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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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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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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Season 1: Spring
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.

Your hunters begin patrolling the narrowest section of the forest, the part you're supposed to block off. They all seem to be competent woodsmen, and that proves necessary as it is very easy to get lost.

Attempts to mark the trees for navigation fail. In normal forests they'd carve markers into the trees, but the trees here heal overnight without even a scar. They have tried to pile stones on the ground as well, but even finding enough stones is difficult with the forest floor so thickly covered. Even when they find stones and arrange them, they find they're often moved within hours, and completely scattered by the next day. Sticks in the ground are often pushed over by the movement of tree roots, or occasionally sprout into saplings.

There are even more confusing areas where the trees are all the same kind and it's easy to get turned around. On top of that though they've yet to encounter any of the more dangerous monsters the forest is known to possess, though they have run into some of the enlarged wildlife. The larger insects are merely annoying, but being forced to flee up a tree from a boar the size of a bear has left them rattled. You'd think it hyperbole if not for having encountered it yourself.

[X][Levy] Train with the captain (crit fail)

"I'm not sure where you came up with these scum, but they're the worst lot I've ever encountered. I'm not sure how they survived since they're not even fit enough to be farmers. Were I still in the army I'd have just had them hung and recruited new ones," Leo informs you one evening in private.

"Surely they can't be that bad," you say calmly sipping your tea, one of the few comforts left to you out here.

"One of them tried to pickpocket me, I can barely get them to train at all, and I feel a tad concerned that they're going to try to murder me in my sleep, since they keep trying to stab me in training. Not too concerned mind you since they're so bad at it, but I like my sleep."

"Well what should we do about it then?"

"I'd consider getting rid of them all and getting a new unit, but I know you aren't made of money. I suppose I can try and make something of them, but I'm not sure how well it's going to go."

Levy is undisciplined, quality poor.

[X][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) (Major failure, even before mods)
[X][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. (Major success)

Well you hadn't really expected building in the Overgrowth to go off without a hitch. In fact part of the reason you had ordered them to try building in the forest was just to see how it reacted to a deforestation attempt for your own study. On that point at least your plan had succeeded, since you gathered some valuable data.

With the minimal scouting done so far, and based off what you've heard, there aren't really any true clearings in the Overgrowth. Any permanent construction there would require dealing with the rampant vegetation. You'd personally gone into the forest with the construction crew because you wanted to observe. The murky light speckling the ground through the thick canopy, the rustling of the plants, and the many animal cries sent prickles up your spine from the start. Bugs big enough to hit with a club swung through the air were disturbing to a degree, but none of them seemed to be particularly carnivorous. This was to be your domain, and you couldn't be scared off that easily.

The ground alternated between gnarled roots obscured by leaves trying to trip you and thick bushes of various sorts. The animal life initially kept its distance.

After a few days you determined the best place to establish your fort. Well centered in the area you'd need to patrol and quite flat. You had the workers begin trying to clear the area at that point, try being the operative word.

While they could cut down a tree simply enough, keeping it cut down was a serious problem. In the time it took them to slice the branches off a felled tree the stump would already be showing new twigs and leaves. Leave a log alone for a day and it would grow new roots and start to grow again. Through supreme effort they could clear away a couple trees a day, but within a week that spot would have new young trees large enough to impair further efforts. They couldn't possibly clear a useful space.

They'd been frustrated enough to attempt to clear it with fire. You didn't know much about using fire in a forest, and you'd thought it might be a bad idea, but you were pretty certain that if the Overgrowth was vulnerable to fire someone would have burned it out long ago.

You were right on that count but it was quite an interesting effect to watch. Flint and steel sparks simply went out too quickly to strike a fire. That didn't initially seem too unusual as it can be hard to start a fire that way in the damp, though with the air so still in the forest it should have been easier.

Then they had lit torches outside the forest and brought them in. On the boundary line of the forest the torches, previous bright and hot, began to dim and sputter. They didn't quite go out, but they were a fraction as strong. Attempts to set fire to the trees themselves, even those closer to the boundary didn't seem to take. The wood would scorch, but they couldn't get it to burn. The ground cover was more vulnerable, but failed to sustain a fire, burning a small area and smoldering out. With an idea what to look for you found something you can recognize by its similarities to the fire resistance enchantments still in use. But normally those would be applied to just a house. This one encompasses the entire forest.

You do a quick test with one of your magelights and show that magical heatless light functions quite normally in the forest, but any attempts to use fire are stymied. It might be similar enough for you to use the enchants that exclude fireplaces from such effects to shield an area, but probably not a very large one.

The effect causing things to grow so rapidly is far beyond you though. You can tell it seems to propagate through the earth and into the plants. From animals in the Overgrowth being stronger and larger than elsewhere you suspect it may transfer in the plants they consume, but you'd have to capture an animal alive to check that.

While you weren't exactly having much luck with the construction efforts you still hadn't given up when they were brought to an abrupt end. You were trying to observe the regrowth of a tree stump when it came upon the construction site. There was a tearing noise approaching through the underbrush that attracted everyone's attention. Then as the crew and you turned in the direction of the sound, a boar smashed into the clearing. A very very large boar with tusks like scimitars and fur like armored needles.

Needless to say with no fighters around you did the only sensible thing and ran screaming, followed by the carpenters. Fortunately the hog had seemed uninterested in pursuit, and you all escaped unharmed. Unfortunately it has taken up residence at the former worksite and has prevented attempts to return. The workmen's tools left there will need to be replaced.

-100 Denier to replace lost tools

Plan for Summer:

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

[][Levy] Patrol, reduce chance of enemies slipping by.
[][Levy] Train with the captain
[][Levy] Fire them and recruit new ones reusing the equipment (discount, 100 denier price)

[][Construction] Try to put up a couple wooden watchtowers in the Overgrowth. (50 Denier in needed materials)
[][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) [Locked: No one's up for trying this right now.]
[][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] 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 self filling and heating 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.
[][Personal] Study one of the animals of the forest. [Locked: Requires captured animal]
[][Personal] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)

Note that you can at any time you have the funds send the captain to recruit units from the original list. This takes his time that turn so isn't compatible with him training a unit.

Current balance
0 starting -175 upkeep this turn (from pre-purchased supplies) -100 barracks materials -100 replacing tools +500 season payment = 125 Denier
Expecting 500 Denier income next season
Predicted Upkeep 300 Denier
 
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Season 2: Summer
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by. (Minor Success)

Going by the hunters reports it's a good thing you withdrew from activities in the forest this season. Maybe the wildlife had still been recovering from the army that tore through, or maybe just groggy from winter, but the forest has considerably more wildlife active this summer than it did in spring.

They've had to rescue members from sticky situations several times. They do report they've located an enormous beehive though with bees several times larger than usual. Not eager to be stung the scouts don't approach too closely but do report witnessing bears feeding on the honey. The bears seem to have no problem with them, but then the bears are the size of a wagon. The hunters have been fortunate in being able to escape.

[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) (Success)

With their tools replaced and outside the boundary of the Overgrowth it's quite easy for the construction crew to get some simple bunkhouses set up. Not just for the soldiers but for the rest of the camp as well. They certainly aren't what you'd call satisfactory conditions, but it will keep the snow off you come winter and that's important.

There's a lot of things that could be added though.

[X][Personal] This roughing it thing is already wearing on you. You could probably make an enchanted self filling and heating bathtub. Admittedly those are some rather expensive metal bits involved though. (100 Denier in needed materials) (Success)
-[X] You suppose you could let the men use it when you're not. You're magnanimous like that.
--[X] Specifically, use it as a performance reward, as judged by the Captain.

There's something comforting about getting back to what you originally thought you'd do with your life. The careful pooling of tiny bits of power day by day, depositing it in a storage crystal to build up the power needed. Then when it's ready shaping it just so, convincing reality to give you just an inch here or there.

The tub is magnificent, a tiny piece of civilization in this savage land. It draws water from a stream which it then purifies and heats to the ideal bathing temperature.

Mind its ability to refresh the water is rather slow, so it doesn't get too many uses a day, but Leo designates the extra uses to those most deserving. So far that's been the carpenters and hunters.

Leo himself tries to act as if he's far too grizzled a war veteran to care for such luxuries, but you've caught him using it too.

[X][Levy] Train with the captain (Critical failure, dice hate you)

Leo wakes you one morning lightly speckled with blood and furious.

"Those bastards actually tried to kill me! Badly, but still!"

You don't really do immediately awake. So your mouth responds with the first thought that pops into your head. "Sleep?"

"They ruined that too!" he complains.

You'd actually been thinking of your own, but that works.

"Me and the two sergeants killed off the ones willing to try that tonight. The dumbest or bravest of the bunch depending on how you think of it."

Your brain seems to have spun into gear now. "I'd known you were still having trouble getting them to follow orders or train, but I never expected this."

"Yeah, this is the most worthless lot of scum I've ever encountered, their spears stuck in the ground would be more valuable, at least some of the enemy might impale themselves on them that way."

"So what should we do then?"

"Well the most obvious thing to do is dismiss them and recruit fresh ones. Annoying given the time investment, but just can't see them getting any better. At the very least they probably aren't dangerous to anyone, especially with the bravest ones dead. There are some other options though if you're interested…" he trails off leadingly.

"Go on."

"Well given the posting I expect if you suffered combat losses the duke would be inclined to give you a bit of extra funds to restore the garrison. I could arrange for that sort of thing to happen to them. Perhaps just push them after the giant boar and let it do the work."

It sent a few chills down your spine to contemplate, but there was merit to the idea.

Plan for Fall:

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

[][Levy] Fire them and recruit new ones reusing the equipment (discount, 100 denier price)
[][Levy] Arrange for them to be annihilated. (50 denier discount on next levy unit, chance to convince Duke to give some extra funds to restore the garrison strength)

[][Construction] Try to put up a couple wooden watchtowers in the Overgrowth. (50 Denier in needed materials)
[][Construction] Put up a basic wooden palisade around the camp, offering at least some protection if something tries to get in. Though you have a feeling the bigger wildlife could smash through something like that. (50 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] Improve the barracks with more furniture, bedding, separated rooms with sturdy doors for the officers. (100 Denier in needed materials)
[][Construction] Write in

[][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] Study one of the animals of the forest. [Locked: Requires captured animal]
[][Personal] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)

Note that you can at any time you have the funds send the captain to recruit units from the original list. This takes his time that turn so isn't compatible with him training a unit.

Current balance
125 starting -300 upkeep this turn -100 barracks materials -100 bathtub +500 season payment = 125 Denier

As a note I do read discussion and people can write in. Discussion also sparks ideas for future actions. And yes you crit failed twice in a row on training the levies, almost impressive in a way.
 
Season 3: Fall
[X][Hunters] Capture one of the animals alive for study. [Major Success]

Even as your levy proves staggeringly incompetent your hunters continue to outdo themselves. You had been a bit worried that trapping one of the animals found in the Overgrowth would be a dangerous and difficult job. As it turns out you need not have worried. They manage to bring back a couple of live and even healthy rabbits in hardly any time at all.

Granted rabbits seem to be one of the staple bottom links in the food chain here as in other forests. They're unusually large and fast, but no threat to humans. Capturing them simply involved scaling up their traps a little, and a little luck not to get their prey stolen before they could retrieve it.

They finished quickly enough that they decided they might as well get some fresh meat added into the camp stores while they were at it. (40 off upkeep this turn)


[X][Construction] Put up a basic wooden palisade around the camp, offering at least some protection if something tries to get in. Though you have a feeling the bigger wildlife could smash through something like that. (50 Denier in needed materials) [Success]

Over the season a simple palisade made from some of the smaller trees from the edge of the forest is constructed around the barracks. It might be the simplest of protection, but it does make you sleep a bit easier to have even such a flimsy wall surrounding the camp. It also has lent the area a greater feeling of permanence, despite being at the doorstep of the embodiment of the untamed wilds. You'd still hesitate to call it a true settlement, let alone a castle, but it at least feels like you're staying there a while.

They throw up a makeshift rabbit hutch while they were at it, though the rabbits seem to manage to escape all the time and wander around the bailey, which is a thing you have now, kind of.


[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. [Success]

You hate training. You determined that as you lie collapsed in the ring of dirt, able but unwilling to get up.

You muster the energy to stare balefully at Leo. The captain leans casually against the straight stick he just beat you with. Sadly the ability to make people burst into flames with your mind has been lost to the decline of magic, and so he's unaffected by your glare.

"You're not actually doing as badly as I expected. Given your inclination to hide out from the sun I expected far worse. I doubt you'll be much of a fighter anytime soon, but you're making good progress. You're a refreshing change from those peasants I had to deal with."

"I fail to see how beating me half to death even counts as training." You're not actually sure how many of the words were recognizable given you muttered them into the ground. Leo must be a master of mutter linguistics though as he replies smoothly.

"Well you weren't interested in something that you'd have to keep up forever, which means training your strength and stamina isn't that good an idea. So I need to up your skill and reactions instead. You're getting much better at blocking and dodging. Plus part of fighting is learning to take a blow and keep going despite the pain. Though you need to remember to parry not block, you just don't have the muscle to block a blow by a real warrior." His argument sounds reasonable, but that isn't really satisfying.

"You enjoyed beating me." You make the effort to push off the ground and try to stand.

"A bit yes," he admits with no guilt whatsoever.

"You do realize I'm your boss," you assert while you sway on your feet a little.

"That made it more enjoyable when you asked for it yes."

Damn his use of the cheating rhetorical tactic known as logic. At least he had the courtesy not to laugh.

"If it's any comfort, you're seeming much more fit for this job than I initially expected. I kind of thought I'd spend half my time trying to work around you," he offers honestly.

You're not sure how that's supposed to be comforting, but you'll take it.

"But if you want to fight on someone else closer to your skill level, I can arrange that."

That's how you found yourself facing one of the levy members. This was an improvement of sorts. The other guy seemed to be taking a lot of the lumps instead of you. The downside is you really think he would hurt you if he had the chance. There's frenetic crazed look in his eyes that unnerves you.

This wasn't how this usually went you think. A peasant was supposed to try and lose believably to the noble. As it was, the weight this guy was putting behind his strikes made you think he really wanted to hurt you. Thankfully he wasn't landing many hits, though not for lack of effort. He seemed incapable of not attacking you whenever he could, but he had a habit of overcommitting to his strikes which left him-

You sidestep his spear, the momentum behind the attack still carrying him forward, and bash him with your weapon. He moans piteously and drops his spear clutching his arm.

You'd like to believe it was your triumph of martial skill against his but from the way Leo is covering his face and shaking his head you think he's just of embarrassed at the whole display.

The mocking and jeering from the other members of the levy doesn't exactly lend the affair a solemn air, nor does the venomous look your opponent sends you.

He does know you have the ability to make someone like him disappear right? I mean you already were planning to, but now you felt even less remorse over it. Not that you exactly missed any sleep over it.

(Training successful, you're no warrior, but you're less incompetent.)


[X][Levy] Arrange for them to be annihilated. (50 denier discount on next levy unit, chance to convince Duke to give some extra funds to restore the garrison strength) [Bare success getting them to go, major failure at them accomplishing anything, moderate result in gaining extra funds]

Over the course of the season Leo manages to cajole, bribe, lie, and outright threaten the levy into heading into the forest. He is quite clear it can't be referred to as a march as that would imply some degree of formation or at least discipline.

He'd pointed them at the boar, with a very underestimated impression of its strength and the idea they'd get to eat it afterwards. While it was highly unlikely they'd succeed, any injury they dealt it might have been useful. Had they succeeded they might even have redeemed themselves. In the more likely case where they fled, their numbers would have been significantly thinned out, and they could have been dealt with more easily.

That's not quite how it ended up though.

"The only thing predictable about that cursed levy," the captain remarked reading a scout's report. "Is their ability to surprise me by how they'll fail."

You merely respond with a look, silently requesting he continue.

"Following their trail, the scouts say these these idiots managed to stumble across a pack of wolves on their way to the giant boar. Oversized as usual from their tracks, though for small favors not as much as the boar. Rather than staying together and defending each other, they broke and fled, and of course got picked off individually. Many by the wolves, but others by various other dangers of the forest."

"So they didn't even make it to the boar?" you ask somewhat incredulously.

He sighs. "On the plus side the forest animals seem to be settling down again, possibly because they're well fed, or maybe just because we're heading into winter."


On the positive side though, after you reported the levies "death in combat", which was only a moderate distortion of the truth really, you were provided with a little bit of extra funding to help recover your losses.



Plan for Winter:

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

[][Captain] Recruit new units. Specify what kind. Will only return in spring due to winter travel being too difficult. Will take funds with him.
[][Captain] Stay until spring.

[][Construction] Try to put up a couple wooden watchtowers in the Overgrowth. (50 Denier in needed materials)
[][Construction] Improve the palisade with packed earth to strengthen it and provide a top surface for guards to observe from. (2 seasons) [More difficult in winter]
[][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) [More difficult in winter]
[][Construction] Improve the barracks with more furniture, bedding, separated rooms with sturdy doors for the officers. (100 Denier in needed materials) [More difficult in winter]
[][Construction] Write in

[][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] Study one of the animals of the forest.
[][Personal] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)


Current balance
125 starting -260 upkeep this turn -50 palisade materials +500 season payment +75 bonus funding = 390 Denier
Upkeep next turn: 250 Denier
 
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Season 4: Winter
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by. [X][Captain] Recruit new units. Specify what kind. Will only return in spring due to winter travel being too difficult. Will take funds with him.
-[X] Levies
[X][Construction] Try to put up a couple wooden watchtowers in the Overgrowth. (50 Denier in needed materials)
[X][Personal] Study one of the animals of the forest.

The winter isn't as cold as you're used to. Normally you'd think that a good thing. However much of the season is at the border between snow and rain which results in icy slush covering everything, and the ground being muddy rather than solid. There's also far more precipitation than you've ever experienced before. Almost every day clouds roll in from the sea and drop their cargo against you.

It's all your camp followers can do to simply keep the icy water out of the bunkhouses as it pools everywhere. You pile dirt in front of the doors just to divert the flow out of them where you can.

While it's a thoroughly miserable winter that drags on morale, you can't imagine how bad it would have been to handle it in tents.

You can only envy Leo as you had sent him back to the capital to recruit a new group of men to replace the ones you had... lost. He's probably in a nice warm inn right now.

Your only refuge would be your heated tub, but in your magnanimity you've surrendered it for the winter. With a little effort it was adjusted to act as a boiler for a smaller amount of water allowing at least some degree of heating and cooking inside the largest bunkhouse. You didn't cry about it, though you kind of wanted to. A noble must always maintain their composure after all.

You need to have some proper fireplaces put in somehow, or at least a cooking hut or something, because you aren't putting up with this for another winter.

At least you got to stay inside the walls though. The scouts and construction crew had to venture out into the forest. While the trees would have provided shelter from small amounts of rain, they couldn't stop the downpours this winter. The builders could hardly work for long before having to retreat back to the bunkhouses to warm up, and despite the plants growing slower simply couldn't make much progress.

The scouts make efforts to screen the forest, but the wolves are still out in force and even harder to detect coming with the weather reducing visibility. The sleet slicked surface serves to hamper their mobility as well. A few of their number have vanished with only scraps and blood left behind.


Your own efforts in examining the rabbits have at least born some fruit. You can definitely detect magic in the live rabbits beyond the normal level found in the world. Though without proper instruments it's hard to determine how much or what it's doing. With the benefit of two rabbits you have one fed with material from outside the Overgrowth and one fed with bits from within it. By the end of the season there has been a barely noticeable decline in the magic in the one with normal food, though no sign of it shrinking yet it does seem less healthy.

You've also tested their ability to heal from damage. Though you aren't actually a rabbit expert so you aren't sure what their normal healing rate is, they seem to recover unusually fast. The healing rate in later experiments is lower, more markedly in the one fed mundane food. You are uncertain if this is because they are outside the Overgrowth or simply as a result of having to heal repeatedly.

They are significantly faster than a rabbit should be even at a larger size, and their fur is quite luxurious compared to the usual rabbit fur you've encountered, likely because of their higher food intake and healing rate. Luckily they seem no smarter than any other rabbit, which makes them still easily enough trapped.

But even with what you've undercovered doubtlessly there is far more to learn about the Overgrowth.




Plan for Spring:

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

The captain is currently recruiting units, will return next season. Note that this is giving a bonus to their rolls for him having had the chance to spend a longer period searching for better peasants to train than the last bunch. You could send him a quick letter to buy some supplies or recruit additional units.
[][Captain] Pick up? (Can do multiple things, assuming he's competent to buy them. Non-military at a penalty.)
-[] Recruit a few hunters to restore their numbers (10 Denier)
-[] Get supplies for this season for the discounted cost.
-[] Write in

[][Construction] Try to put up a couple wooden watchtowers in the Overgrowth. (50 Denier in needed materials)
[][Construction] Improve the palisade with packed earth to strengthen it and provide a top surface for guards to observe from. (2 seasons)
[][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] Improve the barracks with more furniture, bedding, separated rooms with sturdy doors for the officers. (100 Denier in needed materials)
[][Construction] Construct new bunkhouses lifted off the ground to avoid water getting in next time. (100 Denier in needed materials)
[][Construction] Write in

[][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] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)


Current balance
390 starting -250 upkeep this turn -50 watchtower materials +500 season payment -150 recruiting cost = 440 Denier
Upkeep next turn: 295 Denier [Assuming 220 if you have captain bring them back with him]

Hunters at 90% strength, Morale Low.

Rolls for this quest continue to be bad. Environment roll for this turn was a natural 1. I softened it significantly just because of theoretically the first year being a sort of tutorial year. And I kind of felt bad for all the bad rolls in this quest.
 
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Season 5: Spring
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
[X][Captain] Pick up? (Can do multiple things, assuming he's competent to buy them. Non-military at a penalty.)
-[X][Captain] Recruit a few hunters to restore their numbers (10 Denier)
-[X][Captain] Get supplies for this season for the discounted cost.
[X][Construction] Construct new bunkhouses lifted off the ground to avoid water getting in next time. (100 Denier in needed materials)
[X][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)
-[X][Personal] Carpenters





Your scouts report that the forest is mostly quiescent this season, so much as it ever is. The animal population is much higher than it was last spring, but seems mostly satisfied with the resources they have within the forest. The rainfall has partially abated, settling down to the normal level, which admittedly is still higher than you're used to.

Rivers don't seem to form in the Overgrowth despite a large amount of water still passing along the forest floor. Instead it seems there's small streams practically everywhere. At least you don't have to worry about making bridges.
Failed check to spot enemy scouts.

Your construction crew has mostly been making do with barely processed logs for building things. Though log structures provide quite a lot of protection and are relatively easy to make, the lack of floors proved a serious problem this winter, so you direct them to raise the bunkhouses off the ground.

Rather than try to lift the buildings off the ground, they instead decide to simply add a wood floor inside them. They lay out logs on the dirt floor to provide a frame lifting it off the ground and then add planks on top of it to form a simple wooden floor. Sawing logs to form the planks really takes them the most time. To reduce the risk of water stagnating underneath they open holes at the bottom of each wall on the outside to beneath the new floor.

Their efforts are aided increasingly by your improvements to their tools. While a master craftsmen would likely have enchanted tools, the collection you managed to drag out here did not. Sharper, stiffer, stronger axes and saws go a long way in speeding up their ability to process trees into planks.

Though they recommend you build a sawmill if they are to use planks very much. Planks are also a lot more value dense and might be worth the transport costs involved in selling them.





Leo returns this season with the new recruits and supplies in tow.

He's also picked up a familiar face, though one your understanding had been your father wasn't going to let you see anymore. While the dalliance of a noble scion with the servant staff was completely normal and almost expected, he had felt that there was an unbecoming excess of affection there. Ironically you hadn't been with her at all in the sense he had thought, though you have a feeling he's since been enlightened.

Noticing you're looking at her, Leo explains, "While I was in town Duke Revaria summoned me and commanded that I take this one with me." He shrugs with an air of 'what can you do'. "His face might as well have been carved from stone. It was really creepy. Couldn't tell if he was pleased or plotting my death." No doubt father had his usual mask on, maybe if you'd been there you could have judged what he was thinking. Leo backs off as Olivia steps forward from where she'd anxiously been waiting

"I'm sorry master Revaria, I tore the gloves you made for me," she apologizes, carefully restraining herself from hugging you. Her holding her hands together with downcast eyes is rather adorable really.

Yeah you had already noticed that, which is why you were keeping comfortably out of arm's reach of her. Though it was a bit hard to resist the urge to hug her. "Don't worry, I'll make you a new pair. Really I'm just glad to see you."

"I tried to sew them back together but they didn't work anymore, and I started breaking stuff again, and then your father questioned me and I couldn't help but tell him everything," Olivia continues with watery eyes.

"It's alright," you say while patting her on the back.

Years ago when you were oh so young she had been your personal servant, and best friend really. You'd never liked your siblings much so she kind of filled that role. You'd been fascinated by the dregs of magic left in the world as long as you could remember and had already started learning.

One day while exploring the castle the two of you had found a dusty old vial. It seemed to be filled with some sort of blood, but despite its obvious age the blood was still fresh seeming. A bit of analysis showed it was brimming with more magic than you'd ever encountered before, a relic centuries old no doubt.

Well Olivia had ardently wanted to be more useful to you, and you had this vial of what seemed like pure magic from your perspective. In a bout of teenage insanity you had decided to enchant her directly and inject the blood to fuel it. You'd known even then that this was very risky and ill advised, but you'd been sure you could do it. Olivia cheering you on the whole way probably contributed. It was a minor miracle really that things didn't turn out worse.

One could almost call it a success really. You'd tried to increase her strength to make her a powerful bodyguard, and she did become stronger.

The problem is that she didn't have the control to go with that strength. She broke almost everything she touched. It was rather difficult to hide or even explain. You have no idea how successful you were at either. Olivia's constant tearful apologies didn't really help your ability to hide it or your feelings of incompetence and failure.

After some rapid and motivated research you eventually managed to come up with some strength suppressing gloves for her that let her interact with the world more normally. Shortly thereafter your father had taken her away from you and assigned her elsewhere, and you'd rarely gotten to see her thereafter.


Gain 'Hero' unit 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
= Maid Skills
- No control of strength (Take d50 denier in damages each turn until strength suppression gloves done, breaks tools not designed for her)
- No combat skills whatsoever





After you finish your quick conversation with Olivia, Leo starts up his own report again.

"I brought back better stock for the levy. I've no interest to waste my time or sleep on another sorry lot like the last one." He scratched his chin.

"I couldn't get any professional soldiers on the budget you gave me for them. Professionals expect better pay after all."

You shrug. "Maybe something for the future, but right now we just need all the manpower we can get."

"I did have a lot of time to test them and weed out the chaff though. So I was able to get actual men instead of gutter scum," he says the last with intense disdain.

"I also got in some drilling before we left and on the way here. They're making decent progress on becoming a unit. They hopefully won't break at the first sight of battle. Any real military unit would still make short work of them, but they'd be bloodied at least. They're also much less likely to interrupt my sleep in their eagerness to meet the gods sooner.





"Master Revaria this is appalling!" Olivia fussed as you showed her around the camp. "This won't do at all!" She looked around the bunkhouse as if expected to see some servant around. She took out a broom from the supplies she'd brought with her, but the wood shattered in her grip almost immediately, and her eyes started to water.

"It's alright," you say comfortingly. "Once I get you some new gloves I'm sure you'll have it better in no time at all. I've been living like this for a year now, and I've kind of gotten used to dealing with it."

"You shouldn't ever have had to deal with this, I should have been here for you the whole time," she says sadly.

"Why don't we just set up a place for you to sleep for now?"

"I saw that there's a building for the women, I'll just get a bed there Master."

"No!" you exclaim instantly without even thinking. You certainly don't want her living with women of that employment.

"Why?" she asks so innocently.

"Um… well you know.. Uh it's just not suitable for you to be living with women of that profession," you manage to stutter out, wishing there was a way to put it.

She blushes. "I see…"

Eager to break the awkward silence you continue. "We'll just hang some curtains around the bed next to mine for now. It's still not good enough, but it's the best we can do for now."





Plans for Summer:

[][Construction] Try to put up a couple wooden watchtowers in the Overgrowth. (50 Denier in needed materials)
[][Construction] Improve the palisade with packed earth to strengthen it and provide a top surface for guards to observe from. (2 seasons)
[][Construction] Build a house for yourself and Olivia. It's not proper for a young woman to share a room with so many other men. (100 Denier in needed materials)
[][Construction] Improve the barracks with more furniture, bedding, separated rooms with sturdy doors for the officers. (100 Denier in needed materials)
[][Construction] Write in

[][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.
[][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] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)
[][Personal] Make a new set of strength suppressing gloves for Olivia. (50 Denier in needed materials)
[][Personal] Look into building a sawmill for exporting lumber. See what it would cost to build, how much the lumberjacks would need to be paid, and what merchants could be persuaded to pay for the lumber.


Unit Assignments (contemplating with these whether some other way of voting would be better, since you're likely to have units permanently assigned on a job, and increasingly so when you get more units)
[][Hunters] Hunt for food, reduce upkeep by 50
[][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
-[] Investigate the wolves, find their den and hunting ground.Will reduce encounters, unless you want to lure someone towards them.
[][Hunters] Guard the construction crew

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


Note that I am slightly changing upkeep and income calculation, will not affect things much. (Decided to add 100 to both upkeep and income to represent your own personal upkeep which were being handled before off screen.)
440 starting -320 upkeep this turn -100 housing materials +600 season payment -10 recruiting = 610 Denier
Upkeep next turn: 400 +1d50 breakage
 
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Season 6: Summer
[X][Construction] Build a house for yourself and Olivia. It's not proper for a young woman to share a room with so many other men. (100 Denier in needed materials)
[X][Personal] Make a new set of strength suppressing gloves for Olivia. (50 Denier in needed materials)
[X][Hunters] Scout, learn more about the forest, reduce chance of enemies slipping by.
-[X] Investigate the wolves, find their den and hunting ground. Will reduce encounters, unless you want to lure someone towards them.
[X][Levy] Train with the captain



Construction of a residence proceeded mostly on schedule. The higher expense relative to the barracks style living the rest of the camp goes towards bringing in slightly better materials. Unfortunately one of the supply shipments involved was taken out by an orc raiding party. Not only did it end up costing an extra 50 Denier to complete, the remaining merchants are demanding extra money to pay for the guards they now need to pay for to guarantee their safety on this route. This has raised all costs by 10%. That's bad enough by itself, but it's worse given your job is to prevent orc raiding parties getting through.

The house at least is serviceable. While it's still primarily a log cabin based structure, it has actual mattresses, a floor from the beginning, and actual walls dividing it into multiple rooms. It's certainly still not to the level you'd like, and you'd be embarrassed if you had to entertain any noble guests, but it's a start.



You spend your own time mostly on making a new set of limiter gloves for Olivia. It's actually a highly complex bit of enchantment, partly because it's so unusual a thing to need, and partly because it actually has to limit things beyond what it covers. It had taken you quite a bit of research to piece together the first time around.

"Thank you, thank you, thank you," she says somewhat tearfully as you present her the new gloves, and she immediately pulls them on.

"I inspected the old ones you gave me to see if I could salvage those, but it seems like the enchantments had been wearing down over time even before they were physically compromised." Olivia flexes her fingers testingly and pokes a few things, but pays attention even so.

"I was very careful with them though, even wore other gloves on top of them most of the time, and they were such nice leather. The other servants even noticed how nice they were." You have a vague inkling that might have been what made your father think the relationship no longer acceptable. Dalliances were fine, but nice gift giving a bit far.

"Their physical condition was quite good, but magically they were threadbare. The enchantment might well have just failed and that resulted in the physical damage rather than the other way around. I'm rather worried about that because they should have lasted way longer," you explain. Olivia has already started cheerfully cleaning with a radiant smile at the simple pleasure of being able to do so without breaking everything. "There might be something wrong with the matrix, maybe I didn't properly fit the pieces together and they're clashing," you speculate.

"I'm sure you couldn't have made such a mistake Master," Olivia states as simply as the color of the sky, despite it being nowhere near simple.

"I have an alternative theory, but I like it a lot less." You sigh.

"Well what is it?" she prompts after an appropriate pause.

"Well it could be that your strength is still increasing. I'm worried that the gloves might have just acted as continual strength training by providing resistance to everything." They are already at about the limit of what you can manage in terms of complexity. Adding a modifier for how much resistance they applied simply isn't possible without taking something else out, and everything else was more necessary.

"I'm sure you'll figure it out, you always do," Olivia replies simply, ignoring the future's problems in favor of sweeping dirt out of the house and humming.

Her confidence in you usually made you feel better. Right now though it just seems to make you feel worse that it might be misplaced.



The scouting of the wolves territory for their den turns into a disastrous rout. These were experienced men with a year's experience with the forest, and nearly half died outright.

"I've been talking to the surviving hunters, and were we anywhere else I'd say they'd all gotten drunk," Leo reports to you in the privacy of your new personal cabin.

"Sadly we're not anywhere else," you complain, wishing you were drunk. The tea that Olivia sets in front of you is not nearly as comforting as a stiff drink would be.

"None of them even agree on what happened. Wolves, giants, bears, boars, the trees themselves, orcs, each other, ghosts. Everyone has a different story," he says while accepting a cup of tea as well.

"I've heard that soldiers often have very different stories about the same battle," you say interrupting him.

"Sure they do, but never heard of a case where they couldn't agree what they were fighting. Given some of the survivors have wounds from our own weapons that one was at least true. I can't rightly rule out any of the others because it is the Overgrowth, but I can't figure out why they would turn on each other too, especially if they were being attacked. These were experienced hunters with a year's experience working with each other, breaking and fleeing an attack maybe, but I've never seen such a unit turn on each other during one," Leo finishes in a puzzled tone. You sip your tea to give yourself time to think.

"I've talked to a couple myself, and none of them really seem all that coherent about what happened. Some of them are still pretty disoriented," you consider.

"That's not really unusual after the first time a unit experiences serious battle."

"They'd already taken losses before now though," you counter.

"That was different, they didn't really see it happen much, many of the witnesses died too, and overall losses weren't as high," he explains. Leo tries his own tea tentatively, clearly unused to it, taking a deep gulp of it and frowning.

"I'll defer to your judgement I guess. It just seems to me that it's too severe. But combined with how scattered the stories are, I kind of suspect some sort of hallucinogenic."

"A what now?"

"Something that tricks the mind into seeing things that aren't real, or seeing real things differently, like alcohol but worse," you explain. "Though I've only heard of them as being consumed by certain nobles for recreation." Leo gives you a rather curious look.

"Not that master Revaria would ever waste himself on such a thing!" Olivia interjects into the conversation from her previous invisible hovering. Leo gives a quick laugh.

"Of course I'm sure he wouldn't. Still nobles enjoy some strange stuff." He eyes the tea pointedly. Olivia frowns cutely at him before withdrawing to the wall again. "I can ask but I doubt any of them stopped to eat some random thing in the forest. Too likely to try to eat them back."

You'd laugh, but you just lost a substantial fraction of your manpower. "At least tell me that the levy is progressing well?"

"They're a damn sight better than the last bunch that's for sure. They can follow orders and use their spears decently well. It can be hard to say how a unit will react the first time they face a battle, but I'm pretty sure they'll hold."

"That's good because we're going to need them sooner rather than later," you reply, thinking about the various threats surrounding your small outpost. Not only did you have to worry about the forest, it seems the orcs are on the move again.

"We're going to need them and more. We really need more manpower to handle the threats in the forest and stop the orcs from trickling past us. Couldn't your father give you more money for more men?"

"I suppose I can try. Though I doubt our relationship is anything like what you expect."

Levy to +15
Hunters at 50% strength, Broken Morale, Will cost 50 Denier to recruit replacements





Plans for Autumn: (Base costs shown, increase 10% for merchants issue)

[][Construction] Try to put up a couple wooden watchtowers in the Overgrowth. (50 Denier in needed materials)
-[] Treehouses
[][Construction] Improve the palisade with packed earth to strengthen it and provide a top surface for guards to observe from. (2 seasons)
[][Construction] Expand the palisade to cover a larger area. (50 Denier in needed materials)
[][Construction] Improve the barracks with more furniture, bedding, separated rooms with sturdy doors for the officers. (100 Denier in needed materials)
[][Construction] Write in

Thanks to Olivia handling many of the mundane tasks of life for you now that she has her gloves, you have more time free for other things. You could squeeze in two actions now, but they would be on d85 rather than d100.
[][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason. (100 Denier in needed materials)
-[] Specify a unit.
[][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] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)
[][Personal] Look into building a sawmill for exporting lumber. See what it would cost to build, how much the lumberjacks would need to be paid, and what merchants could be persuaded to pay for the lumber.
[][Personal] Try to convince your father to increase your funding. That seems like squeezing blood from a stone, an angry stone, but might be worth trying.
[][Personal] Recruit units


Unit Assignments
[Hunters] Currently Broken Morale cannot act

[][Levy] Patrol, reduce chance of enemies slipping by.
[][Levy] Train with the captain (must be taken with captain action, is not advised at this time)
[][Levy] Guard
-[] The construction crew
-[] The merchants that bring your supplies (eliminate 10% modifier)

[][Captain] Command troops, raising morale and effectiveness
-[] Which unit?
[][Captain] Train Olivia
[][Captain] Recruit units
[][Captain] Train levy (must be taken with levy action)


610 starting -400 upkeep this turn -150 housing materials +600 season payment -25 breakage = 635 Denier
Upkeep next turn: 375 +10%

Because of your bonuses Morale will recover for units on its own a bit. You had a bad roll on the scouts. It wasn't quite a critical failure but this was a dangerous action. That compounded with not guarding the pass well enough has led to orc raiders slipping past. If you don't have the captain train Olivia she can assist one of the other actions for a variable bonus (not sure how to represent that as exclusive with training her).
 
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Season 7: Fall
[X][Construction] Improve the palisade with packed earth to strengthen it and provide a top surface for guards to observe from. (2 seasons)

Strengthening the wall proceeds more quickly than predicted, with the entire camp contributing to get it done quickly. The hunters if anything are the most motivated in doing so, wanting more defenses between them and the forest. Earth is dug up from in front of the wall and packed behind it. This simultaneously makes a ditch in front of the wall and creates an earthen slope against the palisade from behind strengthening it against impacts. Charging animals won't have nearly so easy a time simply smashing through it anymore.

(Earthwork reinforcement completes early)


[X][Personal] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)

You wanted to see how well you could counter the fire protection of the forest this season, but you simply weren't able to get the needed supply of magical reagents. It was hard enough getting them out in the middle of nowhere at the best of times, and with the merchants spooked it simply didn't work out.

(Failed, but no cost)


[X][Personal] Look into building a sawmill for exporting lumber. See what it would cost to build, how much the lumberjacks would need to be paid, and what merchants could be persuaded to pay for the lumber.

You started with the obvious consulting with the carpenters amongst the construction crew. They turned out to be fairly knowledgeable about what goes into building and running a sawmill. Making a water powered sawmill should be fairly doable with the amount of rainfall the forest gets contributing to a lot of water flowing out of it towards the sea. You'll need to purchase some bits of ironwork, and hire more workers, but overall costs won't be too bad.

They direct you to a few sawmills they've used as suppliers as possible sources of more information and skilled laborers. A few messengers to them and you have some options for workers and a bit more detail on the wages and maintenance involved. The owners might have been hesitant about helping competition, but that's why your messengers went to friends of the carpenters rather than the mill owners.

Next you met with several of the merchants that service your little outpost about the price they would be willing to pay for lumber you provide. Currently they're leaving your outpost with empty carts, and no merchant likes a leg of a route that doesn't make money. You were able to leverage that into what you think is a fairly decent price.

(New Sawmill option, 200 Denier startup cost, 100 Denier ongoing cost, 200 Denier expected profit.)


[X][Levy] Patrol, reduce chance of enemies slipping by.

Your soldiers seemed to be doing well patrolling the Overgrowth for most of the season. There was no sign of whatever had happened to your hunters despite their initial trepidation about entering a forest that had wrecked two previous units. They had encountered a few wolves, but they seemed unwilling to attack a group of spearmen able to stand up to them as a unit.

Late in the season though one of the patrols stumbled straight into an orc ambush. While the orcs encountered were inferior fighters, much of the patrol was wounded in the first surprise attack, and the chaos that followed did those still standing no favors. While reinforcements were able to arrive in time and drive the orcs off, the patrol suffered significant casualties.

Worse than those that died on the field were the few more that lived through the battle, but then suffered slow lingering deaths later of infection.

(Levy at 90% strength)


[X][Captain] Train Olivia

Olivia had returned from sessions with Leo sweaty and a bundle of nerves many times this season, throwing herself into her normal duties as a maid with more energy than they deserve as if to make up for what she's done.

She had taken to sneaking in after her afternoon training with Leo and trying to clean up before you saw her. You found it rather silly, and told her as much.

"There's nothing to be ashamed of you know, I know that you're just training and it's natural to get sweaty doing it," you tell her as she tries to slink by your position at the table doing some paperwork.

She freezes, perhaps thinking she had been unnoticed before. "I… a maid just shouldn't be seen as anything less than perfect… but if it's for a maid's master…"

"Don't worry, if any other maid hears about this you can just blame it on me."

She blushes heavily at that and scurries off to change, and you wonder why. Ah well, not really your problem.

Interested in a progress report you invite Leo that evening to talk about it. Olivia manages to clean herself and change in time before he comes by.

"I had her do a few things without those magic gloves of yours to get an idea of her strength. Worse comes to worse she can throw a rock awfully hard or punch out an average tree," Leo laughs a bit. "Just don't expect the rock to end up where you want it to, and she's more than a little skittish hitting a face on a tree, let alone something alive."

You glance towards Olivia to see her trying to hide her reddened face behind her hands. "Well I'm sure she'll get better," you say comfortingly.

"Well after seeing her punch out a tree, I decided I don't have a death wish, so all the training in form and sparring I do with her is with the gloves on. It's not really ideal because there's a big difference in how you fight depending on you strength, and even how she walks really with the gloves on," Leo explains.

You hadn't ever noticed a difference in her walking with them on or off. Then again you hadn't seen her with them off all that much really. You look at Olivia curiously, and she can only shy away more.

"It's how she steps. There's a sort of deliberateness when she doesn't have them on," Leo answers your unspoken question.

"It's not just my arms that are stronger… my legs are too, but I don't weigh any more, so it's hard to stay on the ground," Olivia explains nervously. "It's not good with a skirt."

"You could wear trousers," you offer, admittedly with a bit of hesitancy owing to your own tastes.

"I-I couldn't possibly," she replies with a stutter as if the thought is too terrible to contemplate. "D-does Master not like how I look now?" she asks with her hands nervously smoothing her skirt.

Leo doesn't even try to suppress his laughter, such a terrible subordinate. You send him a glare, but it only seems to encourage him.

"No, you look great just as you are," you say over him. Olivia brightens and smiles, which just makes your Captain's laughter pick up again. It takes him a few moments before he's able to continue.

"Anyways... I have her beating up some trees without her gloves, just to get more used to the feeling. I'd say they were 'defenseless' trees, but this is the Overgrowth so that's not really true," Leo explains, with a sort of spite towards the trees in his voice. "I'm not too sure on weapon training since it seems more reliant on what we can get that won't break, never had that as a consideration before so not sure. Might need to consult a blacksmith. I can say at least her strength would lend her to wielding a larger weapon more easily. Might be able to manage a two handed weapon in one hand and a shield in the other. For now just having her swing a stick and try to protect herself… it's a work in progress."

You raise an eyebrow at him while Olivia's head hits the table.

"For the strongest person I've ever met she's easily frightened, sometimes even of herself."

Olivia is now hiding her head under her arms rather unsuccessfully, but it is cute.

"I'm sure she'll get better," you say confident in her.

"I've worked with worse, and the payoff is certainly there to make it worthwhile, but it's going to take a while. In the meantime I really need more troops. We're getting ground down too fast with the forces we have. We need more scouts to ensure we aren't ambushed again at the very least, and if you're going to build a sawmill we'll also need more regulars to guard it," he says bluntly and to the point. Leo never has cared much about you being his boss.




Plans for Winter: (Base costs shown, increase 10% for merchants issue)

[][Construction] Try to put up a couple wooden watchtowers in the Overgrowth. (50 Denier in needed materials) [More difficult in winter]
-[] Treehouses
[][Construction] Improve the wall with guard towers offering some protection from ranged weapons and a higher vantage point. (50 Denier) [More difficult in winter]
[][Construction] Expand a palisade to cover a larger area. (50 Denier in needed materials) [More difficult in winter]
[][Construction] Improve the barracks with more furniture, bedding, separated rooms with sturdy doors for the officers. (100 Denier in needed materials)
[][Construction] Construct a sawmill. (200 Denier startup cost, 100 Denier ongoing cost, 200 Denier expected profit.) [More difficult in winter]
[][Construction] Write in

Thanks to Olivia handling many of the mundane tasks of life for you now that she has her gloves, you have more time free for other things. You could squeeze in two actions now, but they would be on d85 rather than d100. You can also assign her to assist in any other task, though some jobs she'll obviously be of more use in.
[][Personal] You could produce some basic enchanted gear for one of your units. Sharper blades and harder armor are staples for a reason. (100 Denier in needed materials)
-[] Specify a unit.
[][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] Produce a fireplace exclusion enchant to try in the forest. (50 Denier in needed materials)
[][Personal] Try to convince your father to increase your funding. That seems like squeezing blood from a stone, an angry stone, but might be worth trying.
[][Personal] Recruit new units. Specify what kind. Will only return in spring due to winter travel being too difficult. (Will allow you to set orders in advance, but what happens more variable)
-[] Replenish losses (50 denier hunters, 10 denier levies)
-[] What units?


Unit Assignments
[][Hunters] Hunt for food, reduce upkeep by 25 [More difficult in winter]
[][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 (must be taken with captain action, is not advised at this time)
[][Levy] Guard
-[] The construction crew
-[] The merchants that bring your supplies (eliminate 10% modifier)

[][Captain] Command troops, raising morale and effectiveness
-[] Which unit?
[][Captain] Train Olivia
[][Captain] Recruit new units. Specify what kind. Will only return in spring due to winter travel being too difficult.
-[] Replenish losses (50 denier hunters, 10 denier levies)
-[] What units?
[][Captain] Train levy (must be taken with levy action)


610 starting -410 upkeep this turn +600 season payment = 800 Denier
Upkeep next turn: 370 +10%


Assign Olivia to an action with a subvote.
 
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