Monster Marriage Quest

[X] Plan Take Me Home Country Roads
-[x]Go talk to Svenja. She is awake by now, right? You can try to hash out ideas for how to occupy her that stay within the rules binding Caras. Maybe she'd like to come with you when you go elsewhere? It shouldn't take long to just talk to her...
-[x]Visiting a village, now that you can do so in the daytime without this creating sleep schedule problems. It'll take a few days, but maybe that'll give you time to settle down. You'll take Rollers and Suncrawlers, of course, just in case there's trouble or the like, plus a Gatekeeper.
--[x]Abandonne. It's been quite a while since you've seen your family, and Abandonne is apparently underperforming on its sheep tax. Two for one deal!
--[x]Lac de Glace. You'd like to ask more questions about the Szumowiny issue, see if they actually talk with their Scaled Folk, that sort of thing.
--[x]One of the small towns whose name you don't know. You'd like to dig more into the issue of their own tax contributions, and better know Caras' territory.
---[X] The one at the crossroads north of Lac de Glace.

Referencing the Regions and Breeds infopost to see what places are next to each other has left me a bit confused about the fort. Shifting Sands and Terre de Moutons are in the northwest, but the fort is to the south?
 
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Hrrrm. It sounds like that internal partner is awake and aware. I suppose I shouldn't be surprised…
As for what do, well, lemme try and figure out a few 'bundles'

Letters/visiting Abandonne are pick one or other.
Since no need to write a letter if Sabrina's visiting in person!

Svenja might not be a bad idea if we decide to talk to vassals.

A part of me is tempted to talk to Caras about visiting his vassals with him with us to act as an intermediary, but that option has me hearing boss music.

We'll need a plan, is what I'm getting at…

Hrrrm…
I'm pretty sure this might get us into trouble with the council, but if we could mobilize those bandits to dealing with Ville Luminous…Well, I'm not sure how wise that would be, especially with Cara's having breeds that can be thrown at the problem…

Morton's might not be a bad visit though I suspect that's going to lead into an economy questline…
But given the need for economy this might not be a solid next move!
 
Referencing the Regions and Breeds infopost to see what places are next to each other has left me a bit confused about the fort. Shifting Sands and Terre de Moutons are in the northwest, but the fort is to the south?

Whoops! Thought I'd caught all that: it's in the northwest as well. I've been having to reconstruct my notes and all and at some point was mixing up Shifting Sands with Subterran Maggots, and it was only with this post I caught this mixup, and I was of course copy-pasting from prior posts as a starting point for building the vote options... posts that were written before I noticed this error.
 
An idea I had that I probably should have posted sooner, is that along with the cores we could send a Gatekeeper and samples of Burner Worm flesh (and the advice that too much sunproving blinds detection) to help calibrate the new designs. The council might appreciate such gesture.
This could result in someone breeding Burner Worms either to test the detection or to study the Burner Worms themselves. But I doubt they'll figure out the secrets of Burner Worm symbiosis which is a valuable secret with both military and civilian applications.
 
An idea I had that I probably should have posted sooner, is that along with the cores we could send a Gatekeeper and samples of Burner Worm flesh (and the advice that too much sunproving blinds detection) to help calibrate the new designs. The council might appreciate such gesture.
This could result in someone breeding Burner Worms either to test the detection or to study the Burner Worms themselves. But I doubt they'll figure out the secrets of Burner Worm symbiosis which is a valuable secret with both military and civilian applications.
It probably wouldn't help that the Gendarmerie are very fire-adverse as a rule- I imagine they're extremely flammable.
 
A part of me is tempted to talk to Caras about visiting his vassals with him with us to act as an intermediary, but that option has me hearing boss music.
It's a bit morbid, but I think we've got a better chance at convincing Caras to attend dad's funeral if we don't otherwise try to get him to visit his vassals.

Besides, we're still at the stage where Sabrina needs to visit her vassals. We can manage Caras' visits more effectively once we're familiar with everything.
Whoops! Thought I'd caught all that: it's in the northwest as well. I've been having to reconstruct my notes and all and at some point was mixing up Shifting Sands with Subterran Maggots, and it was only with this post I caught this mixup, and I was of course copy-pasting from prior posts as a starting point for building the vote options... posts that were written before I noticed this error.
Is this also why towns on the Ice Lake shore are described as disputed?
I'm pretty sure this might get us into trouble with the council, but if we could mobilize those bandits to dealing with Ville Luminous…
What led you to believe that this would be a reasonable way to handle either situation?
 
[X] Plan Take Me Home Country Roads

Family is important. While the bandits are next on my list, I don't want Sabrina ignoring her family.
 
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Is this also why towns on the Ice Lake shore are described as disputed?

Nope! There's supposed to be so-far nameless towns that are contested. Lac de Glace is supposed to be either at the very northern tip of Ice Lake or possibly be in the Green Blight and a bit of a hike north of Ice Lake (I've been ambiguous/inconsistent on whether Lac de Glace is on Ice Lake's shore or not), and then an unclear number of towns are dotted along the western edge of Ice Lake, which is (Or at least was) an area not firmly claimed by Caras or Subterran Maggots, where of course both Lords would prefer the locals tithe to them but it's far enough from each Lord's central operations that they have difficulty enforcing any authority over these villages without active cooperation. (And Caras has had other concerns, of course: Burner Worms)

The eastern side of Ice Lake, Sabrina has never heard of it having towns. And the southern portion goes off the map and she doesn't know what's past it.

But the west-side tiny towns are something I've been clear on ever since I drew the map but also aware that voters were probably not maintaining a clear picture of because references were intermittent, the towns remain unnamed, and they've never been important to any events. (eg as yet there's not been an overt clash with Subterran Maggots over these towns, or anything like that)

I absolutely should draw a more detailed map of Caras' territory that positions and names the towns and make a point of including it when bringing up similar votes in future. I'll see if I can get that done sometime this week, I think.
 
I made two maps. Immediately. I surprised myself.



Map 1 was not my original goal: it was a product of getting my proportions way wrong and then going 'actually, a zoomed-in view of the castle's area is good to have too'.

The purple is the castle. The blue around it is a moat I've always intended to be there but I'm pretty sure I've never directly referenced. The brown is roads/the drawbridge. The grey is a man-made hill meeting the drawbridge. The fuzzy green is grassland. The wiggly green is trees. Notice that the area directly east of the castle has a gap in the trees but no formal road: this will be relevant in a minute.




Now we have a zoomed-in (And somewhat contorted) view of Caras' territory. White dots are towns: they have names where Sabrina knows their names, and are unnamed when they are small towns Sabrina doesn't know the name of. The brown fuzz in the northwest is the 'badlands' giving way to Shifting Sands territory (Sables de Haines is, reminder, not in Caras' territory), the green fuzz is light forest/grasslands, the yellow-ish green is dense old growth forest (The Green Blight, mostly, but there's a small patch of such northwest of Ville Luminous), while of course the brown lines are roads. The purple line is a pseudo-road; it's well-trampled by Breeds and is how Sabrina quickly gets to the border traps, but isn't really a proper road suited to things like wagons or horseriding.

I forgot to include Accidental Bandit Fort and am not editing it in now, but it's sitting right on the fork in the road northwest of Terre de Moutons, controlling access to that nameless small town north of Terre De Moutons and sitting on the better road between Shifting Sands' territory and Caras' territory.

I'll be editing these images into appropriate places shortly.
 
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Here's my plan for what I think to be the most urgent. Namely, that bandit fort. Who are actively being bandits and preying on our husband's people. Caras' (mis)management of the villages has been going for plenty long enough, it can wait a bit longer. Though I do want to deal with Ville Luminous next, since that seems the next major issue. Still, bandit fort seems most urgent, and if Svenja is getting restless, she can probably come along maybe.

[x] Plan: Immediate matters
-[x]Spend a couple hours writing a letter to your family. You don't really want to go visit them right now, but it's been months since you last interacted with them, and you'd like them to at least be sure you're not dead.
-[x]Go talk to Svenja. She is awake by now, right? You can try to hash out ideas for how to occupy her that stay within the rules binding Caras. Maybe she'd like to come with you when you go elsewhere? It shouldn't take long to just talk to her...
-[x]Prep an armed escort and check out the accidental Bandit Fort to the northwest. See if you can undo that damage. It's not far off from Terre de Moutons...
--[x]Diplomacy is the answer. You did send the initial bandits in, and it was sort of implied this was redemptive, like their crimes would be pardoned if they did this. You shouldn't casually break that kind of promise, even when it wasn't explicit. You're... less sure of how to handle the other bandits flocking to the fort...
 
[x] Plan: Immediate matters
-[x]Spend a couple hours writing a letter to your family. You don't really want to go visit them right now, but it's been months since you last interacted with them, and you'd like them to at least be sure you're not dead.
-[x]Go talk to Svenja. She is awake by now, right? You can try to hash out ideas for how to occupy her that stay within the rules binding Caras. Maybe she'd like to come with you when you go elsewhere? It shouldn't take long to just talk to her...
-[x]Prep an armed escort and check out the accidental Bandit Fort to the northwest. See if you can undo that damage. It's not far off from Terre de Moutons...
--[x]Diplomacy is the answer. You did send the initial bandits in, and it was sort of implied this was redemptive, like their crimes would be pardoned if they did this. You shouldn't casually break that kind of promise, even when it wasn't explicit. You're... less sure of how to handle the other bandits flocking to the fort...
 
Still, bandit fort seems most urgent, and if Svenja is getting restless, she can probably come along maybe.
I don't think Svenja would appreciate being taken to a battle. She came with us for safety, after all.

As for how to deal with the bandits, a pardon for past crimes doesn't mean we're letting them just keep on doing the same crimes. There's no promise to break, here, and there's no more disputed border forts for them to take anyway. We already did diplomacy once and they used it to become more effective bandits. Violence is the answer.

And you might as well roll checking in on Terre de Moutons into the itinerary, since it's on the way to the fort.
 
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"Well, we could kind of do a two birds one stone thing. Instead of caught bandits being exiled to the Commoner lands, we could direct them to take the fort in exchange for amnesty.

This is the deal we originally gave the bandits. Amnesty in exchange for taking the fort. That means amnesty for past crimes. If they're doing current crimes, they can be eradicated, but I'm inclined to at least attempt diplomacy first, to see if they can be made useful in some way before we resort to extermination.

I'll add visiting Terre de Mouton since it's on the way, but I'll continue to offer Svenja a chance to come at least. She came with us to avoid certain death, not danger in general, and she might be going a bit stir crazy. Since we're going to Terre de Moutons, maybe she wants to see how Felix and Konrad are doing too

[x] Plan: Immediate matters v2
-[x]Spend a couple hours writing a letter to your family. You don't really want to go visit them right now, but it's been months since you last interacted with them, and you'd like them to at least be sure you're not dead.
-[x]Go talk to Svenja. She is awake by now, right? You can try to hash out ideas for how to occupy her that stay within the rules binding Caras. Maybe she'd like to come with you when you go elsewhere? It shouldn't take long to just talk to her...
-[x] Visit Terre de Moutons. To check on Felix and Konrad, and to see if you can figure out anything useful about why their sheep are so vigorous.
-[x]Prep an armed escort and check out the accidental Bandit Fort to the northwest. See if you can undo that damage. It's not far off from Terre de Moutons...
--[x]Diplomacy is the answer. You did send the initial bandits in, and it was sort of implied this was redemptive, like their crimes would be pardoned if they did this. You shouldn't casually break that kind of promise, even when it wasn't explicit. You're... less sure of how to handle the other bandits flocking to the fort...

EDIT: I wonder if I should do a write in to bring Ada along if we're going to Terre de Moutons. That's the place we gave that huge speech about the dangers of Burner Worm flesh, and did the live demonstration with the 'candied bread'. Perhaps Ada will be more willing to speak out upon talking to the people there? Maybe she won't be able to resist correcting their misconceptions of Burner Worms?
 
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[x] Plan: Immediate matters v2
-[x]Spend a couple hours writing a letter to your family. You don't really want to go visit them right now, but it's been months since you last interacted with them, and you'd like them to at least be sure you're not dead.
-[x]Go talk to Svenja. She is awake by now, right? You can try to hash out ideas for how to occupy her that stay within the rules binding Caras. Maybe she'd like to come with you when you go elsewhere? It shouldn't take long to just talk to her...
-[x] Visit Terre de Moutons. To check on Felix and Konrad, and to see if you can figure out anything useful about why their sheep are so vigorous.
-[x]Prep an armed escort and check out the accidental Bandit Fort to the northwest. See if you can undo that damage. It's not far off from Terre de Moutons...
--[x]Diplomacy is the answer. You did send the initial bandits in, and it was sort of implied this was redemptive, like their crimes would be pardoned if they did this. You shouldn't casually break that kind of promise, even when it wasn't explicit. You're... less sure of how to handle the other bandits flocking to the fort...
 
For reference, 'Plan Take Me Home Country Roads' (ie go southeast generally, visit home, etc, and talk to Svenja/possibly bring her along) is currently winning by 1 vote. Given the low turnout so far I'd rather not close the vote today, but if no further voting happens by tomorrow that'll be the winning vote.
 
Actually, has there been any official notice that Caras is now married?

It might be good to at least have an official letter on hand, so there isn't any confusion like that last time Sabrina visited a village. We could even post something on all of the village boards with both Caras' and Sabrina's signatures.
 
I still think it's fine to just send a letter home. Bandit fort is more urgent, and we can check on our other Commoners at the same time.
 
Aaaand now the vote is tied. So much for closing the vote as soon as I was online...

Actually, has there been any official notice that Caras is now married?

I think events have never explicitly confirmed this point, but my intention has always been 'proclamations went out confirming bride applications were closed, so on paper everyone knows Caras is now married to a human woman'. 'On paper' because complete disbelief has been a recurring theme anyway, up to and including folks like Yvette, Sergent Allerd, etc. The marriage ceremony having been a quick and private affair instead of some big event probably didn't help with spreading this info convincingly.

It might be good to at least have an official letter on hand, so there isn't any confusion like that last time Sabrina visited a village. We could even post something on all of the village boards with both Caras' and Sabrina's signatures.

Sabrina's ability to order about Breeds has been pretty consistently convincing. And Caras' signature isn't actually known: proclamations are written by Virmire. (I'm not sure I've ever implied Caras doing writing of any kind himself, in fact)
 
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