The Wild Edge (Fantasy Border Outpost)

Okay, trying to figure out what to vote for (including Nevill's modified Setan vote) and can I just say that something's screwy right now?

Because apparently Nevill doesn't have a Setan vote, and the winning plan looks like it has a everyone guarding but only tells two units what to guard. Can we please fix this?

Esit: okay, so it looks like it's just the SV tally breaking something, inverted's tally program finds those perfectly...

But that still means that Nevill for some reason doesn't have a Sean vote...

Okay, looks like Nevill forgot to actually wait it in... XD. Since it is my idea,.Ill vote for it.

[X] [Setan] Try to implement the Right of First Refusal as per Pyro Hawk's suggestion
to my plan.
 
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But that still means that Nevill for some reason doesn't have a Sean vote...
That's on me, I forgot to X it. Fixed.

And the problem with the tally is that it doesn't count multiple instances of the same string correctly. I.e. in this plan:
[ ] Footmen 1 - Guard
-[ ] The docks
[ ] Footmen 2 - Guard
-[ ] The base
[ ] Skirmishers - Guard
-[ ] The docks
the Skirmishers will be left without the designation since 'the docks' have been counted already.
 
That's on me, I forgot to X it. Fixed.

And the problem with the tally is that it doesn't count multiple instances of the same string correctly. I.e. in this plan:
[ ] Footmen 1 - Guard
-[ ] The docks
[ ] Footmen 2 - Guard
-[ ] The base
[ ] Skirmishers - Guard
-[ ] The docks
the Skirmishers will be left without the designation since 'the docks' have been counted already.

Yeah, thought that was the case when I found your vote post after making that comment to look, saw it was there and that it had an 'Last edited 1 minute ago'in the bottom... :p

Also just so you know, edited a bit onto the end of my 'suggestion' for negotiations with Sean. Doesn't actually change anything I said, I just specified what I meant because I realised I'd left it unclear. Though to be fair that is the 'worst case' position for if we can't agree on something more favourable to us.

Also, really vote tally? I can see why it would do that, but I would have thought it would see that they are for different things by the fact they are 'additions' to different lines in the vote... Not additions to the same line...

Ah programming... What would we do without you... And what shall we do with you...
 
[X][Mina] Accept her dossiers
[X] Plan Prepping for a Siege
[x][Setan] It would be unreasonable to require that all Saint's Blood we use be sold to them, and then rebought by us and shipped back here. If you can make the agreement such that it applies only to all sales of Saint's Blood, rather than all production, it would be perfectly reasonable and would still protect their monopoly on the larger scale.
 
@kingreaper @Edifier @Zaealix @Void Stalker

Can I ask your thoughts on using what I've said in the quote below as a basis for our negotiations with Setan? Because it's something that follows the main thought of 'allow them control over foreign exports' but it does so in a manner than means we get more out of it than otherwise...

Initial offer give them Right of First Refusal for all external sales for say, the duration of the war plus a few years, or 4 years or something? Whichever is shorter?

Right of First Refusal means that when we sell the potion externally, we have to let Setan decide if they want to buy it first or not. So we can't decide to sell to the neighbouring country, we have to offer them to Setan, then any (if they don't buy them all) left can be sold to the neighbour.

Things we can do to sweeten the offer might be to lock in a price for the 'first refusal' for that period, say somewhere between half and two thirds of what they sell it for. Might have to go lower but I'd say try and make sure we don't go below a quarter the old price at worst. This means that they're guaranteed a fair bit of profit by selling it close to their normal price so overall it's for less profit margin per dose but more in total due to number of doses.

Other sweeteners would be extending how long they have First Refusal for and maybe if it came to it swapping the 'Duration of war plus 2 years or 4 years, whichever shorter' to be exclusive external sales then downgrade that to right of first refusal for more years. Things like that.

Edit: Noticed that I hadn't specified that swapping 'Duration of war plus 2 years or 4 years, whichever shorter' to exclusive sales was meant to be we swap that duration to be how long they have an exclusive on all foreign sales, which is then downgraded to right of first refusal for a further period of time. This is admittedly a 'if the worst happens'bargaining position, but best to define it just in case.

... @inverted_helix This is something that is possible right? Because I don't see why it wouldn't be...
 
Uhhh...I don't know economics to really understand this stuff, all I really know for sure is whatever we do as a bribe, I figure it'd be best to make it something long-term so they don't get to just take the bribe money and then spin around and stab us for loot money.
 
Uhhh...I don't know economics to really understand this stuff, all I really know for sure is whatever we do as a bribe, I figure it'd be best to make it something long-term so they don't get to just take the bribe money and then spin around and stab us for loot money.

There's a reason that my thoughts are to have the offer last a minimum of the duration of the war plus a few years or 4 years, whichever is shorter. Because that gives them time to adapt, whilst not causing the war to prolong too much.

I also expect the duration of the agreement to be one of those things that is extended the most during negotiations. It's why I said that was a starting position, not the goal aimed for.

Also, yeah, these are just suggestions to our father but it does give him an idea of what we are looking at. Which basically looks to be 'let them manage the foreign sales for the near future minimum. How long that lasts specifically is up for negotiation.'
 
@kingreaper @Edifier @Zaealix @Void Stalker

Can I ask your thoughts on using what I've said in the quote below as a basis for our negotiations with Setan? Because it's something that follows the main thought of 'allow them control over foreign exports' but it does so in a manner than means we get more out of it than otherwise...
Right of first refusal would definitely work, but it's significantly less of a bribe so I'm not sure how influential it'd be. I suppose if we locked in something like "first refusal and we'll sell elsewhere at at least 25% higher than they refused" that'd work. But honestly I'm happier keeping our input on this simple - we're not exactly well versed in the situation.
 
Right of first refusal would definitely work, but it's significantly less of a bribe so I'm not sure how influential it'd be. I suppose if we locked in something like "first refusal and we'll sell elsewhere at at least 25% higher than they refused" that'd work. But honestly I'm happier keeping our input on this simple - we're not exactly well versed in the situation.

Fair enough. Maybe we go for something along the lines of a letter saying 'Offer them the rights to foreign distribution. Aim for First Refusal for a decade, but exclusive sales, a mix of exclusive sales reduced to first refusal later, or just longer duration are all okay as long as a minimum price is set at a decent level, like at worst a quarter of their normal price'...

That work for everyone?

(I'm assuming that selling it at a quarter the old price means we still get a fair amount of money whilst Setan can still sell all the stock and make a good profit whilst doing so.)
 
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Works for me. I was only aiming to set broad goals with the vote, and didn't think they'd accept the proposal as is, anyway.
 
Season 33: Spring
[X] Plan Prepping for a Siege
-[X][Construction] Build a second forge to increase the local production available. (200 denier construction cost, 40 denier upkeep, savings of 10% on up to 1000 denier per turn of purchases or upkeep) 39+2 = 41
-[X][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (1/6 actions, increases cost of further expansion) 36+2-5 = 33
-[X][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (1/6 actions, increases cost of further expansion) 2nd time 17+2-5 = 14

Construction goes rather poorly this spring. The forge is constructed barely on time, but should be able to cut your costs a little more. The moat on the other hand falls increasingly behind schedule. You end up with only half as much done on it as you originally wanted. The usual springtime mud flowing back into any hole you dig with unusual alacrity, along with the occasional threat of animal burrows when digging that have to be guarded and sealed.

The one silver lining is that if it's this hard to dig in the ground above ground, you imagined any orc sappers would find themselves in an underground hell with those oversized rodents lurking there.

(Forge completed, moat at 2/6)




-[X][Hunters] Guard
--[X] The base and sawmill 3+3-5 +10= 11
-[X][Skirmishers] Guard
--[X] The base and sawmill 8+25 +10=43
-[X][Footmen 1] Guard
--[X] The base and sawmill 96 +58 +10 +10 = 174
--[X] Olivia Assists 4+5+5+5= 19
-[X][Levy 1] Guard
--[X] The base and sawmill 31 +10 +10 +10 = 61
-[X][Footmen 2] Guard
--[X] The docks .8*(86 +30 -5 +10) = 97
-[X][Levy 2] Guard
--[X] The docks 100+10 = 110
-[X][Captain] Command troops, raising morale and effectiveness

It's perhaps a bit of cowardice but you move to a full defensive stance, drawing all your troops back to your walls where they'd be safer. You're a little worried that the orcs will launch an attack on your base to wipe you out immediately.

Fortunately, or unfortunately, the orcs seem to have little interest in your fort this spring. Your forces tangle with a few groups of orc infantry attempting to scout your base. Your hunters and skirmishers are the ones most involved in such clashes, with the arrival of footmen guard patrols being more than enough to send the orcs running. Going by the bodies you were inflicting excellent kill ratios on those that you caught. Losses on each side were low compared to some of the major battles you had last year though. Your men were mostly able to keep the enemy scouts at a distance though, so they shouldn't have gained too much new information on the state of your base.

The more annoying thing is that they only used some of their infantry on scouting you out. The majority of their forces went straight past you to raid about the countryside. You have rather mixed feelings on that. On the one hand it gave you more opportunity to recover and build up, on the other they probably pillaged and killed several times as many civilians. You're not dependent on the land based paths for supplies though, so at least in the short term it's not your problem. In the longer term it might become your problem, but you're more worried about surviving to see a long term anyway.

(-10% Hunters)

The docks are a fair distance from the edge of the forest so don't have to deal with orc scouts sneaking up on them. They do however have to deal with a kraken trying to grab snacks for itself in the form of people. Your footmen prove their skill time and again with their swords injuring the seeking tentacles enough to drive the beast off each time it strikes.

It's your newest levy that truly surprises everyone though. By some miracle through a plan of their own devising they manage to pin some of the tentacles to the docks with their spears, trapping the beast. Well at least trapping it long enough for what came next. While they were posing before the beast pinned by their spears while its body flailed in the water some distance away, a whale appeared and swallowed up the kraken. The speared arms ripped free from the docks as it dragged its meal away. As the men scattered away from the water in surprise, it blasted its blowhole showering them with water as if in thanks for the easy meal.

Well on the bright side there's nothing bothering your docks anymore and your levy is a bit more competent than you gave them credit for.

(Kraken defeated, 2nd Levy gains +10 skill)




-[X][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)
--[X] Footmen 2 59
--[X] Skirmishers 29

It's been a while since you were able to improve your soldiers' gear, enchanting armor and weapons. You spend practically every spare moment doing that this spring. It's a rather mind numbing task in multiple ways as you gather magic from the air in careful meditation, regularly interrupted by the demands of running a rather large border outpost. Giving your men just the slightest edge is all you feel like you can do to stave off the dark shadow you feel descending over you. You hope it will be enough.

(+5 bonus to skirmishers and 2nd footmen)




Gazing down at your brother's ships from the cliff face, you're now not really surprised he agreed to the favorable terms from the dockyards. To put it simply mildly his ships are far overdrew for an overall, and in the case of his flagship it looks like a barely held together vessel fresh off a naval battle.

You get the chance to meet up with your younger brother in person for the first time in a long time. He's cycling his ships through your drydocks for repairs, it seems he has three of them. He stays on one not in the dockyard though. That you're in communication with Mina doesn't comfort him.

You're told to come alone, searched a few times, and are rowed out to his ship at sea in a tiny open boat. But well, you know where he's coming from more than most, and you trust him. His ship is scarred in a thousand places, holes barely patched, the mast a mere suggestion. It's clear that it could hardly last much longer. It does have character though, it's been through a lot.

He's transformed from a happy child to a grizzled paranoid veteran it seems like. Your attempts to spark conversation are halting, stilted, and awkward on both sides.

You try for any conversation topic you can think of, ultimately getting a little going when talking about the Overgrowth and if he's seen anything like it. He did say that your kraken was a small one after all. He spins a tale of a distant atoll, hardly secret, though scarcely traveled. All around it can be found sea monsters of breeds long since vanished from the greater seas. The stories say that the atoll itself is inhabited by merfolk, but that their beauty is only matched by their hatred of mankind, and none are allowed to reach their lair alive.

Given that you've heard the rumors that eating the flesh of a mermaid extends a human's life, you have a fairly good idea why they might have that hatred. Though you can't even say if that rumor is true. In theory a nonhuman might have better luck, and Nerissa idly comes to mind, but even if you could somehow create a means of transporting her, you couldn't afford to take her away from her duties here right now.

Still it's a reminder that the Overgrowth isn't the only place of magic left in the world, though it is the only hotspot left in Revaria.

Heading back home you did catch sight of Julia and Olivia talking. Whatever they were conversing about ended before you were in earshot, but it left Olivia blushing terribly. She seemed to try, not so effectively, to avoid you catching sight of her so you let her think you hadn't noticed her.

While any attempts to bring up what Olivia have been doing later only had her clumsily try and change the subject, you did learn she seems to have mended fences with Nerissa. Like with Julia you don't know the specifics, but you suspect that time, all that Nerissa is doing for you and your people, and perhaps a certain happy dog, have helped to quench the lingering coals of Olivia's distrust.

Sometimes you think men's tendency to let those their frustrations with a set of fisticuffs at least has the merit of getting things out of the way, even if it might result in the occasional lost tooth and cracked rib. Women seem less physical about their disagreements, but grudges seem to drag on longer too. Either way it's certainly makes your life easier that the important women in your life are getting along.




-[X][Assistant] Recruitment? Footmen replacements (20%) (180) 86
-[X][Purchase] Fill warehouse with supplies (250 denier)

Recruitment goes well enough at least, with replacements for your lost footmen coming in and finally bringing your regulars back up to full strength. The extra supplies you get will help as well, though they still aren't enough to really buy that much time in a siege.

(+20% footmen, +15% hunters)




[X][Mina] Accept her dossiers

Edgar Revaria
Current Assignment: Ambassador to Kingdom of Satia
Favorite Things: Women, Adolphine Revaria
Difficulty of Surprise Hugs: Stuffy Bodyguards that can intercede to prevent hugs
Direct Combat skill: Equivalent to a typical professional soldier
Specialty: Negotiation

A man with a heart so big he wants to share it with all the women around him. Has caused significant issues with important husbands in the past, but has improved somewhat in his targeting of late. Very adept at seduction, and this does translate to significant skill at diplomacy. Typically quite good in initial interactions with new groups, but his proclivities are rather easily exploited, resulting in diminishing effectiveness over time as they becomes known.

Adolphine Revaria
Current Assignment: Administrator of port city of Colsir
Favorite Things: Edgar Revaria, romanticism
Difficulty of Surprise Hugs: Low
Direct Combat skill: None
Specialty: Administration

A quite capable administrator who has brought relative prosperity to the city under her charge, bringing additional order and constructing infrastructure. A romantic at heart, she seems to see Edgar as her own knight in shining armor, despite the fact he's often sneaking off into other towers to visit their fair damsels. Her city might be doing better if she hadn't made so many deals motivated by her lover's other lovers.


Mina Revaria
Current Assignment: Spreading friendship to the Kingdom of Tedora
Favorite Things: Hugs, kittens, and puppies
Difficulty of Surprise Hugs: Older sisters always wants Hugs!
Direct Combat Skill: Angry kitten

A quite thoughtful, modest older sister always looking out for the best for her siblings! Spontaneous and vivacious, she loves travelling and meeting people, but especially dropping in to visit her adorable little brothers and sisters. Sadly her current duties require her to be deployed abroad, spreading friendship and cheer to the Kingdom of Tedora!

Nicola Revaria
Current Assignment: Patrolling Revaria's Coast
Favorite Things: Total Control over his environment, Being suspicious of others, Keeping his loving sister far away
Difficulty of Surprise Hugs: High strung and never relaxing means Nicola is hard to give surprise hugs, despite needing them the most!
Direct Combat Skill: Veteran Soldier

The youngest scion of the Duchy of Revaria, he's unfortunately shown an unwarranted level of paranoia and an obsessive compulsive fixation on keeping away from his loving sister Mina. This fixation has led him to be isolated from his family and the kingdom at large, especially his eldest sister who loves him very much. His constant questioning of those around him made him a natural choice for stopping smuggling and contraband, though it can make him overzealous. Like his seizing of cargo from a Tedoran lord that led to the mass outbreak of frowns and ouchies between Tedora and Revaria. He says he doesn't like Mina, obviously untrue because he uses some of her favorite spices on his food all the time.


Kaleb Revaria
Current Assignment: Patrolling Tedora
Favorite Things: Recognition, thrilling combat, Training Others to Help them!
Difficulty of Surprise Hugs: Always Up for a Hug, though he frequently turns them into surprise tickle fights!
Direct Combat Skill: High Tier Elite, experienced and a master tactician

One of the most capable warriors in the kingdom, his skill at arms and epic deeds are beyond reproach and would make him the stuff of legends, if only he weren't such a meanie. He's never found a problem he doesn't think couldn't be solved with application of enough force. Is always up to helping his family, though likes to play rough.




[x][Setan] It would be unreasonable to require that all Saint's Blood we use be sold to them, and then rebought by us and shipped back here. If you can make the agreement such that it applies only to all sales of Saint's Blood, rather than all production, it would be perfectly reasonable and would still protect their monopoly on the larger scale. 66+20 (good plan) = 86

Your suggestions serve as the framework for the deal you eventually receive a copy of, along with some notes about it from your father. You are allowed to retain the domestic market of Revaria so long as you do not sell to the external market except through them. Your father actually has a fairly good reputation of upholding deals, so they're actually willing to accept it simply as something that will be done. Without that reputation there'd have been no chance, because there's no real way to monitor every dose moving about the country.

The price they agreed to pay you probably is only half what they'll make, but even with a controlled release it will likely drag on prices. They will pay you for them at a fixed rate for 5 years after the war ends. Then there will be a right of first purchase at the price you set for another 5 years past that.

Still even at those prices you'll be making quite a lot of money and with less distribution hassles than you would normally. So it's not like it's too crippling.




War Results

Things do not go well for your side this spring. Despite his stunning series of successes during his winter offensive, Kaleb's unit was thoroughly depleted and basically withdrawn from the front to recuperate. The Tedoran forces took less time than expected to recover from their disarray and gather reinforcements and supplies, pressing the offensive once more. They've hit against the same line of castles they were sieging before though, and those fortifications have been restocked with supplies. They should hold for some time.

Setan stays in the war thanks to hasty negotiations, but things are not going very well for them either. Tedora's coastal defenses are now well manned, and leave no opportunity for a surprise landing like the previous one. They try for a contested landing, but they lose a large number of ships and men in the battle that ensues as the enemy navy closes in behind their landing site as troops advance from the front.

They're unlikely to try an amphibious assault again unless the troops defending the coast are drawn away, since if they failed again the loss to naval power might decide the war at sea by itself. Still it isn't all bad. Better those troops be sitting around playing cards in the rear area than drowning your own side in numbers.

More disappointing really is the lack of new entries into the war. You were kind of hoping another blooding of Tedora by such a small nation would draw one of the circling sharks, but you guess that you just aren't aware enough of the political climate.






Plans for Summer: (Base costs shown, decrease 5% for port)

You have 3 construction actions. (Space 16/48) (0 units of bricks available)
[][Construction] Build an inn so you don't have to house guests in inadequate housing. Granted it won't exactly be profitable right now, but maybe as you get more people passing through it will be better? (1 action, 200 denier, 1 space)
[][Construction] Expand the moat around the new walls. There's very little cost involved, but it will be an enormous amount of labor. (2/6 actions, increases cost of further expansion)
[][Construction] Reinforce the new walls with earthen berms, another huge labor cost. (6 actions)
[][Construction] Build a training ground for your personnel. Some targets, some dummies, and obstacle course, and a big area set aside to practice on. Grants a bonus to training. (1 action, 50 denier, 2 space)
[][Construction] Build a larger amount of housing so that you won't run out for a while. Increases 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. Produce a unit of bricks.
[][Construction] To keep your rabbits trapped will require bricks it seems. A brick lined rabbit pit could improve your output though. Maybe enough to sell furs as well. (Requires 1 unit of bricks, +50 denier in food, opens tanner, uses 1 space.)
[][Construction] Warehouse: You might need more storage capacity. (1000 supply capacity) 100 Denier, 1 space
[][Construction] Large Warehouse: A larger sturdier warehouse made of brick could have some advantages in being more difficult to burn down. (4000 supply capacity) 200 Denier, 2 brick, 2 space, 3 actions

You can do 2x 1d100 or 1d100 +25
[][Personal] Being blind to the world around you is proving really irritating, you suppose you should find out at least the publicly available information about the neighboring nations.
[][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 one Specialist unit (Enchanter, Elite, Healer, Potioneer, Civil Engineer, SIege Engineer) 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] Spend time with Nerissa
-[] Plant more Saints Blood
-[] You wonder what other fruit she could produce
-[] Could she make a custom designed plant?
[][Personal] Spend time with someone in your camp
-[] Who?
[][Personal] Write-in


(2 Hunter unit 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.
[][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.

(2 footmen units available)
[][Footmen] Patrol, reduce chance of enemies slipping by.
[][Footmen] Train with the captain (must be taken with captain action)
[][Footmen] Guard
-[] The base and sawmill
-[] The docks

(2 levy units available)
[][Levy] Patrol, reduce chance of enemies slipping by.
[][Levy] Train with the captain (must be taken with captain action)
[][Levy] Guard
-[] The base and sawmill
-[] The docks

[][Captain] Command troops, raising morale and effectiveness
[][Captain] Train unit (must be taken with appropriate action)
[][Captain] Train you (must be taken with appropriate action)
[][Captain] Train Olivia

Optional:
[][Assistant] Recruitment? Specify what kind, full military units at 3x cost multiplier and possibly unavailable, peasant grade at 2x (no longer guaranteed success)
[][Assistant] Recruit Specialist: Specify what kind.
[][Purchase] Unit of bricks (250 denier)
[][Purchase] Fill warehouse with supplies (600/1000)
-[] How much?
[][Contact] Any one you know



108 starting -1475 upkeep this turn +0.95*(-200 construction -200 enchantment -250 siege stores) -180 recruitment +600 season payment +400 sawmill +200 Wood Workshop +300 charcoal +400 herb sales +350 drydocks = 85
Upkeep next turn: (1765-177 forges-50 rabbits)-5%: (100 you +100 leo +50 assistant +200 sawmills + 200 construction crews+200 footmen +100 skirmishers +95 hunters +100 levy +50 herbalist +100 woodworkers+50 harvesters+150 charcoal burner +80 forge +40 Nerissa +50 docks +100 drydock)
Income next turn: 600 base stipend + 400 Sawmill profit +200 Wood Workshop +300 charcoal and tar +400 herb sales +350 drydocks
Now producing 2 units of SB potions, not paid, just noting this for my record keeping



AN: A little disappointed with lack of ideas on conversations in this one, but it was kind of a boring turn. You can ask a more about what your siblings are doing now, since Mina would have included a bit more, just this is what came to me and MV for how her profiles would look.
 
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Economy's been trucking along, but our orc problem is still a pretty major concern. Ideally they'd muster a full offensive, get shattered, and stop being our problem, but I doubt that's going to happen. In not-really-good-but-circumstantially-not-bad news father probably isn't going to get super upset about the orc thing, considering the war that's going on and all.

I'm really not sure when we're going to stockpile enough money for an elite ranger, and it looks like we'll need one to flush out the orcs eventually. Saving up during summer means we probably won't get one until winter, at which point it'd be better to wait until next year. On the other hand, if we don't save now, then we're likely to spend it somewhere, so we'd be right back where we started, but with a bigger orc problem.

The war looks to be going about as well as can be expected, which might be a good or a bad thing, depending on how diplomacy is working out. To some extent, it seems like it'd be nice to just have war-loss fail-safes kick in so that we'd have access to a Kaleb call to clear out the orcs, but then again losing a war is not without consequences.

Maybe trying for another of those hypno-fruits Nerissa cooked up could help on the diplomacy/intrigue front?
 
I'm going to vote for a plan that would finally give us an elite ranger.
'Falls over laughing at thinking this is actually possible'...

Sorry, but considering that right now the cost for an elite ranger is three quarters of our total income before upkeep, there is no way in hell we are actually achieving this any time soon. Just a sad fact. This has also been mentioned before... Though you may have missed it.

Basically? The wartime x3 recruitment cost multiplier is absolutely lethal for hiring new special military units.
 
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So this turn is summer right? I'm thinking turtle more, so three actions on building our moat, buying some supplies, and replenishing losses.

Don't know who we should be having defend the docks and the base, but the Orks will probably just raid the town some more anyways. Not that it matters too much since if we roll low on that we get hurt no matter what as far as I can tell.

Enchanting wise we can either boost our troops more or do something that might be a touch foolish. We could help Kaleb out by boosting the effectiveness of his men.

I'm thinking it might be worth trying to make a lot of some of the simpler pieces of gear we made for him. Like the invisible shield that we put a piece of leather around the edge and a invisible helmets with simple cooling charms (as opposed to temperature regulating -- they don't get nice things like that)
 
I love Mina's dossiers.
It's your newest levy that truly surprises everyone though. By some miracle through a plan of their own devising they manage to pin some of the tentacles to the docks with their spears, trapping the beast. Well at least trapping it long enough for what came next. While they were posing before the beast pinned by their spears while its body flailed in the water some distance away, a whale appeared and swallowed up the kraken. The speared arms ripped free from the docks as it dragged its meal away. As the men scattered away from the water in surprise, it blasted its blowhole showering them with water as if in thanks for the easy meal.
And Bigger Fish to the rescue!
 
I note that Mina doesn't define what species the angry kitten comes from when she rates her direct combat capabilities as 'Angry Kitten'... Not sure about you, but I'm pretty sure there's some types of cats in this world where you wouldn't want to meet a calm kitten in broad daylight...

Also, I wonder... Did she write the dossier like that to troll her brother, to troll her brother whilst also putting it in a 'code' that anyone familiar with her could translate, or so it's in a code that anyone familiar with her could translate whilst anyone not familiar with her would start to underestimate her unless they're around her skill level or better at the Spy/Paranoia game?

Or all of the above?
 
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Orks are suprisingly good at not doing what we expect them to.
GM's honor the orcs do not make their plans based on your vote. They make their plans off what's a logical move for them given their resources and the situation. Though also some orders can have interactions. Keep in mind that if you are patrolling the forest you're specifically moving to prevent raiding. So if they intend to go raiding they are often drawn into fights with you, and the likelihood of having to fight rises the more troops on either side.

They simply don't have enough forces right now to make a credible assault on your base. Even trying to lay siege would be difficult because maintaining supply lines through the Overgrowth would require extra units of soldiers to protect against wildlife and either hack ways through for wagons or carry the supplies. The forest makes maintaining a siege harder than it normally would be which shifts how much of an edge they want first.

Don't know who we should be having defend the docks and the base, but the Orks will probably just raid the town some more anyways. Not that it matters too much since if we roll low on that we get hurt no matter what as far as I can tell.
You only took tiny losses on this one because you were defending and they were just scouting, but yeah battles just have casualties. You inflicted three times as many losses on them, though that's still pretty small still. They're getting replacements and reinforcements regularly as well though.

I'm thinking it might be worth trying to make a lot of some of the simpler pieces of gear we made for him. Like the invisible shield that we put a piece of leather around the edge and a invisible helmets with simple cooling charms (as opposed to temperature regulating -- they don't get nice things like that)
None of the stuff you did for him was simple enough to make in large quantities.

I love Mina's dossiers.
Spent a fair bit of time on them, they started out serious and straightforward, but then Megrisvernin had this idea and I decided they were way better this way.
 
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The more annoying thing is that they only used some of their infantry on scouting you out. The majority of their forces went straight past you to raid about the countryside.
we are not good at our job.

seems to be around as successful as us. Although less of a roller coaster of results and more of a pattern as good at first impressions but tends to make an ass of himself if he overstays his welcome

seems to be doing alright for herself but is a bit naive and that seems to be bitting her in the ass.

well from what we've heard from the war rumors she seems to be an alright diplomat but from what we've seen a pretty damn good spy with a good network set up

He says he doesn't like Mina, obviously untrue because he uses some of her favorite spices on his food all the time.
I like how subtle that threat is as both even with all his paranoia she knows what he likes to eat and how that implies that she can poison him at any time... I say for his birthday we gift him some high quality booze and an enchanted set of armor to help him feel safe.

As we already know, an asshole and possible psychopath but one hell of a solder and is at least on our side.

Over all not a bad turn and hopefully with the kraken gone that will let us free up some of our solders. While I know people want to turtle a bit to build up our forces we still kinda have to at least try and deal with the orc problem. I mean it is the whole reason we're out here in the first place.
 
@inverted_helix shouldn't we be producing 3 units of Saints blood since we expanded production to a third grove? Also what is the max enchant level for our construction workers?

Also wow I am glad we did not contest the orcs harder with how bad most of our troops rolled. Except for the 2nd levy! That nat 100 is amazingly helpful for both getting rid of the kraken and giving them a skill boot to make them useful.

Only 1 tick of progress on the moat... yeah that seems about right for us, hmm do we enchant construction workers and a unit this turn?
 
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