[X] Plan Talking, Building, and Expanding
Year 2
(Population growth in 3 years)
[X] 3d10: Continue building the Central Forum. - 29/75
The Forum grows - though, naturally, the plans grow nearly as rapidly. Every clan of any importance needs to have their input on the design of the grand space, and so progress seems irritatingly slow at times. But still, by year's end the physical area itself is almost completed; cleared, paved, and part of the piping dug and laid for the fountains. Some of the parts need to be imported, which imposes its own delays, but progress is steady if not quick.
[X] 3d10: Continue to Research Agriculture,
-[X]Focusing on low water / high margin crops like spices, and on efficient water storage/transport - 41/100
The major problem with savanna agriculture is that rainfall is far too irregular to depend on, while heat is near-constant and intense. The Sear is, essentially, a hostile environment for most kinds of life; the animals that roam it restrict themselves to known watering holes and range into the open only at limited times of day, at least during the dry seasons. It isn't a true desert - at least, not until you look many miles southward to the Deep Sear, where nothing lives - but it is not friendly to most food crops; rains can be torrential but sporadic for perhaps four months of the year, and that rainwater quickly drains away into the ground. Successful plants are those that can catch as much as possible, and keep it stocked away for long periods to save them during the desolate dry months.
With the full backing of the council, however, a variety of local scholars are making inroads on the problem. While some focus on cash crops - coriander, fennel, and to some extent cotton - others search for ways to maximize the water available to food crops, examining moisture-retentive fruit trees and experimenting with raised gardens on terraced hillsides to trap water where it is most needed.
Research renamed Drylands Agriculture - +10% Population Cap in Plains/Desert/Oasis regions, unlocks Spice Farms
[X] 3d10: Extend diplomatic mission to the dwarves in search of generally better relations, more trade both ways, and politely sound out maybe hiring some dwarven engineers if we want to build anything big and fancy for assistance. [2,5,10] = 1 success
Erssenberg is taking on more of the feeling of a fortress under siege every month. Your diplomatic mission quickly confirms what merchants had already told you; the dwarves are arming, and construction has started on a series of earthen ramparts and defensive ditches. The situation seems to be more serious than you had known.
Still, even in dark times the earthfolk are gracious hosts. Your diplomats exchange presents, make friends, provide an impromptu performance of gnollish lore-song, and generally make themselves welcome. Erssenberg cannot promise much by way of trade expansion - if anything, trade is contracting as the dwarves prepare for conflict - they are happy to assure you that engineering support is certainly available, for suitable fees.
New Structure available; Dwarven Engineering Guild. Costs 30 points, upkeep of -1 die/turn: generates 11 points/turn for building Structures only.
[X] 2d10: Survey the Gorondor Heights to find good locations to build satellite settlements in and generally establish a presence here if possible without causing us to get into a war or something.
-[X] Send the Gnollish Rangers to escort the efforts in Gorondor Heights. (7,8) = 2 successes
The Gorondor Heights are a wide, rolling expanse of hills, valleys, and creekbeds - largely dry in the summer, but flush with life and moisture in spring and fall. During the winter, it even snows on occasion. The rangers have no trouble finding several locations suitable for setting up watch-camps or larger, more permanent settlements - and while not perhaps quite as inviting as the oasis at Uranna's Wells, the Heights have infinitely more room to grow.
Gorondor Heights population cap increases to 7!
Events
- The northern foothills are aswarm with trolls, now. The reports you receive make it sound like a migration. . . or, perhaps, an invasion. The beasts are everywhere, and increasingly pushing into the northern Sear and the fringes of Erssenberg. You've heard of half a dozen clashes between dwarven guards and increasingly-large packs of hunting trolls - clashes which, as often as not, go poorly for the Erssenberg militias. It almost seems as if something is driving these creatures south.
- A few adventurous dams have sponsored a caravan heading south into the Deep Sear again. They've hired a few competent Sunrunners for escort, and seem determined to make yet another attempt to cross the lifeless desert and find whatever - if anything - is on the other side. Public opinion is mixed, but overall negative; these things usually end in tears.