are bandits in the Greenbelt. The question is "where?" While they are scattered all over - your rangers certainly found traces of enough temporary camps to be certain of that on the trek out - the reports of raids out of the area over the last few years tell not of scattered bands of brigands, but larger, more organized groups, and perhaps even a single overarching leader. You need more information, and while finding whatever headquarters they have is currently out of the question, nothing says you can't set your people to work finding an outlying camp to raid for intel.
Cost: 30 gold, DC 50, 1 turn
[Reward: More information on the Greenbelt bandits]
-[ ] Information Services
Aside from trade connections, it would be good to just get feelers out into the world. A finger on the proverbial pulse, as it were. See if you can find people willing to trade news.
Cost: 30 gold, DC 25 or 50 (can only be taken with or after [Howdy Neighbours!] Brevoy or River Kingdoms editions), 1 turn
[Reward: World News updates, beginning with the chosen region]
-[ ] Snipe Hunting
The time for trying to conceal that there is a new presence in the Stolen Lands is past. The locals are starting to sniff around for the proverbial fresh meat. But the reports from the attempt to conceal your entry give you an idea - you could create false trails to further obfuscate your location - paths that lead nowhere, or into hazards or hungry predators. The wilderness is a dangerous place, after all.
Cost: 30 gold, DC 75, 1 turn
[Reward: Delay discovery of your settlement]
-[ ] A Spymaster
You do your best, but you're not really a creature of the shadows. You need someone with twisty thoughts and a nastier sort of creativity to help pick up the slack.
Cost: Free, 1 turn
[Reward: Find and appoint an Intrigue advisor]
STEWARDSHIP - Everyone's busy right now with the myriad processes of establishing a new settlement. Even just managing what gets placed where, you've got your work cut out for you.
[Locked]
LEARNING - Oh, for a proper library. Or at least a nice quiet space free of immediate distractions. No matter, the pursuit of knowledge must continue!
[Choose 1]
-[ ] Establish a Test Garden
While some druids might look down on any kind of artificiality when it comes to growing things, you are not so dogmatic. A properly sectioned-off garden for experimentation is necessary for proper research and documentation when trying to breed plants!
Cost: 20 gold, 2 turns
[Reward: Test garden established, small bonus to certain Learning actions]
-[ ] Documenting Diversity
While the flora and fauna of the Stolen Lands are unlikely to greatly differ from those in the surrounding lands, it isn't impossible that there are species here that have never been documented before. You itch to catalog them.
Cost: 20 gold, 1 turn
[Reward: Look for unique/useful plants and animals in the Stolen Lands (D100 roll for what you find)]
-[ ] Passing Notes
Your wizards are assembled, such that they are. You need to get them used to working together, and moreover you need to assemble an actual curriculum. You need them to share whatever bits of arcane lore they've squirreled away - some of them have been, but not cohesively or equally. Fix that. Between all the odds and ends, you can probably scrap together a basic educational program to bring them to something more like trained wizards.
Cost: 100 gold, DC 50, 2 years
[Reward: Gain Journeyman Wizards; gain the ability to train wizards once population expands]
-[ ] Laboratory Conditions
You have a small number of alchemists both amidst your druids and rangers and otherwise - what you don't have is a space they can work in safety and security, or the equipment to produce more than basic concoctions. You could fix that and then your alchemists could both step up production and work on new formulas.
Cost: 100 gold, DC 50, 2 turns
[Reward: Construct alchemical laboratory; can produce/research alchemical enhancements]
-[ ] A Chancellor
Smart as you are, you only have so many hours in the day, and you newly have a gaggle of untrained wizards to wrangle. Some assistance wouldn't go amiss.
Cost: Free, 1 turn
[Reward: Find and appoint a Learning advisor]
SPIRITUALITY - The earth hums at your touch, as does the air, the water. This is a place of power. The veil between the planes is thin, and things slip through. You do not think your presence has gone unnoticed.
[Choose 1]
-[ ] Ironwood
It is anathema for druids to wear dead metal against living flesh. Such is your pact and the price of your power. But of course this does not mean that you must go unprotected into battle, so druids long ago created a ritual to imbue wood with the resilience of the iron and steel used by the uninitiated. Ironwood armour is rare, though valued highly by more martially-inclined druids, but you know the material has more uses than that. It will be difficult - you do not fully know the ritual and the circle's records are infuriatingly vague, and without a proper ritual site it will be even harder, but you have time and ingenuity on your side.
Cost: 30 gold, DC 65, 1 turn
[Reward: Begin producing ironwood; allows equipment upgrades for druids, increases logging and trade income]
-[ ] Is There a Priest in Here?
Most of the people who followed you into the Stolen Lands follow druidic custom, and while many of them predictably follow the Green Faith or honour Gozreh, Erastil, or similar deities, they perform their worship through action rather than prayer. However, not everyone in your settlement is a druid, and not everyone is going to be content (or comfortable) without the trappings of 'civilized' religion. You can take a census, at least - you might even find an actual cleric in this rabble, and otherwise you'll certainly field volunteers if anyone's willing to attempt being a chaplain. Oh, and a shrine - you'll probably need one of those.
Cost: 20 gold, 1 turn
[Reward: Construct a small shrine, maybe find priests?]
-[ ] Spirit-Calling
Leshies aren't 'born' in the same way that mortal folk are. To create a leshy, a druid prepares a suitable vessel from a living plant, using a ritual that is only slightly less secret than your language. Should the vessel prove sufficiently enticing, a spirit of nature - a tremendous, truly immortal, fragmented embodiment of the world itself - may come and inhabit the shell, which gives them an ability to affect the world and a clarity of thought that they lack. Leshies retain a spiritual connection and affinity for primal magic which makes many of them natural druidic allies, and the fact that they're 'born' fully capable makes it much easier to rapidly grow your population
Cost: 100 gold, DC 40, 1 turn
[Reward: small population influx, unlocks more training options]
-[ ] A Shepherd
With everything demanding your attention, you've been unable to devote your full attention to advising your circle on non-practical matters, as well as attending the needs of your flock - the larger contingent of people who are initiated into druidic rites and customs but who for one reason or another do not share in the boons of the Green Pact. For those matters you've been leaning on the assistance of your Second, who has thankfully risen to the occasion. It would probably be best to formalize that arrangement so people stop bothering you with things you literally cannot spare the time for.
Cost: Free, 1 turn
[Reward: Appoint a Spirituality Advisor]
PERSONAL - While Almandine taking over most of the work for your nascent diplomatic and trade correspondence has freed up a little of your time, it was probably the smallest amount of active work you actually had to delegate. Your personal freedom is still essentially nil.
[Locked]
Hm, I think we grab intrigue and learning advisors here, then either the shrine or a spiritual advisor. River Kingdoms diplo and then... Hunting I suppose to finish off unestablished. It will mean chances of being discovered though, but at least we got all our defenses up.
Gets our unestablished to 0 for sure with the hunting action (DC0 for -10) while doing an easier diplo action that will provide additional income and grabbing three advisors in our non locked slots. We will need to grab the stewardship and martial advisor on the following turn but then we should be set there.