Idk maybe you could just divide RP into goods by function/processedness. Base Materials, Base Luxuries, Processed Materials, Processed Luxuries, Artificial Materials. Or something like that, though maybe tiers would be easier after base.

Or you could just associate the production chain with the facilities that would do the producing. Eg a biotech company would be set to producing research, shekels, or public esteem.
 
Turn 8 Winter
You are still the priestess of Psalms.

Fall closed with a bang, and winter started cold and clear. It was time to take stock of the damages, and fix what you can. It's clear that the Hectorian Privateers know where you are, and are not friendly with you. The winter storms should prevent them from raiding you, but you fear for this spring and summer. Your short term... alliance is the wrong word, but whatever it is the SaltCry Kobolds have against the Hectorians, and whatever fear they have of the SaltCry Kobolds, you hope that it will make them reluctant to hit you again soon.

You sit at your desk... and let your tears fall, just for a moment. It's clear you need a military, and it's clear you need more people. Converting the Kobolds seems like an important step, but it won't get you people right away. You need to buy slaves from the Vellunders.

The winter storms would be protection soon enough.

RP: 735 (Including Harvest Bonus, plus hunting, minus no hothouse, minus thefts by privateers. If it hadn't been for them, you would have had more than 1,200 this turn)
Income this turn: 115/turn (+0 for hothouses (Millstone bonus, Damaged). +0 for farms/winter (Millstone bonus). +15 for farmed local animals/Winter +30 for mine, +30 RP for hunting blinds/winter +20RP/Beer, +20RP/Fish)

Linguistic Groups Encounters.
Hectorian/Hexarian Proficiency: Basic (You personally lack proficiency in Hectorian/Hexarian
Vellunder Proficiency: General (You personally, have Basic proficiency in Vellunder)
Bloodtongue Proficiency: Rudimentary
Whisperword Proficiency: Moderate (You personally are at Rudimentary)
SaltCry Proficiency: None

Martial
Choose 1
[][Martial]Uniremes. Cost 2000. Chance of success: 65%/55%/40%
That pirate fleet is a worry. Galleons you can't make, you don't have the guns, but old Low-man style galleys... Uniremes, from before the age of sail? Those you could make, in fairly large numbers. On the open ocean they would be next to useless, but if you could lure the pirates into your bay... Galleys are more maneuverable than Galleons, and arrows covered in pitch, then set alight, can burn your foes. Or you could swarm and board your opponents, if you want to take them alive. They take about 40 people each, so without a source of additional labor you can only float 5. Ten if you're not worried about impacting your manpower for other tasks. (Your population is around 800, not including the enclave to the south) You're extremely lucky that the pirates didn't take your canons.

[][Martial]Modern Cutter. Cost 800. Chance of success: 65%/55%/40%
Or you could a single modern cutter, instead of a small fleet of old style Galleons. You'd stick both of your canon on it, and whatever else you could find. A single cutter is next to useless unless firing from ambush, but perhaps you could bluff with it? If you get both a modern cutter, and a small fleet of Uniremes, you could be a real threat to those pirates. It would be no good for boarding, but you could mount your two canon in it, and trust it's speed to help keep it safe. With a crew of only 12, it would not be a difficult imposition on your manpower. You're extremely lucky that the pirates didn't take your canons

[][Martial]Fisher Bluff. Cost 750. Chance of success: 65%/55%/40%
You have some fishing ships, that had originally been lashed to the side of your great migration ship. They're not actually armed, and they're not currently in use as they're leaky and need serious repairs. This plan would have you repairing them, and painting them to look like warships, putting in a fake cannonade or two. They would be next to useless in a real fight: They're not timbered for war, but they could still serve as firing platforms. What's more, fixing them up could allow you to start using them again, supplementing your diet with ocean caught fish. Though you might get caught by the pirate fleet doing that.

[][Martial]Floating batteries. Cost 800. Chance of success. 85%/75%/65%/55%
Floating batteries are extremely simple. Build a wooden box. Attach it to two spring anchors, so it can haul itself around. Store powder and shot underneath, and put up bagged dirt barriers above. Put people with guns, canon, or whatever else on them and have them shoot at any enemies you see. If they're well placed, they could help defend you from the privateers. Fortunately you have plenty of shot and powder. Also fortunately, you have the equipment for flaming arrows.

[][Martial]Torpedoes. Cost 400. Chance of success 85%/55%/35%
This would leave you dangerously low on powder, but you could cover your barrels of powder with pitch, attach them to a rope, and string them across the bay, then send someone to light the fuses and detonate them if the pirates get close. Risky, but torpedoes are an effective anti-ship weapon.

[][Martial]Train the Militia. Cost 200. Chance of success 60%/40%/20%
Your sister helped you set up a militia, but they certainly need more training.

[][Martial]Practice Dragonback fighting. Cost 225. Chance of success 50%/35%/15%
You know about a dragon's hatching and early childhood. You also know some basic dragon back fighting information. What you don't have is practical experience. With this option you would rig a fake dragon, and have groups of villagers practice fighting dragon back. It's quite a while until the dragon is ready to fight, so this is low priority

[][Martial]Bane hardened rock? Cost 450. Chance of success 35%/20%/10%
You lack bane hardened armor, which is important to field any sort of heavy infantry. In some of the hidden stories of Aster, with the help of a priestess, the monks were able to bane harden shale and other rocks. There are plenty of rocks nearby, perhaps you could carve some into Armour and bane harden it.
Need a new source of Baneworking tools

[][Martial]Ballistas. Cost 1500. Chance of success. 75%/65%/50%
Ballistas are old weapons, crossbows writ large. You don't actually know how they work, but you suspect Gadi can figure them out at the cost of a few new scars. If you had ballista, you could put them in watch towers, you could float them on defensive batteries in the bay, and you could put them on your galley, or your uniremes. But first, you have to put enough together to be useful. This is the price for several Ballistas.

[][Martial]Hunting Party. Cost 30. Chance of success: 95%/75%/60%/45%/5%
Send a hunting party into the woods to trap local animals. They should return with some supplies, but there's a high risk of them becoming injured or killed. Output increased by hunting blinds. It's winter. Payout reduced.

[][Martial]Listen up your primitive screwheads. Cost: 600. Chance of success ???
There's an endless war being fought between two tribes of bloodtongue kobolds. You could send some of your own men to interrupt it, and pound some sense into their thick skulls.

[][Martial]Wolves for War. Cost 250. Chance of success 65%/50%/35%
There are wolves in the new world. Sleek creatures with piercing green eyes, and brown and black striped fur. They grow bolder as prey grows scarce. Much as humanity tamed dogs in the old days, you could tame the wolves here and now. If they can be trained, then they can work.

[][Martial]Raid the kobolds. Cost: 300. Chance of success ???
There's no reason to, but it's an option. A winter offensive is often a poor choice.

[][Martial]Raid the Vellunders. Cost: 550. Chance of success ???
There's reason to, it's probable they sold you out. You could find a lot of tools you need for your rebuilding. Of course, this would be a winter offensive.

[][Martial]One more stewardship task.
Assign hands to other tasks. Allows you to perform an additional stewardship task. (Vote for this looks like
[][Martial]One more
-Stewardship task you wish to perform)


Diplomatic

Choose 1
[][Diplomatic]A celebration. Cost 500. Chance of success: 80%/70%/60%.
Your people have religious festivals, of course, but no real spontaneous celebrations. Perhaps a celebration could help bring the people together? Patterned, of course, off of a religious festival.

[][Diplomatic]A memorial. Cost 300. Chance of success 80%/70%/60%.
Build some sort of memorial for the damages and losses of the privateer attack.

[][Diplomatic]Glass and Banecrafting tools Vellunders. 650. Chance of success 95%
Flat price from the Vellunders for glass and bane-crafting tools that you need for your repairs

[][Diplomatic]Glass and Banecrafting tools, Kobolds. 400. Chance of success ???
Rough estimate of price for appropriate glass, and bane crafting tools... if you can describe the tools properly... from Kobolds.

[][Diplomatic]Trade with Kobolds. Chance of success ???%
You've already started some low level trading. It's nothing too advantagous right now. Just a few kobolds coming to town and trading hand crafted goods for food, or vice versa. Perhaps you could blow the gates of trade open?

[][Diplomatic]More trade with the Vellunders. Cost 50. Chance of success 95%
There's a Velunder trading post to the north. They've traded with you once already. You could always send another trade expidition to them.

[][Diplomatic]Regular trading missions. Cost 250. Chance of success 65%
Setting up a regular trade route will let you exchange this and that, for that and this. Ultimately it will give both you and your partners (In this case the Vellunders and the Lantern Kobolds) about +15/25 RP each per season.

[][Diplomatic]RP for slaves. Cost 400. Chance of success: 95%
Gain slaves, or indentured servants from the Vellunders to expand your population with, in exchange for RP.

[][Diplomatic]SaltCry. Cost 40. Chance of success 95%
Get in a more permanent form of contact with the SaltCry kobolds. Learn more about them and their tribes.

[][Diplomatic]Attempt deal with Privateers. Cost 75. Chance of success 95%
The pirates are a worry. They could still come back and wipe you out. Some sort of tribute to them might keep them off of your back.

[][Diplomatic]Why are you doing this? Cost 85. Chance of success ???
You could send a diplomatic envoy to the kobolds that are fighting an eternal war, and determine just what exactly is going on.

[][Diplomatic]Iron in the hills. Cost 125. Chance of success ???
Send a team of diplomats to look for a tribe of kobolds near the iron mine, and attempt to get them to learn how to mine iron for you. Probably not going to be easy.
Not in winter


Stewardship
Choose 2
[][Stewardship]Rebuild monastery. Cost 450. Chance of success 85%/50%/35%
Rebuild and reconsecrate the monastery. This is absolutely vital if you want to do bane-crafting, and to continue to maintain separation of monks from Baneless.

[][Stewardship]Improved Monastery. Cost 650. Chance of success 75%/45%/30%
Since you're rebuilding the monastery anyway, you can build a new and improved one. This one would include an apiary and other income producing tools for monks, as well as improved room and space for the greater number of monks.

[][Stewardship]Demolish and clean old monastery. Cost 100. Chance of success 95%.
Demolish and clean the old monastery without building a new one. Monks will be in a tent, but it's cheaper and a short term solution to the problem of the damaged monastery.

[][Stewardship]Repairs. Cost 225. Chance of success 85%
Repair the shrine and capitol. Optional, but will improve morale. Or you could keep the damages and turn them into a memorial somehow.

[][Stewardship]Winter clothing. Cost 300. Chance of success: 95%
It's never too soon to prepare for next winter. While your people have some improvised winter clothing they made for themselves, you're lacking a systemetic investment in winter clothing for everyone. Taking this option before next winter could improve your ability to handle next winter. It won't help this winter, because you'll be spending the winter making them.

[][Stewardship]A kiln. Cost 400. Chance of success: 85%/65%/45%/15%
Your poop pigs are producing fairly high quality dung. This dung could fuel the fires of a kiln, which in turn can be used to begin producing baked pottery. Right now your people are already producing baskets and pots, of course, but they're sun dried or only lightly fire dried. A proper kiln would let you produce proper, water tight, pottery. That would be a useful resource, and a trade good.

[][Stewardship]Charcoal. Cost 274. Chance of success. 75%/65%/55%
Charcoal is a useful material. Your people are already producing some in small quantities, the principal is fairly simple. You burn wood in such a way that the wood in the center is heated aerobically: it gets hot, but there's no oxygen in the air for it to bond with. The result is charcoal, which is an important material in most modern chemical processes. This resource investment would set up a charcoal burner's hut, so that you can produce large quantities of charcoal.

[][Stewardship]Housing. Cost 500. Chance of success: 85%/50%/35%
Right now your people are camping in largely improvised shelters. Proper housing could come a long way towards making your colony feel like a real home.

[][Stewardship]Roads. Cost 650. Chance of success: 70/60/50/40/30%
Forge roads through the forest connecting your enclave ('mid' enclave) with the fore enclave. For trade, and... other purposes. You could also extend these roads to either the Vellunders or the Lantern tribe for no extra cost. It would, however, cost extra to extend to both.
not in winter

[][Stewardship]Hatchery: Cost 350 RP. Chance of success 85%/75%/60%
Your dragon's egg won't survive the winter unless you either care for it personally, or build a hatchery. By building a hatchery, you'll no longer need to care for the egg every winter, and it could free up actions for other uses.

[][Stewardship]Fishing Fleet. Cost 600. Chance of success: 95%/85%/70%
Your fishing fleet is in bad shape. Now that you know that there's a threat in the ocean, you may want to fix it. Though having them fishing could draw more attention to you, they could also serve as scouts, trade vessels, and other such things.

[][Stewardship]Building a dam. Cost 550. Chance of success: 65%/55%/45%
The kobolds are quite enthusiastic about helping you with this. It would provide the power you need to build a paper factory, or a printing press, or even a small glassworks. It would involve setting up a secondary enclave about a day an a half upstream of your primary enclave. The kobolds will get 60% of the power and water produced and stored, which is less power and water per individual. Your people will get 40%. In exchange for this deal, the Kobolds will be teaching your people about their environmental engineering techniques
not in winter

[][Stewardship]Building a windmill. Cost 450. Chance of success: 65%/55%/45%
Unlike a dam, a windmill can be built anywhere. Unfortunately, also unlike a dam, a windmill can only provide power for one factory, and then not consistently. It's well paired with Millstones. It produces fewer resources per factory because of the inconsistency of the power source.

[][Stewardship]Treadmills. Cost 250/600. Chance of success: 65%/55%/45%.
A treadmill allows you to transform animal power, or human power, into motive power for factories, smitheries, and mills. It's cheaper than a windmill, but produces less resources due to the resources that go into feeding the laborers. The 600 is a bulk deal for buying three at a time.

[][Stewardship]Expanding the mines. Cost 750 (with walls and road). 650 (without road but with walls) 500 (Without walls and with road). 400 (Without walls nor road) Chance of success: 65/45%
You now have mines going. By expanding the operation, you could seriously increase your output. The problem is that this would put a signifigant number of people outside your walls. You would likely want to build your own walls around the mining camp, and make some secure roads to it in order to take full advantage of this expansion.

[][Stewardship]Expanding the farms. Cost 500. Chance of success: 75%/65%
The Farms are doing well, but it may be a good idea to expand them. This would double your farm's RP production next spring
Can't do this in the winter.

[][Stewardship]Iron Mine. Cost 650 Chance of success: 35/15%
Far to the west is a source of Iron. Any enclave set up to mine it will have to be self-sufficent, as it's too far away to send aid, but Iron is particularly valuable. It could be worth it to send a few hundred people out west to (hopefully) set up an iron mine. A better militia, better weapons, better defensive systems, and food that keeps better would all improve your odds of success.

[][Stewardship]Foraging. Cost 50. Chance of success:95%/75%/60%/45%/5%
Send out a team to collect supplies from the forest. Lower harvest due to winter

Intrigue
Choose 1
[][Intrigue]Scouting. Cost 50. Chance of success 95%/75%/60%/45%/5%
This scouting trip is almost purely looking for resources that you can take back with you to your enclave.

[][Intrigue]Mapping. Cost 450. Chance of success 10%/5%/1%. Chance goes up with each failed attempt.
You need to make a map of the area. Unless things go particularly well, making a good map seems like a long process. Reduced odds and increased price due to winter.

[][Intrigue]Farther afield. Cost 200. Chance of success ???
You could send scouts into the deep woods, and even farther afield. This would trigger another mini-turn in which to discover... complications. More expensive due to winter.

[][Intrigue]Piercing the Privateers privacy. Cost 75. Chance of success ???
Send some scouts in a fishing boat to spy on the privateers. (You will also be given the option to try to infiltrate them a little)

[][Intrigue]Vellunders' Viel. Cost 10. Chance of success ???
Send a few scouts, hiding their background, to talk with the Vellunders, and whomever else may be in their trading post. Get some intel.

[][Intrigue]What's Purity up to? Cost 5. Chance of success ???
Your last attempt to spy on her disappeared. Do you want to try again?

[][Intrigue]Lantern's illumination. Cost 10. Chance of success ???
Spying on the kobolds is hard when you don't speak their language. The best you can manage is to send some observers to learn more about them. Perhaps that will help?

[][Intrigue]Strange Biomes. Cost 25. Chance of success ???
There's some strange biomes here. This would sent scouts to collect samples, for a later research project.

[][Intrigue]Lost city (of gold?). Cost 25. Chance of success ???
There's a super creepy lost city in the woods to the north. Your people could explore it further

[][Intrigue]Eternal war. Cost 35. Chance of success ???
There's some sort of kobold war happening nearby. You could send some scouts to find more information

[][Intrigue]Stealing an egg. Cost 55. Chance of success ???
There's a dragon nest to the west. Sending an expedition to recover the eggs could make a great deal of difference for your people.

[][Intrigue]Starkissed. Cost 35. Chance of success ???
There's a starkiss... a meteor crater... to the south. There may be valuable resources to exploit, or it might be a good place to turn into a holy site. Send some scouts to further assess it

[][Intrigue]The Great Lake. Cost 75. Chance of success ???
There's a giant lake to the west-north-west. You suspect that there might be suitable land near it to set up another enclave. You don't have enough people yet for a new enclave to be entirely viable, but it would be good to have plans in place. That lake is a tremendous resource, and it sits just up river of you.

[][Intrigue]Investigate Teleza Azikiwe. Cost 0. Chance of success: ???
Maybe it's time to learn the truth about Teleza?


Piety
Choose 1
[][Piety]Secrets of the faith Part IV. Cost 425. Chance of success 10/5/3%
You've made a great deal of progress in the secrets of the faith. In fact, you would dare to say that you know almost (but sadly not quite) as many secrets as a Priestess of Purity does, though not as many as a Priestess of Psalms. Each time you try the odds of success go up.

[][Piety]Adjusting monk rules. Cost 210. Chance of success ???
An option that allows you to attempt to adjust the rules with regards to monks.

[][Piety]Missionaries. Cost: 125. chance of success ???
Some Vellunders worship Aster. You don't know if any in the specific trading post near you do, but you could send missionaries to them to cover their religious needs, convert the unfaithful, and perhaps cause the vellunders to turn to your side? That would require training missionaries, lesser priestesses without the Bane, to go speak with them. They could also help convert the Kobolds, which could also tie them closer to you.

[][Piety]Kobold Mission. Cost 75. Chance of success ???
You don't know what the Kobolds worship, but you could turn them to worship your Aster... or even you yourself. The Kobolds are far more numerous than you are, and this could be an important first step to getting them to agree to join your civilization.

[][Piety]A secretary. Cost 0. Chance of success: 95%/50%/5%
You could hire yourself a secretary, such as Quaseem. Your secretary isn't supposed to be male, and it will upset the Priestess of Purity, so perhaps you'll find someone else. Either way, if you hire a secretary, you'll get a second personal action each round, and the ability to spend a personal action on a main section

[][Piety]Aster's Aid. Cost. 35. Chance of success: 35%/25%/15%
You could call to Aster and request a blessing. You're not sure what form it will take, but if she hears you and responds, it will help.

[][Piety]The Blessing of Storms. Cost. 77. Chance of success: 65%/45%/25%
It's risky to call upon the blessing of storms, even in the calm of summer, But that might be exactly what you need. The Blessing of storms will smite your foes, but it's a bit of a double edged blade. Dare you to wield it in winter storms?

[][Piety]A cloak of stars. Cost 95. Chance of success ???%
Aster's shroud will cloak your enclave, hiding it within the stars. At least that's what the texts say. It should make it harder for enemies to stumble across you. You think. You've never done this ritual before.

[][Piety]Wreath of Clouds. Cost 250. Chance of success ???%
You have been wronged. The Wreath of clouds ritual is even more dangerious than the blessing of storms. You would likely have to sacrifice Quaseem or Gadhi to it. It produces an implacable champion to defend you, and destroy your enemy... assuming it works and it's not just bullshit.

it's funny, you don't see it in your holy books anywhere. Why do you know this ritual?

[][Piety]Ritual of finding. Cost 25. Chance of success ???
The privateers took important heirlooms. The ritual of finding will let you find those emotionally important things. Thus letting you find the pirates. You never thought a simple cantrip could potentially help so much

[][Piety]Healing and restoration. Cost 125. Chance of success ???%
Devote a great deal of time and energy to healing spells, and psychological counseling for those affected.

[][Piety]Flame of winter again
You're struggling to deal with your current banebloods. It's foolish to run a ritual to produce more.


Learning
Choose 1

[][Learning]New World 2. Cost 500. Chance of success ???
Researching, testing, and experimenting with the products of the new world. You're in new lands, and need to come up with something new!

[][Learning]Fertility Rituals. Cost 300. Chance of success ???
It's winter, a time when some start trying to make children, who will then be born in summer. This action would be an attempt to find ancient fertility rituals, or perhaps to intuit them from the animals around you. Anything to increase your population.

[][Learning]Medicine. Cost 400. Chance of success ???
The near plague this winter frightened you. You know how to heal with Aster's aid, but you do not have many Bane casters. This would be a bout of intensive research into non-bane based healing and surgery techniques.

[][Learning]New World Industry. Cost 325. Chance of success ???
Some of the local plants seem like they could have industrial use for your people. You should research their possible uses!

[][Learning]Domestication Trials. Cost 700 +~100/season. Chance of success ???
You've had reasonably good results of farming native species. Perhaps it's possible to domesticate some? This would be a long term project. It would involve capturing several native species, and attempting to breed them for docility: Domestication in other words. Once you've started the project, you can start others while it runs. Until you decide to cancel it, it will periodically produce more domesticated creatures. You suspect several of the creatures your people encounter are not actually wild, but rather feral. The distinction is important, as it means they were previously domesticated by the natives, and should be easy to redomesticate. Synergizes well with traps and blinds.

[][Learning]Metal and Fire. Cost 350. Chance of success ???
To make steel you need iron and coal. To make bronze you need copper and tin (and arsenic, and selenium, and Byzantium). You need to discover mineral resources you can use. You've found some Galena and some copper. That's a good start.

[][Learning]Old World 3. Cost 250. Chance of success ???
Researching information about Old World technologies, some from Albadon, but others from elsewhere. Whatever seems useful.

[][Learning]Gunsmithing. Cost 250. Chance of success ???
Figure out how to smith guns and canon, or at least how to smith components for them.

[][Learning]Strange World 2. Cost 100. Chance of success ???
A more in-depth study into the geological differences between the bio-mes, as well as an attempt to find ways to 'monitize' some of the nearby biomes

[][Learning]Bane seal traps. Cost 200. Chance of success ???
With all the monks you have, you could begin studying and making baneseal traps: A sort of smart explosive that goes off when something that matches the conditions are close to it. Baneseal traps are usually too fragile to fragile to fire out of canon, but supposedly the Caledrians can do it.

Baneseal traps could be useful for mining your lands and setting up torpedos. It could also be useful for blasting.

[][Learning]No project. Cost 0. Chance of success 0
You could, always, decline to invest resources in learning this season.


Personal
Choose 2
[][Personal]Care for the dragon egg. Chance of success ??%. Dragon is bonded to you
It's winter. The egg needs your assistance.

[][Personal]Reproduction. Chance of success 75%.
The Bane is important to Aster, and it runs in family lines. The monks have been doing their duty, attempting reproduction with the women who are interested in possibly bearing bane-blooded children. You have not been. There are rituals priestesses can undertake to insure that their children have the bane, with 100% odds. It's even possible for a priestess to select the sex of their child. You do not know those rituals. Until you do, you'll probably have to make due with the old way. This will use your personal slot now finding a good selection of mates (Or esoteric holy rituals, if you can find any), and your personal slot two seasons from now because childbirth is difficult, especially when you're the only healer in the village.

Purity has sent you a missive entitled "The responsibilities of a priestess". She's included several quotes from holy books. Priestesses are supposed to have kids. She points out that, as the defacto leader, it's especially important for you to have a child.

[][Personal]Learn more Kobold. Chance of success 80%
Your people are learning Kobold around you. Perhaps you should spend some time to learn more of it yourself?

[][Personal]Take care of Quaseem

Spend a personal action by the side of Quaseem's broken body, trying to help him recover.

[][Personal]Training
Your strength and endurance are not very good. You expect the dragon to hatch sometime in the year after this one. You're going to need to get yourself in shape to ride it by then.

[][Personal]The Deep Woods. Chance of success ???
You could explore the woods, where you've yet to send scouts or hunting parties. See if you can find more about this new world.

[][Personal]A visit to the Kobolds. Chance of success ???
Give a visit to the Kobolds, and try some diplomacy

[][Personal]A visit to the Vellunders. Chance of success ???
Give a visit to the Vellunders and see what you can get

[][Personal]Misc. Chance of success ???
This action's results will be randomly determined by the GM. It could provide a buff to another action. It could reveal a new technological path. It could just be a short interlude about meditating and reaching out to your god.

[][Personal]Train Priestesses. Chance of success ???
You've suddenly got... a whole bunch of new women to train as priestesses. This is going to be very hard, but you need to get to it. After you've got a few reasonably well trained, you can take a piety action to have them teach the others. Until then, either you need to do it, or you need to get your sister enclave to do it.

[][Personal]An additional action in any one category, except sister enclave

[][Personal]Another additional action in any one category. except sister enclave

Sister Enclave
Choose 1
[][Sister]Naval Build up
You could instruct your sister tribe to start some sort of naval build up. They have a much lower population than you do, however, so their navy would be small

[][Sister]Aggressive scouting
Your sister tribe's militia is better trained than yours. Your militia is lead by members of your sister tribe's militia who were barely passed over for promotion. They're not bad, but your sister tribe's are better. You could instruct her to use that well trained militia to scout the area aggressively, supporting one another. It's more intensive than your expeditions, but your sister tribe will get first access to anything discovered.

[][Sister]Iron Mine
This is an extreme request. Your sister tribe would pack up their stuff, and move all they can carry, across land, to the iron mine

[][Sister]The Lake
This is an extreme request. Your sister tribe would pack up their stuff, and move everything they can carry, up the river, to the great lake.

[][Sister]Train Priestesses
Your sister enclave has more priestesses than you do. You could send your Bane possessing children to them to train as priestesses, then they would return to you when the training is complete.

[][Sister]Agricultureal assistance
Your sister enclave is having some trouble feeding themselves. You could send some people down there to show them how to do their agriculture more efficiently.

[][Sister]Strength in Aster
Your sister enclave and your enclave could conduct a mass ritual together. It could help protect you from the winter or the pirates. Or it could fizzle out and do nothing. You have three choices for mass rituals that your tribes could do in a coordinated fashion.

[][Sister]Vellunder Raid
You don't have the manpower to attack the Vellunders, but they have quite a bit of valuable stuff, and your sister enclave could raid them. If the raid is complete enough, it would leave a smoking crater that couldn't possibly accidentally betray your presence to the pirates

Ghadi's rule violation
Ghadi broke the rules, as a monk. He engaged in battle. He killed. Legally he needs to be punished. Even if it was to protect the other monks
[][Punishment]Light punishment
(Community service, having things he likes taken away, curfew, etc)
He did help out, but what he did was sacrilegious...
[][Punishment]Heavy punishment
(Symbolic death, forbidden to do certain things ever again, prolonged Solitary confinement)
This would fit better with what the holy books say
[][Punishment]Write in

(OOC: I'm getting really really tired, I hope this isn't getting worse as a result. I'ma post now.)
Adhoc vote count started by Tithed_Verse on Jan 12, 2018 at 10:14 AM, finished with 18 posts and 6 votes.

Adhoc vote count started by Tithed_Verse on Jan 17, 2018 at 5:21 PM, finished with 18 posts and 6 votes.
 
Last edited:
105/840

[X][Martial]Train the Militia. Cost 200. Chance of success 60%/40%/20%
[X][Diplomatic]A memorial. Cost 300. Chance of success 80%/70%/60%.
[X][Stewardship]Demolish and clean old monastery. Cost 100. Chance of success 95%.
[X][Stewardship]Foraging. Cost 50. Chance of success:95%/75%/60%/45%/5%
[X][Intrigue]Lantern's illumination. Cost 10. Chance of success ???
[X][Piety]Healing and restoration. Cost 125. Chance of success ???%
[X][Learning]No project. Cost 0. Chance of success 0
[X][Personal]Care for the dragon egg. Chance of success ??%. Dragon is bonded to you
[X][Personal]Train Priestesses.
[X][Sister]Strength in Aster Chance of success ???
[X][Punishment]Light punishment
 
[X][Martial]Train the Militia. Cost 200. Chance of success 60%/40%/20%
[X][Diplomatic]A memorial. Cost 300. Chance of success 80%/70%/60%.
[X][Stewardship]Demolish and clean old monastery. Cost 100. Chance of success 95%.
[X][Stewardship]Foraging. Cost 50. Chance of success:95%/75%/60%/45%/5%
[X][Intrigue]Lantern's illumination. Cost 10. Chance of success ???
[X][Piety]Healing and restoration. Cost 125. Chance of success ???%
[X][Learning]No project. Cost 0. Chance of success 0
[X][Personal]Care for the dragon egg. Chance of success ??%. Dragon is bonded to you
[X][Personal]Train Priestesses.
[X][Sister]Strength in Aster Chance of success ???
[X][Punishment]Light punishment
 
[X][Martial]Train the Militia. Cost 200. Chance of success 60%/40%/20%
[X][Diplomatic]A memorial. Cost 300. Chance of success 80%/70%/60%.
[X][Stewardship]Demolish and clean old monastery. Cost 100. Chance of success 95%.
[X][Stewardship]Foraging. Cost 50. Chance of success:95%/75%/60%/45%/5%
[X][Intrigue]Lantern's illumination. Cost 10. Chance of success ???
[X][Piety]Healing and restoration. Cost 125. Chance of success ???%
[X][Learning]No project. Cost 0. Chance of success 0
[X][Personal]Care for the dragon egg. Chance of success ??%. Dragon is bonded to you
[X][Personal]Train Priestesses.
[X][Sister]Strength in Aster Chance of success ???
[X][Punishment]Light punishment

Lol we still don't have houses. And also aren't buying slaves despite that being clearly stated as something we need. But I agree the memorial is important.
 
Last edited:
Lol we still don't have houses. And also aren't buying slaves despite that being clearly stated as something we need. But I agree the memorial is important.
Your people are living in a small number of communal structures. There's very little privacy. This is hampering reproduction, and frankly, allowed to raiders to affect more people simultaneously.

There's also a few pits in the ground with tarps over them, for when people really need privacy.
 
Your people are living in a small number of communal structures. There's very little privacy. This is hampering reproduction, and frankly, allowed to raiders to affect more people simultaneously.

There's also a few pits in the ground with tarps over them, for when people really need privacy.
Yeah I figured we have shelter but it's good to know a bit more of the downsides.
At least our elders are in our sister enclave, which has houses.

I don't know if we'll be able to afford to build them at any point, frankly, considering that our income is persistently low and we're struggling to get enough RP together to raise it higher.
Would it be possible to get a housing action that is less "build houses for everyone" and more like "build some houses"? I.e., could we build houses in a piecemeal way?
 
Yeah I figured we have shelter but it's good to know a bit more of the downsides.
At least our elders are in our sister enclave, which has houses.

I don't know if we'll be able to afford to build them at any point, frankly, considering that our income is persistently low and we're struggling to get enough RP together to raise it higher.
Would it be possible to get a housing action that is less "build houses for everyone" and more like "build some houses"? I.e., could we build houses in a piecemeal way?
Sure, I can give you an option to provide houses for either the elders, married couples, or VIPs

The structures are basically houses/workshop/storage all rolled into single buildings, so there's also some accidents and injuries from it.
Adhoc vote count started by Tithed_Verse on Jan 12, 2018 at 8:53 PM, finished with 18 posts and 6 votes.
 
Last edited:
@Tithed_Verse What's going to happen with the dragon after it's hatched?
Will we need to dedicate actions to taking care of it and so forth?
Can it just sleep in our room or will we need to make a building?
 
[X][Martial]Train the Militia. Cost 200. Chance of success 60%/40%/20%
[X][Diplomatic]A memorial. Cost 300. Chance of success 80%/70%/60%.
[X][Stewardship]Demolish and clean old monastery. Cost 100. Chance of success 95%.
[X][Stewardship]Foraging. Cost 50. Chance of success:95%/75%/60%/45%/5%
[X][Intrigue]Lantern's illumination. Cost 10. Chance of success ???
[X][Piety]Healing and restoration. Cost 125. Chance of success ???%
[X][Learning]No project. Cost 0. Chance of success 0
[X][Personal]Care for the dragon egg. Chance of success ??%. Dragon is bonded to you
[X][Personal]Train Priestesses.
[X][Sister]Strength in Aster Chance of success ???
[X][Punishment]Light punishment
 
If this isn't already informational, you should consider making it informational. Or maybe I'll make a country page at some point.
Yes. Albadon is lead by females. Unlike Hexoria which has a queen, but is lead by males, or Caeldria and Dolland, which both have equality between the sexes, though the nature of that equality is very different. (Dolland's politics are weird. Is there such a thing as Anarcho-Facist? Don't answer that, it would be nothing like Dolland. Dolland's a functional country in that, if you march an army into it, they return in little pieces, and it barely manages to remain self sufficient, with all the crushing poverty that implies, but the wealth gap is small, because anyone who gets too visibly wealthy is killed by their neighbors. All women in Dolland are equal to men when/if they're pointing a firearm in your direction.)

Hectoria is simply led by men. They don't fuss about.

Ei is led by people who had their genitalia surgically removed at a young age, typically they're bought from their parents by the government and work as scribes/slaves until they raise in the ranks enough to be slaves/public servants, and finally slaves/leaders. Theoretically they're all slaves to the emperor. In practice, as 'slaves' they wield more power than any freeman or woman, and can arrange for the emperor to be... replaced... if things aren't going well.

So, as an Albadonese, that locked you into being female.

Hexoria, Hectoria would have locked you into being male.

Ei you would have been male, unless government sponsored, then eunuch. Eunuchs can be born male or female, the only difference is the complexity of the surgery.

Dolland and Caeldria would have given you a choice.

Consider replacing the dragon informational page with the below, which is basically just a compilation of shit you've said:

Dragons
Dragons were inspired by Temeraire. Dragons are a mobile tactical air-force. They're large as ships, and typically have a crew. The crew is armed with muskets or rifles, and the dragons usually carry some bombs to drop. Some of the stronger dragons mount light canon. Mostly they fight with tooth and claw in the air, or by flying along side one another while their crews shoot at each other. Unlike dragons from Temeraire, without their bonded rider - bonding will be discussed later - the dragon can't be convinced to take any of the additional riders which form the 'crew' of a dragon. This is rather bad both for the dragon if it encounter other, crewed dragons, and for its usefulness.

In addition to what the crew can do, some dragons have sonic attacks, some have fire attacks, some have acid attacks, and some rare dragons - like that which our character has - even have lightning. Most dragons, however, are restricted to tooth and claw. Dragons fly about as fast as WW2 airplanes but lightning dragons are actually a bit closer to low jet speeds. Dragons fly like birds rather than like planes, so they can do some aerial acrobatics that would be pretty stunning from an airplane's perspective, like 'backwinging.'

Behavioral:
Dragons become bonded to a person while in their shell. Young dragons are typically nervous and protective of the person they're bonded with. Furthermore, dragons only really listen to the person bound to them: When that person dies, they generally go feral. People who are bound to dragons get a specific sort of OCD where, if away from the dragon, they're forced to deal with obsessive and intrusive thoughts about the dragon.

A dragon is only loyal to the person bound to it and will act to preserve that person's life against that person's wishes. If anything threatened them, or seemed like it was threatening them, the dragon would stop fighting and rush to their rescue. They're not super bright, so even if it's a feint the dragon will fall for it. Dragons can be captured by capturing their rider, and while they can't be trusted in battle, they can then be bred while their master is kept in (gentle) captivity.

Priestesses of Aster have bonds with dragons a little more complete than a normal rider, but that has costs too. It's not telepathy, but they can sort of feel their dragon. Despite the bond there's no telepathy with the dragon. They understand speech very well, for an animal, but don't speak themselves. Their rider needs to be very near their dragon to tell what condition it's in, it can't tell them, and directing it from the ground would require some sort of complex signaling system. Better to simply be on the dragon, and tell it what they want while riding it.

Old World dragons:
Due to inbreeding and lobotomies, old world dragons are pretty smart, but also dim about certain things and types of things. They're basically about the level of a little kid.

When the person bonded to the dragon is getting old, it's common to lobotomize the dragon with iron spikes driven into it's head to render it passive. That way it won't go feral. It won't be useful for fighting any more, but it can live a long and productive life as a breeder. Iron studs are also used on dragons that are simply overly rebellious. It helps keep them calm.
  • Hectoria's dragons are small, weak, and without breath weapons.
  • Hexaria's dragons are large and strong, and typically possess the flame.
  • Albadon's dragons possess The Lightning to strike down the unbelievers.
  • Caledria's dragons are known for the toxic fogs and acid spit they hack at their foes.
  • Dolland's dragons are mysterious nocturnal beasts referred to as 'silent hunters' by those unfortunate enough to encounter one.
  • Ei's dragons are blessed with a scream that can flatten armies.
New World dragons:

"are a different breed. Not that you know that yet XD."
 
Last edited:
@Tithed_Verse How much food will the dragon consume?
Lots. They're big like ships. They're active too, though in short bursts: they're apex predators, not endurance hunters.

The good news is you can feed one lots and lots then it can sleep for a week.

The bad news is that if you want them to be active (working, training, fighting, acting as your personal airplane) they can burn that off pretty fast.

A full grown dragon can easily eat twenty five sheep a day if it's active.

Good point about the tagging, @Umi-san I'm bad about that. Hmm, I should reward you for that compilation
 
Last edited:
A full grown dragon can easily eat twenty five sheep a day if it's active.
... yikes.... We need more people and more food and more everything then.

The three step plan to rapid growth:
1) Build houses
2) Buy Slaves
3) Expand Farms
4) Dig mines
5) Build roads with our neighbors
6) Convert the kobolds or something idk
7) Repeat
 
[X][Martial]Train the Militia. Cost 200. Chance of success 60%/40%/20%
[X][Diplomatic]SaltCry. Cost 40. Chance of success 95%
[X][Stewardship]Demolish and clean old monastery. Cost 100. Chance of success 95%.
[X][Stewardship]Foraging. Cost 50. Chance of success:95%/75%/60%/45%/5%
[X][Intrigue]Lantern's illumination. Cost 10. Chance of success ???
[X][Piety]Healing and restoration. Cost 125. Chance of success ???%
[X][Learning]No project. Cost 0. Chance of success 0
[X][Personal]Care for the dragon egg. Chance of success ??%. Dragon is bonded to you
[X][Personal]Train Priestesses.
[X][Sister]Naval Build up
 
[X][Martial]Train the Militia. Cost 200. Chance of success 60%/40%/20%
[X][Diplomatic]Trade with Kobolds. Chance of success ???%
[X][Stewardship]Rebuild monastery. Cost 450. Chance of success 85%/50%/35%
[X][Stewardship]Foraging. Cost 50. Chance of success:95%/75%/60%/45%/5%
[X][Intrigue]Lantern's illumination. Cost 10. Chance of success ???
[X][Piety]Healing and restoration. Cost 125. Chance of success ???%
[X][Learning]No project. Cost 0. Chance of success 0
[X][Personal]Care for the dragon egg. Chance of success ??%. Dragon is bonded to you
[X][Sister]Strength in Aster
[X][Punishment]Light punishment

Trading the monument to a future turn for doing the monastery the right way. Everything sucks but mortgaging the future like that isn't really -that- advantageous immediately. Otherwise, double Kobolds and various other sane/cheap choices.

[][Learning]Strange World 1. Cost 100. Chance of success ???
There's a different biome, of giant insects and large birds. It seems like an alien transplant into this more lizardly land. Is the new world really one consistant world, or is it several mashed together?
@Tithed_Verse Is this still the current step or did it advance to Strange World 2 after last turn?
 
Winter turn 8 fin
[][Martial]Train the Militia. Cost 200. Chance of success 60%/40%/20%
63 << Bare fail
[][Diplomatic]A memorial. Cost 300. Chance of success 80%/70%/60%.
14 << That's a lot of overkill.
[][Stewardship]Foraging. Cost 50. Chance of success:95%/75%/60%/45%/5%
48 << Not awful
[][Stewardship]Demolish and clean old monastery. Cost 100. Chance of success 95%.
94 << Bare success
[][Intrigue]Lantern's illumination. Cost 10. Chance of success ???
51
[][Piety]Healing and restoration. Cost 125. Chance of success ???%
9 << Dice god likes piety?
[][Learning]No project. Cost 0. Chance of success 0.
98 << Autofail, but aren't you glad it ate your high roll?
[][Personal]Care for the dragon egg. Chance of success ??%. Dragon is bonded to you
33
[][Personal]Train Priestesses.
26
[][Sister]Strength in Aster Chance of success ???
52
[][Punishment]Light punishment
57
Storms
96
The winter storms are particularly brutal, after that milder fall. The surface of ocean itself begins to freeze, throwing salty ice onto the coast, in the dusk and the dark of winter. One morning one of your scouts reports a giant, white island mysteriously appearing off the coast. It seems to simply be... drifting on the ocean. You think there might be enough of an ice bridge across the surface of the ocean to reach it. Through the icy fog, Your people can barely see its looming presence at the horizon from land, blocking what little sun your village recives from time to time.

Do you send scouts to this white island?

[][Scout]Scout the island personally
[][Scout]Send scouts to the island
[][Scout]Ignore it.

Unfortunately, this winter doesn't go quite as well as the last one. The cold is harsher and the nights darker. Purity reports to you that Granny Jumanah has finally breathes her last. A few days later, one of your trainee priestesses joins her, her eyes glazed over with ice. Without a monastery, your monks are suffering, as are your foragers and scouts. Every time you see Gadi, he's covered in purple, frostbitten, spots. It seems like every few days your people or purity's find a new corpse, someone who went to sleep and never awoke. The constant, freezing drizzle intermixed with drifting snow coats everyone who steps outside in ice. Days bleed into nights, and your people distract themselves with whatever's at hand. Some of them start a choir, and ask you to lead them in singing prayers.

It's better than waiting.

-325 RP for winter. Population loss: about 40. This winter has been abnormally harsh, by the standards of the region. Your only joy is that it's likely harming the privateers too.


Train the Militia
With all of your major military leaders other than Faris Harb in traction, in comas, or dead, this goes poorly. Worse, it's simply too cold to practice outside. Instead you're forced to practice inside. You set them to games of hide and seek, and 'breaching drills' within the capitol, but it quickly becomes apparent that this isn't particularly helpful. Still, it keeps them working, and busy hands help with morale.

Once you try to practice skirmish and maneuver outdoors, when the snow was lighter, but it quickly became apparent that your people were simply not up for it. Finally, you hand their training off to the 'non-com' officers from Purity's enclave. This turned out to be a bad move. From what you gathered later, most of what they wound up learning from them was how to cheat at 'the mill game'.


A memorial
As you stare at your early plans for yet another memorial to the lost, you realize something: You want your memorial to be something useful. Something that can actually help. You don't want to repeat tragedy after tragedy. This memorial will be something different. A gleam in your eyes, you get to work on an entirely new set of plans...

[][Memorial]Light house
The memorial will be a stoic lighthouse, positioned to watch incoming and outgoing boats, and to give you good advance warning the next time the pirates visit. Cost +200.
[][Memorial]Bunker
The memorial will be a panic room, buried under the earth, and reinforced to hold strong. If you get adequate warning, your people can flee into the bunker, avoiding civilian loss of life during military events, and some natural disasters. Cost +200 RP
[][Memorial]Garden
The memorial will be a memorial garden to the dead, where medicinal plants will be grown. Gain 20RP/spring, 30RP/Summer, 60RP fall, 0RP winter. No change in price.
[][Memorial]War Manual
The memorial won't be a garden, or a tower, or a hole in the ground, or anything physical. It will be a song, a story, a written Manual. A hard hitting analysis, written by Faris Harb, and annotated by Quaseem and Ghadi, of everything that went right and wrong. Bonus to all military training actions. No change in price

(All options give the same + morale, greatly reducing the moral loss from the tragedy)

Foraging
Despite the storms, despite their return each day with gaunt expressions, and bleeding fingers. Despite the aura of hopelessness that settles around your camp, simply because of the weather, Foraging goes quite well. Your people find some cold-hearty potatoes, deadwood that fell in the constant storms, and a few frozen medicinal plants. Most intriguingly, they find a 'flower' that produces heat. It smells like a rotting pumpkin that rolled in feces, but the slimy purple flower with petals the texture of half-boiled tongues produces enough heat to thaw snow around it during the winter. None of your scouts are brave enough to see if it's edible.

It's not a whole lot, but it's a whole lot more than you had expected +250 RP.

Demolish and clean old monastery

The cold weather make the work difficult and unforgiving. The first step is to demolish the half-standing remains of the building, which could have collapsed any time. Parts of it were already crumbling and falling from the pressure of the snow and the force of the winds. You could not purify it before its collapse. It was simply not safe enough, though your people did the best they could to set up containment around the outskirts.

The entire project was the biggest loss of life in this winter, among the kobold workers demolishing and dragging the rubble from the foundation so that your teams of priestesses can get at it and purify it. Every time you step among the rubble, it tingles of impurity. Several of the kobold workers lose scales, or suffer burns. One of the kobold worker's tails falls right off of her body. One of your priestesses trainees fails to abide by the exposure guidelines, and begins to lose her hair by the clump. Another priestess trainee was injured while working with the kobolds, and over the next three days the flesh of her abdomen subsided, until it was as thin as paper, and you could see her guts through it. It is unlikely she will pull through, but she is not dead yet.

The curse of Aster upon ruined temples is the greatest killer, not the cold. That and the kobolds not understanding the restrictions or why they're in place. They learn, and by the end of the winter, the Kobolds have developed a healthy respect for the guidelines of Aster.

Nonetheless, working day and night, you and your people get the ruins cleared before the contamination can leak past it's borders.

Lantern's illumination

Once more you attempt to spy on the lantern tribe, this time in the dead of winter. You also actually manage to find something interesting. The majority of the lantern tribe feasted heavily at the start of the winter, then entered their homes, and were not seen leaving until summer. Only a few with certain physical characteristics, a certain shape to their scales, and certain colors including red and blue, remained active. The active ones ventured out in heavy winter clothing, and often carried fire with them when they did venture out. It's a more extreme version of what your own people are doing, but is enlightening.

Kobolds are clearly not entirely cold blooded, but nor is their blood as warm as your own. They are at a distinct disadvantage during the winter. If you want to integrate them into your people, you will need to find a way to work with, or around, that.

Healing and restoration

Even under the best circumstances, healing with the bane can be very touch and go, especially with injuries to this extent. Intisara is the best out of intensive care. She's starting to get a reputation for quick recovery. Quaseem, unfortunately, is a bit more difficult. The body recovers, but the mind is still a wreck. He keeps having flash backs to the torture they performed upon his body after they caught up with him. It is unlikely he will ever be up for charging an enemy position on his own, and you're unwilling to let him return to military command at this time.

You spend a great deal of time consoling Violet, and talking with her. Slowly she dips her toe back into leadership roles with the trainee priestesses... only to find herself rebuked by Uzma's clique. It's clear that it hurts her: She thought that the loyalty would be deeper, after what she did for the others.

The problem is that they don't understand what they did for them. All they saw was her capitulating, not the threats held over her head. The older priestess trainees understand, however, and back her up. She's begun to rebuild her support network among them. Hopefully she'll be fine, but you make sure that she understands if she's not, your office is open.

You make a note to collect her some sort of exotic animal to serve as a safety animal. Something to restore her confidence. But what sort?

[][Safety]Lizard Deer
[][Safety]Cat
[][Safety]Large leaping lizard
[][Safety]Snake
[][Safety]Dog
[][Safety]Write in
[][Safety]Poop pig

The kobolds also take a great deal of interest in your healing and care. Several of them attempt to present themselves to you for healing as well. You do your best, and to your surprise, it works. Not as well as with humans, but you can Baneheal kobolds if you pay particularly close attention to their physical differences from humans.

You manage to get most of the enclave back on their feet, as best as possible. It's long hard work, and not work that the trainee priestesses can

Care for the dragon egg

For once, this actually goes well. You're smart enough to keep it away from the contaminated areas, instead temporarily placing it in the care of some Kobolds.... who seem dutifully awed by the egg. The egg continues to slowly firm and ripen, and you're starting to feel the stirrings of the creature within. It's been rocking and shaking occasionally on it's own. With any other animal, that would be a sign that it will hatch soon. With dragons, it could still be as long as a year and a half away.

But it's a start. The dragon child is no longer sleeping. It's awake, and it's paying attention. It seems to especially like some of the bloodier passages in the Songs, you know the ones: Where Aster's mighty steed eats the false prophet who came to steal her name. The baby in the egg seems to be grinding it's teeth in tune to the crunching of the false prophet's bones.

Train Priestesses.

This also goes remarkably well, mostly due to your increasing penchant for delegating. Uzma Javid has been maturing as a priestess. When one of the priestesses loses her hair due to exposure to the unclean, Javid shaves her own head bald in solidarity. When the other priestess suffers her wasting, Javid is there by her side, holding her hand, and encouraging her to fight. If she has any chance at all this coming year, it's because of Javid.

When the researchers were ill, Javid spent as much time with them, or more, as you did. You're starting to see both your passion and your dedication in Uzma Javid. Along with her, a small clique of other priestess trainees have been taking up lesser leadership roles. The only problem is that this effectively and efficiently locks Violet out of most leadership rolls with the priestess trainees. She's simply lost too much time. Only the older students, the adults over twenty and a half, still respect, and listen to Violet over Uzma... on the days that Violet feels well enough to take up leadership, the trauma of the abuse she took to spare the others still weighs heavily on her.

While it's a positive thing to have more leaders, you're going to have to do something about the situation.

Violet is more thoughtful, and more personable than the younger more impulsive Uzma... Uzma has passion and fire in her eyes. She truly cares about everyone's well being, but isn't near as willing to respect their boundaries. Violet is gentle with others, and backs off when she goes so far. Uzma is a steamroller of righteous passion and fury. You suspect Uzma may even try challenge you (and, at this stage, fail laughably like a kitten challenging a grey hound), if she felt you were not serving your people well.

Another way to put it is Violet trusts others to do what is best of their own free will, Uzma doesn't.

[][Uzma]Let Uzma and her clique dominate
[][Uzma]Break up Uzma's clique, and see what happens
[][Uzma]Train Uzma and her clique as missionaries, in a separate command structure from Violet and her older students
[][Uzma]Train Violet and the older students as missionaries in a separate command structure from Uzma
[][Uzma]Train Uzma as your secretary, let Violet take charge once more
[][Uzma]Train Violet as your secritary.
[][Uzma]Give Uzma a stern talking to, and try to make sure Violet remains in charge.
[][Uzma]Write in


No project
It Is a good thing you decided not to engage in research this winter. All of the people you would normally rely upon to do research got violently ill, to the point where they could not keep down water. To keep them quarantined, You and your priestess trainees were the only ones permitted to contact with them, capable as you were of purifying yourselves.

Your trainees kept them alive, barely, by feeding them snow, both to cool their fever and provide them with water. When they could handle it, you also would use reeds to drip hot goat-milk and barley syrup into their mouths. After nearly a month, they recovered, stick thin and wasted, but alive. Aqila Nagi's normally black hair developed prominent white stripes, from the intensity of her fever.

Strength in Aster

Your sister enclave agrees to a mass ritual with you. There's a few you can select from

[][Ritual]Dawn Thaw
Ends winter early, increasing RP gains next spring somewhat, may have unexpected side effects on the climate

[][Ritual]The Blessing of Storms.
Brings a gigantic massive storm, hopefully to smite your enemies

[][Ritual]A cloak of stars.
Aster's shroud will cloak your enclave, hiding it within the stars. At least that's what the texts say. It should make it harder for enemies to stumble across you.

[][Ritual]Ritual for a new year
You don't actually know if this ritual will do anything, or what it will do. It's a ritual to usher in the new year, and out the old year. Since that happens pretty well on it's own....

Gadi's Punishment

You decide to go with a simple punishment: a removal of luxuries. For the next few seasons, Gadi will be drinking only water, and eating only bread and greens: No meat, no milk, no honey, no spices. The enclave seems to agree it's about as fair as you could manage between his heroisim, and the demands of the law. Which is to say both those supporting Gadi, and those supporting the Law are equally unhappy. Sometimes that's the only compromise that's possible.
Adhoc vote count started by Tithed_Verse on Feb 1, 2018 at 1:46 PM, finished with 7 posts and 6 votes.

Adhoc vote count started by Tithed_Verse on Feb 1, 2018 at 1:48 PM, finished with 7 posts and 6 votes.

Adhoc vote count started by Tithed_Verse on Feb 1, 2018 at 1:48 PM, finished with 7 posts and 6 votes.
 
[X][Scout]Send scouts to the island
[X][Memorial]War Manual
[X][Safety]Dog
[X][Uzma]Train Uzma as your secretary, let Violet take charge once more
[X][Ritual]Ritual for a new year

Lighthouse seems best for both productivity and defense...but our RP is in shambles, so the War Manual is more valuable.
Maybe it can stem our endless failing at the martial actions.
For comfort a dog works well, since they bond fairly readily.

Umza's situation...her ability to make people do things and to monitor people goes well for a secretary role where we can delegate tasks to her and she'd see it through. Violet's the preferred face of the faith though.

As for the ritual, I'm going with the mystery seasonal event locked ritual.
Those had always done well by us

[][Safety]Poop pig

Oh and probably not the best idea for a pet?
 
[X][Scout]Send scouts to the island
[X][Memorial]War Manual
We're going to need a better military if we want any hope of surviving, and this could be a good first step.

[X][Safety]Dog
(Hopefully) easier to find, companionable, and familiar to Violet. It's honestly one of the better choices for a safety animal.

[X][Uzma]Train Uzma and her clique as missionaries, in a separate command structure from Violet and her older students
Send the firebrand out to act as a missionary, and have the calmer and more collected Violet serve as the de facto leader of the regular students.

[X][Ritual]Ritual for a new year
I don't know what it might do, but I'm intrigued all the same.
 
[X][Scout]Send scouts to the island
[X][Memorial]War Manual
[X][Safety]Dog
[X][Uzma]Train Uzma and her clique as missionaries, in a separate command structure from Violet and her older students
[X][Ritual]Ritual for a new year

So, I mostly agree with veekie, but Uzma is both seen as a good leader and a compassionate priestess that kept everyone happy and alive. Having her as our secretary would limit her effectiveness, but having her work separately she can do her thing while Violet takes charge once more.
 
[X][Scout]Ignore it.
[X][Memorial]Garden
[X][Safety]Dog
[X][Uzma]Train Uzma as your secretary, let Violet take charge once more
[X][Ritual]A cloak of stars.

Island just feels like bait and getting more people killed.
Picking Garden because we're also limited in getting people better tools to defend themselves or being able to afford training and not hunting because of lack of RP.
Dog is the safe animal.
Take Uzma in hand. Fiery missionaries isn't a universal good, sometimes they just make the situation far worse and/or get themselves burned.
I typically abhor mystery boxes and Cloak of stars is again another way to try and deal with military woes.
 
[X][Scout]Send scouts to the island
[X][Memorial]War Manual
[X][Safety]Dog
[X][Uzma]Train Uzma as your secretary, let Violet take charge once more
[X][Ritual]Ritual for a new year
 
Back
Top