The Wild Edge (Fantasy Border Outpost)

Season 18: Summer
[X] Plan Moving On
-[X][Construction] Improve the wall with guard towers offering some protection from ranged weapons and a higher vantage point. (50 Denier) 62+5-5+20
-[X][Construction] Build a rabbit pen? (25 Denier) 30+5-5+20

Construction goes well this season, in part because the tasks were relatively simple. The guard towers are mere wood, but that will be enough to provide protection from arrows. They dot the walls at regular intervals with ladders from the inside of the wall to reach them. They should make it much safer for your guards, and give you a better defense in case of a full out assault.

The rabbit pen is a simple pen like you'd use for a typical farm animal, none of your men having experience with raising rabbits as opposed to hunting them. The two rabbits you've been keeping escape in less than a day, but then continue to wander the compound. They do seem to like a designated sleeping space though.

-[X][Personal] Speak to your father. You suppose it's no longer urgent for the original reason, but you might not want Mina coming around either.

Heading back to the castle you grew up in after a few years away is an odd experience. You'd never paid that much attention to it when you were a child running around its halls. After a few years in a dangerous wilderness though you recognize the value of its defenses: thick stone walls topped with crenulations and machicolations, narrow arrow slits, kill boxes, a drawbridge over a good moat. The gatehouse features a portcullis at each end and two sharp turns to stymie battering rams, with murder holes dotting each surface to allow defenders to fire upon those inside.

The interior is rather austere with its lack of decorative painting, and it's small compared to some of the great palace castles of richer nations. You doubt any of those could match the defensibility of this one though.

Despite knowing the castle has been built up by generations of your family, it matches your father in your mind. He's a very practical man.

You wait in your suite for the summons. You're a little surprised it's still as you left it, rather than converted into an armory or something. He never approved of how you filled it with drapes, paintings, and carpets hiding the stone as much as you could and adding a bit of insulation. You at least had a fair sized window, but only because if faced the inner courtyard of the castle; only arrow slits looked out from the outer walls. You'd often sit in the inset of the wall around the window to look out as a child.

Olivia had taken one look at the room when you returned and grabbed as many bits of the furnishings as she could—looking much like a giant ball of fabric with legs—and carried them out to wash, appalled at the dust settled into them. It didn't surprise you though. Your father wouldn't have wasted servants' time on an unused room.

So you were alone when you were summoned to a private meeting with your father, though he likely wouldn't have let a mere maid attend anyway.

The room was his typical peacetime office at the top of the castle, illuminated by an iron grated skylight. You stood passively waiting for him to begin conversation as he read various documents.

He had always cut an imposing figure to you. Though now, with him behind a desk covered in paperwork and his arms far less brawny than you remember, he was less so. His hair was speckled with grey, but you expect it was more lack of time to exercise that reduced his fitness. The noble families aged more slowly and gracefully than peasants. Most of them would say it was part of their divine right to rule. Your own research suggests that there is elvish blood in the aristocratic lineages.

"Well, what do you have to say for yourself?" he opens without looking up.

"You've no doubt read Mina's report on it," you respond carefully.

"I have, but I want it from you," he replies, still perusing papers on his desk.

"Well for such a potentially valuable connection it was worth risking myself. If the result was positive I gained the dryad's trust for no cost. If there was a negative effect and it was unintended as the case turned out to be I would gain her debt as I have. If it was a negative and intended, well whoever succeeded me would have learned from it. No doubt you could have easily replaced me." You try to stand by what you told Mina. Your father pauses, straightening the papers, and gives you a piercing look.

"Mina simply didn't care that you didn't give her the whole truth Tristan. You can scarcely expect to hide from me that you did it on impulse without realizing how dire the consequences could be." His words cut straight through you. "Furthermore you seem to have a false perception that you lack value to the family," he continues.

It's hard to restrain your emotions at that. You don't quite manage it. "You sent me out there to die. I don't have half the resources I need. The next orc invasion will crush my position." You regret the words almost as they come out of your mouth. They were true, but they weren't at all helpful to your case.

His lack of angry reply is surprising. Instead when he speaks his voice is almost sad. "Ah if only I could combine all my children I could have one good heir, of course they'd also be a monster twice over." He sighs before continuing. "You always were impulsive, too indulgent, and didn't look beyond the obvious."

You'd reply, but you've already dug a deep enough hole, and it's not exactly wrong.

"You've not even looked into what your siblings have been up to have you?" He shakes his head already knowing the answer. "You've all been assigned jobs through the duchy. Kaleb has been given command of an elite mobile army unit, and been putting out fires throughout the duchy. Edgar has been working as a negotiator. Adolphine has been running the port city Colsir. Mina has been allowed to manage an intelligence cell. Nicola has been running an anti-piracy interceptor."

You think you're still meant to be silent. You consider that all of them have been given roles of varying importance.

You wait a moment for him to continue but he just watches you. "Expecting me to expound on their triumphs and successes? I just told you that you hadn't look into what your siblings had done. Assuming I've roused some curiosity I'm not going to undercut that by giving you easy answers. Suffice it to say you're not the failure you assume I saw you as. If you want to know more, look into it yourself."

"I suppose you'd have me ask Mina about it?" you reply dryly.

"Hah of course not. She'd tell you the truth twisted however fit her desires of the moment. She's dangerously competent, but given to whims, and even I don't trust her fully," he says with a level of honesty you didn't expect.

You aren't sure quite how to reply. Things aren't going anything like you expected. "Why do you let her get away with things then?"

"Precisely because she's dangerously competent, and I need all of that I can find these days. The duchy is in a more precarious situation than you realize. You don't lack for funding because I'm plotting your elaborate death. If I wanted you dead I'd just have you killed and be done with it," he says as if it was nothing.

You're tempted to ask, but you're uncertain you want the answer. Ignorance is bliss after all, you'd lived by that much of your life.

"A lesson Tristan is to know when you're losing your audience. From your expression you're still mulling this all over, and you've at least chosen the expedient route of holding your tongue when you don't know what to say. Be sure to actually think over what I've said. Hopefully next time we meet it won't be over another impulsive act of yours."

You take your leave then, welcoming the dismissal.


-[X][Nerissa] Spend a personal teaching her.
--[X] Time to teach her some politics and etiquete, including why most of your family isn't realy to be trusted, Mina specialy. And if Olivia calls you paranoid just use her as an example of how insidious your sister is, becasue at this point she is ignoring evidence. 1d85 = 10
--[X] Have her and the herbalist work together to come up with profitable goods that she could grow. Might take a hunter assignment to go looking for samples as well. 1d100+20 = 103

You try to explain etiquette and politics to Nerissa but that turns out to be near impossible. She just has no framework for understanding. Maybe dryads just don't have anything like it, or maybe it's just because she's a child, you don't really know.

"You can't trust Mina, she's really dangerous, and mean," you try to explain to the young dryad sitting on the living couch with you.

"But I'm dangerous too, and you trust me even after I hurt you," Nerissa replies sweetly with a hug. "Plus Mina was super nice to me!"

"She got four fruits from you and only delivered three though, that means she kept one for herself." That detail had really been worrying you.

"She told me she wanted a fourth one just in case one got damaged on the way, and she wanted to do some experiments herself if she had it extra anyway. She said she could never be too careful when it came to family." Nerissa nods as if it all made perfect sense.

"She promised to kill my younger brother," you respond heatedly.

"Well… Olivia's threatened to kill me a few times, but she's starting to come around again. Sometimes people get angry and say things they don't mean, I'm sure it was the same way," her voice starts hesitantly before picking up speed, clearly hoping Olivia will be her friend again.

"Nicola certainly thinks she meant it."

"Yeah, Olivia told me all about that," Nerissa says quickly. "After you left the castle he went completely crazy and would only be served by shirtless male servants so he could know they weren't Mina in disguise, and made them taste everything first and then stay until he could be sure it wasn't just slow acting poison. She seemed rather upset about him no longer letting her be around him actually. She really doesn't want you to end up like him," she concludes.

You bury your face in your hands. He's really not helping your case here.



About the only good thing this season is that when the herbalist brings Nerissa a variety of useful herbs to ask if she can grow any of them, one of them is in such a state that Nerissa can immediately coax it back to growing and spreading. It's a useful plant found in many varieties of pain relieving medicines and thus very widely used.

You could produce enough to satisfy most of the local market at a very heft profit. The herbalist says you'd need some workers and a building for doing the work of harvesting and properly preserving the herbs. They won't need to be highly skilled professionals like herself though, some simple peasants can be quickly trained in the work.

(Herb drying house: 400 profit per season, 100 construction cost, 50 upkeep)



-[X][Hunters 1] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations 11+7+3-10
--[X] Olivia helps 1d50 = 35 (Prevents casualties but not enough to give good results.)

The hunters sent into the forest to search for interesting samples are almost immediately set upon by the wolves. It's only because of Olivia's presence that they don't take heavy casualties as she smashes one sending it flying into a tree and killing it. The other wolves swiftly withdraw at the show of strength. They seem to be intelligent enough to remember her, and after a few probes learn to leave her alone. She can't be present on every patrol though, and your men are harassed heavily when she's absent, which tends to limit their willingness and ability to advance into the unexplored parts of the forest.

Mapping is nearly an exercise in futility as the shifting tree cover stymies attempts to note landmarks. Entangling vines covered in thorns slow them down immensely, and they make little progress in deeper exploration. They bring back a few samples of things they had to hack their way through, but nothing the herbalist identifies as valuable.

-[X][Hunters 2] Scout to reduce chance of enemies slipping by. 43+7+3-10-2+10
-[X][Footmen] Patrol, reduce chance of enemies slipping by. 22-15-10+10+10
-[X][Levy] Guard 62+20+15 -10
--[X] The base and sawmill
-[X][Captain] Command troops, raising morale and effectiveness

Your scouts manage to escape casualties this turn, but your footmen are being worn down by continued attacks by orcs and forest wildlife. Casualties aren't too heavy this season as they're quite on guard, but the continued losses have damaged their morale badly. They might need some time to recover at this rate.

Orcs continue to slip past your position despite Leo's best efforts. He comments that it often feels like the whole operation is cursed with how unlucky things are. So many coincidences pile up against you.

At the very least your base has become too tough for the current orc raiding units to assail and wildlife is discouraged by Nerissa's presence.

(-5% footmen casualties +5% footmen replacements. Morale degrades to Low. Levy 10% replacements, hunters 5% replacements)

The woodworking operation at finally gets up to full production though, which you're grateful for. It puts you back in the black again. Though now the merchants are agitating that they'll have to raise rates again if you don't get the orc raiders under control.


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

You now have 2 construction actions (For clarity specifying number of structures inside wall now, you are at 5/6):
[][Construction] Herb drying house: 400 Denier profit per season, 100 Denier construction cost, 50 Denier upkeep
[][Construction] Forge: 200 Denier construction cost, 50 Denier upkeep, reduces costs by 10% up to first 1000 per turn. (10 discount to upkeep with charcoal burner, but in general lack of ore hurts you here.)
[][Construction] Charcoal Burner: 100 Denier construction cost, 100 Denier upkeep, 200 Denier profit.
[][Construction] Build a Tavern and hire some appropriate staff 200 Denier cost. Increases morale.
[][Construction] Expand Wall again (double building slots from 6 to 12). (50 Denier in needed materials) [this is using the current two squares as one of the walls basically, so from 1x2 to 2x2]
[][Construction] Build route to the sea. (Unknown cost without survey)
[][Construction] Write-in

2x d85s or 1x 1d100.
[][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] Have Leo give you a bit of training. However much you hate it, being better at fighting will help a lot if something is trying to eat you. (Must be taken with appropriate Captain action)
[][Personal] Recruit basic units. Specify what kind.
-[] Replace losses, 135 denier
-[] What units?
[][Personal] Recruit one Specialist unit (Enchanter, Elite, Healer, Potioneer) These units need special persuasion or negotiation so can't be hired in bulk. (Note this will involve traveling to them)
[][Personal] Investigate what's happened with your siblings.
[][Personal] Write-in

There's always something nice about taking time out of your day to visit with Nerissa.
[][Nerissa] Spend a personal teaching her.
-[] write-in request
[][Nerissa] Just ask something of her.


(2 Hunter units available)
[][Hunters] Hunt for food, reduce upkeep by 50
[][Hunters] Scout to reduce chance of enemies slipping by.
[][Hunters] Catch a bunch of rabbits for the rabbit pen. (Requires rabbit pen.)
[][Hunters] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations
[][Hunters] Survey the coast for a potential way to the water and a place to build a docks. Keep in mind the coast is a cliff.

[][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)
-[] Upgrade to footmen, 200 Denier upfront, 50 upkeep
[][Levy] Guard
-[] The base and sawmill
-[] The merchants that bring your supplies (eliminate 10% modifier)

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

Herbalist changed to simply add a bonus to all actions where herb lore would be useful automatically.

[][Captain] Command troops, raising morale and effectiveness
[][Captain] Train Olivia
[][Captain] Recruit new units. Specify what kind.
-[] Replace losses, 135 denier
-[] What units?
[][Captain] Train regulars (must be taken with appropriate action)
[][Captain] Train you (must be taken with appropriate action)

71 starting -948 upkeep this turn +600 season payment +200 sawmill profit +200 wood workshop = 123
Upkeep next turn: 870+10% (100 you +100 leo +100 sawmill + 200 construction crews +100 hunters + 50 levies +70 footmen +50 herbalist +100 woodworkers) - 200 Sawmill profit -200 Wood Workshop

AN: I never get as much in as I want these days. I had wanted a bigger conversation with Nerissa and with your father, but this was already long enough for an update and past the update time.
 
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Season 19: Fall
[X] Plan Charging My Wallets
-[X][Construction] Herb drying house: 400 Denier profit per season, 100 Denier construction cost, 50 Denier upkeep 52 +5 -5
-[X][Construction] Expand Wall again (double building slots from 6 to 12). (50 Denier in needed materials) [this is using the current two squares as one of the walls basically, so from 1x2 to 2x2] 73 +5 -5

Construction continues the recent string of success. The drying house is a relatively simple structure focused on keeping herbs out of the weather and drying them for transport. It's mostly just a series of racks from which sprigs can be hung. A few peasants are recruited and trained for the job as well. Though they're quite worried about going into the Overgrowth, the prospect of such an easy job for decent pay is enough to overcome that, at least with the military presence involved.

The wall is expanded again, with you now having three sections to your outpost covering four times the area of the original one. Just in time as you'd just filled up the area you had. This new area should hold you for a while.




-[X][Personal] Investigate what's happened with your siblings. 1d85 = 27

You take your father's advice and go looking into what your siblings have been up to of late. You don't bother with Mina since you already have a decent enough idea, and you seriously doubt you could uncover anything she didn't intend for you to find out. Not like there's all that much public knowledge of her activities anyway.

While admittedly you know more about how Nicola is doing than the rest you investigate him first. He's the one you liked best after all. There's a lot of rumors that he's gay flying around, though you personally doubt it. You can understand them though given what you've gathered about what he's been doing.

Nicola apparently doesn't ever dock his ship, instead having supplies brought out to it by boat by bare-chested men. You presume that's so he can tell they aren't Mina in disguise. He requires all crew members to be of body types that wouldn't allow for her to blend in either with her, admittedly seductive, frame. He's been quite successful at deterring piracy, bringing down multiple corsairs. His capabilities have been seriously diminished by the logistical and maintenance issues of never docking however. There's apparently a betting pool on how long his ship can remain seaworthy without drydock time. His crew turnover rate is a bit higher than average due to people objecting to his paranoid precautions, but less than you expected. There's also a rumor going around that he's bought quite a lot of poison, far more than would be needed for any one target.

The next on your list to investigate is Kaleb, as an elite military unit would certainly be helpful to you. There's a lot of talk going around about his unit. It's not as large as you originally presumed, probably numbering less than your own forces. It's only in sheer quality that it shines. Each of his most basic infantry is probably worth several of yours, and he has a good number of the sort of elites that can tear through whole platoons on their own.

His unit has been highly effective at dealing with bandits, rebels, and raiders, no one disputes that. However the casualty rate has been quite high for such an elite unit. The savagery with which he slaughtered an entire town which failed to pay its taxes has also caused even greater spread of discontent.

You don't end up having the time to investigate Adolfina and Edgar this season though.

Do you want to contact one of them? (This is a separate vote from main turn vote, and may prompt a mini-update)

[][Contact] Nicola
-[] Write-in reason
[][Contact] Kaleb
-[] Write-in reason
[][Contact] No one




-[X][Nerissa] Spend a personal teaching her. 1d85 = 18
--[X] Ask her about notable locations in the area 91-20

Nerissa has been working on growing a patch of the herbs for your people to harvest in her outer grove this season. Seeing a single sprig of an herb replicated across a couple hundred square yards in the space of months is impressive. Especially as it's hardly any concern to her, a little attention now and then.

You spend more time this season teaching Nerissa more, and she's made quite good progress. She's reached a point where she can probably read books on her own of an appropriate level to increase her reading ability over time naturally. Though of course you've kind of gotten used to spending time with her anyway.

One day you have an idle curiosity as you're reading to Nerissa from one of the rather dry books on plantlife the herbalist brought with her, for lack of other things to read. "Do you know any interesting places in the forest?" You don't really expect much since she's stationary.

"Hmm?" Nerissa thinks about it scrunching up her face a little. "Well right at the center of the forest there's the hole."

Well that makes you curious, since to your knowledge no human's ever been to the center of the Overgrowth, or at least no one has ever returned to talk about it. "What's the hole? I doubt you'd mention it if it was just a hole in the ground."

"Well it's normally given fancier names, like the lifespring or wellspring of life, and it's where the magic that powers the forest comes from. It's still a hole though," she says nonchalantly. Your mind is racing with the very idea though.




-[X][Hunters] Catch a bunch of rabbits for the rabbit pen. (Requires rabbit pen.) 11+7+3-5

Your hunters efforts to catch rabbits alive fall a little short this season. Catching them was easy enough; it was the alive part they struggled with. Many times they came across traps that had caught one, before some predator came along and ate them. Or traps designed to catch them killed them through misfires or stupidity on the part of the rabbit. On the plus side you got a bit of extra food this season, but you didn't catch a proper starting population.

(-20 upkeep this turn)


-[X][Hunters] Scout to reduce chance of enemies slipping by. 1+7+3-5-5+10 natural 1
-[X][Levy] Patrol, reduce chance of enemies slipping by. 29-5+10+10=44
-[X][Footmen] Guard 40+50+20-5-5+10+10
--[X] The base and sawmill
-[X][Captain] Command troops, raising morale and effectiveness
-[X] Olivia helps the Patrols 1d50 = 19

"Well the orcs have brought in wolf riders now," Leo proclaims as he barges into you office one day.

You're still blinking at the sudden intrusion. "What?"

"Human horse cavalry isn't nearly as effective in a forest, but orc wolf riders are dangerously effective. Half the hunter unit was wiped out in a coordinated strike before they plowed past our lines and went onwards into the countryside," he says as he drops into a chair.

"Are they the same wolves we've been dealing with?" you can't help but ask, given how they have seemed dedicated to making your lives shorter.

"Hard to say, the orcs do breed their own wolves for the job, but we probably aren't that lucky." Of course you aren't.

It occurs to you you had Olivia out with the patrol today, which makes you ask a bit anxiously, "What happened to the levy patrol?"

Leo sees right through you though. "Don't worry about your girl, she smacked around the couple that thought to tangle with her. Unfortunately they're a bit smarter than I'd like because most of them just ran past out of reach."

That's comforting at least. "Any danger of them attacking us here?" You straighten out the requisition forms you were looking at before, trying to look more professional.

"I doubt it. Cavalry, even wolves, aren't that effective against a walled defensive position. We've got a sturdy enough base that as long as we keep a garrison I doubt they'll strike. They're not going to suicide against the walls," he concludes with a shrug. "The bigger problem is a lot of them are going to slip past our patrols to raid the civilians beyond us. It would be better if they were more interested in hitting us really."

(Orcs now have a wolf rider cavalry unit. -50% Hunter 2 unit, morale broken cannot act next turn, -10% additional from desertion due to low morale.)
(Merchants surcharge increase to 15%)
(Automatic replacements +15% footmen unit, footmen unit morale to Medium)




It's strange for there to be even one way that life in this outpost beyond civilization is better than the comforts of the city, but being able to be openly affectionate with Olivia is nice. At home you wouldn't have dared be so brazen. Admittedly your older brothers have gone further in public with far more women, but it was the lack of care they had that made that okay. Just running your hand along her back at the breakfast table lovingly feels more forbidden than anything they ever did, and yet you enjoy it more because of that.

Until your fingers come to some strange bump and Olivia practically jumps out of her chair, twisting her back away from you.

"What was that?" you can't help but inquire.

"N-nothing, nothing at all," she stutters through a rapid reply.

"You won't mind me taking a look then will you?" you cut straight to the point.

"Um… that would be improper?" she struggles for an excuse and fails miserably. Your only response is a level stare.

She sighs in defeat and turns around. You pull up her shirt. Her smooth back is barely a distraction at all. There's a few red marks trailing up her spike, but what you felt is rather obvious. You lean in to get a closer look. There's a green scale. You run your finger along it and pick at the edges a bit with your nail, setting off a bit of squirming. It seems quite attached. Flicking it only serves to make your finger a bit sore.

You cease your inspection and let her clothing settle back into place. Her shoulders slump a bit, and you decide the best thing to do is hug her from behind.

"Why didn't you want me to see?" you ask as you hold her tight, her body warm against yours.

She fidgets a bit. "Um… well… It's just so ugly! A zit would be bad enough, but scales! I didn't want you to see." She always worries so much about her appearance.

You can't help but laugh, causing her to tense. You quickly respond in a comforting tone: "You shouldn't worry about that. I'm not going to be upset with you over growing scales or anything else. It's clearly my fault and I take responsibility for that."

She relaxes into you.

"I'm guessing from the red marks that's not the first one, just the first I found?" you question.

"They started sprouting when I started spending more time in the forest. I was plucking them off before coming home," she admits.

You slowly let go of her so she isn't startled. "Did you keep them? I'd like to see them."

She sighs. "I did, I suppose I expected you would want to."

She gets up and goes to her room, swiftly returning with a small pouch that she empties on the table. A dozen forest green scales tumble out.

You can't help but be fascinated by them. They're similar in size to a fingernail, but around two or three times as thick. The shapes are roughly circular, and the surface is very smooth. You tap them against the table and each other, but the sound doesn't really tell you anything in particular. Trying to bend one only serves to hurt your fingers though.

"Well I no longer think that blood I used was from an ogre," you state the obvious, but you succeed in getting a smile out of Olivia at least. You don't let your face show the other worries going through your brain now though. "I'm not mad you hid this, but you need to tell me if you have any other symptoms you're hiding though, no matter how embarrassing they may be," you tell her seriously with a note of command to your voice.

Olivia sighs heavily. "I've put on weight, maybe." You raise an eyebrow at that. "Well it seems to go up and down?"

You really have to make sure to eliminate the obvious. "Not in the normal way?"

"It's not like I'm putting on any fat," she explains rapidly with some hand waving, "but sometimes I feel heavier than others?"

You're not entirely sure what to make of that. You may need to get a scale to measure it accurately.

She continues hesitantly: "And my cycle has ceased, for too long to be the normal reason. It hadn't been regular since you enchanted me, but now it's completely stopped."

The regular reason isn't likely anyways since you had the same access to contraceptives that made Edgar's lifestyle possible without an endless string of bastards, and the likelihood of Olivia having a child with someone else is laughable.

You should probably do something about this.

(Special vote, I will count this separately from turn plan.)

[][Olivia] Clearly the magic of the forest is feeding into her condition. You'll have her stay out of the forest, which will hopefully stop the effect and eliminate risks.
[][Olivia] Clearly the magic of the forest is feeding into her condition. You'll lean into it and have her spend even more time in the forest to accelerate whatever is happening. Maybe feed her more food from there as well. The effects seem beneficial to her really.
[][Olivia] Have her do what she's already doing. You don't understand the underlying phenomenon and nothing that's happened so far seems dangerous. Best to not change things till you do get it.
[][Olivia] Write in




Plans for Winter (Winter construction and travel malus applies, no longer noting on each action): (Base costs shown, increase 15% for merchants issue)

You now have 2 construction actions (For clarity specifying number of structures inside wall now, you are at 6/12):
[][Construction] Construct a second sawmill. (100 Denier ongoing cost, 200 Denier expected profit.) [Requires basic recruitment be taken to activate, no upfront cost for the workers though]
[][Construction] Forge: 200 Denier construction cost, 50 Denier upkeep, reduces costs by 10% on first 1000 per turn before merchant mod. (10 discount to upkeep with charcoal burner, but in general lack of ore hurts you here.)
[][Construction] Charcoal Burner: 100 Denier construction cost, 100 Denier upkeep, 200 Denier profit.
[][Construction] Build a Tavern and hire some appropriate staff 200 Denier cost. Increases morale.
[][Construction] Reinforce the wall (2 actions)
[][Construction] More housing at current quality +6 housing slots (200 Denier)
[][Construction] Build route to the sea. (Unknown cost without survey)
[][Construction] Write-in

2x d85s or 1x 1d100.
[][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] Have Leo give you a bit of training. However much you hate it, being better at fighting will help a lot if something is trying to eat you. (Must be taken with appropriate Captain action)
[][Personal] Recruit basic units. Specify what kind.
-[] Replace losses, 158 denier
-[] What units?
[][Personal] Recruit one Specialist unit (Enchanter, Elite, Healer, Potioneer) These units need special persuasion or negotiation so can't be hired in bulk. (Note this will involve traveling to them)
[][Personal] Find a way to make it so you can recruit without taking so much of your time. You'll either find an assistant that can do recruiting for you or just build a network of contacts willing to do it for a fee. (Cost variable dependent on roll, will have option to refuse and retry or recruit normally)
[][Personal] Investigate what's happened with your siblings.
[][Personal] Study what's happening with Olivia. You'll need some specialized equipment for the job though, it might come in handy later anyways though. (50 Denier, +5 to research related tasks as well)
[][Personal] Write-in

There's always something nice about taking time out of your day to visit with Nerissa. (Can ask something of her as a subvote. Do keep in mind she's still maintaining a chunk of defense for your base and an herb garden regardless.)
[][Nerissa] Spend a personal teaching her.
[][Nerissa] Buy her some books? 25 Denier
[][Nerissa] Nothing


(1 Hunter units available)
[][Hunters] Hunt for food, reduce upkeep by 50
[][Hunters] Scout to reduce chance of enemies slipping by.
[][Hunters] Catch a bunch of rabbits for the rabbit pen. (Requires rabbit pen.)
[][Hunters] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations
[][Hunters] Survey the coast for a potential way to the water and a place to build a docks. Keep in mind the coast is a cliff.

[][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)
-[] Upgrade to footmen, 200 Denier upfront, 50 upkeep
[][Levy] Guard
-[] The base and sawmill
-[] The merchants that bring your supplies (eliminate 15% modifier)

[][Footmen] Patrol, reduce chance of enemies slipping by.
[][Footmen] Train with the captain (must be taken with captain action, is not advised at this time)
[][Footmen] Guard
-[] The base and sawmill
-[] The merchants that bring your supplies (eliminate 15% modifier)

Herbalist changed to simply add a bonus to all actions where herb lore would be useful automatically.

[][Captain] Command troops, raising morale and effectiveness
[][Captain] Train Olivia
[][Captain] Recruit new units. Specify what kind.
-[] Replace losses, 158 denier
-[] What units?
[][Captain] Train regulars (must be taken with appropriate action)
[][Captain] Train you (must be taken with appropriate action)

123 starting -957 upkeep this turn +22 (hunting upkeep reduction, compensating for merchant modifier) -165 construction +600 season payment +200 sawmill profit +200 wood workshop = 23
Upkeep next turn: 905+15% (100 you +100 leo +100 sawmill + 200 construction crews +70 hunters + 50 levies +85 footmen +50 herbalist +100 woodworkers+50 harvesters)
Income next turn: 600 base stipend + 200 Sawmill profit +200 Wood Workshop +400 herb sales
 
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Season 20: Winter
[X][Contact] Kaleb
-[X] Work out how he's dealing with the severe attrition on his men, since you're suffering the same.

You don't really know what you were thinking asking Kaleb such a question. The response is really the best you could have hoped for really.

His handwriting is as terrible as usual, but at least it's still legible. Overall it's pretty worthless advice to you though, and you doubt it really helps him that much either.

He writes trite things like "Lead from the front", "kill anyone that flees battle," "kill anyone that talks about fleeing," "ensure your men properly fear you," and so forth.

You suspect that rather than dealing with attrition, he's causing it.




[X]Plan Progress
-[X][Hunters] Scout to reduce chance of enemies slipping by. 98+7+3+10-15 = 103
-[X][Footmen] Patrol, reduce chance of enemies slipping by. 15-15+10+10-7+10 = 23
--[X]Olivia helps 1d50 = 20
-[X][Levy] Guard 66+20+15-15
--[X] The base and sawmill
-[X][Captain] Command troops, raising morale and effectiveness

The weather this winter is colder than you're used to, with snow and sleet making up a larger proportion of the precipitation than rain. Some of the many streams exiting the Overgrowth freeze solid, while the rest are merely lethally cold. The wildlife in the forest has largely retreated underground to hibernate this winter, though as usual the wolves still lurk amongst the frost covered vegetation.

The orcs don't seem too inclined to push their luck in such a harsh winter. For all that your position is covered in slush, further inland is buried in snow. Raiding in such conditions would be perilous even without tangling with your forces, and fewer people are on the roads to accost.

Your own supplies dwindle as merchants are unable or unwilling to traverse the thick snow drifts along the roads to reach you.

Leo comes in one day to talk about it as you're fiddling with one of your new instruments and Olivia's scales. He stomps his boots in the entryway to clear them of mud alerting you to his presence.

"Well I've finished tallying the supplies and I can stretch them through to Spring with rationing assuming at least some of the merchants come through this winter or the weather breaks soon enough," he opens in a tone of exhaustion without preamble as he settles into a chair.

You hadn't actually realized that would be a problem. "Good, as expected," you say on reflex.

Leo snorts and makes a dismissive gesture. "We both know you had no idea."

You shrug, putting aside your tinkering. "I didn't know it was a problem, but I expect you to fix such things."

He chortles a bit. "I suppose that's true, and it makes you better than some nobles at management."

You give a blatantly fake smile. "I do what I can."

"And not what you can't. I do appreciate that," he concedes. "That being said this is a bit of a dangerous circumstance. Armies fight on their stomachs, and shivering hungry men start to get bad ideas. We really need proper storehouses in case we're cut off like this again by weather, or gods forbid a siege."

"We've managed this far without them."

"The weather has been good, I'm not sure how much we can count on that though, and the orcs are getting steadily more numerous," he replies pessimistically.

"Hmm, there's just so many draws on our funds, it's hard to cover everything. I'll see what I can do."


For those venturing beyond the walls the cold dulling their senses compounded the dangers of more material foes. The hunters managed it well, used to hunting in lower temperatures than this in their home villages. They managed to get the drop on the few orc parties that ventured into the forest this season, inflicting some casualties at no cost to themselves. Even the wolf riders were slowed by the more treacherous terrain enough for the hunters to bloody their noses.

The footmen and Olivia fare worse, their heavy equipment sinking them deeper into the mud and partially melted snow and slowing them down. Though the orcs don't get deep enough past your screening forces to harass them, the forest wolves appear to still be about, nipping at any stragglers. Between the wolves and sickness you lose a few of the footmen.

(-5% footmen, +10% footmen +10% hunters automatic replacement. Morale of all units suffers.)




-[X][Construction] Charcoal Burner: 100 Denier construction cost, 100 Denier upkeep, 200 Denier profit. 70-5+5-15
-[X][Construction] Build a Tavern and hire some appropriate staff 200 Denier cost. Increases morale. 69-5+5-15

A staple of any village or town is the charcoal burner who produces charcoal much of the year by himself or with an apprentice. You've a bit more ambition about production than that though. You hire a number of peasants who will work in shifts so that no individual has to spend over a day managing the charcoal mound.

There's no permanent structure involved in the process normally, but typical charcoal making isn't done inside a flammable base with regular rainfall. Construction is much more difficult due to the severe winter weather, with clay difficult to extract from streams turned into icy torrents, but your construction crews manage, and use fires to cure the new structure as best they can. A series of earth and clay walls will contain the flames and channel the embers to prevent errant sparks starting a fire, while also sheltering it from the rain. It's far from perfect as proper bricks would serve the job far better, and it will take significant upkeep, but it will do the job.

Given the number of people at your outpost now, it's far past time you had a proper bar for them to drink at. The decision to build one is met with agreement by just about everyone. The building itself goes up rather quickly despite the pouring icy rain. A simple wooden shell to keep the interior work out of the weather. Much of the furniture is produced in your own wood workshops, but the shelves and bar are made to fit. An ample area is left behind the bar for a kitchen to potentially be installed, but for now it's just extra storage as you lack the materials for an indoor stove.

The bigger difficulty in making a tavern this winter is securing the supplies. Barrels of alcohol have to be imported, and the roads are covered in snow or icy slush. For a month the tavern is completed but an empty shell bereft of the liquor which gives its life meaning. Yet as the weather begins to break a merchant arrives with the ordered alcohol to much rejoicing, and drinking. Suffice to say nearly the whole camp was drunk that night. The mood is much improved with such lubrication, even if they have to pay for it from their wages, what else would men do with money anyway.

(Morale of all units increased)




-[X][Personal] Investigate what's happened with your siblings.1d85 = 4 -10 winter

You make a number of inquiries about your remaining two siblings, but due to the severe weather this year communications throughout the duchy have nearly ground to a halt, and you don't get any response.


[X][Olivia] Have her do what she's already doing. You don't understand the underlying phenomenon and nothing that's happened so far seems dangerous. Best to not change things till you do get it.
-[X][Personal] Study what's happening with Olivia. You'll need some specialized equipment for the job though, it might come in handy later anyways though. (50 Denier, +5 to research related tasks as well) 1d85 = 37+5

Your obvious first step is examining the scales, since you have a few to work with and can do what you want without endangering Olivia in any way. Experimentation via simply hitting them with things is expedient and relatively cheap at least. From what you can surmise its base strength is approximately comparable to well forged steel, useful but fairly mundane considering they seem rather metallic.

When you move on to magical analysis techniques things get a bit more interesting. Your tests don't give proper results, in most cases simply failing to have a return signal at all. The energy seems to simply be absorbed into the scales. Increasing the power you put behind the tests serves to indicate an internal magical structure. The mana absorbing property only allows you to get flashes of it rather than a steady view, which makes understanding it much more difficult.

At any rate this seems to confirm your thought that they are dragon scales as you've heard they are somewhat magic resistant. Dragons have been extinct in your region for many centuries going by your vaguely remembered history lessons. You think there are a few dragons left somewhere, but most of what you know is merely stories. You're not even sure there are any books in the castle library that were made with first hand knowledge of them. That vial of blood you used must have been centuries old and long forgotten.

Analyzing what's happening to Olivia's body is even harder. She fidgets, she's inherently distracting to you, and there's a whole lot more going on. Her body is definitely absorbing magic to fuel the transformation. The amount she's getting inside the Overgrowth is far greater than she was getting before, which has fueled the more visible changes.

Over the season more scales have been growing in. Mostly they seem to be running in a line along her spine, though also scattered across her back. You can only speculate that it's because the spine is inherently critical in any creature and so requires the most protection.

After some rather intense cajoling and assurances you've started weighing her regularly with a scale purchased for the purpose. The results are odd. Her weight seems to fluctuate by around 15% even within the course of a single day, which is far more than could be explained by mundane activities. It seems that her weight is lower when she's had more time in the forest and then rises over time outside it. Some sort of weight reduction magic is at work it seems.

You don't even know where to begin on the more internal changes to her body. You can't really say you know enough about the functioning of a normal female physiology for that. A healer would likely be able to help more, though you'd have some concerns about secrecy.




-[X][Nerissa] Buy her some books? 25 Denier

You don't spend as much time with Nerissa this season, instead buying her a few easy to read books and letting her go thru them on her own. But you still take the time to go check on her every once in a while, under the pretext of answering any questions she might have. You did have a little concern considering she was outside in this sort of weather.

You hurry along the still sheltered path to her grove, bundled in clothing against the cold. When you enter into her inner sanctum you see her body emerging from her tree. It's still kind of weird but you're getting used to it. She's spent a lot of time this winter merged with her tree.

"Are you feeling okay Nerissa? It's not too cold is it?" you ask, noting the leaves piled against her tree like a blanket.

"This weather is nothing, I'm perfectly fiiiiine-" she boasts, but spoils it by yawning at the end of it.

You eye her a little suspiciously, but there's not really a whole lot you can do about it anyway. You glance at her tree a bit more, as if you could gauge her health. It's looking a bit taller. It seems to be growing about as fast as a normal long lived tree in a normal forest, though of course that comparison is flawed from the start.

Nerissa squirms a little as you look at her tree. "Stop staring," she whines.

"You're getting taller," you say as a quick reply.

She is a little taken aback but covers it up. "Well of course! I've grown wiser and more mature since you've known me! I've learned new things and moved my tree! Only mature dryads can do that!"

You can't help but pat her on the head at that. "I don't think it counts since Olivia carried you," you tease.

She makes a displeased sound, and seems to be trying to come up with a counter argument.

"How are you doing with the storybooks I got you?" you inquire to distract her, gesturing to a sort of lean-to formed from two other larger trees where the books are sheltered out of the wet.

"Well… I haven't been able to finish them, but they seem nice. Do princesses really lead such exciting lives?" she asks curiously.

"Some of them," you reply, vague enough to be true. Though the only princess you'd ever met had been a real disappointment by comparison, you're sure there has to be at least one that fits.

She beams at you, but her smile's broken by another yawn, which in turn makes you laugh. She pouts at you. "It's tiring keeping your plants active through this kind of weather. I don't even know if I could do it if I was doing anything else."




Plans for Spring: (Base costs shown, increase 15% for merchants issue)

You now have 2 construction actions (For clarity specifying number of structures inside wall now, you are at 8/12):
[][Construction] Construct a second sawmill. (100 Denier ongoing cost, 200 Denier expected profit.) [Requires basic recruitment be taken to activate, no upfront cost for the workers though]
[][Construction] Forge: 200 Denier construction cost, 40 Denier upkeep, reduces costs by 10% on first 1000 per turn before merchant mod.
[][Construction] Reinforce the newest section of wall (2 actions, minus 1 if taken after or with the moat project)
[][Construction] Warehouse: You could really use the ability to keep at least a season of supplies on hand. A simple warehouse would be enough for now. 100 Denier
[][Construction] A clay lined moat around the base with sections for bathing and swimming could add to the defensibility of the base while also improving morale. There's very little cost involved, but it will be an enormous amount of labor. (4 actions for defense bonus, gets morale bonus at 2 actions.)
[][Construction] More housing at current quality +6 housing slots (200 Denier)
[][Construction] You don't need a steady supply of bricks for your current operation. But you do have a number of things you could use them for. Making bricks is simple enough that you can probably have one of your construction teams make a big batch with some hired advisors. (50 Denier, will produce enough to add fireplaces to your current structures)
[][Construction] Build route to the sea. (Unknown cost without survey)
[][Construction] Write-in

2x d85s or 1x 1d100.
[][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] Have Leo give you a bit of training. However much you hate it, being better at fighting will help a lot if something is trying to eat you. (Must be taken with appropriate Captain action)
[][Personal] Recruit basic units. Specify what kind.
-[] Replace losses, 120 denier
-[] What units?
[][Personal] Recruit one Specialist unit (Enchanter, Elite, Healer, Potioneer) These units need special persuasion or negotiation so can't be hired in bulk. (Note this will involve traveling to them)
[][Personal] Find a way to make it so you can recruit without taking so much of your time. You'll either find an assistant that can do recruiting for you or just build a network of contacts willing to do it for a fee. (Cost variable dependent on roll, will have option to refuse and retry or recruit normally)
[][Personal] Investigate what's happened with your siblings.
[][Personal] Try to contact a few magical scholars and see if they have any ideas on what is happening with Olivia.
[][Personal] Write-in

There's always something nice about taking time out of your day to visit with Nerissa. (Can ask something of her as a subvote. Do keep in mind she's still maintaining a chunk of defense for your base and an herb garden regardless.)
[][Nerissa] Spend a personal teaching her.
[][Nerissa] Buy her some books? 25 Denier
[][Nerissa] Nothing


(2 Hunter units available)
[][Hunters] Hunt for food, reduce upkeep by 50
[][Hunters] Scout to reduce chance of enemies slipping by.
[][Hunters] Catch a bunch of rabbits for the rabbit pen. (Requires rabbit pen.)
[][Hunters] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations
[][Hunters] Survey the coast for a potential way to the water and a place to build a docks. Keep in mind the coast is a cliff.

[][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)
-[] Upgrade to footmen, 200 Denier upfront, 50 upkeep
[][Levy] Guard
-[] The base and sawmill
-[] The merchants that bring your supplies (eliminate 15% modifier)

[][Footmen] Patrol, reduce chance of enemies slipping by.
[][Footmen] Train with the captain (must be taken with captain action, is not advised at this time)
[][Footmen] Guard
-[] The base and sawmill
-[] The merchants that bring your supplies (eliminate 15% modifier)

[][Captain] Command troops, raising morale and effectiveness
[][Captain] Recruit new units. Specify what kind.
-[] Replace losses, 120 denier
-[] What units?
[][Captain] Train unit (must be taken with appropriate action)
[][Captain] Train you (must be taken with appropriate action)
[][Captain] Train Olivia

23 starting -1041 upkeep this turn -345 construction +600 season payment +200 sawmill profit +200 wood workshop +400 herbs = 37
Upkeep next turn: 1015+15% (100 you +100 leo +100 sawmill + 200 construction crews +75 hunters + 50 levies +90 footmen +50 herbalist +100 woodworkers+50 harvesters+100 charcoal burner)
Income next turn: 600 base stipend + 200 Sawmill profit +200 Wood Workshop +200 charcoal +400 herb sales

AN: No free choices this turn because couldn't come up with any new ones that fit.
 
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Season 21: Spring
[X]Plan Research
-[X][Construction] Construct a second sawmill. (200 Denier construction cost, 100 Denier ongoing cost, 200 Denier expected profit.) [Requires basic recruitment be taken to activate, no upfront cost for the workers though] 69-5+5
-[X][Construction] Forge: 200 Denier construction cost, 40 Denier upkeep, reduces costs by 10% on first 1000 per turn before merchant mod. 10-5+5

Construction of the sawmill proceeds easily as planned. Past experience goes into making this operation run smoothly. The structure stands complete now, with all the tools necessary available. You're lacking the labor to put it into operation though.

The forge on the other hand demonstrated that the underground beasts are still about. The heavy bits of iron and stone that were purchased for its construction were scarcely set down before the earth beneath them collapsed, with them practically vanishing. The holes then proceeded to expand practically swallowing the whole structure. Your guards were at least somewhat aware of the possibility though and discouraged the beasts without casualties.

You of course had the area excavated to retrieve the rather expensive materials. Though some of the materials were recoverable, much was completely ruined by the collapse. You'll need to get a fair bit of new materials and try again.

(Sawmill constructed, still needs a crew. Forge failed, can try again with a 100 denier discount)




-[X][Personal] Try to contact a few magical scholars and see if they have any ideas on what is happening with Olivia.
(OOC: should have asked this previous time, but forgot.)

While contacting people that are well versed in magic and all the ways it can go wrong is likely your best bet for further understanding Olivia's condition, you are a little worried about it.

Her superior strength is likely well enough known to the people that pay attention to the castle at this point. Your father certainly knows. The ongoing transformation is currently only known by you and her though. You're a little concerned that she might be seen as significantly more valuable as a dragon than as your… well as herself. You could easily imagine someone harvesting scales for making armor out of, and who knows what could be done with her blood and organs. Your imagination easily fills in such a grizzly scene. She could be a target for kidnapping or merely stealing samples. Given all the details others might want to actually further the process and then use her as a source for valuable draconic reagents that simply aren't available anymore.

On the other hand how much help can an expert be without all of the relevant details? And can you afford that loss? So far the changes have been benign, but you don't have enough understanding on your own to know if they'll stay that way.

[][Contact] You won't risk Olivia in that way, you'll be vague, put things in hypotheticals, claim it's speculative research. You won't get as much help, but you'll risk less.
[][Contact] You won't get very much help if you keep secrets, tell them everything important, and just run the risk of negative complications as a result.

[Will be continued in an interlude]


-[X][Nerissa] Spend a personal teaching her. 31
--[X] Ask for help trying to enchant on the Overgrowth 1d85 = 10 +10+5

You spent much of your time this season with Nerissa. While you don't feel like there's much left for you to learn from her, you do feel a sort of obligation to be with her. It's admittedly rather enjoyable in an odd sort of way. Kind of like having a child and skipping the disgusting parts in between really. Instead you get the nice quiet moments reading a book together or answering questions about humans.

Unfortunately enchanting proved no easier than the previous attempt. At this point you think that the ambient magic of the Overgrowth is actively resisting your attempts. The careful and delicate patterns of your enchantments are meant for efficiently working with minimal magic. They simply can't cope with magic attempting to break free. It's like putting a snake in an irrigation ditch; it just climbs out and wrecks the channel while it's at it.




-[X][Hunters 2] Survey the coast for a potential way to the water and a place to build a docks. Keep in mind the coast is a cliff. 19-20+20
--[X]Olivia helps

You sent out the very weak second hunter unit to scout the coastline in each direction for a suitable place to build a port. With their limited numbers it proved rather difficult, especially the portions within the forest. It's a good thing you sent Olivia along really or they might have suffered even more casualties in their already weak state.

The results of their survey aren't good though. The cliffs stretch along the entire coast as far as they surveyed. Varying from 150 to 200 feet in height and close to sheer the whole way down. You're basically going to have to build a bunch of pulley raised platforms to move things up from the shore.

On the positive side the harbor is quite deep in general, with the cliff extending beneath the waterline in many places, allowing for docks to be made right against the shore. Though this will somewhat complicate the construction of drydocks. You suppose the other advantage is there's basically no way you could be assaulted from the sea.

Since there doesn't seem to be an easy way down you might as well build the lifts immediately adjacent to your base, as that portion of the inlet is fairly sheltered. A section of sand exists more towards the mouth of the harbor you might be able to squeeze a drydock onto as well, though it would be somewhat more vulnerable to storms.

(Construct port facility, 400 denier, 100 upkeep. Allows docking of ships for trade. This bypasses orc ground raid penalty and further due to reduced transport costs reduces upkeep 10%.)
(Construct drydocks, 400 denier, 200 upkeep, 400 profit, allows construction and maintenance of ships. Requires recruiting shipwright specialist units.)




-[X][Hunters 1] Scout to reduce chance of enemies slipping by. 38+8+3-20 = 29
-[X][Footmen] Patrol, reduce chance of enemies slipping by. 47-20+10+10+10
-[X][Levy] Guard 38+20+15-20
--[X] The base and sawmill
-[X][Captain] Command troops, raising morale and effectiveness

The forest creatures awoke hungry after the harsh winter it seems. They were more aggressive than you've seen them before. Even with Nerissa's grove in the way they attempted to attack your base on several occasions, with your guards fending them off only narrowly avoiding casualties.

Those that had to venture into the forest were less fortunate. The terrain in many places was still muddy from winter and slowed their march, while a variety of new more swamp tolerant understory plants sprung up.

Your scouting forces suffered casualties from wildlife, with a bear deciding they'd make a delicious snack. Your footmen patrols could scarcely cover their assigned routes with their travel so slowed, and being so on guard against probes by the wildlife, though they at least encountered none of the more dangerous specimens.

The orc infantry at least was equally hampered, and evidence of them taking casualties was strewn about the forest. The orc cavalry though was much more adept at navigating the difficult terrain, and it's only because they chose to avoid your units that your casualties were as light as they were. That's little comfort to the civilians that they attacked beyond your lines though.

(10% hunter 1 casualties. Automatic replacements 10% footmen, 10% hunters 2.)




A messenger from your father arrives. Tedora, the human kingdom to the south, has been raising an unusual number of troops. He suspects they may make aplay against Revaria's independence soon. In either case with you being increasingly self sufficient he is likely to reduce your funding soon in order to pay for more national troops.

You raise the issue with Leo since he's much more knowledgeable in military matters than you.

"How much do we have to worry about this? I never paid much attention to the politics, but I know that Tedora is a lot wealthier and larger than Revaria," you ask with mild concern.

"Well Tedorans are softer than your average Revarian, they don't have to worry about regular orc invasions and constant raids like we do. I'd give you decent odds in a skill matchup against one of their professionals," he offers with a wiggling hand. "The problem of course is that they can put a lot more money into their soldiers in gear than we can, which makes up a lot of that disadvantage, and they can potentially throw more soldiers at us."

"How have we dealt with them in the past then?" you kind of wish you'd paid more attention in your history lessons.

"Well for one if they conquered us they'd have to fight the orcs, and they aren't too interested in that. Usually too busy with the other human nations. The bigger one is that combination of poor but strong soldiers means they don't see much to gain from fighting us. Even if they won we'd bleed them horribly, and what do they stand to gain?" he questions in return.

Given how poor your duchy is that's the real question. "That's the real question then, what are they after?"

"I don't know. That's more something I should be asking you. Let's hope it's just saber rattling." He shrugs as there's nothing he can really do about it. "As it is I'm more worried that if the orcs hold to their usual pattern they're going to start bigger attacks again soon, and likely we'll see a full invasion force within five years. We're not ready for that, and I'm not sure we can be so quickly. We might need to look for some way to convince the orcs that somewhere else is an easier target," he says refocusing on the more local issue.





AN: Going to actually do an interlude this time, so not posting up next turn options. Just vote on how you want to handle contacting experts for information. Will probably aim to post that in 2 days.

The next turn will have mostly the same options as before, with the new construction additions. If anyone brainstorms ideas though I'll add them in. Gave you a bit more to chew on this time.
 
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Season 21: Spring, A message from teacher
[X][Contact] You won't risk Olivia in that way, you'll be vague, put things in hypotheticals, claim it's speculative research. You won't get as much help, but you'll risk less.

1d85 = 77

You send out a series of letters concerning Olivia's condition, carefully phrased in the hypothetical, to the handful of people you believe more knowledgeable in magic than you in the nation. Being the duke's son helps ensure that they at least reply to you.

Most replies are of scant help, things you already know or tried, or simply advice that this line of research is extremely dangerous and should only be done after extensive animal testing. Which you would have done if your original reagent hadn't been so limited in supply. You suspect there was subtext in some you should be studying whatever it was under their supervision, for which of course they'd demand a fee.

Your teacher's reply is the most interesting, which is no surprise, he was supposed to be the best in the duchy.

Knowing you as I do, I have little doubt this is not a merely hypothetical matter. You wouldn't ask for help over a mere theoretical exercise this way. Let us dwell on the first rule of enchanting I taught you.

The first rule he taught you was of course "Don't touch my pipe."

Do not use materials you do not know the nature of, for results are unpredictable.

I spend extra on reliable vendors for a reason, not because I enjoy wasting money. Predictable results are important.

Enchanting something, or in this case someone, alive only compounds your failure. Living things are always much more difficult to enchant not because of any extra resistance, but because living things aren't consistent. Each person is slightly different, and even the same person can change over time gradually disrupting the delicate matrices that characterize modern magic.

Truly it's a sign of my brilliance as a teacher that your test subject hasn't already died.


You preferred to think of yourself as self taught really given you spent far more time studying without him than with him. It was usually best not to disagree with his boasting though.

Or at least so I assume, as I doubt you would contact others were they already dead. While there's little I can do without gathering more accurate data from the subject myself, based on the information you provided I can speculate.

Humans tolerate the current low mana levels much better than most species, which contributes to our ongoing success while other more magic reliant species have declined to near extinction. Blending a more magical species into a human with the matrix you suggested was therefore relatively stable, assuming that as my student this matrix was tailored to the subject's initial state.


It had been, at least as best you could. You'd spent quite a bit of time and effort on making the enchantment perfect for Olivia, even if the idea itself clearly wasn't well thought out.

The dominant human state would have helped contain any issues. While the idea itself was dangerous, a sign of your youth, that it was so well executed can only be a sign you learned something from me.

When you were assigned to the Overgrowth however, the essence of the other species would be nurtured by the more plentiful magic and have gained an advantage over the human host essence.

I am actually surprised that they didn't die rather quickly from uncontrolled complications. Systems in most species are largely parallels, but normally in chimeric experiments without much more careful designs something fails to line up and is lethal rather quickly.

I can only assume you kludged together some sort of quick fix to save them and are now hoping for a more permanent solution.


...That's odd, considering you had done nothing of the sort. A little disturbing as well.

If you would send me your experimental subject, or at the very least real data on them, I shall endeavor to fix this mess you've created. As a teacher I feel some modicum of responsibility.

Knowing him, it was more likely he was interested in something he hadn't seen before.

These old bones aren't what they once were however, so I can't travel to you.

Your teacher,

Elias, Master Enchanter


In truth he was getting on in age, so that wasn't impossible. You think it more likely he simply didn't want to head out into the wilderness though. You wouldn't leave his home if you'd had a choice either. The castle might be better protected, but even your father lived in less luxury than Elias. Though in fairness your father was not given to frivolity.

Well that leaves you with something of a new set of options. You could send him your research data, limited as it is, and hope he can make do with that. Or you could send Olivia in person.

He's the best in the nation. If anyone can help her he can. He's also incredibly egotistical which should help motivate him to do the job well. Conversely he might decide that he has to one up you and do something even more... impressive with her. Which may or may not be desirable, or reversible.

You could at least be sure he wouldn't do something to Olivia that would put her life in jeopardy after berating you for the risks, but to him she is just a servant after all, and so what he considers acceptable results might be a bit extreme.

If you just sent him the full info though you're not sure he'd be able to accomplish much. The research data you have though is rather limited since your instruments and own abilities weren't capable of coping very well with the magic absorption effect.

(Free vote separate from the plan)

[] Send Olivia off to Elias, he'll definitely manage something. (1-2 seasons of her being gone)
[] Just send the research data, it's likely not enough to work with though given how little your instruments could gather, but it's a start.
[] Writein




Plans for Summer: (Base costs shown, increase 15% for merchants issue)

You now have 2 construction actions (For clarity specifying number of structures inside wall now, you are at 9/12):
[][Construction] Forge: 100 Denier construction cost, 40 Denier upkeep, reduces costs by 10% on first 1000 per turn before merchant mod.
[][Construction] Reinforce the newest section of wall (2 actions, minus 1 if taken after or with the moat project)
[][Construction] Warehouse: You could really use the ability to keep at least a season of supplies on hand. A simple warehouse would be enough for now. 100 Denier
[][Construction] A clay lined moat around the base with sections for bathing and swimming could add to the defensibility of the base while also improving morale. There's very little cost involved, but it will be an enormous amount of labor. (4 actions for defense bonus, gets morale bonus at 2 actions.)
[][Construction] More housing at current quality +6 housing slots (200 Denier)
[][Construction] You don't need a steady supply of bricks for your current operation. But you do have a number of things you could use them for. Making bricks is simple enough that you can probably have one of your construction teams make a big batch with some hired advisors. (50 Denier, will produce enough to add fireplaces to your current structures)
[][Construction] Port facility, 400 denier, 100 upkeep. Allows docking of ships for trade. This bypasses orc ground raid penalty and further due to reduced transport costs reduces upkeep 10%.
[][Construction] Drydocks, 400 denier, 200 upkeep, 400 profit, allows construction and maintenance of ships. Requires recruiting shipwright specialist units.
[][Construction] Write-in

2x d85s or 1x 1d100. (Can only take 1d100 if you send off Olivia)
[][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] Have Leo give you a bit of training. However much you hate it, being better at fighting will help a lot if something is trying to eat you. (Must be taken with appropriate Captain action)
[][Personal] Recruit basic units. Specify what kind. (Automatically includes lumberjacks for free)
-[] Replace losses, 75 denier
-[] What units?
[][Personal] Recruit one Specialist unit (Enchanter, Elite, Healer, Potioneer) These units need special persuasion or negotiation so can't be hired in bulk. (Note this will involve traveling to them)
[][Personal] Find a way to make it so you can recruit without taking so much of your time. You'll either find an assistant that can do recruiting for you or just build a network of contacts willing to do it for a fee. (Cost variable dependent on roll, will have option to refuse and retry or recruit normally)
[][Personal] Investigate what's happened with your siblings.
[][Personal] Design and produce a network of wardstones to harden the earth within your base to prevent cave ins or breakthroughs. (100 Denier, eliminates tunnel issue within base.)
[][Personal] Write-in

There's always something nice about taking time out of your day to visit with Nerissa. (Can ask something of her as a subvote. Do keep in mind she's still maintaining a chunk of defense for your base and an herb garden regardless.)
[][Nerissa] Spend a personal teaching her.
[][Nerissa] Buy her some books? 25 Denier
[][Nerissa] Nothing


(2 Hunter units available)
[][Hunters] Hunt for food, reduce upkeep by 50
[][Hunters] Scout to reduce chance of enemies slipping by.
[][Hunters] Catch a bunch of rabbits for the rabbit pen. (Requires rabbit pen.)
[][Hunters] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations

[][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)
-[] Upgrade to footmen, 200 Denier upfront, 50 upkeep
[][Levy] Guard
-[] The base and sawmill
-[] The merchants that bring your supplies (eliminate 15% modifier)

[][Footmen] Patrol, reduce chance of enemies slipping by.
[][Footmen] Train with the captain (must be taken with captain action, is not advised at this time)
[][Footmen] Guard
-[] The base and sawmill
-[] The merchants that bring your supplies (eliminate 15% modifier)

[][Captain] Command troops, raising morale and effectiveness
[][Captain] Recruit new units. Specify what kind. (Automatically includes lumberjacks for free)
-[] Replace losses, 75 denier
-[] What units?
[][Captain] Train unit (must be taken with appropriate action)
[][Captain] Train you (must be taken with appropriate action)
[][Captain] Train Olivia

Also feel free to do separately from the plan a single contact if you like, writing in what you want to to talk to them about.

[][Contact] Nicolas
-[] About?
[][Contact] Kaleb
-[] About?
[][Contact] Father
-[] About?
[][Contact] None


37 starting -1167 upkeep this turn -460 construction +600 season payment +200 sawmill profit +200 wood workshop +400 herbs +200 charcoal = 10
Upkeep next turn: 1025+15% (100 you +100 leo +100 sawmill + 200 construction crews +75 hunters + 50 levies +100 footmen +50 herbalist +100 woodworkers+50 harvesters+100 charcoal burner)
Income next turn: 600 base stipend + 200 Sawmill profit +200 Wood Workshop +200 charcoal +400 herb sales

AN: I forgot when writing the second sawmill option to include the 200 construction cost. I thought I did since it was clearly a repeat of the original sawmill so would cost about the same. I feel a little unsure about charging you for it, but the fact you don't go into the negatives makes me think it might have been accounted for anyway.

If it's too unfair let me know, could probably be persuaded to discount it.

Added @veekie's idea for dealing with the tunnels. It's a creative solution I hadn't considered, and that's definitely worth rewarding by allowing it. It's worth noting that it would mean the dire moles are still there if someone else tries to tunnel into your base.
 
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Season 22: Summer
[X]Plan Preparation
-[X][Construction] Forge: 100 Denier construction cost, 40 Denier upkeep, reduces costs by 10% on first 1000 per turn before merchant mod. 63+5-5
-[X][Construction] Warehouse: You could really use the ability to keep at least a season of supplies on hand. A simple warehouse would be enough for now. 100 Denier 43+5

Construction proceeds much more smoothly this season. The forge is quickly rebuilt. It's a very simple, largely open air facility with a roof to keep the rain off and a single forge. You picked up a blacksmith and some apprentices for it while you were in town recruiting though. While you don't have any source of ores to feed it, even with purchasing raw materials from merchants you will cut costs significantly by doing the work on site.

The warehouse is just a simple shell to keep things protected from the weather. A few shelves to improve the space are scattered about, but it's largely empty. Stocking it with supplies will cost a pretty penny, but you certainly won't regret it if you get besieged.




-[X][Personal] Recruit basic units. Specify what kind. (Automatically includes lumberjacks for free)
--[X] Replace losses, 75 denier
-[X][Personal] Design and produce a network of wardstones to harden the earth within your base to prevent cave ins or breakthroughs. (100 Denier, eliminates tunnel issue within base.)

Being without Olivia this season was a rather significant change. She managed so much for you that it was strange having to get food from the camp cooks instead, and far lower in quality. Though really you've had her as your personal servant more than half your life, so it comes as no surprise that the lack of her presence is a little weird feeling. It seems more severe somehow than when your father took her away the first time, but you suppose your relationship is even closer than it had been then.

You don't get as much work done as you normally do without her handling the household chores and pulling you out of bed.

You do make time to go into the capital to recruit some more men for the outpost. It certainly wasn't to stop by and check in on her. That's an absurd idea. You needed to get more lumberjacks, and a blacksmith. Replacing your hunter losses was also important of course, even if you'd not felt the need to do so in years.




-[X][Nerissa] Buy her some books? 25 Denier

You made it a point to order a variety of books for Nerissa. You didn't know what she would want to read, but figured anything that covered activities that you couldn't imagine dryads doing, would at least come off as novel to her.

Nerissa is rather understanding about your worries over Olivia, so doesn't bother you too much about not seeing her much lately. She's managed to get fairly good at reading on her own now. It's a little surprising given her professed interest in the world beyond the forest that she's taken to heavily reading a book on animal husbandry, but you suppose you're the one that partly raised her interest in it, and she might be trying to do a grown up dryad thing.




-[X][Hunters 2] Catch a bunch of rabbits for the rabbit pen. (Requires rabbit pen.) 32+8-15

Your hunters take another shot at catching a seed population for rabbit raising. They still find it quite difficult to catch enough rabbits alive, with the hunger of the wildlife making it difficult. Many traps are found sprung with only a few bits of blood and viscera remaining as whatever they caught was stolen before the hunters could recover it. It took more work, but by standing watch over them from the trees they eventually manage to come up with enough rabbits to set up a breeding population in your encampment.

Now rabbits are running about the camp. The discarded leaves and twigs from the sawmill operation provide a more than ample enough supply of food to them. You should be able to regularly eat rabbits without much trouble now. It's rather surprising how quickly they get used to humans around, despite the fact you eat them. You aren't sure whether to chalk that up to them being stupid, or you're just eating them less than the things in the forest normally would. Though likely you'll need a bit more sophisticated a pen for them to increase yield much without having them decide to run off.

(50 upkeep reduction a season, upgrade available)




-[X][Hunters 1] Scout to reduce chance of enemies slipping by. 28+8+3-5-15+10
--[X]Olivia helps
-[X][Footmen] Patrol, reduce chance of enemies slipping by. 15+10+10+10-15
-[X][Levy] Guard 31 +20+15-15+10
--[X] The base and sawmill
-[X][Captain] Command troops, raising morale and effectiveness

Leo reports that the orcs have increased their forces with another infantry unit, and have thoroughly hammered your forces this season. Rather than moving to bypass they've focused on diminishing your troops to make their future efforts easier.

On the plus side that plays somewhat more into your strengths than theirs. On the minus side they had more forces in the field and better scouting coverage. Your men gave as good as they got, but that's a losing game when you're outnumbered. Orc infantry harassed and baited your units into ambushes by the wolf riders. It's only the quality and discipline of the footmen that renders the exchanges anywhere near even, with your hunters being mauled.

Your tree house scouting posts are the only reason it doesn't turn into even more of a bloodbath, the height preventing your hunters from being run down by cavalry and letting them hold out longer for reinforcements.

The wildlife doesn't make things any easier for either side, with many predators drawn by the scent of blood, undiscouraged by the sounds of battle. Battles are often short clashes and quick withdraws to reduce the risk of total losses. The slower pace that your wounded soldiers imposes often results in nerve wracking withdraws back to your base.

Leo thinks with their shifting tactics you might need to adjust your own to prevent further losses. You've been running relatively small units both for ease of travel through the forest and to cover more ground to reduce the ability of the orcs to slip past. This was the best course of action when the orcs goals were to get past you for raiding. Now however you might want to switch to larger groups. You won't be as able to stop the orcs from raiding, which is part of your job here, but it will reduce casualties.

[][Stance] Dispersed as you were, keep raiding as suppressed as possible, highest casualties.
[][Stance] Concentrated, fewer stronger patrols, raiding more prevalent, moderate casualties.
[][Stance] Whole units only, raiding almost unhindered, low casualties. Are you even doing your job?

(You could of course also just have all of your units remain at the base to further reduce casualties, but this would allow the orcs to move uncontested.)

There were a number of orc scouts spotted by your base guards, but you believe they were prevented from getting close enough to gather much information. It was worrying though because they'd been leaving your base alone for quite some time. Leo believes the current orc forces would still find it near impossible to storm your current base defenses successfully, but they could harass your outer sentries.

(-40% hunters, morale to low, -20% footmen, automatic replacement +10% hunters +10% footmen)




[X] Send Olivia off to Elias, he'll definitely manage something. (1-2 seasons of her being gone)
Time 1 season
Results 71

You felt a bit nervous about sending Olivia off to Master Elias. He's competent, but like all people at the top of their field eccentric. You were somewhat worried he'd turn her into a full dragon, but that worry was far less than your current concern that some growing draconic organ might pop a hole in something important and have her bleed out internally. She was less worried than you when you saw her off, which made things worse somehow. She's already used to traveling through a monster infested forest that traveling the roads to the capital was no big deal to her, and surely your teacher would fix things.

You wish you had the time to go with her and ensure that nothing too outrageous happened, but you couldn't really just abandon your job. You were on thin ice already and doing something like that probably wouldn't be tolerated. It would be showing far too much attachment, and weakness. Really that you considered it at all showed they were right about it being a shortcoming.

Still you took the excuse of recruiting to go to the capital. And while you were there you could check on her.

Master Elias' manor at the edge of the city was as imposing as ever. The building itself was three stories high with a couple dozen bedrooms, mostly for servants, numerous labs and storage rooms. It had a few acres of gardens surrounding it encircled by a privacy wall eight feet high. As his student you were aware that he'd actually enchanted the outer wall with some sort of light fear effect to make it imposing. Anyone scared off by it had no business talking to him he'd say. Mind you the 'privacy' wall was also enchanted enough to stand up to light siege engine fire, and anyone trying to climb it would probably die.

You're a bit surprised when your key still unlocked the gate, the complex enchantments on the gate accepting the signature upon it and opening. You figured when he didn't ask for your key back it meant he'd just change the locks.

Stepping into the grounds is a bit of an odd feeling, and not just for nostalgic reasons. The entire grounds are covered in a sort of funneling ward scheme that sucks magic into the house. For someone that actually uses their magic it practically made your skin crawl having it whisked away. Even compared to the normal environment this area was magically dead, used to fuel a greater intensity in the house. You didn't know of anyone else that had carpeted such a large area with this effect, but it made enchanting in Elias home quicker than just about anywhere else. The amount of resources invested in it though practically made you clench your purse strings.

The yard was well maintained, each plant in its place. A few servants moved about tending them. Elias liked a presentable yard even if it had few visitors.

You reached the door, already opened by a butler who gestured you inside. The sudden shift from an absence of magic to feeling ten times the normal intensity sent a shiver along your spine, but the air inside was perfect, not too hot, not too cold, maintained that way by magic.

You're directed to wait in a sitting room. Though you did take the opportunity to relieve yourself first. His bathrooms are better than many relatively wealthy family's homes, and you could never help making use of them. Besides he tended to make you wait. Well that was perhaps unfair to him, more he didn't believe in rushing anything. If he was doing something he'd continue doing it until he was good and ready.

You toyed with the magic a bit, comparing it to the Overgrowth, the only other place you'd encountered magic more intense. While there was some similarity in the ease it moved, the magic here was still fundamentally dead in a way the Overgrowth's was not. This magic moved as you wanted, and didn't struggle or resist.

Eventually Elias came out to meet you with Olivia demurely in tow. You let out a silent sigh of relief that she still looked relatively normal in sparkling clean and well pressed maid uniform, though she had a new metal choker that didn't quite match. Elias was aged a bit from when you last saw him, leaning a bit more on his cane, but his eyes were still bright and alert.

"Oh think so low of me that you were worried for her safety? Or perhaps you didn't remember what she looked like since apparently your mind has gone!" You let his criticism wash over you, because there was some truth to it. "What were you thinking to do something like this, and to find out you did it when you were so young. You told me the strength suppression effect was for training!"

"I was young and foolish, and Olivia wanted to be more useful to me," you replied, honesty feeling best here. Olivia ducked her head, but wouldn't interfere in an argument between two people above her class.

"Gods preserve us from youthful foolishness," he muttered. "You've no idea how many things could have gone wrong. I'd have told you at length had you asked then. Further if you had taken the sample to me we could have at least identified it first."

"I didn't think you'd let me do it."

"Well of course not, it was stupid. That's why you should have done it. I still can't believe I bought the idea that you were doing strength training though. You, training! I must have been very inebriated," he finished that line of thought by fishing out his pipe and bringing it to his mouth. The enchantments within lit it instantly for him.

"So what did you find?" you ask, the customary insulting phase apparently complete with him lighting his pipe.

"Here take a look," he said, passing you a crystal as he takes a seat.

You activate the illusion, and Olivia covers her face as it starts with her bare body. Any sense of arousal is snuffed though as the illusion cuts removes layers to reveal cross sections of her body.

You weren't really a healer though and you didn't have much experience with what a human body was supposed to look like on the inside to compare to. You made simple hmm noises and squinted at it in concentration.

After a minute of this, Elias barked a harsh laugh. "You're so clueless it's a wonder I passed you at all. You did an excellent job with the initial enchantments though. They broke down clearly, but to have held up for years on a growing human is truly impressive. So you were paying attention to some things."

You shrug.

"I noticed though that there wasn't any sort of patchwork keeping her alive after it failed though, and I looked quite thoroughly. What's odd is that I've done an in depth review of her body, and even had a skilled healer take a look at it. Nothing is breaking." He paused for a moment. "I've never seen anything quite like this before. I've inspected a few chimera before actually. In any case where the enchantments weren't perfectly describing everything wherever there were gaps there'd be clashes in systems, horrific damage. Organs squishing each other, blood vessels that spew into tissues, bone fragments shredding muscle, nerve endings that produced only pain and seizures. There's nothing like that here despite there being no guiding enchantments. Everything is fitting together as if it was by some master design." Olivia flinched at the descriptions.

You tried to puzzle that together. He puffed on his pipe. You certainly didn't input some sort of design, you'd scarcely done more than containment wards.

"It's a hard thing to say, but I've been wondering if the magic itself was acting to keep her alive through it. There's some truth that in older ages when it was stronger, and in the occasional hotspot, magic can behave much more oddly than we're used to. I haven't enchanted in the Overgrowth myself, but I suspect that it fueling the transformation is what prevented lethal complications." He tapped his pipe on the side.

Well at least there was some good coming of that. Though it implied that the magic had a will, or at the very least a natural directive, which had all sorts of new issues associated with it.

"Of course death isn't the only thing you had to worry about." He tapped on the metal choker around Olivia's neck. "I was able to detect some mental contamination effects. A human's mind is a lot more resilient than their body, at least compared to a dragon's, so they weren't showing up too much yet. There didn't seem to be any natural protective effect in play though. I suspect based on what I know she'd have gradually gotten more greedy, and possessive, with perhaps a like for raw meat."

Well that's a little terrifying. Olivia shrinks back even more practically hiding behind a chair. You want to go pull her into a hug, but you're a little worried about showing that sort of thing.

"Even I can't pick out and reverse existing effects," he admits, stressing the even, "but I've sealed off further damage to her mind with this collar. Unlike you I'm not going to go for an enchantment directly imprinted in her body, this will be a lot more stable. While I was at it I blocked off any changes to her facial structure or hair. Though I'm a bit sad that will likely prevent her ever gaining the iconic firebreath. She was quite insistent though." He sounded rather disappointed about that, though Olivia was smiling.

"I'll admit I prefer that trade off. What about the weight change I noted?"

"Well it's likely that the weight changing effect is due to sporadic bits of dragons' inherent flight magic. She'll likely grow the wings eventually given the musculature is forming for them."

"I'd prefer she stay mostly human in general… any idea what the final product will be?"

"Her reproductive system is split part way between a human's and a dragon's, and so neither is functional, that's heading towards dragon though. She's likely to gain scales over most of her body below the neck gradually, that's a plus though. The scales absorb a small amount of any incoming magic, and use that for a sort of natural strengthening enchant, most of which drains away over time, but it will gradually build up a bit. So she'll have a coat of very tough scale mail to go with her toughened flesh, making her quite hard to hurt. Except her head," he glared at her for a moment. "I added some enchantments to her gloves though that should help guide things so she stays bipedal and more humanoid. Hands offer a lot more options than claws."

"What about size?" You can't help but remember dragons were way bigger than humans.

"Eh far as I can tell she's not getting enough magic or food to fuel that sort of size increase. Might eventually be an issue once the other changes go through. Probably best not to count on it, just something nice that might happen."

He has a very opposite view towards yours on that, then again he's probably not concerned with the issue of having a relationship with her.




While you're in town you get a message from your father indicating that he'll be cutting your funding by 200 denier a season. In other news his research on the dryad fruits showed that their effects are rather long lasting, though don't seem nearly so severe or permanent as what was originally described, he speculates that your proximity to the dryad or the magic of the Overgrowth amplified the effects. While they aren't useful for making agents due to the side effects, they have proved quite useful to interrogation. He'd be much more inclined to keep your funding up if you could provide him an ongoing supply.

Word around the capital is that Tedora's saber rattling is because Nicola searched a ship he should not have and pissed off the wrong person. Though of course rumors are rather unreliable. Things seem to be heating up rather than cooling down like you'd expect after one bad incident though. Neither side is likely to prosecute a war with winter coming up, but manpower will be spiking in price shortly as Revaria prepares for war.




Plans for Fall: (Base costs shown, increase 15% for merchants issue)

You now have 2 construction actions (For clarity specifying number of structures inside wall now, you are at 11/12):
[][Construction] Reinforce the newest section of wall (2 actions, minus 1 if taken after or with the moat project)
[][Construction] Build a much larger wall encompassing quadruple the area so you won't need to expand for a long time. 3 actions, 150 denier, increases space by 36
[][Construction] A clay lined moat around the base with sections for bathing and swimming could add to the defensibility of the base while also improving morale. There's very little cost involved, but it will be an enormous amount of labor. (4 actions for defense bonus, gets morale bonus at 2 actions.)
[][Construction] Your housing is overcrowded with your current population and so you'll need to build some more housing. 200 Denier
[][Construction] Build a much larger amount of housing so that you won't run out for a while. Doubles housing capacity. 400 denier, 2 spaces
[][Construction] You don't need a steady supply of bricks for your current operation. But you do have a number of things you could use them for. Making bricks is simple enough that you can probably have one of your construction teams make a big batch with some hired advisors. (50 Denier)
[][Construction] Port facility, 400 denier, 100 upkeep. Allows docking of ships for trade. This bypasses orc ground raid penalty and further due to reduced transport costs reduces upkeep 10%.
[][Construction] Drydocks, 400 denier, 200 upkeep, 400 profit, allows construction and maintenance of ships. Requires recruit shipwright specialist action, but includes their cost.
[][Construction] To keep your rabbits trapped will require bricks it seem. A brick lined rabbit pit could improve your output though. Maybe enough to sell furs as well. (Requires brick production action, +50 denier in food, opens tanner, uses 1 space.)
[][Construction] Write-in

You and Olivia are working like a well oiled machine these days: 2x d90s or 1x 1d100+20
[][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] Have Leo give you a bit of training. However much you hate it, being better at fighting will help a lot if something is trying to eat you. (Must be taken with appropriate Captain action)
[][Personal] Recruit basic units. Specify what kind.
-[] Replace losses, 90 denier
-[] What units?
[][Personal] Recruit one Specialist unit (Enchanter, Elite, Healer, Potioneer) These units need special persuasion or negotiation so can't be hired in bulk. (Note this will involve traveling to them)
[][Personal] Find a way to make it so you can recruit without taking so much of your time. You'll either find an assistant that can do recruiting for you or just build a network of contacts willing to do it for a fee. (Cost variable dependent on roll, will have option to refuse and retry or recruit normally)
[][Personal] Investigate what's happened with your siblings.
[][Personal] Design and produce a network of wardstones to harden the earth within your base to prevent cave ins or breakthroughs. (100 Denier, eliminates tunnel issue within base.)
[][Personal] Write-in

You may want to convince Nerissa to grow a steady supply of those fruits for you. You might also want a name for them so you don't keep referring to them as just those fruits in your head. Explaining to her why you want them might be a little tricky though. (Include a reason if you ask for them)
[][Nerissa] Spend a personal teaching her.
[][Nerissa] Buy her some books? 25 Denier

(Will probably switch Nerissa to a possible personal action and an upkeep cost (that would be removed by personal) instead of individual action every time next turn)

(2 Hunter units available)
[][Hunters] Hunt for food, reduce upkeep by 50
[][Hunters] Scout to reduce chance of enemies slipping by.
[][Hunters] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
[][Hunters] Catch a bunch of rabbits for the rabbit pen. (Requires rabbit pen.)
[][Hunters] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations

[][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)
-[] Upgrade to footmen, 200 Denier upfront, 50 upkeep
[][Levy] Guard
-[] The base and sawmill
-[] The merchants that bring your supplies (eliminate 15% modifier)

[][Footmen] Patrol, reduce chance of enemies slipping by.
[][Footmen] Train with the captain (must be taken with captain action, is not advised at this time)
[][Footmen] Guard
-[] The base and sawmill
-[] The merchants that bring your supplies (eliminate 15% modifier)

[][Captain] Command troops, raising morale and effectiveness
[][Captain] Recruit new units. Specify what kind.
-[] Replace losses, 90 denier
-[] What units?
[][Captain] Train unit (must be taken with appropriate action)
[][Captain] Train you (must be taken with appropriate action)
[][Captain] Train Olivia

Also feel free to do separately from the plan a single contact if you like, writing in what you want to to talk to them about.

[][Contact] Nicolas
[][Contact] Kaleb
[][Contact] Father
[][Contact] None


10 starting -1179 upkeep this turn -230 construction -29 books -75 recruitment +600 season payment +200 sawmill profit +200 wood workshop +400 herbs +200 charcoal = 97
Upkeep next turn: (1165-100 forge-50 rabbits)+15%: (100 you +100 leo +200 sawmills + 200 construction crews +85 hunters + 50 levies +90 footmen +50 herbalist +100 woodworkers+50 harvesters+100 charcoal burner +40 forge)
Income next turn: 400? base stipend + 400 Sawmill profit +200 Wood Workshop +200 charcoal +400 herb sales

AN: As always brainstorm an idea and I'll see about adding it. Things are starting to bear down on you again.
 
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Season 23: Fall (1)
[x] Plan: Reinforcements (Skirmishers)
-[x][Construction] A clay lined moat around the base with sections for bathing and swimming could add to the defensibility of the base while also improving morale. There's very little cost involved, but it will be an enormous amount of labor. (4 actions for defense bonus, gets morale bonus at 2 actions.) x2 78, 46

Construction of the moat went well this season, despite some fears that digging would prompt more invasion by the moles. A series of pools deeper than a man is tall are dug in an arc around two sides of the base. Then clay is collected from the myriad streams exiting the forest and applied to make the pools more water tight. Fires are built in them to dry the clay. Finally a channel is dug to redirect water into the pools and another to take it back to the existing outlet to the sea.

In short order you have a series of tiny ponds suitable for swimming, bathing, or laundry. While the clay basins are covered in algae in short order, there's little harm in that. Having something else to do in their free time noticeably improves morale. You can often find men playing in the water, though most have needed to learn to swim, it's not a particularly difficult skill to learn, especially as the moat is barely deeper than a man.




-[x][Personal] Recruit basic units. Specify what kind.
--[x] Replace losses, 90 denier
--[x] Skirmishers, 300 Denier

You managed to recruit your new unit in the capital just in time. There word had already leaked of raising the levies again this winter to prepare for battles next year. Prices on recruitment will likely be out of reach for a while until things settle down again.


-[x][Nerissa] Spend a personal teaching her. 73
--[x] Ask her if growing fruits doesn't bother her
--[x] Tell her that they sorted out the potential unwanted effects, and the fruit has become popular with our father, which he is willing to reward her for. She knows what money is at that point, right? Well, we can get her something nice from the human lands that she can't buy herself. (Offer her a stipend of 40 Denier which she can spend on books or whatever she likes for as long as the offer stands)

Given the trepidation you had about asking Nerissa for more of the mystical fruits she had produced, you decided you'd meet with her more this season.

She was quite chipper about you spending more time with her. So it was easy to find the right moment to ask after explaining a passage from a book about animal husbandry with her in your lap, despite her being a bit big for that to be comfortable now.

"So my father finished his research on your fruit, and found it quite good after dealing with the unwanted effects," you carefully phrased it so you weren't actually lying, something your childhood gave you a lot of practice at.

"Hmm, I did try to make it as tasty as I could, so once you get rid of the err…" she paused a bit embarrassed at the memories of the incident," unwanted effects," she continued, using your word choice, "I guess they would be delicious."

You merely nodded, willing to let her believe that.

"Eating really is a bit odd," she noted curiously.

"Well humans can't get everything they need from the soil and sun, we need you plants for that," you replied in a humorous lilt.

"Yup, just have to make allowances for you," she answered with a smile, reaching up to pat you on the head.

"Well actually I was thinking of giving you an allowance," at her curious look you explained, "a bit of money each season to spend however you like. In exchange for all the things you do for me." Well the word doesn't quite match in general use, but how could you ignore a hook like that.

She looked at you a bit curiously. "I'm doing it because I like you, you know?"

"Of course, but that just feels unfair for you to do things for me and me not to do anything for you." You could actually say that in full truth.

"Hmm, it would be interesting to try out money. I still don't really know how it exchanges for things though."

"Don't worry, I'll help you figure out what you can get," you said patting her on the head now.

You end up getting her a bunch of odds and ends this first season in addition to the usual books. Things like cutlery and plates, seashells, and just a handful of low denomination coins. She asked for another bit of fertilizer as well. Apparently the mix you came up with was a bit different from what Mina had brought her, but she was quick to say it was no less good, just different.

(Nerissa was perfectly fine producing a steady supply of Bewitching Fruits for you. No decrease in seasonal payment. +40 Nerissa upkeep).




-[x][Hunters1] Hunt for food, reduce upkeep by 50 (mauled unit, does not fight) 40+8+3-15-15

Your hunters spend much of their time along the bare edges of the forest or of Nerissa's grove in order to avoid getting trapped by the various dangerous wildlife. In particular the wolves seem to be hunting them as much as the hunters are hunting rabbits.

Spending so much time being careful or running away doesn't result in very successful hunting though. At least they were able to avoid further casualties.

(No casualties due to stance and orders, but only 20 upkeep reduction)




[x][Stance] Concentrated, fewer stronger patrols, raiding more prevalent, moderate casualties.
-[x][Hunters2] Scout to reduce chance of enemies slipping by. 20+8+3-15-5+10
--[x] Olivia helps 1d50 = 1
-[x][Levy] Guard 72+15+20-15
--[x] The base and sawmill
-[x][Footmen] Patrol, reduce chance of enemies slipping by. 51+10+10+10-15-5
-[x][Captain] Command troops, raising morale and effectiveness

The large squad of hunters reinforced with their lord's mistress moved quietly through the forest underbrush, keeping hidden within it as much as possible. The rustling of leaves in the wind and cries of animals provided more than enough sounds to mask their quiet movements.

They were thankful for her company, and not for the reason men might normally enjoy a woman's presence, touching her like that would surely be death one way or another. It was strange at first to rely on a woman's strength, but when death lurked at every turn, they weren't so stupid as to turn down such raw power; the orcs were not the only danger in this forest.

The forward hunter spotted an orc infantry unit moving ahead of them and signaled with his hand for them all to stop. Most of them did. Olivia failed to notice in time and knocked over the person ahead of her sending them both tumbling to the ground and through a patch of brush. The entire unit cringed at the sudden sound, which seemed as loud as a shout.

The orc unit had halted immediately and readied themselves, though perhaps they weren't quite sure yet. It could have been a simple predator devouring its prey. The hunters motionlessly held their breaths. A low growling sound came from the forest in another direction. Chills went down their spines. The orc formation started moving slowly towards them. The hunters began nocking arrows.

It was impossible to know what order events followed in at that point. Olivia tried to move to a position she could rise from, while the hunter beneath her frantically indicated with his eyes to stay still, the orcs shouted in their guttural language clearly noticing the unit, and both sides spotted a giant boar crashing through the undergrowth indiscriminately charging them.

The hunters loosed the arrows they had ready. Quick fired shortbows against charging axe wielding orcs did little to stop them though. More missed their shots than hit. Wounds appeared here and there, and might slow them eventually, but not enough to turn aside the orcs' advance. The few arrows turned against the boar did even less, sticking out like a couple of toothpicks that it barely noticed.

Some of the hunters turned to run, while others drew holdout daggers in a probably futile show of defiance. The orcs split their forces to face the boar. Olivia sprung to her feet and adjusted her shield.

It was only the boar plowing through the orc formation that prevented the hunters being overrun instantly. The orc axes inflicted bloody welts upon the tusked behemoth's hide, but it smashed orcs into trees with bone crushing force and trampled them beneath its feet with weight that pulped their flesh.

The battlecries of men, beasts, and orcs echoed through the forest. Blood flowed on every side as those hunters brave enough to engage with daggers were cut down by orc axes.

An ursine roar came from behind as one of the hunters that had been trying to flee was thrown back through the killing grounds, bouncing as they hit the ground before tumbling to a stop clearly dead. A bear that even on all fours was as high as a man was cutting off their retreat, drawn by the sounds, and perhaps seeking a bit more food before the winter.

One of the men tried to escape around the beast and was impaled on its claw for his trouble. The man screamed as he flailed, even as his life blood poured out. The monster merely flicked its paw negligently, tossing him forward.

A spray of his blood bespeckled her face, and Olivia made a snap decision to try to engage the bear, even as other men were dying to the orcs. Raising her shield she charged it with all her considerable strength. The lumbering colossus raised a paw the size of her body to bat the foolish human away. The impact released a tremendous gonging sound and sent both reeling backwards, the rush of their passing blowing the leaves away.

The bear shook its forepaw, several bits hanging at odd angles, as Olivia pushed herself back to her feet, leaves and dirt stuck all along her body from the backwards slide. The two combatants closed against each other again, the shorter distance preventing a charge. Olivia deflected claws with the shield and tried to use her other hand to punch it, but the bear had better reach and was now very cautious of her strength. The two settled into a wary dance as neither was willing to take the risks needed for a firm strike.

The orc unit was steadily being decimated by the boar even as they inflicted casualties on the trapped hunters who were unwilling to retreat past the bear. A few hunters had climbed into the trees where they could more safely fire their bows, but a score of them were already slain from deep ax wounds. A couple of the orcs had been brought down by arrow wounds, even as they managed to gradually bleed the boar.

Howling of wolves only added more confusion and fear to the heavily engaged units. The cries of more orcs from the same direction gave their kin a much needed boost to their flagging morale. Their reinforcements arrived in the form of a unit of wolf riders, who proceeded to engage the boar in a game of high stakes tag, drawing it away from the embattered infantry unit, even as the bloodied hog began to slow from its wounds.

The few remaining hunters had all taken to the canopy for greater safety at this point, though that also hampered their ability to shoot down.

Human horns announced the impending arrival of a patrol of footmen. The orcs decided to cut their losses and staged a staggered withdraw under harassment by the boar. The bear seeing the arrival of more humans decided to pull back as well, and no one was eager to pursue it.


While that was the most significant battle of the season, there were several other minor and inconclusive skirmishes.

(-25% hunters casualties, -5% desertion, one of the orc infantry units significantly depleted for next turn, Olivia's bonus reduced on scouting though training can remove the malus.)




AN: Olivia's critical failure was reduced by the fact that no one rolled very well this turn on battle, including the wildlife, and by your more cautious Stance. On the other hand the scouts rolled badly and then Olivia crit failed, so this could have been way worse.

Was busy and so couldn't get this up in time. Still need to do the Kaleb bit but decided to push that into a second section so I could get this up sooner. Was tempted to do that with the battle actually, but managed to get on a roll writing it.
 
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Season 23: Fall (2)
[x][Contact] Kaleb
-[x] About the possibility of hiring his forces as mercenaries for a couple seasons to cull the orc numbers.

Writing to your eldest brother asking for what really amounts to help—even if you're not putting it in those terms at all—is a bit of an uncomfortable activity for sure. You weren't exactly afraid of him for yourself. Cruel though he may be he had a highly… regimented view on things. Loyalty to the family was very high up in his books, just sometimes you couldn't quite predict how he'd react.

You could feel phantom aches just thinking about his efforts to teach you. Certainly you didn't learn anything except how much being hit with even a wooden blade hurt. He never quite got that a teacher really needs to hold back enough for the student to at least see the blade.

You're almost surprised when you get a mudstained letter in reply rather than him just showing up. His handwriting is quite terrible really.

Dear Brother,

Imagine my surprise when I heard the task which father assigned you. I may have questioned his decision. Yet I have been surprised to learn you have only partially failed.

There is little, perhaps moderate, shame in asking for assistance from someone better at carrying out your duties than you.

While each of the soldiers in my company are surely better than the best of yours, I admit that the specialties of my forces do not lend themselves well to operation in the Overgrowth. I field a mix of heavy cavalry and archers, both of which would be hobbled by terrain. To cull the orc numbers would require that I bring my whole unit through the Overgrowth and remount on the other side to engage them there. While my company is more than capable of such an operation, a detachment would be unsuitable.

Of course with the usual hotspots and the rising tensions to our south, my company is in much demand elsewhere. I'm sure you can understand.

While extra funds or mundane materials are always worthwhile, from you brother I would also accept enchanting of my personal arms and armor, though it would have to be a true masterwork.

If you decide to take my aid I shall march on their base in spring as soon as the winter weather breaks.


[] Pay the price in money. 10% of your income for 10 seasons
-[] (Optional) Try to cheat and claim lower income than you have (by how much?)
[] Let him take a random amount of the stuff (including forces) at your base when he comes by
[] Provide your services as an enchanter. It will take you three turns of concentrated effort for the whole array of features he wants. (Meaning split actions count half. Will also cost 300 denier total in enchanting reagents divided amongst the actions.)
[] Nevermind





Plans for Winter: (Base costs shown, increase 15% for merchants issue, Winter construction and travel malus in effect)

You now have 2 construction actions (For clarity specifying number of structures inside wall now, you are at 11/12):
[][Construction] Reinforce the newest section of wall (1 action)
[][Construction] Build a much larger wall encompassing quadruple the area so you won't need to expand for a long time. 3 actions, 150 denier, increases space by 36
[][Construction] Finish the moat to improve defense. There's very little cost involved, but it will be an enormous amount of labor. (2 actions remaining for defense bonus, increases cost of further expansion)
[][Construction] Your housing is overcrowded with your current population and so you'll need to build some more housing. 200 Denier
[][Construction] Build a much larger amount of housing so that you won't run out for a while. Doubles housing capacity. 400 denier, 2 spaces
[][Construction] You don't need a steady supply of bricks for your current operation. But you do have a number of things you could use them for. Making bricks is simple enough that you can probably have one of your construction teams make a big batch with some hired advisors. (50 Denier)
[][Construction] Add brick fireplaces to the structures that need them. (Requires brick action, improves safety and comfort)
[][Construction] Port facility, 400 denier, 100 upkeep. Allows docking of ships for trade. This bypasses orc ground raid penalty and further due to reduced transport costs reduces upkeep 10%.
[][Construction] Drydocks, 400 denier, 200 upkeep, 400 profit, allows construction and maintenance of ships. Requires recruit shipwright specialist action, but includes their cost.
[][Construction] To keep your rabbits trapped will require bricks it seem. A brick lined rabbit pit could improve your output though. Maybe enough to sell furs as well. (Requires brick production action, +50 denier in food, opens tanner, uses 1 space.)
[][Construction] Write-in

You and Olivia are working like a well oiled machine these days: 2x d90s or 1x 1d100+20
[][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] Have Leo give you a bit of training. However much you hate it, being better at fighting will help a lot if something is trying to eat you. (Must be taken with appropriate Captain action)
[][Personal] Recruit basic units. Specify what kind.
-[] Replace losses, 90 denier
-[] What units?
[][Personal] Recruit one Specialist unit (Enchanter, Elite, Healer, Potioneer, Shipwright) These units need special persuasion or negotiation so can't be hired in bulk. (Note this will involve traveling to them)
[][Personal] Find a way to make it so you can recruit without taking so much of your time. You'll either find an assistant that can do recruiting for you or just build a network of contacts willing to do it for a fee. (Cost variable dependent on roll, will have option to refuse and retry or recruit normally)
[][Personal] Investigate what's happened with your siblings.
[][Personal] Design and produce a network of wardstones to harden the earth within your base to prevent cave ins or breakthroughs. (100 Denier, eliminates tunnel issue within base.)
[][Personal] Spend time with Nerissa
[][Personal] Write-in

Cutting Nerissa as a specific always there option since you're giving her a permanent stipend. You can still write in a request for her, but since many struggled to have more for her to do, will let that slip off always there actions. (Though I still had plenty of ideas.)

(2 Hunter units available)
[][Hunters] Hunt for food, reduce upkeep by 50
[][Hunters] Scout to reduce chance of enemies slipping by.
[][Hunters] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
[][Hunters] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations
[][Hunters] Train

[][Skirmishers] Scout to reduce chance of enemies slipping by.
[][Skirmishers] Scout the orc side of the border to see what forces and structures they have, maybe do some opportunistic raiding too.
[][Skirmishers] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations

[][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)
-[] Upgrade to footmen, 200 Denier upfront, 50 upkeep
[][Levy] Guard
-[] The base and sawmill
-[] The merchants that bring your supplies (eliminate 15% modifier)

[][Footmen] Patrol, reduce chance of enemies slipping by.
[][Footmen] Train with the captain (must be taken with captain action, is not advised at this time)
[][Footmen] Guard
-[] The base and sawmill
-[] The merchants that bring your supplies (eliminate 15% modifier)

[][Captain] Command troops, raising morale and effectiveness
[][Captain] Recruit new units. Specify what kind.
-[] Replace losses, 90 denier
-[] What units?
[][Captain] Train unit (must be taken with appropriate action)
[][Captain] Train you (must be taken with appropriate action)
[][Captain] Train Olivia

Also feel free to do separately from the plan a single contact if you like, writing in what you want to to talk to them about.

[][Contact] Anyone you know


97 starting -1167 upkeep this turn +23 Hunter upkeep mitigation -46 Nerissa -390 recruitment +600 season payment +400 sawmill profit +200 wood workshop +400 herbs +200 charcoal = 317
Upkeep next turn: (1330-100 forge-50 rabbits)+15%: (100 you +100 leo +200 sawmills + 200 construction crews +85 hunters + 50 levies +100 footmen +100 skirmishers +50 herbalist +100 woodworkers+50 harvesters+100 charcoal burner +40 forge +40 Nerissa)
Income next turn: 600 base stipend + 400 Sawmill profit +200 Wood Workshop +200 charcoal +400 herb sales

AN: Spent a silly amount of time figuring what he would charge you.
 
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Season 24: Winter's Bite
[X] Plan Seaside Fortress
-[X][Construction] Reinforce the newest section of wall (1 action)
-[X][Construction] Port facility, 400 denier, 100 upkeep. Allows docking of ships for trade. This bypasses orc ground raid penalty and further due to reduced transport costs reduces upkeep 10%.
-[X][Personal] Investigate what's happened with your siblings.
-[X][Personal] Design and produce a network of wardstones to harden the earth within your base to prevent cave ins or breakthroughs. (100 Denier, eliminates tunnel issue within base.)
-[X][Hunters 1] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations
-[X][Hunters 2] Explore the forest, collect flora and fauna samples. Attempt to map out the notable locations
-[X][Skirmishers] Scout to reduce chance of enemies slipping by.
-[X][Levy] Guard
--[X] The base and sawmill
-[X][Footmen] Patrol, reduce chance of enemies slipping by.
--[X] Olivia Helps.
-[X][Captain] Command troops, raising morale and effectiveness.
[X] Provide your services as an enchanter. It will take you three turns of concentrated effort for the whole array of features he wants. (Meaning split actions count half. Will also cost 300 denier total in enchanting reagents divided amongst the actions.)

Winter Weather roll = Natural 1



Winter started early and came in hard. The first storm of the season dropped inches of icy rain, and promised worse to come. Leo rather strongly advised you to have your funding payment translated to supplies before being sent, and to spend every coin you had saved on getting your critical supplies early.

You've always been willing to take his counsel though, and you're glad you did. Having those extra supplies already stored in your warehouse when the worst of winter arrived is the only reason things held together as well as they did.

As it was the supplies barely arrived in time. Sleet was pouring down as they offloaded the caravan of supplies into the warehouses, the merchants eager to head back to more civilized stops before they were completely trapped. That was the last you saw of anyone outside the camp for two months.

You went to check on Nerissa as the weather started to get bad, and she warned you she'd likely be pushed into hibernating. Though you helped her pile leaves and earth up her trunk a little and wrapped some blankets over it, more for your peace of mind than hers. It felt odd, but it would be worse to bring her out.

Even on the edge of the sea the temperatures plunged well below freezing. Normally the winter is more of a wet season at your outpost, but this season every drop of the feet of rain you normally receive seemed to have turned to snow. The snow piled up to the very top of your walls. You had to have the men work in shifts to keep areas clear for walking between structures.

You bundled yourself against the cold once and made your way to the lookout towers on the wall to gaze out between snowstorms. It was endless white to the south as far as you could see as if it was the end of the world.

Construction was utterly impossible. Trying to build elevators and cranes on a cliff edge would have been pure suicide, and even digging up frozen ground to work on the wall reinforcement simply wasn't worth the frostbite. Just keeping the roofs from collapsing under the weight of snow was task enough for your workers

You had practically swum your way through the snow to check on Nerissa at one point, and seeing her grove eerily still and so dead was unnerving, her not responding to your arrival with a happy smile. Her tree still seemed to live, though only the upper branches poked from the snow. Trees survive colder winters than this you reminded yourself. You'd had to hurry back to your home though, or you'd have frozen yourself.

The winters at the capital could get colder than this even, though you'd never seen so much snow in your life.

Leo ordered a stop to your men's planned activities mere weeks into the season. The risk of frostbite was simply too severe. He had no doubt that the other side would be holing up in their base as well. Even the wolves were uninterested in playing with you in this weather.

With no steady stream of traffic you couldn't send any messages out to gather information about Adolphine and Edgar as you'd originally intended. At least you could still work on your enchanting while cooped up though. You at least managed to get something put together that you hope will reinforce the ground enough to prevent accidental cave ins and should be able to cover the whole base. It's sort of convincing the dirt it's actually a solid, but it likely won't hold up if someone presses the issue. Enemy sappers will still be able to tunnel through. Though of course you almost pity them tunneling into den of beasts, almost.

Olivia spent much of her time monopolizing your enchanting bathtub to stay warm, seeming to suffer from the cold even worse than you. Though whether that's a side effect of her condition, or simply because she's not as big as you is hard to say. You often held your back against it just for the warmth, and bundled up in blankets.

The lack of proper fireplaces hadn't been much of a problem until now, but the cold reaped a toll even as your men packed into shelters meant for fewer. Frostbite, hypothermia, and illness swept through the camp. Your camp burned what little wood and charcoal it could produce just to stay alive.

The men spent most of their now freed time trying to stay warm. You're glad for having the tavern so they at least could have some drinks. It helped keep morale from suffering too badly, at least until the alcohol ran out. It's amazing how quickly they swung towards fatalism at that point.

Leo kept them busy doing whatever he could come up with just so they wouldn't have too much free time though. Whatever make work he could come up with, even beyond the real work of shoveling snow. Keeping morale up through the winter was definitely a skill he had, though he privately admitted he'd never been buried quite like this. Despite his best efforts casualties mounted and supplies dwindled.



Finally when it seemed like you were going to starve or freeze the storms have let up. The skies are clear, at least for now, even if the air is still freezing cold. With more than a man's height in snow on the roads though it could be another month before the merchants begin to move on their own again. With the supplies so depleted you're not sure you could hold until then.

You hope your father will send some sleds out to bring supplies, but you're not sure you can count on that. He probably doesn't keep close enough track of your outpost to know your supplies have run out. Kaleb almost certainly will delay his own travel until things have thawed a bit more.

You could send a unit, likely the skirmishers to retrieve food and bring it back for you, though that would be risking that they could make it through the snow there and back before you starved, or didn't just take the money and run. You could also take the entire camp and set out to try to get to somewhere with food. Who knows how many you'd lose on the march though, especially the noncombatants. It might end up killing you all faster if there's another storm just waiting for you to leave your shelters.

Though there's also a certain dangerous temptation. Nerissa is in hibernation, so you suspect that most of the plants of the Overgrowth are as well. It might be your best chance ever to try to enter the center of the forest, where tales have it that no man ever returns from.


[] Wait for relief
[] Send someone to bring supplies
[] Evacuate the camp
[] Forest Expedition [High risk]
(As always write ins are allowed. I expect for instance that there are many different ways you could combine these options with various units.)

(Current casualties 10% all except specialist units, morale drops 1 rank all, rampant illness inflicting an additional malus.)




AN: Leo's a competent captain so when the snow is this deep he just says: nope, no one's leaving to seek certain frostbite. This represents harshest winter in a century level, and you don't even have indoor fireplaces. You're lucky it's not worse. This could have been mitigated by a doctor and fireplaces. Though you'd have still been shut in your camp. I also neglected to give an option to fill the warehouse with supplies in advance, so I gave some compromise there. Though you've never had the money to store up a season worth of supplies in advance anyway.

Casualties can still potentially get worse.

I didn't get to run this update past Megrisvernin for editing, so there might be some revisions in that respect. We did talk about the broad strokes though. This is a painful setback, but it is survivable. It certainly makes hiring Kaleb to knock the orcs back for a while even better.
 
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Season 24: Winter Launching an Expedition
[x] Send someone to bring supplies
-[x] Olivia

Sitting at a table with Olivia and Leo you lay out your plans.

"We can't wait here. We simply won't survive until normal travel resumes, and I don't think Father will send anyone. He has no idea we need the help," you explain.

"Your father is a bit more insightful than you perhaps give him credit for. He did provide an emergency fund for me to release to you, though he made it clear it was only to be used for things beyond your control so you would still learn from your mistakes." Leo having a chest of coins was still a bit strange to you. That combined with Mina's comment before makes you realize that Leo was probably an agent of your father sent along to keep you from screwing things up too badly. Overall that's not something you can worry about right now though.

"I won't count on that chance though, and I doubt he'd be pleased if I relied on him coming to my rescue anyway," you conclude. Leo nods at that. "To that end, to maximize odds of success I'm going to split our forces. I'm going to take Leo and most of the troops into the forest to try and gather food, maybe some intel while we're at it. Olivia, you'll be heading for the nearest town with some money to try to buy supplies to see us through. The rest of the camp will remain here to stay warm, no point risking them."

"Risky splitting the forces like that," Leo comments. "I'm not too sure Olivia will do all that well either." He nods to her to show he means no offense.

Olivia from her bundle of blankets smiles nervously. "I'll try."

You give her a comforting smile. "I'm sure you'll manage, you can just plow through the snowdrifts and move fast. Others would just slow you down."

She's still rather skeptical about it, but you have faith in her beyond her own.

"Well things are only going to get worse the longer we wait, let's move," you say in dismissal.

Preparations proceed rather quickly at that point. You and Leo get the men ready to march while a vaguely humanoid bundle of furs heads south.


[x] Forest Expedition
-[x] Prioritize food gathering
-[x] Skirmishers, Hunters x2, Footmen, You, Leo
roll 1d100 = 2 + 38+10 -40

Your decision to head into the forest to seek enough food to survive until supplies could be brought in wasn't met with much cheer. The men as a whole were rather hesitant about the whole idea of leaving the shelter of their barracks where they could at least keep the temperature above freezing.

Still the spectre of starvation was enough to get them all moving. Surely the forest would be rather weakened as well.

You marched most of the forces at your disposal out through the snow towards the Overgrowth. While there wasn't any new snow falling it wasn't melting yet either, and movement across the surface was near impossible. You practically had to dig a path just to reach the treeline. Anyone that tried to climb across just sunk into it, nearly vanishing beneath the white powder.

Once your trench managed to reach the cover of the trees things were marginally easier. The depth here was significantly less than in the open, and you could begin to march through it without excavation, though it was a slow pace even then. Frostbite accumulated rather rapidly in the biting cold as snow melted with your passage and seeped through even thick winter clothes.

Finding animals seemed near impossible. You couldn't excavate the snow over a wide enough area to search for the hidden burrows of hibernating animals, and few indeed were willing or able to forage in these conditions.

You did know at least three places you could find food though. The great boar that had settled in your original barracks site was still there going by previous scouting missions. The bees you had found could also provide you with honey. Last, and to Leo's estimate suicidal, you could go to where you knew a bear den to be.

Not having any particular desire to die you decided to head for the beehive. While in normal circumstances they'd be possibly an even greater threat to you than the others, with winter the bees should be pretty heavily suppressed, and you'd brought along the wardstones that would theoretically let you start a fire. You had some firewood as well, though you weren't sure you could start a fire in these conditions even with those aids. Freezing cold and ice were not conducive to starting fire to begin with.

Contemplation of that was halted as the alarm was raised by your outlying sentries, though their shouts were almost rendered irrelevant as bone chilling howls followed them.

The wolves came in upon your group, dashing across the surface, sinking in only a little.

"Footmen form a ring! Hold together men or they'll only run you down!" Leo shouted over the rising din of men and wolves.

You were near the center of the scattered formation, but drew your sword just in case.

Your light forces managed only a few arrows before abandoning their bows to draw knives as they retreated, though knives could do little against beasts this size. Your footmen pressed outward while your scouting forces tried to pull back. Despite the cold, despite their hunger, most of your men moved in good order.

However the battered hunter unit broke under the stress, each man running for safety in a chain reaction. The appearance of weakness only made the pack hunters focus on them more. Those that tried to run back through the troughs in the snow they carved getting here suffered the worse, each being tackled under claws and teeth.

Still the distraction bought time for the rest of your forces to form up, and those few who retained their bows loosed more arrows upon any wolf that remained still. Small though each arrow wound was, they rapidly accumulated.

With your footmen now forming a proper shell around you, and arrows peppering them, you expected the opportunistic animals to retreat. Instead they pressed the attack, dozens of wolves bearing down on your formation.

"Hold your ground!" Leo shouted as the lines met.

Snapping teeth, growls, sharp claws, the sheen of polished steel, and blood dominated your vision as you stood almost frozen in the tranquil eye of the carnage. The smell of blood and cries of wounded men and beasts filled the air.

The beasts seemed almost possessed in their fury. Yet as the battle raged, your men were swiftly gaining the upper hand. The snow might hamper your movements severely, but it also reduced the area your men needed to protect significantly. The wolves also seemed a bit slower than you expected despite their ferocity.

After some interminable period the attack finally broke. Bodies littered the now bloodstained snow, both man and beast. The bodies explain their ferocity in attacking such a superior force. Their ribs show clearly despite their thick winter fur. They were starving as much as you. Their food sources likely depleted as well this winter. They had to win or die regardless.

Policing the field a number of human bodies have been dragged off into the forest. You clearly didn't get all the wolves. You can't imagine many survived though judging by the dozens of corpses left behind.

You were bloodied heavily as well though. Your second hunter unit is nearly obliterated. It had only three fifths its normal complement to begin with, and it suffered the worst casualties. After this it will be lucky if three in ten survive. The rest of your men suffered fewer casualties from the battle directly, but sickness and marching through the snow combine poorly, especially for those that were wounded. You'll be lucky if you only lose another ten percent, more likely you'll suffer more.

On a positive note though you could pull back now. The wolf corpses here should be enough food to last until help arrives, you hope. Though eating the meat of carrion feeders like wolves isn't very safe. It also strikes you that these wolves have eaten quite a few men, and perhaps that's a little macabre to eat them. On the other hand there's a certain poetry in eating them back.



Do you continue the expedition?
[] No, take the wolf corpses to eat and fall back to base.
[] Yes, head for the bees to collect honey.
[] Yes, head for the forest center, your curiosity must be sated.


AN: Short considering a 4 day gap, but much of that I was uncertain of what the consensus was and whether there was one at all. Seemed reasonable therefore to take another vote at this point.
 
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