The Wild Edge (Fantasy Border Outpost)

Though I suppose I could do something like just give you some big projects to build a wall big enough you won't need to expand it for ages. Maybe something like 4x4, which would cost 3 actions, 150 denier, and give 36 new building slots and be unlikely to fill up any time soon.

Barracks are rather too expensive to build up enough to not need to worry about in that way. Building 2 more would cost 400 denier for instance, which is more significant than the 2 actions I think.
I mentioned the Wall Stuff because we could use Actions to enchant the Wall and get a Bonus or reduce the Number of Units we need to keep our Camp save.
Only I'm not sure how useful that would be if we need to make a new Wall or if the old part of the Wall keeps the Enchantments if we expand it and we need more Actions to expand the Enchantments over the new part of the Wall.

Tristans Teachers Home could resist light Siege Weapons and with how aggressive the Orcs got, the War in the South that could cause us Problems with getting Reinforcements and our limit on Units we can house Enchantments seemd like a good Way to boost our Defences.
If they don't need to many Actions to stay useful.
 
Would that be good enough?
[ ] Offer her a stipend of 40 Denier which she can spend on books or whatever she likes for as long as the offer stands

Basically, before we gave her 25 Denier worth in books when we didn't have time to spend with her. Now it's 40 Denier regardless of what we do.

(I still think 50 would be more fair... and easier to keep track of, since it's a good round number. What are we even going to buy with 10 Denier per turn?)
Should be fine.
 
Would that be good enough?
[ ] Offer her a stipend of 40 Denier which she can spend on books or whatever she likes for as long as the offer stands

Basically, before we gave her 25 Denier worth in books when we didn't have time to spend with her. Now it's 40 Denier regardless of what we do.

(I still think 50 would be more fair... and easier to keep track of, since it's a good round number. What are we even going to buy with 10 Denier per turn?)

Better in the sense that it reduces cost, worse since it removes the possibility of saving money when we spend time with her to work on something and may be taken as us just trowing money at her so we don't have to spend as much time, wich she actualy prefers.

Also you may have missed but our finances are always streeched thin, costs add up and reduce our ability to deal with stuff. if we trow an extra 25 at Nerissa every season thats magica equiaments we could be making once a year instead.
 
After coming here from Quest Recom thread I expected this to be more RPG. But the strategy turned our nice too.

I'm a little hesitant about moat - we will need to remake it every time we expand our walls. And maybe we want a small but elite cavalry unit specifically to hunt those orc parties that slip past our scouts and footmen into civilian zones. Cav should be usefull there, right?

[x][Stance] Concentrated, fewer stronger patrols, raiding more prevalent, moderate casualties.

[x][Contact] Kaleb
-[x] About the possibility of hiring his forces as mercenaries for a couple seasons to cull the orc numbers.

[x] Plan: Reinforcements (Skirmishers)
 
I'm a little hesitant about moat - we will need to remake it every time we expand our walls. And maybe we want a small but elite cavalry unit specifically to hunt those orc parties that slip past our scouts and footmen into civilian zones.
Only 2 actions of the moat are getting done this turn, and they confer no defensive bonuses.
[][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.)
I imagine it doesn't grant a defense buff because it doesn't enclose the base entirely. We'll probably expand before we finish it.

It's either this, or having the construction crews help the woodworkers to save on the upkeep.

Cavalry... I have a suspicion that it is going to be extremely expensive, and the problem with the orcs slipping past is that we don't know when or where they do it, so we have a small unit trying to cover large territory. They could probably be utilized as a response team... but that requires some kind of alarm system to let us know where the orcs have breached our border so that we could dispatch them with pinpoint accuracy.
 
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Cavalry... I have a suspicion that it is going to be extremely expensive, and the problem with the orcs slipping past is that we don't know when or where they do it, so we have a small unit trying to cover large territory. They could probably be utilized as a response team... but that requires some kind of alarm system to let us know where the orcs have breached our border so that we could dispatch them with pinpoint accuracy.

Yeah, I know. But I feel that we've been consistently failing in our job last few turns. And I hope we will get an action for cav to use them as a response unit, so if our scouts are not wiped completely they can alarm horsemen.
 
But how do you do that? We are scouting somewhere in the forest to have a chance for our patrols to intercept the raiders. Note that at this moment, them engaging us is completely voluntary on their part, i.e. they fight us when they want to, because we are a nuisance and they want to wipe us out.

So if they wanted to bypass us, we can't really do much about it right now. And if we somehow found them and wanted to give people a warning, we'd have to... I don't know, walk back to the outpost? Chase after the raiders on foot and alert the nearest settlement once we are out of the forest? They have cavalry. By the time it takes to warn anyone about them passing, they'll be miles away.

Do we have flares or something? Is gunpowder a thing? Can we do some magical analogue of a tripwire?
 
I don't.

I mean, I'd never consider expanding the housing without understanding how bad the situation is, first. Going slightly over maximum capacity, and having to pack twenty people in a place only fit for ten are different situations.

In that case "+6 housing slots" without displaying how many we have overall and how much it would cost to expand (so that we don't know if 6 slots is a lot) is probably the worse option, and full transparency is a better one. Or you could hide it entirely, but then you'd have to either reflect it in the updates somehow, or substitute numbers for opaque descriptors ('slightly overcrowded', 'like fish in a barrel').

Frankly, I didn't even know the problem existed, and it's not like soldiers come to us with their troubles often.
Fair enough. I'll try to make more note of your housing status as we go then.

I mentioned the Wall Stuff because we could use Actions to enchant the Wall and get a Bonus or reduce the Number of Units we need to keep our Camp save.
Only I'm not sure how useful that would be if we need to make a new Wall or if the old part of the Wall keeps the Enchantments if we expand it and we need more Actions to expand the Enchantments over the new part of the Wall.
I get your idea and it is reasonable, which is what prompted me to put out the necessary information.

This has been a hilarious quest to read. Please, can I have some more? :D
Just stick around and post comments. :D As MV mentioned I love posts breaking down updates.

After coming here from Quest Recom thread I expected this to be more RPG. But the strategy turned our nice too.
It's sort of a combination? I don't know how exactly to put it. I'm very glad you like it though.

I'm a little hesitant about moat - we will need to remake it every time we expand our walls.
Only 2 actions of the moat are getting done this turn, and they confer no defensive bonuses.
I imagine it doesn't grant a defense buff because it doesn't enclose the base entirely. We'll probably expand before we finish it.

It's either this, or having the construction crews help the woodworkers to save on the upkeep.
I threw in a default option to spend 3 construction actions to quadruple the space inside the walls. That would likely be all you need in terms of space for a very long time if you want to get it done before building a moat.

This would however result in a cost of 8 actions to build a moat around the new perimeter. The cost to reinforce all of the new walls from wood palisade to earthworks would be 6 actions.

Cavalry... I have a suspicion that it is going to be extremely expensive, and the problem with the orcs slipping past is that we don't know when or where they do it, so we have a small unit trying to cover large territory. They could probably be utilized as a response team... but that requires some kind of alarm system to let us know where the orcs have breached our border so that we could dispatch them with pinpoint accuracy.
You've correctly identified the issues.

Note that at this moment, them engaging us is completely voluntary on their part, i.e. they fight us when they want to, because we are a nuisance and they want to wipe us out.
Yes and no. Their cavalry can pretty much pick their engagements unless they screw up horribly. You can get more even terms fighting their infantry units though.

Do we have flares or something? Is gunpowder a thing? Can we do some magical analogue of a tripwire?
OOC there will be no gun revolution shenaniganry here. Though even if you did have it the fire suppression magic of the forest would make use of it highly difficult.

You could make a magical analog to a tripwire with an alarm siren attached, but it won't have a ranged alert function. You could come up with some traps triggered that way, but the damage output of them vs the value of your time is pretty poor for something that's going to be basically one time use (since they're not going to just leave it there afterwards). Also you'd probably have to make them intentionally single use or have your troops camp out on them because if you didn't the orcs would take them after they were sprung, and you'd thus be arming them. At that point you don't have much advantage over the troops using mundane traps. So it's something you could do, but you just don't see the cost/benefit.

You could make the magical equivalent of flare guns (which would bypass fire suppression by having no heat or fire at all, just light). But the height of the trees means that you'd need to build a pretty extreme lookout tower to be able to see the flares from your camp (assuming your men fire their flare straight up in the air), and the density of the trees would prevent anyone inside the forest from seeing them. You might be able to come up with a few different colors of flares for different signals, but getting your men to get that right in the heat of battle would be a tossup.
 
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But how do you do that? We are scouting somewhere in the forest to have a chance for our patrols to intercept the raiders. Note that at this moment, them engaging us is completely voluntary on their part, i.e. they fight us when they want to, because we are a nuisance and they want to wipe us out.

So if they wanted to bypass us, we can't really do much about it right now. And if we somehow found them and wanted to give people a warning, we'd have to... I don't know, walk back to the outpost? Chase after the raiders on foot and alert the nearest settlement once we are out of the forest? They have cavalry. By the time it takes to warn anyone about them passing, they'll be miles away.

Do we have flares or something? Is gunpowder a thing? Can we do some magical analogue of a tripwire?

Imo, you are overthinking.

First of all, I don't know how exactly do we know about orc parties that slip through us, but the quest is full of mentioning them and not as a complaint from a merchant but as an immediate result of our units' performance, so there is a way to at least know that they exist - maybe unidentified tracks or traces of camps, idk.

Secondly, about signals. What stops us from having scouts use fire arrows in such cases? Lets say they are in the forest, they find something, they fire an arrow upwards, it's seen from the camp, cav gets to patrolling. Trying to catch wolf-riders would be hard, but finding orc footmen squads should be relatively easy in the known territory and mounted.
 
First of all, I don't know how exactly do we know about orc parties that slip through us, but the quest is full of mentioning them and not as a complaint from a merchant but as an immediate result of our units' performancet
I am afraid that's how.

The merchants haven't been mentioned for a year now, but they are ever present. They bring news from the cities, as well as the wares. I am sure the Duke knows which villages aren't paying him taxes because they were pillaged or razed.

What we are getting is a quarterly report on our performance.

What stops us from having scouts use fire arrows in such cases?
You can't use fire in the Overgrowth, and it's pretty hard to see an arrow from a few miles away... and we are dealing with tens of miles here.
And I am not sure arrows could even pierce the foliage.
It'll have to be flare guns or something similar.
 
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I am afraid that's how.

The merchants haven't been mentioned for a year now, but they are ever present. They bring news from the cities, as well as the wares. I am sure the Duke knows which villages aren't paying the taxes because they were pillaged or razed.

What we are getting is a quarterly report on our performance.

Hmmmm... maybe. Dunno. It seems too fast for Duke's complaints, no? Like, it takes time to pay taxes, time to realise who hasn't payed, time to send collectors, time for them to go both ways from/to Duke's castle and time to travel to our place.

You can't use fire in the Overgrowth, and it's pretty hard to see an arrow from a few miles away... and we are dealing with tens of miles.
And I am not sure arrows could even pierce the foliage.
It'll have to be flare guns or something similar.

I though we've came up with enchantment that allows to burn fire in the forest? And if arrows don't work, we can have them make big fireplaces inside the forest and burn coal there as a signal. We will be surely able to see the smoke and drive some beasts away and without damaging the forest.
 
It seems too fast for Duke's complaints, no?
It was a generalization, and was supposed to mean 'in the capital they know when or where they are raided'.

In these times, news travel mostly as a word of mouth. The villages have merchants coming through them too, there probably are refugees from the raids, complaints and requests are made to the nearest town garrisons etc.
 
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How long does it take a typical force of orc infantry or cavalry to pass through the area we patrol?

Ideally a patrol would be strong, large and versatile enough to take out moderately sized orc hosts out on their own. Should get those skirmishers and javelineers to complement our footmen. Drills and sufficient numbers to keep ahead of attrition, can't let whatever little terrain expertise they gain go to the grave. In Overgrowth we need a quantity of quality. How many troops can Leo effectively command and drill on his own? We may need those officers sooner than later.

All of this is expensive, so we need to look into income too. Perhaps build the port thing, if we feel like securing overland routes for merchants is not something we can do reliably just yet.
Hmmmm... maybe. Dunno. It seems too fast for Duke's complaints, no? Like, it takes time to pay taxes, time to realise who hasn't payed, time to send collectors, time for them to go both ways from/to Duke's castle and time to travel to our place.
Dear brother Kaleb has to pick up our slack and take out the orcs that get past us. He can report to father which villages were raided (by orcs). They don't have to wait for suspicious lack of contact if there is an army actively patrolling the fief.
 
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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Well that could have gone horribly.

I'll take reduced consequences wherever I get them though.

At least we got the skirmisher unit in time, that group + the footman should make for a decent counter to the Orcs for a bit.

In the meantime we can let our poor Hunter units try to rebuild in peace over the winter.
 
This is going to sound nit-picky, but could you have the results of the roll after all the adding and subtracting? something like '20+8+3-15-5+10= 20'.

And man, dice are very tsundere, though I have unfortunately come to expect this. Maybe we really are cursed. :o
 
And man, dice are very tsundere, though I have unfortunately come to expect this. Maybe we really are cursed. :o
It's just when everything goes smoothly, there is nothing to write about. The moat took all of two short paragraphs, done and done. Same for the success of our footmen patrols.

Now, compare it to the loving descriptions of the disasters we suffered when rolling a natural one. Of course those are remembered more vividly.

It's a good thing the orcs got mauled same as us. Means we have some time to train and deal with the increased upkeep instead of having to hunt the orcs through the winter just to keep them in check. It's a shame we didn't manage to squeeze in one more combat unit before the price increase, but maybe Kaleb's mercs (and others, if there are others) could help us there.

On the downside, people are starting to desert us. At least the Hunters do. I was wondering when they would wise up to the fact that they might never get to spend the money we are paying them. :D
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.
Wait, how fast do the dryads grow? I thought their lifespan is longer than a human's by an order of magnitude, and that applies to their maturing rate.

In other words, I expects Tristam to die of old age before Nerissa becomes an adult, but apparently she has visibly grown in just two years?

Looking at the lifespan of normal trees, I see that it differs pretty wildly... but what kind of tree is she?
"I guess they would be delicious."

You merely nodded, willing to let her believe that.
Hey, don't sell your half-truths short! It was delicious!

People wouldn't be spilling all of their secrets if they weren't grateful for letting them taste such perfection! :whistle:
 
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Yeah... We need to seriously to fix our endless Morale problems.

Hmm, thinking of something... Hey @inverted_helix Now that we have a unit of Skirmishers, can we use those to train up our Hunters to get at least some of the improvements that come with being a Skirmisher? Or just hire some trainers instead of using the unit?

Because we seriously need to improve the abilities of our Hunters. Like, a lot. Hell, actually upgrading them to full blown Skirmishers with the upkeep increase that comes with it might be worth it, depending on how much better they are as troops.
 
Or just hire some trainers instead of using the unit?
That's what hiring another officer is for:
Officer corp : A quality captain and a couple sergeants will let you train your men in the field, turning peasants into something worthwhile or honing real soldiers to a razor edge.
Cost 300 Denier, Upkeep 100 Denier
Costly, but could potentially save us some money in the long run. Or we could just use Leo, we've been issuing him the same order for years now, but it's not like we have to.

On another note...
Elite [Character]: More than any normal human, a single elite can turn the tide of a battle in the right place. And when dealing with monsters, you might need that. They are expensive though.
Cost 400 Denier, Upkeep 200 Denier
I've noticed that hiring an Elite character is no longer an option listed under recruitment. Is there a reason for that?
 
I don't normally make too many suggestions. But in theory maybe a war horn
I've done really stupid amounts of research on these for such a loose quest as this.

Drums and Horns are both capable in ideal conditions of ranges on the order of miles. The issue is that it requires ideal conditions. A dense forest isn't. For drums the range also scales with the size of the drum, and for the partly mythical 5 mile range drums they'd be made out of an entire tree, not something you can carry with you.

The other problems would be that you wouldn't have any indication of where the sound came from in the forest. Sound doesn't give nearly as clear an indication of direction as a flare. Plus if you did create something with multi-mile range it would have a ton of echoes to it. Also enchanting would let you increase volume, but not range without volume, and high enough volume would burst the user's eardrums.

How long does it take a typical force of orc infantry or cavalry to pass through the area we patrol?
Around two days for the infantry, probably a day for the cavalry. Your men take a similar amount of time on their patrols though.

How many troops can Leo effectively command and drill on his own? We may need those officers sooner than later.
You're right around the point where you should look into hiring additional officers. Though it's more likely I'll treat it as having a lesser Command action always active in addition to your captain action, rather than giving you another action to decide.

In these times, news travel mostly as a word of mouth. The villages have merchants coming through them too, there probalby are refugees from the raids, complaints and requests are made to the nearest town garrisons etc.
Pretty much. Even the most brutal and successful of raiders almost never kill everyone. People flee and raiders don't stick around to systematically wipe people out. Even if they did the merchant would still know there used to be a village there next time one passed through. Though more typically we're talking smaller scale casualties than that.

This is going to sound nit-picky, but could you have the results of the roll after all the adding and subtracting? something like '20+8+3-15-5+10= 20'.
I guess I can.

It's just when everything goes smoothly, there is nothing to write about. The moat took all of two short paragraphs, done and done. Same for the success of our footmen patrols.
Pretty much.

On the downside, people are starting to desert us. At least the Hunters do. I was wondering when they would wise up to the fact that they might never get to spend the money we are paying them. :D
You've actually had a fair few hunter desertions over the course of the quest. Any time a unit that already has Low morale takes casualties they take additional desertion losses.

Wait, how fast do the dryads grow? I thought their lifespan is longer than a human's by an order of magnitude, and that applies to their maturing rate.

In other words, I expects Tristam to die of old age before Nerissa becomes an adult, but apparently she has visibly grown in just two years?

Looking at the lifespan of normal trees, I see that it differs pretty wildly... but what kind of tree is she?
Their lifespan is longer than a humans by an order of magnitude, but trees grow fastest when they're smallest (somewhat like humans) and spend a ton of time at full size. A giant sequoia can reach full height in about 4% of their maximum lifespan, that would be like a human reaching full size at 3 years old. So maturation curve can't really be matched by simply multiplying human maturation time.

She's a dryad tree. :p Which doesn't properly fit a normal tree species. Some stories have dryads be various normal tree types, but in this one it's more a species of tree that is a dryad. Mind you comparing reaching full size to adulthood is probably a bit different when dealing with a long lived sapient species. Humans don't consider teens adults based on when they reach full size. She can be full size and still considered a child.

Also admittedly I may have lost track of time a little; I thought it had been a bit longer than 2 years. :p

Also that was a boast made by a child, and was made the first time she ever talked to a human. That's kind of a factor. There are thousand+ year old dryads in this forest, and to them humans seem to drop dead the moment you stop watching them, they're the ones that taught her about humans.

I do worry sometimes that I play with unreliable speakers a bit too much in this quest. I'm rather big on people not having omniscience in all of my writing though. Even people being honest are honest as they know, rather than that always being the objective truth. I know that irritates some people, so might have to reduce that.

Hey, don't sell your half-truths short! It was delicious!

People wouldn't be spilling all of their secrets if they weren't grateful for letting them taste such perfection! :whistle:
:lol I was careful about Tristan's words all being true, just misleading.

Hmm, thinking of something... Hey @inverted_helix Now that we have a unit of Skirmishers, can we use those to train up our Hunters to get at least some of the improvements that come with being a Skirmisher? Or just hire some trainers instead of using the unit?
I'd let you. Though it would be a fairly inefficient use of resources.

That's what hiring another officer is for:
Costly, but could potentially save us some money in the long run. Or we could just use Leo, we've been issuing him the same order for years now, but it's not like we have to.
Yes you can use him to train them up a bit.

I've noticed that hiring an Elite character is no longer an option listed under recruitment. Is there a reason for that?
I decided that you'd need to spend time looking for one to hire and cajoling them to join you. So moved it to the special one unit at a time only recruitment.
 
-[x][Hunters1] Hunt for food, reduce upkeep by 50 (mauled unit, does not fight) 40+8+3-15-15
-[x][Hunters2] Scout to reduce chance of enemies slipping by. 20+8+3-15-5+10
-[x][Levy] Guard 72+15+20-15
-[x][Footmen] Patrol, reduce chance of enemies slipping by. 51+10+10+10-15-5
Can we get an explanation for the bonuses and maluses here? +8 and +3 on Hunters are reflected in their stats, but what about the rest of them?
 
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