The Wild Edge (Fantasy Border Outpost)

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As fifth child you were vanishingly unlikely to ever inherit your father's duchy, and truthfully...
Starting Out
As fifth child you were vanishingly unlikely to ever inherit your father's duchy, and truthfully you'd never been interested in the political efforts needed to even try. Leave the backstabbing to your elder siblings, you'd focus on making your own life.

Fortunately, or unfortunately as it may yet be, you were talented in the path you chose.

[] Warrior
+Lead from the front, a powerful unit against single powerful enemies
+Unlikely to die even in defeat or by assassination
-Limited options

[] Enchanter
+A pile of enchanted equipment can add up to powerful elite units
+More options to build up fixed facilities
-Vulnerable if you're pressed into a fight
-It takes a lot of time and resources

[] Leader
+Morale and loyalty of troops
+Troop training options
-Not as directly effective in combat, you can be targeted

That talent had made your father see you as qualified to lead a new military outpost on the edge of his lands. Which was unfortunate as living beyond the edge of civilization was hardly what you'd call enjoyable, worst still when it came with an impossible mission. You weren't entirely sure if this was intended to be your doom or if he just had a grossly inflated impression of your capabilities.

The area you were being sent to secure was usually referred to as the Overgrowth. The trees there had a nasty habit of growing far faster than they rightly should, which made any sort of farming impossible. It might have been a good place for logging if it weren't for the monsters growing faster than normal there too.

It was also the most direct invasion route from the orc territories into the duchy, although the forest didn't make it their favorite route either. You were in fact being sent there because the previous garrison had recently been wiped out by them. That invasion had been knocked back with the orcs taking heavy casualties though, so at least you'd likely have a while to rebuild what you could before facing many of them.

Given that maintaining a viable economy there wasn't expected you would be given a hopefully steady supply of money to recruit and maintain troops, build defenses, and otherwise secure the border. You had an inkling of how this worked though, and your inability to get any guarantee of steady funding confirmed it. You'd have to be very careful about your money.

Being careful with money sucked when you'd rather spend it on material comforts. Especially when this place was not just the ass end of nowhere, but even the closest towns had been wiped out recently. So you'd have to carry supplies with you, and any supplies you needed after you'd either need to send men to get or pay a heavy surcharge for merchants to bring them out to you. Plus you don't even know what shape the living quarters will be in.

Fortunately this job actually needs to be done, so your father has given you some starting funds to do it with. Though you do realize that what you can afford wouldn't even slow down a real invasion force.

You have 1000 Denier to purchase supplies with before you leave the duchy's capital. You've been told to expect 500 Denier each season, but who knows how reliable that will be. You can purchase any of the following, and can purchase any non-[Character] multiple times:

Hunters [Scout]: Call it what it is, a bunch of farmers and part time hunters displaced from the last war, but able to handle forests at least semi competently. They're cheap at least. Ranged
Cost 100 Denier, Upkeep 50 Denier

Skirmishers [Scout]: Actual scouts with military experience. So much as anyone can scout the Overgrowth. Ranged
Cost 200 Denier, Upkeep 100 Denier

Levies [Regulars]: Just a bunch of farmers that lost their farms. You could maybe drown the enemy in their blood though. Fine you'll get them some cheap armor and weapons. Melee
Cost 200 Denier, Upkeep 50 Denier

Footmen [Regulars]: Proper cavalry will be worse than useless to you, but a group of stout footmen will be far more reliable than a bunch of peasants. Acquiring well trained soldiers likely requires some bribes though. Melee
Cost 300 Denier, Upkeep 100 Denier

Archers [Regulars]: Archers will not be terribly useful in the Overgrowth where trees cut down their effective range drastically, and wild animals lurk in the underbrush. Ranged
Cost, Upkeep


Javelin Throwers [Regulars]: A true archer unit won't be of much use in a forest. You can get a unit skilled in the use of war javelins though, and they'll provide a useful semi ranged contingent that won't be as crippled if an enemy gets close. Ranged
Cost 300 Denier, Upkeep 100 Denier

Knights [Regulars] Knights will not be terribly effective in the Overgrowth where trees prevent them using their mobility effectively. Mounted.
Cost Upkeep


Enchanter [Character]: Persuading one to come out from the capital will take a lot of doing. And they aren't likely to much enjoy roughing it. The rewards of magic in the right place though may be worth the cost.
Cost 400 Denier, Upkeep 200 Denier

Officer corp [Character]: A quality captain and a couple sergeants will let you train your men in the field, turning peasants into something worthwhile or honing real soldiers to a razor edge.
Cost 200 Denier, Upkeep 100 Denier

Elite [Character]: More than any normal human, a single elite can turn the tide of a battle in the right place. And when dealing with monsters, you might need that. They are expensive though.
Cost 400 Denier, Upkeep 200 Denier

Camp Followers [Support]: A mix of people and equipment to handle the various tasks an army needs to keep up its morale. They'll mostly pay for themselves from your soldiers pay once you're out of the town.
Cost 200 Denier, Upkeep 0?

Construction crew [Support]: Hire a handful of carpenters and buy a bunch of tools to try and put things together. Not that you have much confidence about doing something like that in the Overgrowth, but it's better than nothing.
Cost 200 Denier, Upkeep 100 Denier

[Character]s represent an actual character.
[Scout]s will not be as effective at combat as [Regulars], but are better at scouting and can be devoted to hunting which will reduce their effectiveness at scouting, but provide up to 50 Denier worth of food, which can defray up to 20% of units upkeep.
You can choose to pay for upkeep cost for future seasons in advance now to represent picking up supplies for cheaper here than they will be at the destination. Pay 75% of upkeep for future seasons.
Voting by plan not line.
Units that are unpaid, have low morale, or suffer heavy casualties can suffer from desertion.


Credit to @megrisvernin as a partner on this.
 
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The Overgrowth Map


The dot on the western edge is your current base location. While the dot in the northwest part of the forest is the home of the friendly dryad.

Your home duchy of Ravaria lies to the south, while the orc lands lie to the north.

The forest itself is unnatural, with the central most area being impassible even by comparison to its general nature. Many strange creatures inhabit it including.
 
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Status
Tristan Revaria

An unlikely to inherit noble, you're a decent enchanter and could have easily made a living off that. Unfortunately you've been given a job in the middle of no where. Hopefully you can improve your conditions. You're used to quite comfortable conditions, and would rather delegate any actual work to other people, not counting magic of course. You're aware of your foibles, but make allowances for them rather than try to get rid of them.

Novice combatant.


Characters:
Captain Leo
Gives passive bonus to troops commanded, can train them. You're now aware he's an agent of your father, though also one of the more skilled and loyal officers in your nation. He's there to make sure you don't screw up too badly, which you're actually okay with.

Olivia: Can assign her to assist in projects.
+ Inhuman Strength (~10x a strong mundane human)
+ Proportionally durable (mostly means bludgeoning won't affect her much, though a good blade could still kill her)
+ Adores you
+ Able to handle multiple average soldiers, shield + gauntlets as weapons
= Maid Skills
= Dragon scales have spread across her entire back, and portions of her arms
= Tiny wings growing from her back
= Unstable weight
- No control of strength (With gloves can suppress to normal level)

Nerissa
A very young dryad you've managed to befriend. She's eager to learn more about the world beyond her grove, and willing to help you out in exchange.
+ Control of plantlife
+ Guards a good chunk of the forest approaching your base.
+ Can grow up to 4 units of goods for you. Currently growing: 3 units of Saints Blood (3 matured), 1 unit of medicinal herbs.
= Trades her efforts for your attention mostly.
- Rooted and cannot easily move.

Florian
+ Expert Potioneer
= Completely unremarkable appearance
- Still finding a suitable eccentricity for someone of his talent

Julia Dumortier
+ Healer, reduces casualties (Requires infirmary to be significant rather than rounding level)
= Non-inheriting daughter of one of the nearer barons
= Usually a tad more formal than you, petite and maintains her appearance

Units:
  • Civilians
    • Camp Followers
    • Charcoal workers
    • 2x Sawmill Workers
    • Wood workshop craftsmen
    • Herb Harvesters
    • 4x Construction Crew:
      • Allows construction of basic wooden structures.
      • Enchanted Tools +4
    • Herbalist (Does not count for housing cost)
      • Allows more information on plants, can attempt to find valuable ones.
    • Shipwright Crew
  • 1st Hunter
    • Basic hunting bows, no armor
    • +2 Experienced +1 enhanced armor
    • 55% Strength
    • Morale: Broken
  • 2nd Hunters
    • Basic hunting bows, no armor
    • +1 Experienced, +1 enhanced armor
    • 100% Strength
    • Morale: Low (Permanently damaged)
  • 1st Levy
    • Spears and cloth armor
    • +10 to rolls
    • 100% strength
    • Morale: Medium
  • 2nd Levy
    • Spears and cloth armor
    • +10 to rolls
    • 75% strength
    • Morale: Medium
  • 1st Footmen
    • Swords, cloth armor, wood shields, and simple helmets.
    • +60 to combat rolls (max basic enchants), +12 to encounter rolls
    • 95% strength
    • Morale: Medium
  • 2nd Footmen
    • Swords, cloth armor, wood shields, and simple helmets.
    • +35 to combat rolls (1/2 enchanted), +11 to encounter rolls
    • 100% strength
    • Morale: High
  • Skirmishers
    • Shortbows, cloth armor, simple helmets
    • +25 to all rolls, +13 enchanted equipment (max), provides +10 to other units in area
    • 70% Strength
    • Morale: Medium


Treehouse Watchtowers
These unconventional towers give orcs -10 to rolls to sneak past, and provide a somewhat safer rest point for your patrols.

Port Facility:
Allows docking of trade ships, but is outside your base and thus more vulnerable to certain circumstances. A simple pier with a not so simple crane and elevator to raise stuff up the coastal cliff face. 95% cost modifier on imports, 50 upkeep
Drydock:
Allows the repair and theoretically the construction of ships. It's built on a small sandbank near the mouth of the harbor though. 100 upkeep, 350 profit

Base:
  • Earthwork Palisade: A wall of upright logs reinforced with earthworks on each side, sturdy enough to be difficult for most enemies to smash through, but currently simple enough to scale. Wooden guard towers dot the top. 12/12 building slots used
  • Extended Palisade: A basic wall of upright logs. (6/36 building slots used)
  • Palisade causeway connecting to Nerissa's grove.
  • Recreational Moat: A bit unorthodox, but an enjoyable swimming pond. It contributes some defense to the base now. (5/8 encircled)
  • Sawmill: Cuts trees from the Overgrowth into timber for sale. When properly working has 100 denier upkeep and outputs 200 denier in trade goods.
  • Sawmill 2: Active, 100 denier upkeep, 200 denier output
  • Upgraded Charcoal Burner: Produces charcoal for forges as well as wood tar for maintenance, 150 denier upkeep due, 300 denier output
  • Comfortable Barracks for 15 units, 18 used. Fireplaces installed. Consumes 3 building slots.
  • Wood Workshop: Produces more sophisticated goods than simple timber out of the wood you collect. Increases trade good value by 200 denier, with 100 denier upkeep.
  • Personal house: Where you and Olivia live. Fireplace installed.
  • Tavern: A place where your men can get a drink and relax. Funds itself by charging for the drinks. Improves morale. Fireplaces installed.
  • 2x Forge: Reduces first 2000 spending by 10%
  • Warehouse: Can store up to 1000 denier of supplies (600 denier worth stored)
  • Herb Drying House: A place where the medicinal herbs you're growing can be properly preserved for sale. 400 Denier output, 50 denier upkeep
  • Primitive rabbit ranching: Provides a steady supply of food, fed by castoffs from sawmill. 50 denier upkeep mitigation, does not consume space.
  • Potion Laboratory: A place for potions to be made in controlled conditions under the watchful eye of a professional. Currently doesn't provide upkeep or output to you, as it will be producing healing potions from the Saint's Blood fruits.
  • Infirmary: A proper place for the recovery of the wounded or sick. Improves effectiveness of healer.
  • Training Ground: Allows officers to train any 2 units at a time, and gives +10 to training rolls.


Hunters [Scout]: Call it what it is, a bunch of farmers and part time hunters displaced from the last war, but able to handle forests at least semi competently. They're cheap at least. Ranged
Cost 100 Denier, Upkeep 50 Denier

Skirmishers [Scout]: Actual scouts with military experience. So much as anyone can scout the Overgrowth. Ranged
Cost 200 Denier, Upkeep 100 Denier

Levies [Regulars]: Just a bunch of farmers that lost their farms. You could maybe drown the enemy in their blood though. Fine you'll get them some cheap armor and weapons. Melee
Cost 200 Denier, Upkeep 50 Denier

Footmen [Regulars]: Proper cavalry will be worse than useless to you, but a group of stout footmen will be far more reliable than a bunch of peasants. Acquiring well trained soldiers likely requires some bribes though. Melee
Cost 300 Denier, Upkeep 100 Denier

Archers [Regulars]: Archers will not be terribly useful in the Overgrowth where trees cut down their effective range drastically, and wild animals lurk in the underbrush. Ranged
Cost, Upkeep


Javelin Throwers [Regulars]: A true archer unit won't be of much use in a forest. You can get a unit skilled in the use of war javelins though, and they'll provide a useful semi ranged contingent that won't be as crippled if an enemy gets close. Ranged
Cost 300 Denier, Upkeep 100 Denier

Heavy Cavalry [Regulars] Cavalry will not be terribly effective in the Overgrowth where trees prevent them using their mobility effectively. Mounted.
Cost Upkeep


Enchanter [Character]: Persuading one to come out from the capital will take a lot of doing. And they aren't likely to much enjoy roughing it. The rewards of magic in the right place though may be worth the cost.
Cost 400 Denier, Upkeep 200 Denier

Officer corp : A quality captain and a couple sergeants will let you train your men in the field, turning peasants into something worthwhile or honing real soldiers to a razor edge.
Cost 200 Denier, Upkeep 100 Denier

Camp Followers [Support]: A mix of people and equipment to handle the various tasks an army needs to keep up its morale. They'll mostly pay for themselves from your soldiers pay once you're out of the town.
Cost 200 Denier, Upkeep 0?

Construction crew [Support]: Hire a handful of carpenters and buy a bunch of tools to try and put things together. Not that you have much confidence about doing something like that in the Overgrowth, but it's better than nothing.
Cost 200 Denier, Upkeep 100 Denier

Herbalist [Support]: Able to identify most plants. Can gather the useful ones as well and potentially you could set up sale of some of them. Untrained in the subtle arts of potion making even if they know the common ingredients. If you hire a healer or potion maker they will get a bonus from having an herbalist to gather reagents for them.
Cost 100 Denier, Upkeep 50 Denier

Woodworkers specialized in more complex bits rather than bulk construction to produce trade goods for sale. (100 Denier ongoing cost, boost to sales value of 200 Denier. Requires woodworking workshop.)

Brickmakers: Just a bunch of workers to make a steady supply of bricks. 75 upkeep, produces 1 unit of bricks per turn.

Farmers: Just a bunch of peasant families to work Nerissa's groves doing what they can to free up her attention for things they can't. You can easily hire up a bunch of them for the job you want. Though of course they want to bring their families along so there's a rather serious need for housing. 100 Denier starting and upkeep, 4 housing slots needed, result in +1 unit of Nerissa production.

Enchanter [Character]: Persuading one to come out from the capital will take a lot of doing. And they aren't likely to much enjoy roughing it. The rewards of magic in the right place though may be worth the cost.
Cost 400 Denier, Upkeep 200 Denier

Elite [Character]: More than any normal human, a single elite can turn the tide of a battle in the right place. And when dealing with monsters, you might need that. They are expensive though.
Cost 400 Denier, Upkeep 200 Denier

Healer. Healers are expensive, and many claim the title with no real knowledge at all. To find an effective one you'll have to go do a bunch of interviews. Even if you find a good one they'll likely command a high price and need a lot of equipment and herbs. You likely can't yet afford this, but it's on your mind. (If successful: 400 Denier startup, 200 Denier ongoing, greatly reduces casualties, improves morale; no cost for non-critical failures)

Potioneer. Finding one willing to move out beyond the boundaries of civilization will be quite the task. They'd offer a fairly wide array of options though, and likely could do something with products from the forest. They could serve some of the duties of a healer, if less effectively. (If successful: 400 Denier startup, 200 Denier ongoing, greatly reduces casualties, improves morale; no cost for non-critical failures)

Shipwright. People capable of making and repairing ships are rather rare. Not the sort of people you can just put out a request for. You'll have to find them.

Horse Trainer. While admittedly you can't throw a stick without hitting someone with some degree of horse knowledge, you want someone a damn sight better than that to deal with a pegasus. Plus they need a certain amount of trustworthiness and discretion. You don't want them stealing it after all. 50 Denier Starting and Upkeep.

Civil Engineer. Opens new options in constructing your growing base. 100 Denier Starting and upkeep.

Siege Engineer. Opens new options for building siege engines. 50 Denier starting and upkeep, affected by 3x war mod.
 
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[X] Plan not a whole lot to go around
-[X] Enchanter
-[X] Hunters [Scout] x2
-[X] Levies [Regulars] x1
-[X] Camp Followers [Support] x1
-[X] Construction crew [Support] x1
 
We need to pay the upkeep next turn though. Didn't want to cut too close

You can prepay on upkeep to drop the cost if that's your intent.

You can choose to pay for upkeep cost for future seasons in advance now to represent picking up supplies for cheaper here than they will be at the destination. Pay 75% of upkeep for future seasons.
 
We need to pay the upkeep next turn though. Didn't want to cut too close
You'll get 500 next turn. Though keeping a reserve is a decent idea in principle because your payment isn't guaranteed, but the first bit you can expect to be pretty reliable.

Your current upkeep appears to only be 250 though, which would be quite cheap. Especially if you have one of the hunters go hunting for food and bring it down to 200.


Overall I'm rather disappointed with only getting 3 voters on SV where participation in quests is generally so high. Might not run this quest if there's so little interest. I thought it was a fairly nice idea for a simple quest I could run, but I guess the simplicity also made it uninteresting. Will leave it for at least another 12 hours. See if anyone else is interested.
 
[X] Plan not a whole lot to go around

I prefer to observe quests usually rather than participate. The idea of building up a fortress and holding it against hordes of orcs is vastly appealing to me as far as quest ideas go. The smaller perspective is also nice. Too many QMs go for the leaders of a nation whereas a quest focused into one aspect can be just as fun. I hope you reconsider running the quest.
 
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You'll get 500 next turn. Though keeping a reserve is a decent idea in principle because your payment isn't guaranteed, but the first bit you can expect to be pretty reliable.

Your current upkeep appears to only be 250 though, which would be quite cheap. Especially if you have one of the hunters go hunting for food and bring it down to 200.


Overall I'm rather disappointed with only getting 3 voters on SV where participation in quests is generally so high. Might not run this quest if there's so little interest. I thought it was a fairly nice idea for a simple quest I could run, but I guess the simplicity also made it uninteresting. Will leave it for at least another 12 hours. See if anyone else is interested.
Just FYI, the shopping list was more complexity than most casual questors are going to be taking until they are hooked.
 
[X] Plan not a whole lot to go around but with trainers
-[X] Enchanter
-[X] Hunters [Scout] x1
-[X] Levies [Regulars] x1
-[X] Camp Followers [Support] x1
-[X] Construction crew [Support] x1
-[X] Officer corp [Character] x1
-[X] Pay as much upkeep in advance as is possible
This combination supposing that we get the payment for the first turn allows us to have two turns worth of upkeep stored away.
 
Arrival
You had no trouble acquiring the recruits you wanted. You'd been able to walk through one of the steadily dispersing army camps and round up almost everyone you wanted with the offer of work. A lot of farms had been burned to the ground, and many of them would rather join you than try to start over. The carpenters had actually been the hardest ones to get, as most of them had plenty of work rebuilding. You'd had to imply a few threats using your family name to shake some loose.

You'd made fairly good time heading north, at least considering spring had only just begun and the snowmelt had left the roads mere muddy trails. The carpenters had already proved their worth, helping to drag a wagon out of the mud with a makeshift pulley, and repairing some broken wheel axles that otherwise would have eaten into your spares.

Some might think finding the dirt road ending abruptly into underbrush and full grown trees you'd made a wrong turn somewhere, but you know, as you let your eyes drift upwards, following the trunks skyward, that you've reached your destination. It wasn't that road layers had stopped here, but that no path beyond this point lasts longs.

There was an eerie sort of sound to the Overgrowth. It was almost like leaves rustling in the wind, but not quite. The sound of plants brushing against each other you thought. Though perhaps that was all in your head. As an enchanter it took you many days of carefully pooling power just to get relatively minor effects. The Overgrowth was a relic of days long past when true sorcerers could impose their will upon the world, before magic had begun bleeding out of the world. There was something imposing about that.

You idly contemplate what you could have done to warrant this assignment. Sure, you weren't exactly a dutiful son, but you didn't think you were an embarrassment either. There was that thing with the woman, but you had fixed that and no one had ever found out, so it doesn't count. Your elder siblings always seemed to cause more problems than you, at least from your perspective. You were relatively sure that Edgar had ruined Adolphine for marriage, and Kaleb had a mean streak that was going to get him in trouble with the wrong person someday.

"Much as I like being paid to stand around, we really ought to get to doing something," the captain you had hired, Leo, commented from beside you.

"Hah, I'm paying you to handle all the details like that. We'll make camp here for now. I don't feel like cutting myself free in the morning after a bush has grown over me." Strictly speaking you hadn't been given control of any territory beyond the boundary of the Overgrowth. But as there was no one living in the area right now, you could at least get away with setting up camp here.

"That you are. Better that way anyway, I expect my boots have more experience with making a camp than you do."

You'd complain about that comment if you didn't think it was accurate. You had hired an experienced captain for a reason after all.

He proves his worth as he rapidly sets your forces to work setting up a temporary camp. In short order the hunters are out establishing a sentry line, while the rest of them clear the ground and set up tents. The camp followers are quickly cooking an evening meal far better than traveling food, though that isn't saying much compared to what you were used to in the city.

That's not to say you aren't doing anything though. Obviously you're planning for what you're doing this season.



Choose 1 of each:

[][Hunters] Hunt for food, reduce upkeep by 50
[][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.

[][Levy] Patrol, reduce chance of enemies slipping by.
[][Levy] Train with the captain

[][Construction] Try to put up a couple wooden watchtowers in the Overgrowth.
[][Construction] Try to put up a barracks near the narrowest part of the Overgrowth so as to make patrols easier. (100 Denier in needed materials)
[][Construction] Put up a barracks near the shore on the western edge of the forest. It's close enough to the patrol zone. Technically you don't have the authority to build there, but no one's around to call you on it. (100 Denier in needed materials)
[][Construction] Build a house… er workshop, for yourself. Totally useful to your work and not so you have better conditions for yourself. (100 Denier in needed materials)
[][Construction] Write in

[][Personal] It's obvious to anyone that the Overgrowth is magical, but no magic still exists that could do something on this scale. Maybe you could learn something by studying it a bit. At the very least you might learn more about its effects.
[][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason. Though it doesn't seem worthwhile to bother with them currently being a bunch of incompetent peasants. (100 Denier in needed materials)
-[] Specify a unit. Carpenters are a valid target for this.
[][Personal] Spend time with your men. It might be useful.
[][Personal] Have Leo give you a bit of training. However much you hate the idea, it might be worthwhile to be able to swing a weapon if you get ambushed.
[][Personal] This roughing it thing is already wearing on you. You could probably make an enchanted bathtub. Admittedly those are some rather expensive metal bits involved though. (100 Denier in needed materials)
-[] You suppose you could let the men use it when you're not. You're magnanimous like that.

You can do write ins on every vote, though anything outrageous will just fail. As a vague reference for power of your enchantments something like level 2-3 spells in DnD. Yes I'm aware in retrospect this is less simple than most people regard as simple, but my skewed bar for complex is stuff where you need multiple spreadsheets and notes. Your character being a somewhat spoiled noble may suggest things that aren't that helpful.
 
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[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Levy] Train with the captain
[X][Construction] Put up a barracks near the shore on the western edge of the forest. It's close enough to the patrol zone. Technically you don't have the authority to build there, but no one's around to call you on it. (100 Denier in needed materials)
[X][Personal] Have Leo give you a bit of training. However much you hate the idea, it might be worthwhile to be able to swing a weapon if you get ambushed.

Basic housing, train the men...train WITH the men.
Not get ambushed...
 
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