Lord of the Gallows - A Prison Colony Builder

More a matter of "ugh, we have to give him SOMETHING, what about that useless unit over there" or "let's actively screw him over"?
From the text I think it's a mix of both. By not accepting bribes and rejecting marriages we made enough political enemies that they were all too happy to screw us over. It wouldn't surprise me at all if this is less a case of "Oh what a shame there's nothing but dregs for you to command as auxiliaries" and more "we're deliberately giving you the worst troops we can find on top of making you found and run a prison colony."
 
It was made quite clear that the duke that gave us this assignment with the Emperor has it out for us for some reason. I am pretty sure he has put at least some effort into making this has hard as possible for us and will continue to do so. After all, we were promised some sort of reward if we succeed by the Emperor and the duke obviously does not want us to get whatever it is.
 
Typical.

Okay, yeah, I would like at least basic level training given the sort of things out in the mountains. And, you know, the fact that we're going to be running a prison colony operating an adamantine mine. Inadequately trained prison guards is just asking for mutiny.
A disciplined force might also prevent cruelty of guards towards prisoners.
 
I want the mining to be done efficiently and effectively. We don't have many people to waste on rioting and needless killings.
 
I want the mining to be done efficiently and effectively. We don't have many people to waste on rioting and needless killings.
That's obviously the goal, I'm just being realistic in expectations. We're working with dregs, we just happen to have had good luck in avoiding disaster so far.

You are absolutely correct that discipline is paramount, however.
 
Turn 2 - Summer of 2164 Anno Imperialis
Turn 2 - Summer of 2164 Anno Imperialis

The winds were slowly turning at the end of spring and as you passed into the summer months it came mostly from the south, bringing with it a pleasant warmth. Fewer clouds came, leaving the sky a clear blue more often than the iron grey that haunted most of the spring. Each time it rained, the heat turned sweltering and oppressive, but there were also a few nice days in which you could almost be tempted to forget about your mission. Almost. The ever present task of keeping the Auxiliaries doing something useful and not starting any trouble with the peasantry kept you grounded and with their repeat of the basic training being completed, they direly needed something else to do. Further training would hardly get any results at this point anyway.

Meanwhile, the engineers had begun to mingle with the merchants quite regularly, especially master Becker, who was bribed freely with wine by them. The burgomaster had taken notice of it too and even went so far as speaking a quiet warning about some of the esteemed citizens of Vollug. Aid from the capital came only very rarely as far as these isles, so the people had learned to make the most of it and the merchants cared very little about any colonies in the mountains. As far as they were concerned, you were probably food for the critters lairing there before the year was out and it would have been a shame to waste good engineers on a wargs stomach.

In the past, you would have not wasted a single thought on the notion of indulging them with one more project done for them, but after the past year, there had been growing a small voice in your mind that pointed out the benefits. If placated now, there would be a chance to call in favours from them later and in the meantime they would make decent advocates for your desires in the city, especially with burgomaster Gudmann. On the other hand, time was waiting for no one, least of all you. Come next spring, the first prisoners would arrive and there was much work to be done until then.


What will you do in the summer of your first year? (Turn 2)
[] Write-In Plan

First prisoners arrive after Turn 4.
First shipment of adamantine must be made after Turn 8.


Legion Auxiliaries (1 Action)

The Auxiliaries are trained somewhat better now, though neither their equipment, nor their laziness can be fixed quite as easily. But you would not let any of that deter you from getting the most out of their service.

-[] Scout the mountains. (Auxiliaries)
You need to know more about the mountains of this island, especially how much of the peasantry's stories of monsters and evil spirits are true. Maybe you can even find a better path to the plateau.
Benefit: Gain more knowledge about your surroundings. Potentially discovers additional paths into the mountains.

-[] Hunt monsters.
While winning over the people of Vollug is no longer such an urgent concern, the roaming monsters are still a bane of the peasants and might interfere with your own efforts too. With the Auxiliaries having their training refreshed, you are also much more confident that they can actually make the region safer, as opposed to just showing some good will while achieving little.
Benefit: Improves relations to the locals. Surroundings of Vollug become safer.

-[] Build a camp near the mountains. (Auxiliaries)
While the tiny path to the plateau makes it impossible to explore it properly, let alone build something there, you could instead set up a temporary camp in the forests. It would make it easier to build something in the mountains later and cut down on the friction with the people of Vollug once you are out of the city.
Benefit: Gain basic camp in the forests near the mountains.


Engineers (1 Action)
Master Becker certainly has proven his worth in your eyes, even though there are some problems with his behaviour, but others have taken notice too. The merchants of Vollug are clamouring to have him repair the cities streets and wall and a few even have more ambitious ideas and are talking about expanding the harbour. As of you had nothing else to do for him.

-[] Build a camp near the mountains. (Engineers)
While the tiny path to the plateau makes it impossible to explore it properly, let alone build something there, you could instead set up a temporary camp in the forests. It would make it easier to build something in the mountains later and cut down on the friction with the people of Vollug once you are out of the city.
Benefit: Gain basic camp in the forests near the mountains.

-[] Improve the path to the mountain plateau.
Instead of scouting and hoping to find a better path, you could just let the engineers get to work on making the one you know about more useful. Widen it where possible, building scaffoldings and bridges where necessary, then it would be fine for your purposes.
Benefit: Improve path into the mountains.

-[] Make repairs in Vollug.
After the efforts of the last months, the merchants are not so subtly asking for the engineers to make some repairs to the walls and roads of the city. They would certainly be quite pleased if you allowed this to be done.
Benefit: Improves relations to the locals. Walls of Vollug repaired.

-[] Expand the harbour of Vollug. (2 Turns)
A proposal for extending the harbour of the city has been brought before you. It calls for building a new pier from stone next to the two current, wooden piers, with some sketches noting the option to later it expand it into deeper waters. However, it would take quite a while to get this project done.
Benefit: Improves relations to the merchants. Harbour of Vollug gains a stone pier.

-[] Survey farmlands of Vollug.
Master Becker has theorized that the much too high humidity of the cities farmlands comes from an old irrigation and drainage system that is lost somewhere under a few centuries of neglect and while he can't do any work in summer, he wants to survey the land to draw up plans for what to do to further improve things.
Benefit: ???


General Lothar Vanrich (1 Action)
Organizing this whole expedition takes already much of your time, but there are always a few hours left to put some personal attention to something instead of letting your people do all the work.

-[] Scout the mountains. (Lothar)
Instead of letting the Auxiliaries do the scouting, you could lead an expedition yourself. It has been a while since you have been in the field, but you should still be able to defend yourself against a few wolves and goblins.
Benefit: Gain more knowledge about your surroundings. Potentially discovers additional paths into the mountains.

-[] Talk with burgomaster Gudmann.
While your efforts in the last months were less successful than hoped, you could always try again. Spend some more time with the burgomaster and see if you can turn him into an ally after all.
Benefit: Improves relations to burgomaster Gudmann.

-[] Talk with the merchants.
Instead of doing the merchants a favour now and trying to get it repaid later, you could always try to turn that plan around. Try to talk them into providing some aid to your expedition right now with the promise of letting the engineers do some work for them in the future.
Benefit: ???

-[] Talk with master Becker.
While his work is beyond reproach, his behaviour is not and that he is this easily plied by getting him alcohol is already causing issues for you. Try to straighten out master Becker or at least to get him to practice some moderation in his habits.
Benefit: ???

-[] Bean counting.
Your expeditions funding is about as good as everything else about it. That is, barely adequate for the absolute minimum. Put your attention towards keeping the books to keep the waste of funds at a minimum. Maybe you can even figure out a way to bolster the budget a bit.
Benefit: Bonus to random event rolls. Can unlock special actions.

-[] Scour the archives.
While hardly looking the part these days, Vollug once was the centre of the imperial administration since the first colonists arrived on the Korprey islands and the archives are still maintained. With this whole expedition resting on some centuries old prospecting reports, there might be more valuable information about this island's past somewhere in all the dusty parchments.
Benefit: ???
 
I'd rather start making progress. Maybe making that camp and scouting, so that we can take a better approach on the next turn.
 
The ever present task of keeping the Auxiliaries doing something useful and not starting any trouble with the peasantry kept you grounded and with their repeat of the basic training being completed, they direly needed something else to do. Further training would hardly get any results at this point anyway.
Well, that's unfortunate, but at least we're not stuck with Poor quality Auxiliaries anymore.
Legion Auxiliaries (1 Action)
The Auxiliaries are trained somewhat better now, though neither their equipment, nor their laziness can be fixed quite as easily. But you would not let any of that deter you from getting the most out of their service.

-[] Scout the mountains. (Auxiliaries)
You need to know more about the mountains of this island, especially how much of the peasantry's stories of monsters and evil spirits are true. Maybe you can even find a better path to the plateau.
Benefit: Gain more knowledge about your surroundings. Potentially discovers additional paths into the mountains.

-[] Hunt monsters.
While winning over the people of Vollug is no longer such an urgent concern, the roaming monsters are still a bane of the peasants and might interfere with your own efforts too. With the Auxiliaries having their training refreshed, you are also much more confident that they can actually make the region safer, as opposed to just showing some good will while achieving little.
Benefit: Improves relations to the locals. Surroundings of Vollug become safer.

-[] Build a camp near the mountains. (Auxiliaries)
While the tiny path to the plateau makes it impossible to explore it properly, let alone build something there, you could instead set up a temporary camp in the forests. It would make it easier to build something in the mountains later and cut down on the friction with the people of Vollug once you are out of the city.
Benefit: Gain basic camp in the forests near the mountains.
Scouting, Surveying and talking with Becker?
I'd rather start making progress. Maybe making that camp and scouting, so that we can take a better approach on the next turn.
Agreed, the auxiliary action this turn should be scouting. As for the rest of it...
Engineers (1 Action)
Master Becker certainly has proven his worth in your eyes, even though there are some problems with his behaviour, but others have taken notice too. The merchants of Vollug are clamouring to have him repair the cities streets and wall and a few even have more ambitious ideas and are talking about expanding the harbour. As of you had nothing else to do for him.

-[] Build a camp near the mountains. (Engineers)
While the tiny path to the plateau makes it impossible to explore it properly, let alone build something there, you could instead set up a temporary camp in the forests. It would make it easier to build something in the mountains later and cut down on the friction with the people of Vollug once you are out of the city.
Benefit: Gain basic camp in the forests near the mountains.

-[] Improve the path to the mountain plateau.
Instead of scouting and hoping to find a better path, you could just let the engineers get to work on making the one you know about more useful. Widen it where possible, building scaffoldings and bridges where necessary, then it would be fine for your purposes.
Benefit: Improve path into the mountains.

-[] Make repairs in Vollug.
After the efforts of the last months, the merchants are not so subtly asking for the engineers to make some repairs to the walls and roads of the city. They would certainly be quite pleased if you allowed this to be done.
Benefit: Improves relations to the locals. Walls of Vollug repaired.

-[] Expand the harbour of Vollug. (2 Turns)
A proposal for extending the harbour of the city has been brought before you. It calls for building a new pier from stone next to the two current, wooden piers, with some sketches noting the option to later it expand it into deeper waters. However, it would take quite a while to get this project done.
Benefit: Improves relations to the merchants. Harbour of Vollug gains a stone pier.

-[] Survey farmlands of Vollug.
Master Becker has theorized that the much too high humidity of the cities farmlands comes from an old irrigation and drainage system that is lost somewhere under a few centuries of neglect and while he can't do any work in summer, he wants to survey the land to draw up plans for what to do to further improve things.
Benefit: ???
Personally I am stuck between surveying the farmland or making repairs for the walls. I'd like to establish a camp in the mountains but I feel like we'd have better options after the scouting action is completed one way or another. Even a baseline "hey there's a fucking goblin infestation in this area" is going to be helpful. I'm thinking the walls are most useful because the merchants have not so subtly hinted that they'd like that next, and we need as much political capital with them as we can get.

And also the fact that part of building the prison colony is fortifying base camp, so this needed to get done at some point.
General Lothar Vanrich (1 Action)
Organizing this whole expedition takes already much of your time, but there are always a few hours left to put some personal attention to something instead of letting your people do all the work.

-[] Scout the mountains. (Lothar)
Instead of letting the Auxiliaries do the scouting, you could lead an expedition yourself. It has been a while since you have been in the field, but you should still be able to defend yourself against a few wolves and goblins.
Benefit: Gain more knowledge about your surroundings. Potentially discovers additional paths into the mountains.

-[] Talk with burgomaster Gudmann.
While your efforts in the last months were less successful than hoped, you could always try again. Spend some more time with the burgomaster and see if you can turn him into an ally after all.
Benefit: Improves relations to burgomaster Gudmann.

-[] Talk with the merchants.
Instead of doing the merchants a favour now and trying to get it repaid later, you could always try to turn that plan around. Try to talk them into providing some aid to your expedition right now with the promise of letting the engineers do some work for them in the future.
Benefit: ???

-[] Talk with master Becker.
While his work is beyond reproach, his behaviour is not and that he is this easily plied by getting him alcohol is already causing issues for you. Try to straighten out master Becker or at least to get him to practice some moderation in his habits.
Benefit: ???

-[] Bean counting.
Your expeditions funding is about as good as everything else about it. That is, barely adequate for the absolute minimum. Put your attention towards keeping the books to keep the waste of funds at a minimum. Maybe you can even figure out a way to bolster the budget a bit.
Benefit: Bonus to random event rolls. Can unlock special actions.

-[] Scour the archives.
While hardly looking the part these days, Vollug once was the centre of the imperial administration since the first colonists arrived on the Korprey islands and the archives are still maintained. With this whole expedition resting on some centuries old prospecting reports, there might be more valuable information about this island's past somewhere in all the dusty parchments.
Benefit: ???
For scouting the mountains, at first that seemed like an attractive option... and then I reread who our general is and we have a severe penalty to any personal combat? Let's leave the scouting to our men.

Speaking with the Burgomaster is always useful, but we don't have time to get our relationship perfect. For now it's enough that he's not hostile.

Speaking with the merchants... I'm leery of future promises of engineer time. Obviously infrastructure would benefit us also, but I feel like this would hit us when it's most inconvenient.

Talking with the engineer is a gamble. Right now he's a drunkard, but ultimately he's a card that everyone knows how to play. All he has to be bribed with is some wine, and the work he does do is excellent. That's pretty damn mild all things considered. I'd rather not risk souring relations here before we get enough work out of him

Bean counting and scouring the archives are easily the most attractive choices. Ultimately I'd say bean counting is the most important since we have limited resources we need to stretch as much as we can, and also this is a chance to spot and eliminate corruption where we can. I'd rather not find out a year down the line that our officers have been embezzling funding right under our noses.

[X] Plan Immediate Priorities
-[X] Auxiliaries
--[X] Scout the mountains. (Auxiliaries)
-[X] Engineers
--[X] Make repairs in Vollug.
-[X] General Lothar Vanrich

--[X] Bean counting.
 
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Personally I am stuck between surveying the farmland or making repairs for the walls. I'd like to establish a camp in the mountains but I feel like we'd have better options after the scouting action is completed one way or another. Even a baseline "hey there's a fucking goblin infestation in this area" is going to be helpful. I'm thinking the walls are most useful because the merchants have not so subtly hinted that they'd like that next, and we need as much political capital with them as we can get.

And also the fact that part of building the prison colony is fortifying base camp, so this needed to get done at some point.
Keeping the prisoners in Vollug would be rather impractical as the distance to the mountains is quite considerable.

There's also the issue that the locals would really, really not like that. At all.
 
Keeping the prisoners in Vollug would be rather impractical as the distance to the mountains is quite considerable.

There's also the issue that the locals would really, really not like that. At all.
Duly noted. No keeping prisoners anywhere in the city. That being said the political capital to be gained from this is still very much worthwhile imo. This is the legion's olive branch so that the locals support us rather than merely tolerate us.

EDIT: Actually... @Azel, if we were to choose an Auxiliary scouting action paired with an engineering forest camp action next turn, would there be any synergy in choosing a good location?
 
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Duly noted. No keeping prisoners anywhere in the city. That being said the political capital to be gained from this is still very much worthwhile imo. This is the legion's olive branch so that the locals support us rather than merely tolerate us.

EDIT: Actually... @Azel, if we were to choose an Auxiliary scouting action paired with an engineering forest camp action next turn, would there be any synergy in choosing a good location?
Not for the camp building, but the other way around. Scouting would get a bonus if the camps is finished in good time, since that means that the Auxilliaires have a secure fallback position a great deal closer at hand when scouting the mountains.
 
Not for the camp building, but the other way around. Scouting would get a bonus if the camps is finished in good time, since that means that the Auxilliaires have a secure fallback position a great deal closer at hand when scouting the mountains.
Okay, that makes the camp considerably more attractive over the walls. I definitely want bonuses against all the critters in the mountains.

A few more questions:
1. So having the camp built would make a future road construction project more efficient?
2. It mentions having the camp built would ease friction between the auxiliaries and the peasants and merchants due to us gradually moving out. How much of an opinion gain would be looking at there?

That aside I'm convinced. Also we're on a timer to get this up and running... We need the road to the plateau and we need that prison camp up and running before they show up. Gods forbid they arrive and we don't have that camp built.

@Nando, since you've voted already, heads up that the plan is being changed in the engineering section from repairing walls to building a temporary forest camp.

[X] Plan Immediate Priorities
-[X] Auxiliaries
--[X] Scout the mountains. (Auxiliaries)
-[X] Engineers
--[X] Build a camp near the mountains. (Engineers)
-[X] General Lothar Vanrich
--[X] Bean counting.
 
[X] Plan Immediate Priorities

Yes, this is all I want.Scouting Synergy and the very much needed Bean Counting. Ledgers are important.
 
1. So having the camp built would make a future road construction project more efficient?
2. It mentions having the camp built would ease friction between the auxiliaries and the peasants and merchants due to us gradually moving out. How much of an opinion gain would be looking at there?
1. It makes everything related to doing things in the mountains more efficient by virtue of providing a safe base camp.
2. None, but it greatly impacts the "do the Auxiliars do something stupid?" rolls.
 
1. It makes everything related to doing things in the mountains more efficient by virtue of providing a safe base camp.
2. None, but it greatly impacts the "do the Auxiliars do something stupid?" rolls.
Okay. Point 1 is already great, but Point 2 cements it for me. We're getting that camp built and getting the auxiliaries away from the townspeople as quickly as we can.
 
They will always happen until they stop being idiots. Getting them out of the city just makes it vastly less likely that their antics will offend anyone.
I just hope when they earn their darwin awards they'll be scared straight and cut it out. There are only so many wyvern and goblin incidents we can afford out here.

By the way, @Azel, what exactly is our situation with manpower? Will we ever get any reinforcements of more auxiliary dregs that we then have to train up or is this it?
 
[X] Plan Immediate Priorities

I don't trust the Auxillaries to do anything well so any synergy is a great boon for their efforts. It will also get them away from the town which is a nice bonus.
 
[X] Plan need friends
-[X] Auxiliaries
--[X] Scout the mountains. (Auxiliaries)
-[X] Engineers
-[x] Make repairs in Vollug.
-[X] General Lothar Vanrich
---[x] Talk with burgomaster Gudmann.

we still have to fix the wall
 
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