[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

Training her as a secretary so that we can watch over her more and moderate her attitude.
 
Half turn fin
[][Scout]Send scouts to the island 13
[][Memorial]War Manual 33
[][Safety]Dog 34
[][Uzma]Train Uzma as your secretary, let Violet take charge once more 95 << Honestly, I wasn't prepared for this sort of result, and your initial roll wasn't bad, so please accept a much milder failure than the result implies
[][Ritual]Ritual for a new year 1

Send scouts to the island:

The 'island' it turns out, is a giant and harsh chunk of ice, floating in the middle of the bay. not only is it extremely large, it's riddled with tunnels and weak spots. You lose three scouts exploring it, One slides down a slick spot into a crevice. While your people tried to get a rope down to him, the ice shifted and his legs were crushed. Moving him would have killed him, at that point, as he would have bled out. He took hours to die. Another fell through a weak spot in the ice, vanishing into a hole that rapidly closed behind her. Her corpse was not recovered. The third was killed when a chunk of ice came loose, and tumbled down the side of the island, smearing him across about a hundred feet of ice before dragging him into the frigid water. You're not sure if he was killed by the Impact, or if he drowned. Five of your scouts are badly injured, but will survive.

It's not, however, entirely pointless. Your scouts find a small flock strange flightless birds on the island, which could be useful to farm. More importantly, they find people. Humans, even. Four of them, bundled up in unfamalair furs and speaking an unfamiliar language. Their names are, as far as you can gather, Aput, Tarkik, Nauja, and Iqaluk. It's two men and two women. It's the first sign you've seen that there might be humans native to this land. You're uncertain if they're couples, or siblings. They also have with them some supplies, lamps, torches, ice climbing tools, winter clothing... about 45 RP worth.

The last thing of interest is that your scouts manage to stumble upon, and excavate, some of the corpse of a giant sea monster trapped in the ice. The cold weather has kept the meat and blubber well preserved, and the hide seems thick and useful. Even the large bones could be well used back at your enclave. +325 RP

War Manuel
The Manuel is actually several books. Some of them are intended for public consumption: a play that teaches some rudimentary smatterings of tactics as a side effect. Some are lower level books, for warriors, detailing how to fight. And some are for commanders, detailing tactics and strategy. All in all, a good collection.

It does Quaseem well to help work on it, though he occasionally suffers 'headaches', and sometimes has to 'have a lie down'. It's working therepy, and the lad is improving, especially working with the legend he idolizes, Faris Harb.


Dog:
Albanese fire-points are beautiful dogs with short white fur, and orange 'socks' and orange 'points' on the tips of their ears. They have very alert faces, and they're built lean, like smaller, greyhound, or a less muscular pincher. Bred for beauty and competitions, they're very energetic, frivolous dogs.

You do not have any Albanese Fire-points. Your expedition arrived with a handful of mutts of indistinct pedigree. You're pretty sure some firepoint and fishound is in there... and a whole lot else as well.

The pup you select for Violet is likely more than a little Hectorian Fishound, with their distinct and severe underbite, but colored like a fire-point, and with a generic figure that doesn't match either breed. She seems like a friendly animal, with soft ears and a warm catlike buzz when petted. Given how mixed her pedigree is, you wouldn't be surprised if there was a little cat in there somewhere.

It does Violet well. She's stabilized, and the dog helps calm her down when she has her nightmares. The two pretty quickly become an inseparable pair. It's honestly a little too fast. You're pretty sure that if something happened to that dog, you'd be back to pre-square one. But for now, it's a good start. Her therapy sessions drop from every week to biweekly, and the events with Uzma don't seem to be setting back her progress.

Now... what to do with Quaseem. Not only was he traumatized, but the brain damage he suffered has rendered him a little less focused than he was previously. It's not a lot less, but it's painful to see the formerly intellectually fearsome young man 'fuzzy' around the edges as he is now.

Train Uzma:

Despite separating her from the other apprentices, Uzma takes her promotion to secretary as a sign that she's doing something right. She uses it to maintain her iron hold over the lower trainees, and even manages to erode Violet's support among the older trainees significantly. Your whole entire crop of priestess trainees seems to be gearing up to conquer or convert the whole world... in your name.

+1 personal action per turn.

Ritual for a new year

Once more, you and your population are... seized... by some outside power. Components you didn't think you had for the ritual materialize, and your people form complex arcane symbols across the land. The night sky lights up with a web of bane, connecting the stars and creating grandiose patterns. Patterns echoed perfectly by your people down below. If you had enough control over your own body to shiver, you would.

When you come to, you feel... lucky. (For the whole next in game year, I will roll every roll twice and give you the more beneficial result. Your enemies will get the less beneficial result)

Albanese Witchhounds are longhairs. Their hair is particularly straight and soft, and hangs off of their body in long rolling waves. The hair on their back tends to have a darker coloration than the hair on their belly, and they have mask patterns on their faces. Their tails are long, and have long hair hanging off of them like drapes as well. Even their faces produce long drape like hair that hangs down from the sides of their jaws. They have pointy noses, and droopy ears. Think Afghan Hound, if the drapes of hair continued along the tail.

Hectorian fishhounds are unique dogs, long and short legged, they display a distinct under bite and severe muscular hypertrophy, like a bully whippet crossed with a dachshund that has a pug's face. They have black faces, and grey and black striped bodies, tight curly fur, and were originally bred for fishing, as such they're well known to be extremely serious dogs. They look a bit like a mabari war hound from dragon age, but with stubby legs, and curly hair.

Hexarian Hounds are brown, white, and black spotted dogs of medium build, they're good hunters. A relative of the blood hound, with their droopy ears and boxy snout, and wrinkly body. They look a bit like a blood hound with collie coloration.

Caledria Crests are small warty dogs, with a huge mop of hair coming out of their head, and none on their body. They have a reputation for being short lived, and having strange behavior patterns. Some people claim that there's a few of the dogs out there with the Bane. That's probably crazy rumor though. They tend to have droopy ears, and pointy snouts.

Eiese Curly Courts are small dogs with luxurious loosely curled hair on their body, but short straight hair on their face, and distinct, expressive long eyebrows. They're typically pure white or pure black. They have rounded, perky ears, and tiny snouts.

Dolland war dogs look like your worst nightmare in the form of a dog. They inspire names like "Blood Bucket" and "Asshole". There are rumors that the Dollanders surgically implant additional teeth into their wardog's mouths, just to give them that extra unnerving touch.

[][Dog]Name the dog (Write in)
Dog is female.
 
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We rolled a 1 again for the ritual. Nice. Also,


[X] [Dog] Sparky
 
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Send scouts to the island:

The 'island' it turns out, is a giant and harsh chunk of ice, floating in the middle of the bay. not only is it extremely large, it's riddled with tunnels and weak spots. You lose three scouts exploring it, One slides down a slick spot into a crevice. While your people tried to get a rope down to him, the ice shifted and his legs were crushed. Moving him would have killed him, at that point, as he would have bled out. He took hours to die. Another fell through a weak spot in the ice, vanishing into a hole that rapidly closed behind her. Her corpse was not recovered. The third was killed when a chunk of ice came loose, and tumbled down the side of the island, smearing him across about a hundred feet of ice before dragging him into the frigid water. You're not sure if he was killed by the Impact, or if he drowned. Five of your scouts are badly injured, but will survive.

It's not, however, entirely pointless. Your scouts find a small flock strange flightless birds on the island, which could be useful to farm. More importantly, they find people. Humans, even. Four of them, bundled up in unfamalair furs and speaking an unfamiliar language. Their names are, as far as you can gather, Aput, Tarkik, Nauja, and Iqaluk. It's two men and two women. It's the first sign you've seen that there might be humans native to this land. You're uncertain if they're couples, or siblings. They also have with them some supplies, lamps, torches, ice climbing tools, winter clothing... about 45 RP worth.

The last thing of interest is that your scouts manage to stumble upon, and excavate, some of the corpse of a giant sea monster trapped in the ice. The cold weather has kept the meat and blubber well preserved, and the hide seems thick and useful. Even the large bones could be well used back at your enclave. +325 RP

Lives well spent considering the resource crunch, but that was weird as fuck.
Looks like chickens on an iceberg?
Train Uzma:

Despite separating her from the other apprentices, Uzma takes her promotion to secretary as a sign that she's doing something right. She uses it to maintain her iron hold over the lower trainees, and even manages to erode Violet's support among the older trainees significantly. Your whole entire crop of priestess trainees seems to be gearing up to conquer or convert the whole world... in your name.

+1 personal action per turn.
:V

Well, we'd just have to deal with being semi-deified?
Ritual for a new year

Once more, you and your population are... seized... by some outside power. Components you didn't think you had for the ritual materialize, and your people form complex arcane symbols across the land. The night sky lights up with a web of bane, connecting the stars and creating grandiose patterns. Patterns echoed perfectly by your people down below. If you had enough control over your own body to shiver, you would.

When you come to, you feel... lucky. (For the whole next in game year, I will roll every roll twice and give you the more beneficial result. Your enemies will get the less beneficial result)
...we're crazy good at grand rituals somehow.


[X][Dog] Blue

I am terrible at names. I just went Violet -> another color.
 
Lives well spent considering the resource crunch, but that was weird as fuck.
Looks like chickens on an iceberg?

Penguins, not chickens. And four humans! But the frozen whale corpse was most important.

I feel like I'm really bad at writing the rituals... Does anyone have any advice?
 
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Penguins, not chickens. And four humans! But the frozen whale corpse was most important.

I feel like I'm really bad at writing the rituals... Does anyone have any advice?

Keep trying? =X I don't know, writing is something that takes from out to in and traslates in out when you learn or become better, so it's not a natural process, but a worked on one, and still I can't trully understand how to make it better, since what works for someone in some literary gender won't work for the same person in another gender, or for other person in the same... What I can say is this: if you keep trying to write AND to improve, you will, take it long or not.
 
Well, I had had a whole idea about a rowdy, comical ceremony involving a plaster statue with gold leaf, which people ushered through large freestanding doors, and playing trumpets, and dancers with fabric tied to their elbows and knees, and a meal of small bites and beer....

And then you rolled a nat 1, and it really didn't feel like my original idea was apropriate anymore.


The original effect was going to be "You get luckier", and I would have given you couple of rerolls without explicitly stating anything so that you couldn't be sure. Somewhere between 1 and 4 rerolls depending on how well you did.

And then you rolled farking one.
 
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Sheesh, what bipolar dice.

Lucky roll on the exploration but even with that taking losses and wounds is painful. RP hopefully makes up for it, as callous as that is.

[X][Dog] Emily
 
Well, I had had a whole idea about a rowdy, comical ceremony involving a plaster statue with gold leaf, which people ushered through large freestanding doors, and playing trumpets, and dancers with fabric tied to their elbows and knees, and a meal of small bites and beer....

And then you rolled a nat 1, and it really didn't feel like my original idea was apropriate anymore.


The original effect was going to be "You get luckier", and I would have given you couple of rerolls without explicitly stating anything so that you couldn't be sure. Somewhere between 1 and 4 rerolls depending on how well you did.

And then you rolled farking one.
I'm half expecting a ritualist trait by now, but generally rituals are fiddly to write, since you have to balance detail against attention span and reading speed.
 
I'm half expecting a ritualist trait by now, but generally rituals are fiddly to write, since you have to balance detail against attention span and reading speed.

You already have a secret unannounced trait that's letting rituals trade failure for success, not that it's actually come into play yet because you keep succeeding without it, but I'm theory, from last turn on, if you failed a ritual it would steal the success from the category with the best success, and give them the failed roll. But if it only rolled a mediocre success than there would be no changes.

Also best success isn't lowest roll, it's greatest degree of success, so a best success can still be a fail, amusingly

If you have something that succeeds 95% and rolls a 50 that could be your best degree of success, still fail the ritual, and be a worse roll than what the ritual got, but still be swapped in if the ritual fails

That means that rituals work better in a turn where you're doing a lot of risky stuff
 
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