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Your name is Takkil Rimward, the first of your house and the bastard son of King Hekkil II. Though illegitimate, you were nonetheless given a good upbringing and education in the royal household alongside your half-siblings. Much as your etiquette leaves a lot to be desired (Only worsening your standing amongst the nobility), you are extremely skilled at hand-to-hand combat with the mace being your weapon of choice, a mixture of natural aptitude and training by the best of the best leaving you with the kind of fighting power that could win you almost any confrontation.

You are also a Nephil. Said to be the descendants of fallen deities who bore children from mortals, the metallic hair, tall stature and chevron-like markings they bear on their skins mark the Nephilim out as a people apart. Only further characterising them were their powerful minds, long lifespans and unfortunate tendency towards madness. Though for the most part the Nephilim are long dead now with only a few scant Houses amongst them, you are lucky enough to be in their numbers, for better or ill.

Houseless for most of your life, shortly after your 19th birthday you were given the chance to form your own cadet house by your father, even be granted your own lordship. And as luck would have it, opportunity opened up in the form of tales of a mysterious new continent across the seas. With your father's blessing, you assembled an expedition of 7 ships crewed mainly by farmers and warriors (Though all manner of other occupations were present too, simply not in nearly so great numbers) to settle a colony on this new land, thus neatly solving both of your problems.

Setting sail, you first stopped off at the Isles of the Dawn Sisters, the Kingdom's most distant holding. There you obtained yet more followers for your expedition, but it was an important visit for two other reasons. The first was the acquiring of a carved whalebone artefact supposedly produced by one of the continent's natives, and the second was the joining of Ebben Gorvallik with your crew, an experienced sailor who has visited the new continent multiple times and even interacted with the natives to an extent.

Taking an island hopping route, your voyage lasted almost 4 months in total, with few events of note other than your arrival at an island positively filled with jewels, glass and crystals, along with hostile birds of notable intelligence whose attacks left many of your men dead. At last though, you reached the long fabled continent of legend.

Finding a natural harbour surrounded by dense woodland, you encountered the natives almost immediately with a small encampment of them fishing on the coast. However, at your arrival they scattered, and since then as you have built up your fledgling settlement, you've hardly at a glimpse of them.

Now, your rule has at last begun...
>>
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As you sit over the desk in your dwelling, one of the few pieces of furniture you brought with you over the voyage, you mull over the situation of your fledgling lordship as it currently stands. Admittedly, it's a fairly grim picture: a chaotic collection of thatched mud huts with no order in sight and no industry but for individual activities - even your own dwelling is but a larger hut of mud, thatch and timber, though at least with the advantage of actual furniture and division into separate rooms. The reinforced wooden wall with its walkway on the top at least provides fairly adequate defence for the time being.

Thankfully the focus you put on acquiring good warriors for the journey has come in handy, with a militia of around 100 men having been formed, and relatively well equipped too. However, your lack of any lesser nobles to lead them has left them quite disorganised, with the result being that they don't hold as much sway or power as they could potentially do, and they may well be at a disadvantage in a fight.

In these early days your men remain a bit unsure of you as yet, but your nature as a Nephil does certainly award you a few points in their books. Wealth though you have no short supply of - though it may have ended unfortunately, your landing at the Isle of the stacks has left you with a very generous quantity of jewels, gemstones and crystals, which ought to keep you going for a good lone while yet.

Of the natives, you continue to see very little sign. A fleeting glimpse of white in the darkness of the woods, footprints on the ground outside your walls, strange sounds from the trees - these are all you have of the people you saw when you first arrived here. They know of you and you know of them. The question is, who will be the first to make contact?

>Labourers: ~350
>Warriors: ~100 (No Thanes)
>Influence: 3
>Goods: 10

---

>Spring, 371 K.E

General Decree:

>A.) Clear out the woodland nearby, and have the farmers set up shop (-2 Goods, -1 Influence)
>B.) Raise one of your men up to the standing of Thane (-1 Influence)
>C.) Get local industries properly set up (-1 Goods, -1 Influence)
>D.) Attempt to make contact with the Natives (DC: Challenging, -1 Goods)
>E.) Send out a small party to explore the local region (-1 Goods)
>F.) Do nothing this season, conserving our resources
>G.) Other (Write in)

Personal Action:

>A.) Consult Gorvallik on what he knows about this area.
>B.) Write a letter to send home in order to inform of your success
>C.) Wander the settlement and interact with your subjects
>D.) Other (Write in)
>>
The system for this is going to be reminiscent of Elf Lord Quest to a relatively large extent. Your two main resources will be Goods and Influence, Goods representing your wealth and resources, and Influence your power and rapport both over your subjects and your neighbours. You also have a certain amount of labourers to call on and Thanes to serve under you, which will be both necessary for certain projects and will trigger events after certain thresholds.

Two background stats I'll be keeping track of will be economy and unrest. Though you won't have access to these yourselves, certain actions will be able to give you an idea of them, and passing certain thresholds in either will trigger events.
>>
How are we feeding everyone right now? All fishing?
>>
>>4141925

Yep, all fishing. Thankfully, the waters seem to be positively teeming with fish, for the moment at least.
>>
>>4141922
General Decree:
>A.) Clear out the woodland nearby, and have the farmers set up shop (-2 Goods, -1 Influence)

Personal Action:
>A.) Consult Gorvallik on what he knows about this area.
>>
>>4141922
General Decree:
>>A.) Clear out the woodland nearby, and have the farmers set up shop (-2 Goods, -1 Influence)
Personal Action:
>>A.) Consult Gorvallik on what he knows about this area.
>>
>>4141922
>>A.) Clear out the woodland nearby, and have the farmers set up shop (-2 Goods, -1 Influence)
>A.) Consult Gorvallik on what he knows about this area.
>>
Incidentally, the name for our settlement is Bayside, or at least that's what your subjects call it. Sadly, any attempts on your part to name it Takkiltallik ("Takkil's City" in the Nephil tongue) were met with failure.
>>
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>>4142017
>>4142197
>>4142221

Though a number of your labourers are initially reluctant and skeptical about venturing out into the woods, you were able to pay them well enough to persuade them to do so, albeit under the watch of the militia at all times in case of any attack. Though thankfully any fears of attack are unfounded, cutting back the woodland itself is another matter. You clear out the space for a number of fields to be built certainly, but not nearly so much as you might've hoped otherwise.

Thankfully, you have no shortage of farmers on your expedition having sought them out in particular, but getting them to leave the safety of Bayside's walls requires the use of a fair amount of your good will with them. Over the following weeks fields are delineated and modest dwellings set up (All that lumber you cut down was useful for something at least), before the farmers get to planting. Potato, the Kingdom's staple food, gets the most space, but maize also gets its allocation along with a few crops of beans. Time will tell how they will take to this new land.

You are well aware that in their current scale, these fields alone won't entirely supply your population. Nonetheless, given time they will remove your dependence on the bay and river fish to an extent provided all goes well, and with. potatoes, maize and beans the three main crops of your agricultural system are accounted for, hopefully allowing for easy expansion in the future.

>Goods: 10 -> 8
>Influence: 3 -> 2
>>
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Seeking out Gorvallik, you eventually find him living in a dwelling which directly faces into the bay and question him about what more he knows about this area. Apparently, the main section of the woodland around our location is quite sparsely populated, mostly inhabited by semi-nomadic groups who'll settle in an area for a few months at a time, gathering and fishing before ultimately packing up and moving on to another area. It was one such of these groups that we likely saw on the shoreline when we first arrived. Intriguingly though, Gorvallik believes this is actually a fairly recent state of affairs - dense as the trees and vegetation are, even the oldest are barely a century and a half old, and in his interactions with them the natives occasionally made reference to the "Weeping Years", though what exactly those were he never learnt.

Upriver, the trees gradually grow more widely spaced, the undergrowth disappears and the land itself is more bounteous apparently. All this culminates in a village ringed by a palisade and surrounded by small fields. Though he saw no iron, there were a great number of copper trinkets and artefacts, quite well made and apparently mostly produced within the village itself. Though he got the impression that they formed a part of some larger entity, he wasn't able to find out much more, speaking of an "incident" which resulted in his needing to go back. Further questioning on said incident just causes him to change the subject, and ultimately you give up, realising for the time being he's not going to say anything about it.

---

Ever since you established your farms around Bayside, the already elusive natives appear to have disappeared entirely. No sign of them is seen between the trees, the land outside your walls is silent but for the animals, and even their footprints have now gone. A number of your subjects are thankful for this, believing it to be a sign that they have at last decided to leave you alone. Others however, are less optimistic. Is this the calm before the storm? Are they retreating for an attack, gathering forces, giving information to yet other groups unknown to you? You truly do not know, yet your subjects look to you for guidance.

>A.) Send an expedition into the nearby area, to see if there are any signs of them
>B.) Expand the defences around Bayside and your farms, just to be on the safe side (-2 Goods)
>C.) Do nothing
>D.) Other (Write in)
>>
>>4143373
>A.) Send an expedition into the nearby area, to see if there are any signs of them
>>
>>4143373
>>A.) Send an expedition into the nearby area, to see if there are any signs of them
>>
>>4143373
>>A.) Send an expedition into the nearby area, to see if there are any signs of them
>>
>>4143373
>>A.) Send an expedition into the nearby area, to see if there are any signs of them
>>
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>>4143385
>>4143405
>>4143450
>>4143890

Ultimately, you choose to respond by sending an expedition of 20 militia into the nearby woodlands in the hopes of finding at least some sign of the missing natives. Though they search for two weeks, ranging further outwards than you’ve ever explored before (Though that isn’t exactly saying much admittedly), they find nothing. No camps, no objects left behind, no signs that they were ever there at all, or at least none that they can find. It is as though, for all intents and purposes, the nearby natives have simply vanished. A strange observation to be sure, and quite possibly a foreboding one. For if it truly is the case, where then have they gone?

---

>Summer, 371 K.E

General Decree:

>A.) Send one of your ships back home, to inform them of your success (-1 Goods, -1 Cog)
>B.) Attempt to establish contact with the upriver natives (-1 Influence)
>C.) Organise a summer fair (-2 Goods)
>D.) Expand Bayside’s defences (-3 Goods)
>E.) Raise one of your men up to the position of Thane (-1 Influence, +1 Thane)
>F.) Conserve your resources, do nothing this season
>G.) Other (Write in)

Personal Action:

>A.) Wander and explore Bayside’s surrounding area yourself
>B.) Speak and interact with your subjects
>C.) Start practising a new hobby
>D.) Other (Write in)
>>
>>4144396
General Decree:
>A.) Send one of your ships back home, to inform them of your success (-1 Goods, -1 Cog)

Personal Action:
>B.) Speak and interact with your subjects
>>
>>4144427
Support
>>
>>4144427
+1
send back some jewels and buy up some luxuries and stuff we need
>>
>>4144396
>>E.) Raise one of your men up to the position of Thane (-1 Influence, +1 Thane)
Think it would be best to better organize the militia. Sending a ship now seems like a waste of an action. We don't really have that much to show for this, besides actually finding the continent and the jewels.
>>B.) Speak and interact with your subjects
>>
>>4144427
+1
>>
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>>4144427
>>4144515
>>4144569
>>4144764

Given that its now been over half a year since you left home by your estimate, it's high time you actually sent some word of your arrival back, especially given your relative success and not only in your colony either for that matter. Although you have somewhat depleted the stock of valuable gemstones and jewels you collected from the Stacks, you still have more than enough to afford to load a fair amount onto a cog to send back home the way you came. With any luck, that sort of valuable cargo ought to attain not only favour from your father and the Blue Court, but also interest in your new land. It's perfect.

Preparing the voyage takes some time of course, as all things do, but ultimately it is time to allow it to set sail. As you watch it leave Bayside and eventually pass the horizon, you wonder to yourself what will become of it. Will it make it back to the Kingdom, and if it does, what sort of reception will it receive? And when will it come back, if it does at all for that matter? So many unknowns, so many uncertainties. All you can do is hope for the best.

But isn't that all anyone can do?

>Goods: 8 -> 7
>Cogs: 7 -> 6

Over the course of the Summer, with little else work other than the usual to be getting on with you take the opportunity to intermingle with your people, walking through the streets (If one can even apply such a term to the few regularly trodden paths of dirt that ramble through your colony) of Bayside as any other might. It's a surprisingly humanising experience. Though of course you occasionally ventured out into the city proper of Rakkultallik in your childhood, and over the course of your voyage have regularly come into contact with your crew, commoners like these have always remains something apart, something different in your perspective, only worsened by your quite literally being of a different kind. To see them as people, with their own personalities, their own flaws, their own individual fears, desires, lives... it truly is strange.

It's strange for them too, most of whom on the rare occasion they have seen a noble, have been used to being treated at best like they were invisible, at worst like dirt. A lord who they see every day, who speaks with them on a regular basis, who they truly know... some in your homeland would fear that this would create a rebellious and disobedient populace, but here it has only made you all the more popular amongst them. And what more can a good ruler want than to be liked by his subjects?

>Influence: 2 -> 4

Few events of particular interest or significance occur over the course of the summer. Due to the amount of labour going into the harvest, construction tasks will be more expensive this season.
>>
Autumn, 371 K.E

General Decree:

>A.) Expand Bayside’s defences (-6 Goods)
>B.) Organise a festival for your first harvest here in this new land. (-2 Goods)
>C.) Attempt to establish contact with the upriver natives (-1 Influence)
>D.) Build proper storehouses for food, in preparation for the coming winter (-4 Goods)
>E.) Raise one of your men up to the position of Thane (-1 Influence, +1 Thane)
>F.) Conserve your resources, do nothing this season
>G.) Other (Write in)

Personal action:

>A.) Supervise the harvest yourself. These early days are tenuous, and you can't afford to allow anything to go awry.
>B.) Start practising a new hobby
>C.) Hunt in the woods surrounding Bayside and the farms. Who knows what you might catch?
>D.) Other (Write in)
>>
>>4149410
>C.) Attempt to establish contact with the upriver natives (-1 Influence)
>D.) Build proper storehouses for food, in preparation for the coming winter (-4 Goods)
>E.) Raise one of your men up to the position of Thane (-1 Influence, +1 Thane)

>C.) Hunt in the woods surrounding Bayside and the farms. Who knows what you might catch?
>>
>>4149426

Erm, you can only choose one of each...
>>
>>4149410
>D.) Build proper storehouses for food, in preparation for the coming winter (-4 Goods)
>C.) Hunt in the woods surrounding Bayside and the farms. Who knows what you might catch?
>>
>>4149429
Sorry thought we were limited by our resources.
>>
>>4149508

No worries. Suppose it's kinda my fault for not mentioning it in the opening post. I'll be sure to do that (Along with the other rules regarding resources and the like) in future threads.
>>
>>4149410
General Decree:
>D.) Build proper storehouses for food, in preparation for the coming winter (-4 Goods)

Personal Action:
>A.) Supervise the harvest yourself. These early days are tenuous, and you can't afford to allow anything to go awry.
>>
>>4149513
Can i suggest that we have
1 major action
1 minor action
1 personal action
Per turn?
>>
>>4149547

Hmm, an interesting possibility. I suppose the issue then would be what exactly constitutes "major" and "minor"
>>
>>4149549
I'd say nominating that thane is not going to take a month and would be a minor action
>>
>>4149489
>>4149515

Anyone wish to break the tie regarding the personal action? If not, I'll roll for it myself in an hour.
>>
>>4149489
Support
>>
>>4149489
+1
>>
>>4149489
+1
>>
>>4149410
Decree: D (and E, if allowed)

Personal: C
>>
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>>4149489
>>4149637
>>4149706
>>4149994
>>4150477

Harvest comes, and it goes better than you could possibly have imagined. As it turns out, the soil in this area is exceptionally fertile, thick dark and rich, enough to equal (If not exceed) those alongside the River Blackrun, the breadbasket of your homeland and said to be the birthplace of civilisation. Great yields have been attained, and as you watch the labourers bring in basket after basket of beans, potato and maize, you are assured of the viability of this prosperous land for farming.

Curiously, farmers report repeatedly turning up a heavy number potsherds in the soil, this in spite of the fact that none of the nearby natives (When they were still around) showed any sign of pottery.

>Goods: 6 -> 12

Though the vast majority of the season's labour goes towards the harvest, you nonetheless manage to pay a fair few labourers to begin the construction of storehouses for your food. Prior to this point, its mostly been kept in various pots and baskets scattered throughout Bayside and the outlying farms. With winter fast approaching, its about time something was done to establish a centralised system of storage and preservation for food.

And so construction begins. The storehouses are long, low buildings of mud and thatch, the majority of their area being in the underground pits excavated beneath them. In other circumstances it would've been nice to plank them over in order to further ensure safety and preservation, but the lack of any sort of organised carpentry industry impedes that for the time being. As it stands, they are cool, dark and as they fill up with closed pots, barrels and baskets filled with your harvest alongside your fish catch and whatever other stored food you have, you stand assured that at least now your stores ought to last a little longer, be a little safer.
>>
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>Goods: 12 -> 8
>Basic storehouses built in Bayside

As the weather begins to chill, you decide to spend your free time hunting in the woodlands surrounding Bayside. It's interesting, if only for how different everything is - the plants, the trees, even the very animals themselves are different, their teeth, feathers and skins causing them to look like bizarre mixes of all kinds of animal, bird, reptile and mammal alike. Yet there is nothing you encounter of particular note. Not until that day.

It's a quiet, clear morning nearing the close of Autumn. Though the usual grounds had been strangely sparse of animal life, you had thought little of it. But then, for reasons to this day you do not know, you turn and see, standing only a short distance away from you, the creature.

Its size is the first thing that strikes you, 3 and a half feet at the shoulder if you had to guess, and 7 feet long including the tail, with a strangely proportioned body kept close to the ground by short, powerful legs. Its dappled grey-brown feathers are shaggy and blend it in against the background woodland. A big animal, and dangerous to judge by the claws and teeth, but nothing you can't handle. Then you notice the others.

A whole pack of them, 7 or 8 in total if you had to guess, are grouped around you. Most are on the ground, but a few have used their dextrous toes to grab onto tree trunks and the like in order to obtain a height advantage. For a moment, all is silent, the air thick with tension. Then they attack.

Carried by the force of their legs, they spring forth in what seems a single, co-ordinated manoeuvre, attacking you from all sides. You thank Ebben Brynvyle for training you well, as otherwise even with your Nephil strength you don't see how you could've managed. As it was it was a long, hard, tough fight, and only after you brain two with your mace and grievously injure another that they finally give up and slink away. You did little better of course, with claw marks all over you, your clothing torn and a deep bite wound in your thigh bad enough that you end up having to leave the corpses where they are.

As it turns out, the wounds were worse than you feared. Their teeth must contain some manner of poison you gather, for over the coming weeks you sicken greatly as the wound festers. A regular human would more than likely have died, and even you remain bedridden for the rest of the season, and it will likely be a long while yet that you can walk without the aid of a cane.
>>
As Autumn nears its close and the harvest comes to an end, several vessels come sailing down the river from upstream. Dugouts carved from tree-trunks, their construction seems primitive enough, yet in size they are incredible, most of them rivalling or even exceeding your cogs in length. The crew appear to be much the same kind of folk as the natives you first encountered, with pale white skin even lighter than your own, dark eyes, glossy dark hair and narrow, sharp features.

Rowing all the way up to the waters beside Bayside, they appear to wish to make a landing. What will you do?

>A.) Allow them to come ashore, for whatever purpose they seek
>B.) Attack them. They pose a threat, and cannot be allowed to return
>C.) Try to drive them away. You don't want to start a war, but you do want to scare them off if possible
>D.) Interact with them, but have them keep their distance. You want to stay careful after all
>E.) Other (Write in)
>>
>>4151302
>>A.) Allow them to come ashore, for whatever purpose they seek
>>
>>4151302
D, A after they state their intentions (if they be friendly)
>>
>>4151320
+1
>>
>>4151302
>>D.) Interact with them, but have them keep their distance. You want to stay careful after all
>>
>>4151320
>>4151323
>>4151339

Though you would rather not have these peoples wandering Bayside until you got a better understanding of their intentions, neither would simply driving them away be in your best interests. As such, though you have your people prevent them from landing, they nonetheless communicate as best they can via shouts and yells with the assistance of the waving of various objects, with Gorvallik being invaluable in actually knowing enough of their language to facilitate communication. Thus it is that gradually, from the reports you receive from inside your dwelling, you get an idea of what exactly it is that they want.

The leader of the group it seems is a skinny individual primarily noteworthy for the copper ornaments he wears and the strange asymmetry of his appearance, from his half shaved head to his mismatched eyes, differing in both size and colour. Apparently, so far as your people and Gorvallik can make out, he was sent by the King (Or Chief, the exact translation and status of the world is difficult beyond "Leader") of an upriver group in order to make verify stories of the strangers who had established a new town, and if possible make contact with their leaders in order to obtain some manner of diplomatic understanding.

Now of course, the question becomes what you will do in response. Though your health is steadily improving, you remain bedridden, and though you do have a hastily crafted cane you could use, it'll be one of your first times actually utilising it to try standing without support, and you don't know what that might mean for your wound, or how long you could even stay up. Alternatively you could have a representative meet them, or delay and stall. All this is of course if you want to keep them at all, rather than simply getting rid of them.

What will you do?

>A.) Have them meet you inside your home whilst you remain resting, rather than further risk your health
>B.) Run the risk and use your cane to go outside, or at least meet them in a more dignified manner
>C.) Have a trusted representative from Bayside engage with them in your stead
>D.) Keep things cordial, but try to delay the meeting until later when your health has improved
>E.) Other (Write in)
>>
>>4151357
>>A.) Have them meet you inside your home whilst you remain resting, rather than further risk your health
>>
>>4151357
>>A.) Have them meet you inside your home whilst you remain resting, rather than further risk your health
>>
>>4151357
A. B would be nice, but we'll hardly seem more dignified if you break our cane, or slip, and faceplant in a big heap of demigod foreigner.
>>
>>4151357
>>A.) Have them meet you inside your home whilst you remain resting, rather than further risk your health
>>
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>>4151377
>>4151392
>>4151462
>>4151506

Though to have your first interaction with these people be in such a state is an irritating thing, at least it's better than the possibility of making even more of a fool of yourself and injuring your body as well as your pride that attempting to hobble out on a stick in your present state might mean. Thus it is that you send out the order to have them come ashore and let their representatives meet you inside your own home.

The next day (After ample forewarning of course), a group of 4 enter your quarters accompanied by Gorvallik (Translating, as per usual) along with a couple of militiamen for safety. Upon seeing you, their eyes widen as they stumble back in shock, muttering amongst themselves. No wonder, considering that they more than likely have never seen a Nephil before - even bedridden as you are your size is apparent, and even were it not the gold of your eyes and the strange sheen and consistency your hair bears, more like thin metal wire than anything else, would do well to surprise them even without knowing the story behind your ancestry.

The one who perhaps exhibits the least reaction is the man who clearly leads the group, easily recognisable from the description you were given. His features are just as mismatched as you were told, yet in his eyes there is a clear brightness, the kind of spark you would almost call Nephil were that not heresy. Unlike the others he simply observes you with curiosity, as though cataloguing details for future reference, before speaking in a voice as precise as you'd expect, though the exact words still require Gorvallik's translation of course.

"Greetings, King of the Bay. Though your ways and peoples are obviously much different from ours, I have hopes that they are similar enough for us to come to an agreement. So let me make my position clear."

"My name is Duyomitz, and I come here representing the town of Tziduyos and its subjects in the stead of its ruler. Though we have had... encounters with your people before", he flashes a glance towards Gorvallik as he states this, the sailor pausing for a moment before continuing to translate. "A town like this is an unprecedented surprise. Enough so that the Wanderers seem to have moved to another location entirely since you arrived, and we too remain curious."

"So, my question to you is this: why do you come here? For what reason do you know choose to settle here, and what are we to expect of your intentions?"

---

How do you answer?

>A.) "We are here as settlers from our own kingdom, who come in the hopes of facilitating further expansion for our home peoples."
>B.) "I have come with my subjects to make a name for myself and establish a strong and stable position for my descendants to inherit."
>C.) "We have come here not to conquer but for the purposes of beneficial trade and production, both internal and external to ourselves."
>D.) Other (Write in)
>>
>>4152095
>>B.) "I have come with my subjects to make a name for myself and establish a strong and stable position for my descendants to inherit."
>>
>>4152095
D. "I have come here because I wish to live a good life, with good people, in freedom, peace, and prosperity. I ask you: is this a good land to do so?"
>>
>>4152165
Supporting this.
>>
>>4152095
Their pale skin and features are noteworthy. Could they possibly be linked to Nephil as well? Maybe a different type? Could they know how to handle the insanity that comes in the later years? Should strive for peaceful relations. See what we can learn of their heritage.
>>
>>4152095
Supporting >>4152165
>>
>>4152165
+1
>>
>>4152165
>>4152262
>>4152827

"I have come here because I wish to live a good life, with good people, in freedom, peace, and prosperity." You answer. It's a reasonable enough answer that you feel fairly well explains your current aims, whilst at the same time hopefully reducing the apparent threat you might seem to represent. "Is this a good land to do so?"

Duyomitz nods as the explanation is relayed to him, an understanding expression on his face. At your question, the hint of a smile appears upon his face before he answers. "There were towns here once or so I am told, in the time of my grandfather's grandfather. Long gone of course, but they were prosperous in their day, and if they could manage it, I am quite sure that you and your subjects can do the same. "

You had guessed this was the case of course given how relatively recent the growth around this area is, but it's interesting to finally know it for certain. Of course, now the question that springs to mind is what would've caused them to fall apart. Collapses aren't familiar, your homeland's understanding of history is defined by them, but something of this magnitude? Unprecedented.

"Of course, I and those I represent would be happy to let you and your people be." He continues. "It has been a long time since we had an ally to the south, let alone a civilised one. From what I have seen, I've little doubt trade between us could be quite the opportunity, as would further diplomacy. Of course, as always these things must wait unfortunately - I am, after all, simply here to see whether or not this would be possible in the first place. But once winter is over, we will see what we can do then."

Understandable you suppose. After all, winter is a hard season, and most would prefer to focus on keeping their lands and subjects through it rather than engaging in diplomacy. As the group leave though, Duyomitz briefly turns to say one last thing before exiting.

"And a warning - the people who lived here before... they played with forces they didn't understand. Fools. And because of their actions, all of our ancestors suffered the consequences. Try not to make the same mistake."
>>
>Winter, 371 K.E
>You have 8 Goods and 4 Influence

General Decree:

>A.) Expand Bayside's defences (-4 Goods)
>B.) Send out a party of individuals to explore the nearby areas (-1 Goods)
>C.) Fund the establishment of a proper temple of prayer in Bayside (-3 Goods, -2 Influence)
>D.) Hold a grand winter feast to make clear to your subjects the prosperity of their colony (-5 Goods)
>E.) Do nothing this season, conserve your resources
>F.) Other (Write in)

Personal Action:

>A.) Attempt to get as much practise as you can with using your cane and moving about. The sooner you're mobile, the better.
>B.) Start practising a hobby you can do to pass the time whilst you recover
>C.) Read one of the lengthy tomes you brought with you from home
>D.) Try simply to get some rest and do everything you can to facilitate the recovery of your health
>E.) Other (Write in)
>>
>>4153315
General Decree:
>E.) Do nothing this season, conserve your resources

Personal Action:
>A.) Attempt to get as much practise as you can with using your cane and moving about. The sooner you're mobile, the better.
>>
>>4153315
>>B.) Send out a party of individuals to explore the nearby areas (-1 Goods)
>D.) Try simply to get some rest and do everything you can to facilitate the recovery of your health
>>
>>4153315
Decree B, Personal Action A
>>
>>4153366
>>4153372
>>4153445

Anyone want to break this tie of ours? If not I'll roll for it myself in 1 hour.
>>
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>>4153315
If I may, although this is my first vote on this thread. Looks very promising btw!

GD
>B.) Send out a party of individuals to explore the nearby areas (-1 Goods)

PA
>B.) Start practising a hobby you can do to pass the time whilst you recover
>>
>>4153372
+1
>>
>>4153372
Support.
>>
>>4153763

Glad to hear you think so! Apologies things are going so slow, unfortunately being busy with college work, a procrastination problem and generally being a slow writer do not make for a good mix. Update should be coming either today or tomorrow though hopefully.
>>
>>4158317
Glad to hear back from you, OP. Was thinking that this quest had went the course of so many other threads here.
>>
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>>4153372
>>4153768
>>4153994

Over the course of winter, you send out a party of individuals to explore the area surrounding you, outfitting them with enough food to last them on their travels. Though they return occasionally, the end of their journey does not come until the last stretch of winter when they re-enter the walls of Bayside after months of absence. Though none of them can write (Your supply of literate subjects is far too small and precious to risk on something like this), they did carve out a rough map on a piece of bark to supplement their account.

The further north one goes from Bayside up the course of the river, the more gradually sparse the trees and undergrowth become, although this isn't exactly saying much. Though they did reach a point where they could just barely see the smoke of a settlement rising in the distance, their way was blocked by a series of stakes spiked in linear formations here and there, some of them hung with red ribbons, others with skulls, all of them years old by the looks of things. They would've been easy enough to walk around, but their meaning as boundaries was quite clear.

Westwards, the woodland continues unabated, though as empty of any human life as ever. A fair ways inland, there apparently lies a great rocky outcropping, visible from miles around. Potentially it could make quite the good quarry site, or fortification for that matter given a bit of work. Meanwhile along the coast, a large wooded island can be seen offshore, with a cloud-shrouded mountain rising up in its centre. Though they thought they could see movements along its coasts, it was difficult to be certain.

Eventually, one comes across a large river, large enough that it almost proved an end to their travels then and there were it not for a fallen tree-trunk they discovered lying across it. Crossing it though, they came across another unpleasant surprise, for the area cross the river is inhabited, quite thickly to judge by the campfires they saw in the night. Of course, judgements were somewhat difficult with the amount of arrows being shot at them and spears thrown, and so it was that they made their way back, until at last they returned here.

Though it was difficult to tell, they also claim to have observed what appeared to be multiple ruins of old settlements in the woodlands. Though any actual buildings were absent, being likely made out of wood and rotted away by this point, overgrown stone foundations and shattered pieces of pottery were quite frequent, and the rough areas of these ruins have been scratched into the map for future reference.

>Goods: 8 -> 7
>>
Over the course of winter, your health stays much the same, for better or worse. Though you remain bedridden and have yet to recover to any extent from your injuries, neither has your condition significantly worsened. By Winter's close you find yourself in much the same state as you had been several months earlier, and though that certainly isn't ideal, it isn't exactly the worst thing in the world that could've happened either.

---

During winter, it goes without saying that the vast majority of individuals tend to stay at home, taking care of themselves or their families as they attempt to make their way through the toughest season of the year. Of course, even with all the work that this entails, that still leaves no small amount of time for individuals to practise whatever crafts and hobbies they may have at home, in part as an added trade good and source of income, in part simply due to sheer boredome. Though in the cases of most of these crafts they are cheap things of little quality, you cannot fail to notice a few individuals who stick out from the bunch. Amongst much of the Kingdom's nobility at home there is a tradition of sponsoring and supporting individuals of noteworthy skill and talent. Now, you feel a certain urge to do the same yourself, and there are three particular individuals who stick out at you.

The first is a weaver, a tall and long haired young man who walks with a slight limp, though from what you cannot say. Though clothes are his main product along with the occasional piece of patterned fabric, all mundane things to be sure, you can clearly tell from them his skill. And if this is what he can do with just whatever poor, cheap fabrics he has on hand and can scrounge together, who knows what he could do with something more?

The second is a woodworker, a woman in her middle age with a rough look about her. Despite that roughness though, you've seen the sculptures she's created, intricate and beautifully crafted objects that wouldn't look particularly out of place in the home of a noble. They may be the projects of an individual with little else to do over winter, but to think of the potential she might have...

The third and final individual to catch your eye is a metalworker, a short and rounded fellow with a long beard that reaches down to his shoulderblades. With no metal but for what was brought on the voyage he has had precious little to actually make or work with, but the small few objects that he has produced have been astounding, practically works of art in their own right with their minute detail and skilled work.

Who shall you patronise?

>A.) The weaver
>B.) The woodworker
>C.) The metalworker
>D.) None of them
>>
>>4160318
>>B.) The woodworker
If anything compared to the other two we have a crap ton of wood around us
>>
>>4160318
>>B.) The woodworker
>>
>>4160377
Supporting for practical reasons, but let'a look ito mining for the metalworker. Probably more impressive to the locals.
>>
>>4160318
>>A.) The weaver

Everyone needs clothes after all
>>
>>4160377
This.
>>
>>4160318
>>C.) The metalworker
>>
>>4160318
>>A.) The weaver
>>
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>>4160377
>>4160407
>>4160439

Ultimately you choose to fund and patronise the woodworker, Benna. All throughout winter she continues to produce more and more of these intricate and beautiful wooden artefacts (It's certainly a resource you have no shortage of after all), and doubtless she will be able to continue practising her art throughout the year, certainly moreso than she might've been able to do without your patronage. Though it may not be much, a cultural identity for Bayside, and for you as a lord patronising local talent (As expected of a proper ruler), is beginning to be formed.

---

>Spring, 372 K.E
>You have 7 Goods and 4 Influence

General Decree:

>A.) Expand Bayside's defences (-4 Goods)
>B.) Attempt to prop up local industries (-1 Goods, -1 Influence)
>C.) Expand the amount of land under cultivation (-2 Goods, -1 Influence)
>D.) Send representatives to attempt to foster trade links with Tziduyos (-1 Goods, -1 Influence)
>E.) Do nothing this season, conserve your resources
>F.) Other (Write in)

Personal Action:

>A.) Attempt to get as much practise as you can with using your cane and moving about. The sooner you're mobile, the better.
>B.) Start practising a hobby you can do to pass the time whilst you recover
>C.) Read one of the lengthy tomes you brought with you from home
>D.) Try simply to get some rest and do everything you can to facilitate the recovery of your health
>E.) Other (Write in)
>>
>>4163605
General Decree: C (we need to ensure food security without undo reliance on locals we just met)

Personal Action: B (What if we never heal fully? better make yourself useful somehow.)
>>
>>4163610
Support.
>>
>>4163605
General Decree:
>C.) Expand the amount of land under cultivation (-2 Goods, -1 Influence)

Personal Action:
>A.) Attempt to get as much practise as you can with using your cane and moving about. The sooner you're mobile, the better.
>>
>>4163698
+1
>>
>>4163605

>C.) Expand the amount of land under cultivation (-2 Goods, -1 Influence)

>A.) Attempt to get as much practice as you can with using your cane and moving about. The sooner you're mobile, the better.
>>
>>4163605
>>B.) Attempt to prop up local industries (-1 Goods, -1 Influence)
>C.) Read one of the lengthy tomes you brought with you from home
>>
>>4163610
>>4163684

>>4163698
>>4164121

Aight, rolling between these two in 30 minutes, unless anyone wants to break the tie.
>>
>>4163698
>>4164121

As well as continuing to harvest the rich soils of the farms and fields that have already been established, over the course of spring you fund and influence the farmers enough to expand their fields even further outwards, taking advantage of what truly does now seem to be empty, uninhabited land (Though you can take a guess as to where exactly they've gone off to). It's a difficult task to be sure, and even with the large amount of farmers you chose to initially hire numbers are stretched thin a little, but eventually it is done, and as spring begins its transition into summer, you remain assured that the harvest this year will be an even larger, even greater one, bringing Bayside and your colony a step closer to self sufficiency even aside from your regular fish catches.

>Goods: 7 -> 5
>Influence: 4 -> 3

As the season progresses and you find yourself at last beginning to heal and recover to some extent, you decide it's about time you actually tried using a cane to get around, figuring that you'd be healed enough to handle it now. And perhaps you would've been. In any case, you shan't know, for after taking a few experimental steps, you trip over, your leg crumpling beneath you as the salves and poultices upon your skin are damaged. In your attempt, you have in fact worsened your condition, and can only hope it shan't get too much worse.

---

On the brighter side of things, the ship you sent out has at last returned, its mission having being more successful than you could possibly have imagined. Incensed by the stories of a land, a colony on the far end of the ocean, and with the quantities of jewels, glass and the like that you obtained only further whetting appetites, large numbers of individuals have begun to attempt their own voyages over to your colony and lordship, or so you hear. Even accompanying the ship you sent out are several more, carrying not only simple labourers but farmers, miners, scholars and yet more besides. Even a few educated officials have arrived, of the kind that so greatly aid in the running of the Kingdom's bureaucracy. And you get the feeling that this is only the beginning of the waves of migrants who will be coming over.

You also receive a short message from your father, congratulating you of your success. Apparently, little has changed in the Kingdom in the 2 years since you left, though that may not be the case for much longer as news of this continent and your colony spreads throughout the realm.

>Labourers: ~350 -> ~500
>Warriors: ~100 -> ~150 (No Thanes)
>>
>Summer, 372 K.E
>You have 5 Goods and 3 Influence

General Decree:

>A.) Expand Bayside's defences (-3 Goods)
>B.) Fund the construction of a proper harbour in Bayside (-2 Goods)
>C.) Attempt to establish outposts elsewhere in the land (-4 Goods, -3 Influence)
>D.) Start establishing and granting Thanedoms in order to better organise your land and warriors (-2 Influence)
>E.) Organise a summer fair (-2 Goods)
>F.) Attempt to establish trade and diplomatic relations with the Tziduyos natives (-1 Goods, -1 Influence)
>G.) Do nothing this season, conserve your resources
>H.) Other (Write in)

Personal Action:

>A.) Improve the state of your home to make it somewhat more befitting of a lord
>B.) Attempt to organise a proper council for yourself
>C.) Try an experimental treatment in order to attempt to facilitate your healing
>D.) Try simply to get some rest and do everything you can to facilitate the recovery of your health
>E.) Other (Write in)
>>
>>4164830
>>B.) Fund the construction of a proper harbour in Bayside (-2 Goods)
>B.) Attempt to organise a proper council for yourself
>>
>>4164830
General Decree:
>B.) Fund the construction of a proper harbour in Bayside (-2 Goods)

Personal Action:
>B.) Attempt to organise a proper council for yourself
>>
>>4164830
>>B.) Fund the construction of a proper harbour in Bayside (-2 Goods)
>C.) Try an experimental treatment in order to attempt to facilitate your healing
what could go wrong?
also; fuck you, you retarded canefags
>>
>>4164830
>>B.) Fund the construction of a proper harbour in Bayside (-2 Goods)

>>C.) Try an experimental treatment in order to attempt to facilitate your healing
>>
>>4164830
General Decree: B (we a trading port now, and once we have the harbour to receive and send goods, we can contact the Tziduyos to get more stuff to trade)

Personal Action: B (things are about to get bureaucratic up ins)
>>
>>4164841
>>4164849
>>4165101

Though the natural harbour Bayside was built upon has of course always been a useful thing, it's about time there was something more, and with your funds you pay for the construction of a proper port and harbour, hiring builders, labourers, carpenters, the works to build something that Bayside could be proud of.

To say it is a success is an understatement. For one thing, the harbour itself is of excellent construction that rivals any of those found in the homeland. As well as bearing a stone seawall and quay to properly protect the coastline as well as make the storage of goods all the easier, multiple fine jetties also project outwards, whilst warehouses dot the shore. If one thing is for certain, it's that this isn't some small, petty and crude little thing like one might see on the southern coasts, oh no. This is something proper, something to look at and be proud of. Quite frankly, it's probably the finest part of Bayside (Not that that's exactly saying much).

Even better though is the business it brings in. Now with a proper port and harbour, the production and sending out and receiving of ships is all the easier, improving almost every aspect of coastal activity for you, fishing and trade alike. Already the traffic you receive from the Kingdom is improving, and every now and then even canoes from Tziduyos moor at it, though they rarely stay for long. If one thing is for certain, it is that this has changed Bayside's fate forever.
>>
>Goods: 5 -> 3
>Large, high-quality Harbour built in Bayside
>Food production (Fish) and economy improves

As the amount of people and land under your control expands, one thing that remains certain is that administration cannot simply be done by one man. Even the lowest of lords have councils, and it is only right that you should have the same. Though traditions vary throughout the Kingdom as to how large a lordly council ought to be and what duties it ought to bear, you figure it best to model things after the way of the Nephil kingdoms (Well, Nephil kingdom given that yours is the only one left, but it's all the same thing really), with four ministers in your council: the Minister of War, the Minister of Justice, the Minister of Finance and the Minister of Diplomacy. In theory you would also have a Minister of Ritual to cover ritual and religious affairs, and a Minister of the Household to manage your own personal holdings, but as it stands you have no one qualified for the former and no actual need for the latter right now.

As your Minister of War, you appoint Nabbin, a man who unlike most of your warriors has experience not only fighting, but also with actually leading groups of soldiers and organising strategies and logistics. Though a daring man to be sure with a penchant for quickness and decisiveness, he can be a bit of a rude, disagreeable fellow at times, lacking in inhibition when tact would require otherwise.

Your Minister of Justice is Valkill Takken, a tall, skinny and angular man from Northreach, spider-like both in his appearance and in his cunning, dangerous and slightly unnerving personality. Whatever impression he may give though, there can be little doubt that Takken is knowledgeable of and strongly dedicated to his job, likely even above loyalty to you to tell the truth.

A member of a minor noble family under the Brynfords is your Minister of Finance, Boryn Brofyn. Though his manner is more than a little... ostentatious, with his long hair carefully crafted and styled and his clothes tending towards the almost impractically striking, he nonetheless serves as a fairly competent Minister of Finance, with an understanding of management and economics not great by any means, but not too terrible either.

Perhaps the strangest member of all your council is your Minister of Diplomacy, Zaren. Even taller than Valkill and far broader too, so far as you are aware he originally came from the Sunrise Lands, his strange origins clearly marked out by his golden skin and curiously fashioned clothes, covered in patterns of orange, purple and white. Having joined your expedition at the Dawn Isles (Gods know what he was doing there), he has since stood out not only for his mastery of languages, but also for his fine rhetorical and diplomatic skills, though you continue to know little about where he actually came from.
>>
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>Nabbin appointed Minister of War
>Valkill Takken appointed Minister of Justice
>Boryn Brofyn appointed Minister of Finance
>Zaren appointed Minister of Diplomacy

Over the course of Summer, the amount of traffic around Bayside only continues to increase, especially once work on its harbour finally reaches completion. And with that comes many things - trade, information, and newcomers. The amount of professionals and individuals with skilled knowledge in Bayside continues to increase, and as the incentive for profit increases along with food security, there is at last a reason for local industries to begin forming. Fisheries, carpenters, bakers, craftsmen, all begin to set up shop in Bayside. At first it's a small scale thing, but soon everywhere wares are being hawked, not only along the harbour but also in various impromptu marketplaces throughout the small town, the largest being in Bayside's northeastern corner.

By the week Bayside grows more crowded and bustling, paths, roads, streets beginning to form as new dwellings are built around specific areas, following their own patterns as bit by bit, it develops its own sense of order. Not only that though, individuals are starting to venture even further out, establishing small outposts here and there in order to collect resources and trade, with the most major being centred around a clay pit upriver, though there are also loggers camps, trappers, small-scale stone-mining, even prospectors searching for the telltale signs of metal deposits.

The summer of 372 is a wondrous time for your colony alright, its prosperity and economy simply booming, growing faster than you can keep track of. Though you might still be bedridden (Albeit with a condition that has gradually begun to improve), things are looking up!

>Major economic improvement
>>
>Autumn, 372 K.E
>You have 3 Goods and 3 Influence

General Decree:

>A.) Start establishing and granting Thanedoms in order to better organise your land and warriors (-2 Influence)
>B.) Attempt to establish trade and diplomatic relations with the Tziduyos natives (-1 Goods, -1 Influence)
>C.) Organise a harvest festival (-2 Goods)
>D.) Attempt to expand your level of influence in the outposts and outlying farming regions of your domain (-2 Influence)
>E.) Do nothing this season, conserve your resources
>F.) Other (Write in)

Personal Action:

>A.) Send for a skilled physician from home to better treat you
>B.) Try to learn as much as possible from your councillors as to the current state of your realm
>C.) Send for specific goods from home (Write in)
>D.) Try simply to get some rest and do everything you can to facilitate the recovery of your health
>E.) Other (Write in)
>>
>>4165688
General Decree B (we can figure out what bounties this land holds, and strengthen our security and our value as a port, by establishing trade with those who already know the area)

Personal Action A (you never know when a doctor could come in handy, honestly. Get someone great, and appoint a Minister of Health & Wellness while we're at it!)
>>
>>4165688
General Decree:
>B.) Attempt to establish trade and diplomatic relations with the Tziduyos natives (-1 Goods, -1 Influence)

Personal Action:
>A.) Send for a skilled physician from home to better treat you
>>
>>4165700
+1
>>
>>4165700
+ Another 1
>>
>>4165700
Sound reasoning. Supporting.
>>
>>4165700
>>4165982
>>4166240
>>4166416

Autumn comes, and with it, the time for harvest. This year, the harvest is a particularly good one, the fields of your subjects benefiting not only from the rich, dark soil of this land but also from an increased supply of manpower as more and more people arrive, whilst the amount of land under cultivation too has undergone expansion. Suffice to say that as you hear of basket after basket, barrel after barrel of maize, potato and beans being brought in from the farms and placed into the storehouses, you remain rest assured that your people shan't go hungry this year, and you even get quite a fair portion for yourself to boot.

>Goods: 3 -> 11

Though some level of trade was already occurring between a small number of natives and your subjects, you consider it high time to make it official, and over the course of the Autumn you begin sending diplomats to the town of Tziduyos. According to them, the town is a relatively large one of at least a thousand individuals, possibly two thousand. Ringed by a defensive palisade and surrounded by fields in which they took care of the strange animals that seemed to form the main food source of the natives, the town itself was already quite a busy one with multiple traders from what your diplomats could only guess were further settlements upriver, though the town's inhabitants seemed quite loath to say anything about them.

Meeting with the ruler of Tziduyos, a man named Tzidomar and his council (The strange looking Duyomitz amongst them apparently), your diplomats have in fact managed to establish a proper arrangement of relations - cordial and friendly enough, so long as our settlement doesn't go anywhere past the staked walls which have marked the boundary of Tziduyos's territory for a century or more.

With a peaceful mutual understanding, trade is at last truly to come into its own as a route develops along the river by Bayside. Up the river from your lands go iron tools and weapons, carved wooden goods and large quantities of fish and potato, and downriver from Tziduyos comes beautifully worked copper, meat from their strange animals and feathered textiles and clothes. A fair arrangement overall, and one that is sure to bring mutual prosperity to both your peoples.

>Goods: 11 -> 10
>Influence: 3 -> 5
>>
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Though your condition has thankfully been gradually improving, you nonetheless consider it high time you actually got someone qualified to treat you rather than whichever one of your subjects happens to know a bit of medicine. Sending out a request on one of the ships heading back towards the Kingdom, after 3 and a half months an individual finally arrives: Arvell Invyle.

A young-ish fellow of little more than 30, his attitude is a somewhat grating one, overly concerned with the most minor of details, meticulous to the extreme and as disparaging of Bayside as it is possible to be without outright insulting you as its lord. Nonetheless, as his headwear well shows, he has indeed been educated by and passed the examinations of one of the Five Grand Academies, rendering him amongst the most qualified people on this continent when it comes to matters of modern medicine. A useful man to have around for sure, if an irritating one at times.
>>
As the prosperity of your realm grows, especially with the extreme boom over the course of the Summer, certain groups of individuals have begun to look outside of the confines of Bayside, eager to gain profit from whatever resources might be lying out there for the taking. Already a few have established outposts, and now you are beginning to receive petitions from those searching for your support in their ventures, with four in particular sticking out to you. Though in theory you could give some level of aid to all of them (Or none for that matter), in practise it makes sense simply to focus primarily on one, for better or worse.

The first is a claypit operation upriver, near the reported ruins of an abandoned settlement. Clay being essential in so many things, from bricks to pottery to all manner of other wares, their operation would be quite beneficial to the people of your domain, and overall is perhaps the most reliable one to fund. Still, the actual direct return or profit on your part is likely to be relatively little.

The second is a group aiming to establish a quarry on the outcrop of rock your scouts reported. The supply of stone this would provide would be useful for many things, from paving to improved defences to general architecture, but with the distances involved it could be a long time before you started receiving the benefit, and any amount of things could happen in the meantime.

The third are a group of miners, aiming to search for metals ores, be they of iron, copper, silver or gold, and establish mines where they find them. This would provide you with a greater degree of self-sufficiency (Right now you still obtain all your metal goods from the homeland), and if they're lucky a good source of wealth as well. However, you don't actually know whether or not any such metals do exist, making this the riskiest option by far.

The fourth and final group is one aiming to establish operations on the Isle of Jewels (As many are now calling it) that you landed on whilst making your journey here. Due to the immediate value of the island's contents, as well as the ease in collecting them, this option would net you with the greatest deal of personal wealth. However, it also is the least useful for any purpose other than filling your own pockets, which may be somewhat unpopular with certain individuals.

Which group/operation do you you favour?

>A.) The claypit operation
>B.) The quarry group
>C.) The miners
>D.) The Isle of Jewels
>E.) None of them
>>
>>4169229
>>B.) The quarry group
>>
>>4169229
We know copper exists in the area; the Tzidoyus have some.

But... Still, claypit. Quarry next, if we get the chance. But for now, we have no immediate enemies, and our people need proper housing.
>>
>>4169229
>>A.) The claypit operation
Basics first
>>
>>4169229
>>A.) The claypit operation
>>
>>4169229
>>C.) The miners
>>
>>4169836
Supporting this.
>>
Incidentally, once I set up the next thread (Which I'll probably do once we get to Spring 374), I'm thinking of also writing up a document on google docs that contains general info about the world and setting of this.

Is there anything in particular you guys would like to know or have included in it? If not that's completely cool obviously, just thought I may as well ask.
>>
>>4170453
Is there magic in-universe?
>>
>>4170453
Are there any early warning signs of a Nephil going mad?
>>
>>4170453
General tech level?
Any history regarding a Nephil escaping their madness?
General info on the Gods the Nephil descended from.
>>
>>4170460
>>4170481
>>4171622

Ok, I'll be sure to include the answers to all those! Sorry again for the wait. In any case, this turn is the end of the thread, so put down your votes and then get ready for Part 3 at some point in the next few days, once I've got the document done.

>>4169836
>>4169868
>>4170153
>>4170395

Ultimately, you choose to fund the claypit operation. As well as already being up and running to an extent, being an easy transportation distance from Bayside and having a fairly good chance of initial success, it also has the potential to provide a great deal of use to your subjects, from storage to building material to simple crockery, something likely to aid greatly in the prosperity and economy of your domain where others might not. And after all, what kind of lord would you be if you didn't think of the long term, not least given your expected lifespan, providing all goes well?

---

>Winter, 372 K.E
>You have 10 Goods and 5 Influence

General Decree:

>A.) Expand Bayside's defences (-4 Goods)
>B.) Improve Bayside's housing (-7 Goods, -3 Influence)
>C.) Pave Bayside (-5 Goods)
>D.) Attempt to expand your level of influence in the outposts and outlying farming regions of your domain (-2 Influence)
>E.) Do nothing this season, conserve your resources
>F.) Other (Write in)

Personal Action:

>A.) Have Invyle attempt an advanced treatment on you
>B.) Send for specific goods from home (Write in)
>C.) Overall improve your home in order to make it more fit for a lord
>D.) Start practising a hobby to pass the time over the course of winter
>E.) Other (Write in)
>>
>>4173496
General Decree:
>E.) Do nothing this season, conserve your resources

Personal Action:
>A.) Have Invyle attempt an advanced treatment on you
>>
>>4173496
General Decree B. It's costly, but we can't have our people starting life in a new realm in substandard mudhuts.

Personal Action A. We need to get back on our feet.
>>
>>4173496
>C.) Pave Bayside (-5 Goods)

>A.) Have Invyle attempt an advanced treatment on you
>>
>>4173496
>>C.) Pave Bayside (-5 Goods)
this will make transporting materials for houses easier when we build them
>A.) Have Invyle attempt an advanced treatment on you
>>
>>4173496
>>C.) Pave Bayside (-5 Goods)
>>A.) Have Invyle attempt an advanced treatment on you



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