The Wild Edge (Fantasy Border Outpost)

[X] Plan: Don't Die

[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
[x][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)
(better to prepare for winter now than wait for winter to bite us in the butt again)
[x][Personal] Recruit basic units. Specify what kind.
--[x] Skirmishers [Scout] and/or Javelin Throwers [Regular]
[x][Personal] Try to contact a few magical scholars and see if they have any ideas on what is happening with Olivia.
[x][Nerissa] Spend time playing and reading to her. Down time for both of you.
--[x] Try to surprise her with a present from a distant part of the kingdom... maybe the Herbalist could help with this.
[x][Hunters] Scout to reduce chance of enemies slipping by. (x2)
--[X]Olivia helps
[x][Levy] Guard
-[x] The merchants that bring your supplies (eliminate 15% modifier)
[x][Footmen] Guard
-[x] The base and sawmill
[x][Captain] Command troops, raising morale and effectiveness

We need something to reduce all our people dieing...
 
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[X]Plan Research
-[X][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]
-[X][Construction] Forge: 200 Denier construction cost, 40 Denier upkeep, reduces costs by 10% on first 1000 per turn before merchant mod.
-[X][Personal] Try to contact a few magical scholars and see if they have any ideas on what is happening with Olivia.
-[X][Nerissa] Spend a personal teaching her.
--[X] Ask for help trying to enchant on the Overgrowth
-[X][Hunters 1] Scout to reduce chance of enemies slipping by.
-[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.
--[X]Olivia helps
-[X][Footmen] Patrol, reduce chance of enemies slipping by.
-[X][Levy] Guard
--[X] The base and sawmill
-[X][Captain] Command troops, raising morale and effectiveness

Constructon actions are focused on getting more income, personal on magical research, trying to get a better grip on Olivias condition and using our new equipament for another try at overgrownth enchanting, finaly since we have two hunters one was sent with Olivia to scout for a port so we can finay knwo how much that would cost.
 
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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.
Our entire family is pulled straight from WH40K.

Can't wait to hear from the rest of them.

Wait, does this make us the Imperial Guard? Are we failing so much because we do not CREEEEED enough? Should we start working on our own Armageddon Ork Hunters?

Shame we didn't get to ask him about the possibility of actually interacting with our settlement in any meaningful capacity.

Can't help but think we have reached the limits of what can we possibly do with Nerissa and just visiting her out of obligation, to keep her company after dragging her all the way across the forest. Maybe we could try to make inroads with other dryads she knows? I know they will be initially hostile, but we can't really turn that around if we don't do anything.

We are about to make some progress towards the port at last. Nice!

I think we should start hiring additional units next turn. Even one would immediately justify its cost once assigned to the merchant caravan protection.

Olivia's enhancements seem to be protective in nature. The spine is something definitely worth protecting (I wonder if there are mechanical benefits, or is she in too early a stage of her transformation for them to manifest?), and magic absorbtion sounds OP as hell. Then again, if we don't put a stop to it she is going to demand a treasure hoard to sleep in, and we're a bit short on that at the moment. I wish we had another potion on hand, then we could both turn dragons and maybe go find a less disappointing princess to kidnap and take over a kingdom or something instead of being stuck here between snow and mud. :mad:
 
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Can't help but think we have reached the limits of what can we possibly do with Nerissa and just visiting her out of obligation, to keep her company after dragging her all the way across the forest.
We could try to start breeding new strains of Plants. There is a limit on how many Plants we can grow inside the Forest, at least under controll, but if she can help us change Plants to have new/different Properties we could then start planting them outside the Forest. That we have a Herbalist around should help with that.
Or we could try teaching her enchanting.

The spine is something definitely worth protecting (I wonder if there are mechanical benefits, or is she in too early a stage of her transformation for them to manifest?), and magic absorbtion sounds OP as hell.
Keeping her out of the Overgrowth should stop/slow down the Transformation, on the other Hand I'm curious if we could use the Scales for Enchanting.

I wish we had another potion on hand, then we could both turn dragons and maybe go find a less disappointing princess to kidnap and take over a kingdom or something instead of being stuck here between snow and mud. :mad:
I see two Options.
First, we research her Transformation and then make a Artefact that is powered by the Overgrowth to turn us into a Dragon.
Second, we build a City, use Magic to hide it and keep our Family Orcs away and then we stop living in Snow and Mud.
 
We could try to start breeding new strains of Plants.
Oh, absolutely.

And tell our people that whoever lets an orc slip by will be eating all the new and interesting veggies. Got to motivate them somehow, with the morale being what it is.
Keeping her out of the Overgrowth should stop/slow down the Transformation, on the other Hand I'm curious if we could use the Scales for Enchanting.
The Overgrowth is doing wonders for Tristan's ethical upbringing. Sure, why not consider getting a shiny new scale mail? Utility is king on the frontier; we are already growing fruit on Nerissa, after all! With a proper imagination and a little encouragement from our beloved brother I am sure we could harvest something or other from every last soul in our expedition!

Uh, on second thought, better not.
First, we research her Transformation and then make a Artefact that is powered by the Overgrowth to turn us into a Dragon.
Seriously, though, I think our aim in regards to her should be a controlled shapeshifting, if at all possible.
 
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Shame we didn't get to ask him about the possibility of actually interacting with our settlement in any meaningful capacity.
I found the lack rather odd myself.

Can't help but think we have reached the limits of what can we possibly do with Nerissa and just visiting her out of obligation, to keep her company after dragging her all the way across the forest.
Well to some degree that's the case. She's an ongoing obligation and an ongoing benefit, but not necessarily an active one. She is after all still providing you with a substantial buff to your base's safety, and contributes a lot to your income. In exchange she asks for a small amount of resources in money and your time.

The spine is something definitely worth protecting (I wonder if there are mechanical benefits, or is she in too early a stage of her transformation for them to manifest?),
Too early a stage.

and magic absorbtion sounds OP as hell.
Well it might be if there was more active magical threats in this setting. As it is it's more of a minor drawback.

We could try to start breeding new strains of Plants. There is a limit on how many Plants we can grow inside the Forest, at least under controll, but if she can help us change Plants to have new/different Properties we could then start planting them outside the Forest. That we have a Herbalist around should help with that.
Or we could try teaching her enchanting.
Indeed you could.

Keeping her out of the Overgrowth should stop/slow down the Transformation, on the other Hand I'm curious if we could use the Scales for Enchanting.
They aren't suitable for enchanting because they're magic absorbing.

I see two Options.
First, we research her Transformation and then make a Artefact that is powered by the Overgrowth to turn us into a Dragon.
Second, we build a City, use Magic to hide it and keep our Family Orcs away and then we stop living in Snow and Mud.
I'm not sure if players have realized this but you've kind of been in progress on the second one for the whole quest.

Oh, absolutely.

And tell our people that whoever lets an orc slip by will be eating all the new and interesting veggies. Got to motivate them somehow, with the morale being what it is.

The Overgrowth is doing wonders for Tristan's ethical upbringing. Sure, why not consider getting a shiny new scale mail? Utility is king on the frontier; we are already growing fruit on Nerissa, after all! With a proper imagination and a little encouragement from our beloved brother I am sure we could harvest something or other from every last soul in our expedition!

Uh, on second thought, better not.
Very diabolical in your thinking.




So something I didn't think to ask, but would have made a logical disconnected vote. Are you going to try to hide Olivia's ongoing condition? Like do you send your messages coaxed in hypotheticals and vagueness to reduce what they could gather, but also what help responses could give. Or do you come out and say it directly and give all details in hopes of better answers, but also possibly arousing dangerous curiosities?

I might just add that as a vote to the next turn and then put that action result as its own separate thing afterwards for fairness.
 
So something I didn't think to ask, but would have made a logical disconnected vote. Are you going to try to hide Olivia's ongoing condition? Like do you send your messages coaxed in hypotheticals and vagueness to reduce what they could gather, but also what help responses could give. Or do you come out and say it directly and give all details in hopes of better answers, but also possibly arousing dangerous curiosities?
Depends on her, but I think if she doesn't object we'd be up front about it, though masking specific identity.
 
I might just add that as a vote to the next turn and then put that action result as its own separate thing afterwards for fairness.
This would probably be for the better.

I don't really know what would be so dangerous about arousing curiosities. Explaining the potential consequences - or at least as Tristan sees them, - would go a long way towards helping us decide.

I am not sure we can hide it from our family, but besides them, are there really people who could present a danger to us or Olivia, given our position?
 
Think its more referring to the risks of some scholars attempting to nab a sample for science, or to hire mercenaries to do so.
 
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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1 dice roll over 50.... we need a new dice roller.

Also:
[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.

No risking Olivia to be turned into an experiment by someone else.
 
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[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.
 
[X][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.

It'll be fine.
 
[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.

Looks like that port just increased in importance to secure our supply lines and reduce upkeep.

We should also look into more personal combat training given the orc invasion due in twenty or so turns.
 
You could easily imagine someone harvesting scales for making armor out of
Indeed. I can just imagine it. :D

Guys, it'll be alright. We are asking for something in-between a scholarly opinion and medical help here. We can't hide the details if we are to diagnose what is happening. Olivia is pretty potent, and anyone after her would have to go through the Overgrowth. And likely use our roller for that, too.

Even if we fail all plausible rolls and someone is crazy enough to kidnap a lover of a fifth son of a Duke, we have an intelligence officer among our siblings. I pity the poor souls who would have to deal with that.

[x][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.

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.
Hmph. What I am hearing is: hire another enchanter, maybe from a different school, and try again. What's impossible for us, could be made possible with a different approach we just can't think of. Would that be feasible? Or was the magic established as 'untouchable' due to poor rolls?

This turn we are hiring some skirmishers. Maybe someone else too if we can reduce the upkeep by foraging and/or putting the workers in workshops and/or protecting the merchants.

I think we should stop visiting Nerissa for a while and concentrate our Personal elsewhere.

Does writing to our sibling require a Personal action, or can we do it for free? I.e. can we attempt to contact one of them like we did last turn?
 
1 dice roll over 50.... we need a new dice roller.
I've been using a Rolz room, which seems the most common roller these days. I haven't posted it since I know how annoying it can be for discussion to be happening in the rolz room, though not much discussion for this quest anyway.

No risking Olivia to be turned into an experiment by someone else.
I like that you remembered "by someone else". :lol

Indeed. I can just imagine it. :D
:p I thought of it before you brought it up in case you were curious. I wasn't sure if players would be quite that... pragmatic though.

Hmph. What I am hearing is: hire another enchanter, maybe from a different school, and try again. What's impossible for us, could be made possible with a different approach we just can't think of. Would that be feasible? Or was the magic established as 'untouchable' due to poor rolls?
At this point double poor rolls on attempts have pretty much locked Tristan out without some sort of major additional bonus. Another enchanter with different techniques might be able to do something, but to your knowledge roughly the same techniques are used by pretty much everyone in the duchy.

Though of course that doesn't mean that you couldn't come up with something in consultation with them, but it would be more in the form of research.

Does writing to our sibling require a Personal action, or can we do it for free? I.e. can we attempt to contact one of them like we did last turn?
You can do that for free. I'd add an option to the list, but there's a tendency to assume all options must be used so not sure.
 
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[x][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.
 
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