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Author Topic: (TSG) Warlord  (Read 8242 times)

escaped lurker

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Re: (TSG) Warlord - Enslaved Lands
« Reply #15 on: May 29, 2013, 12:49:57 pm »

Spoiler: Decision (click to show/hide)

Letting the wolves impose their own speed, you slowly gain through the outskirts of the camp. After the first few minutes of awkwardness, you seem to get the hang of staying on your dark-grey wolf. While Gózul seems to have a bit of a harder time, he also settles into the saddle after some time.

Your mind left to wander, you entertain the thought of your own banner for a short time, but decide that it would be far too boastful for a holder of a single strap. A common notion, as you haven't seen many different banners even in battle - most just stick to the orcish flag, a black waraxe with blood-red base. While trying to get Surkoz opinion on the matter, he seemingly misunderstands - making a point that he already thought of packing some flags, sure to show those elves to whoose lands they now belong to. You decide to let the matter rest at this angle, praising his foresight instead.

Delving deeper into conversations of that matter, the raider urges you for a better axe - The Elves are not bad with metal either, and with such a lowly weapon it will be harder for you to get their respect. We don't want them thinking that they can gain the upper hand on us - wich they just might, with their numbers. Agreeing with his line of thinking, you make a little detour to a trader aquaintance of his. After some lively haggling and comparing of goods, you have spent three of your remaining elven silver for a decent battleaxe and a moderate wooden buckler, the later having the orcish emblem painted on it being it's main selling point.

Hearing that the trader seems to be in the same profession even in times of peace, you ask about the posibility of trade going to your province. He bluntly informs you that with the coming of winter and the elves behaviour still unkown, you would be hard-pressed to find someone this year.

Shortly after you unite with Surkoz Pack, and are quite impressed - they all sport quite the same equipment, especially their cleaving axes falling into view. They finish some last errands and soon enough you hit the road.

Your travels run without incident, the clear weather allowing you some warmth despite the colder growing climate. As luck would have it, your host is even able to bag an unfortunate deer. While getting more and more the hang of it, your body still is not used to riding. A few nights later you arrive at Something-Wood, the exact name still unbeknown to you - pretty much the only city in your new domain that sports more than a few hovels.

While drawing near, a dozen arrows or so are let loose from behind the makeshift barricade into your general direction. As you are still quite far off they pose no danger to any of you, but their intent is clear. Seems like noone has informed your slaves of their new role yet, or they are just generally scared of your kind. With news of what the mob has done, sure enough a concern for them. You take Surkoz and Gózul to discuss the situation. The general consensus for now is, that while slaughtering these technical-rebels should be possible with your host of thirty-three, it might be sending the wrong message to your new populace.

What are your plans in subduing your would-be-servants?

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Spoiler: Relevant Persona (click to show/hide)
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RAM

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Re: (TSG) Warlord - Enslaved Lands
« Reply #16 on: May 29, 2013, 01:27:56 pm »

Well ,I am inclined towards the reckless thing. Lets just dismount and advance alone and explain the situation to them. Hopefully someone else will outvote me on this...
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Mithras

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Re: (TSG) Warlord - Enslaved Lands
« Reply #17 on: May 29, 2013, 02:23:45 pm »

As RAM said with a few additions, ask whose in charge and present them with the papers. Assure them that we're not interested in harming them unless they do someting stupid, request a couple of hostages just to make sure. Work out how many people live here and how many are able to take up arms.
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Re: (TSG) Warlord - Enslaved Lands
« Reply #18 on: May 30, 2013, 07:52:39 am »

Spoiler: Decision (click to show/hide)

You discuss the topic for a few minutes, and ultimately decide to take matters into your own hands. Strapping one of the banners onto your back, you advance slowly towards the city - the parchment rolled out, to show them that you bear a message. You stop somewhere on the outer reach of their archers, ram the banner into the ground and sit down, placing your axe out of your reach. You do keep possession of your shield thou, in case that they don't like you sitting there. As the moments pass, more and more elves seem to show up behind the barricade - most of them wearing simple tools of their trade turned weapon. Just as you start to worry, a seemingly elder elf is let through something resembling a gate, slowly advancing towards you.

After a few moments of paying him attention, you are quite sure that he will not be able to pose a threat to you and relax. He takes his sweet time coming closer to you, observing every of your moves - as the distance between you reduces to a few strides, you are able to see that he seems to be shaking in fear. You slowly raise the parchment, gesturing to it - an obvious hint that he seems to understand. Soon enough he is sitting down in front of you, reading through the parchment - growing even paler as he seems to advance in this task. At the end of it, he is wallowing in tears, the fearful man - for a lack of better words - seeming downright broken by now.

With a snip of your fingers his attention is fixated on you, while you scribble some "drawings" into the ground. You manage to capture the more prominent features of their "gate", adding a pile of bow's and swords in front of it. While certainly not more than scribbles, he seems to be aware of your intention. His eyes still teary, he limps back to the village - following your instructions in quite short a timespan - wich let's you deduce that he is indeed either one of the elders or shamans of this particular village.

Feeling that the elf was way too scared to try any tricks, you gesture the men to come towards your side. The elves open their "gate", and you let your wolves walk into the city painstakingly slowly - savouring and enchancing this moment of dominance. Soon enough every taller building is sported by an orcen flag, the populace by now long hiding in their respective homes. The Elder - as you decide to call him for a lack of understanding, is the only person on the streets - gesturing you into one of the less decayed wooden buildings where you decide to set up for now.

With no translator or common language, you are quite limited in your understanding or ability to give orders. By continuing to draw different figures and scenarios, you at least are able to make your basic objectives clear; As long as they dont take any measures to harm orcs or flee the borders, you will not issue force against them. You even allow them to hunt, as this seems to be a point of importance to them - with the sudden appearance of your men most would be able to guess why. After a couple of days the villagers seem to be able to go about their buisness again, only shying the men like a ferocious animal - quite a step above their initial screams and fleeing. After giving "The Elder" a view rides, you have taken control of every noteworthy gathering of hovels at the end of September.

What are your plans for the next month?


Spoiler: Your Lands (click to show/hide)
Spoiler: Status (click to show/hide)
Spoiler: Possesions (click to show/hide)
Spoiler: Relevant Persona (click to show/hide)
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Mithras

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Re: (TSG) Warlord - Enslaved Lands
« Reply #19 on: May 30, 2013, 09:14:13 am »

Acquire a translator, prefably an elf. Start to Learn elf if we have too

Make it known among the orcs back home that we're recruiting settlers and warriors- send Gózul and couple of guards back to do this?

Ask Surkoz and some of his orcs to scout the land with a focus on finding out where every elf in the region lives, remarking that he might wish to scope out any places that seem attractive to him.

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Re: (TSG) Warlord - Enslaved Lands
« Reply #20 on: May 30, 2013, 03:09:44 pm »

Spoiler: Decision (click to show/hide)
First Year - October - 7th Year of Uzgath's Reign

With October comes the first premature frost, but as the month goes on the temperatures drop sharply. By now even the last trees are slowly starting to change the colour of their leaves and occasionaly a harsh wind blows from the mountains.

You deduce that you either need to find a translator, or would need to learn elven yourself. While you guess that the later could come in helpfull, it would take it's sweet time - time you'd rather spend actually doing stuff. At least conversing with the Elder through picturesqe means is going smoothly, but while you are able to convey your wish for an elf with the ability to speak your language, he tells you that there would be no such person in the village.

One of the first decisions in the new month, you entrusted Gózul with recruiting some men, sending him back to the maincamp with two others. With the elves seemingly supressed for now and the camp soon dispersing, it will be one of the best opportunities to do so. In the later half of the month some people arrive at the village, luck would have it an orc with basic knowledge of elfish amongst them. Gózul will travel on to the homelands, trying to round up some more people.

Gózul was also able to gain the interest of a group of hunters wich now prowl your lands - as is custom they will start paying you tribute come next month. While you haven't seen them in person yet, they presume to spend the winter at the village wich should be ample time for that matter. There is also a leatherworker, a carpenter and seven able-bodied men. The later are willing to join you for a food-stipend, with the promise of coin later on. These newcomers are quite welcome, but it raises the question where to house them in the long run.

Meanwhile part of Surkoz troops are busy patroling the civilized parts of the land, as you both have decided that keeping a close watch on them ought to deter the elves willingness for causing any kind of trouble. Another group is searching along the roads and through the woods, to give your group a better estimate about the number of the elves living there. The notice of maybe scoping out a nice place for himself seems to be positively received by Surkoz, but there is ample time before that matter will be decided. Soon enough your group has reached the conclusion that hunting plays a bigger part than you previously had thought, easily providing for a quarter of the elves foodstock. They also found a camp of twenty or so elves, presumed to be fugitives of war - for now you have left them alone, attending more important matters.

With the translator - Murak - you are finally able to shed some light onto matters previously beyond your reach. The village's name seems to be Fairspringwood, attributed to the spring that feeds a brook dawnwards of the settlement. You are also curtly informed that the elves have been denominating you as "The wretched Orc" - after your inital amusement over this has died down, you decide to let them have it their way. He is also willing to teach you elven, but seeing as this would end his employment this would cost you quite some coin.

You also had ample time to discover "Fairspringwood" - or as in use by your men "Villeinwood". Both names seem somewhat lacking to you, and the thought of officialy naming it comes to your mind.
Spoiler: Something-Wood (click to show/hide)

What are your plans for the next month?


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Spoiler: Possesions (click to show/hide)
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« Last Edit: May 30, 2013, 06:15:17 pm by escaped lurker »
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RAM

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Re: (TSG) Warlord - Now with 20% more Orc
« Reply #21 on: May 30, 2013, 11:31:13 pm »

Well, we need to get started on an official residence, somewhere that people can leave messages for you. I suggest finding some high ground near the village and a road and building a wooden fort there. Probably at least 40 metres to a side, with two-storey high double walls and a two-storey building with a four-storey tower protruding from it. Heating would obviously be a priority. Later on we can build a proper stone castle, and a proper straight road to go past it, but for now a wooden affair should be fine.

I should like to learn Elven. But don't advertise the fact, and retain the services of the translator... I would expect the translator to charge full-price regardless, I am okay with that.

If we want our tributes to be sustainable, we need to review the local revenue, do so...
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Mithras

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Re: (TSG) Warlord - Now with 20% more Orc
« Reply #22 on: May 31, 2013, 03:02:55 am »

Draft elvish labour to help build the new residence, perhaps the old tower is a good spot?

Any of the new Orcs who can fight should probably start training, in their spare time when they aren't overseeing construction, somewhere in sight of the new building. Set any who are willing to try to hunting, this'll get them off overseeing duty.

Since the leaterworker doesn't have anything to do he can oversee what the elves currently do with their animal skins and report back about anything interesting.

Surkoz's men is to start monitering Elvish behaviour, especially those of the fugitive camp. We mainly want to know if other elves contact them and how they get their food.

This seem good on top of what RAM said?
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Re: (TSG) Warlord - Now with 20% more Orc
« Reply #23 on: May 31, 2013, 04:58:28 am »

Spoiler: Decision (click to show/hide)

First Year - November - 7th Year of Uzgath's Reign


Much to anyones surprise, the weather makes a complete rebound and for much of the month the temperatures are enjoyable mild, enabling much work to be done. The good weather makes the sharp drop of temperatures that you encounter at the end of November all the more noticeable and with the first snow winter is upon you.

Thinking ahead, you really wish for more safety in your residence than your temporarily occupied hovel can provide, the sheer number of elves being of some concern. You hold council with Surkoz and keeping the limited time till winter would make any earthworking impossible in mind, device a plan. You consider the former watchtower as a spot, but it seems the former chieftain disdained his populace as it is quite a ways away from anything else. In the end you settle for a gentle hill not far from the rest of the village, with ample space for your designs. You set the men on digging a trench near the edge of it - the plan being to place the barricade therein at a later point in time.

Your request for some elven help on your project is met with fierce rejection by the Elder, the stark contrast to his normaly meek behaviour underlining his seriousness in the matter. His reasoning is simple, but non the less convincing - looking at the foodstock he prognosticates the possibility of starvation. With the winters in the area spanning easily four months in a bad year, you have no other option but to see his point. Fearing to set up a bad precedent, you still order for a handfull of men to assist you, while promising to take care of the problem.

You let yourself get taken on a tour of the town, paying special attention to anything that could redeem the food situation - but there is not very much to be done on the elven end in that matter. Most of them are involved with either farming or hunting. There is an elf dabbling part-time as the local toolsmith, a family of carpenters - producing the occasional artful piece for trading matters and the tailor, fashioning most clothes out of simple fabric bartered for by hides and pelts. To your surprise the locals seem to lack any kind of bonecarver and your loyal shadow Murak affirms your suspicion that they dislike crafts made out of it - having made the fauxpass of trying to sell such in his failed career as trader.

Doing some quick thinking, you decide thogether with Surkoz that his men are to get some taxes from the few smaller elvenhomes that they know of. The Elder grudingly agrees with the plan, but wants for an elf of his choosing to accompany them on the matter - making sure that the men don't "tax" the others into starvation. After some consideration you relucantly agree. You also stop any scouting, drafting the men into hunting instead - the exception being the refugee camp that is under the watch of two men.

The month is also marked by the migration of some elvish men, their draft belatedly lifted and them now returning home. You are assured by the elder that those are more acts of desperation or loyality to their families than the results of your rule. True enough, as you admit to yourself that you haven't done much except mooching off of them by now. Having met your kind in battle, the glares of these new men are especially spirited and spiteful - thou they do have the decency to throw them only onto your backs like the rest of their kin.

Nearing the end of the month, the foodstores look quite more promising than at the start of it - the mostly good weather favouring the retrieval of fruits and nuts from the forest. To make the former longer sustainable the elves dry them over fires, certainly knowledgeable how to live from their - or your - land. Your imigrated leatherworker also reports some form of success, finding the elven version and ways of his craft as interesting as his methods seem to them. Murak smugly remarks that he just might be the least-hated orc in the village by now - a fact that you as the primary goal of their hate fail to partake fun of. The matter of your future homestead has also taken a good turn, thou for now only the basic outlines for the barricades have been finished. You plan to advance the matter depending on the weather. Looking back on the month, you seem to have forgotten your plan to learn elven - you make a mental note to do so when you are less busy, the upcoming winter seemingly fitting for that undertaking.

It is also by this time that the scouts report that the situation at the refugee camp has taken a turn for the worst. They allegedly have taken to cooking the leather of their own clothes, despite lacking proficient shelter against the freshly set-in low temperatures. Seemingly trying to hunt at times, they have failed at doing so, ignoring basics like the direction of the wind. Since the change of temperatures they also have taken to scampering around the area, but without any mounts their dawnwards progress is miniscule. The two men leave no doubts as to what fate awaits them if nobody intervenes - or they miraciously get multiple pieces of game on their own.

What are your plans for the next month?
What do you intend to do about the refugees?


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« Last Edit: May 31, 2013, 05:07:37 am by escaped lurker »
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RAM

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Re: (TSG) Warlord - Now with 20% more Orc
« Reply #24 on: May 31, 2013, 05:25:54 am »

Well, build a food store, gather as much food as possible(though I would leave the elves their food for now, but keep tabs on their supplies, we want to know if there is going to be a problem.), and start rationing our supplies for at least four months, probably 6.

Invite the refugees to become citizens of your holdings, and offer them food and shelter in exchange for working on your fort.
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Mithras

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Re: (TSG) Warlord - Now with 20% more Orc
« Reply #25 on: May 31, 2013, 07:01:30 am »

Find out from the elder why the villagers have not been helping the refugees first. If it is simply because they are unable then invite the refugees to enter the village, offering them the hovels we currently occupy as soon as the fort becomes habitable- in the meantime spread them out among the elven families. Set them to work on the fort or gathering food.

On the other hand if the elder shows any hostility to the refugees in the woods then send Murak and a few of fighters to give them some food and offer to make a couple of our hunters teach them the skills they need to survive the winter. Try to make the refugees resent the elves of the village.

Apart from that and RAMs point.

See if the leatherworker can start making winter equipment for those who do not have clothing suitable for the cold weather.

Set every able bodied person to gathering food until it is no longer possible too- preventing starvation . Continue to build the fort if the weather holds up but food can't be gathered, start drilling the orcs who have come to settle with us. A sparing arena can be marked out and wooden practice weapons requested from the woodworkers (the elven woodworkers aren't making anything useful anyway).

Lead a patrol or two with the settler orcs (not Surkoz's orcs we need to build up our own military capability- even if it just an orc militia) and the more experienced orcish hunters during difficult weather. A few of nights in the rain and snow builds character.

Once the bad weather settles in make sure to provide idle orcs with the rawmaterials for any crafts they want to fill their time with, and an indoor space for sparring. Learn Elvish when the weather's too bad to do anything else.
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Re: (TSG) Warlord - Now with 20% more Orc
« Reply #26 on: May 31, 2013, 02:04:50 pm »

Spoiler: OOC-Talk and Decision (click to show/hide)

First year - December - 7th year of Uzgath's Reign


With the coming of December, the winter hits you full force. A dense blanket of clouds bars the sky at all times, with the temperatures getting disagreeably cold. You wait for Surkoz men to gather in force and execute your plan. When some of the men raise the question if the elves really don't care enough to save their kin without you intervening, they are curtly informed that the refugees have somehow maneuvered themselves into the deeper parts of the forest - if the other elves know about them is quite questionable. You take twenty of the wolf-riders, all the wolves and Murak with you - and enough provisions to last for double that number.

After a two days ride and a short time spent tracking them to their current position, you can see that the sad state of affairs portrayed by the scouts is quite true. The refugees even seem to have split up by now, because the group of twelve people that you advance upon is left with a pittance of supplies - their peers having traveled further without them, leaving them pretty much only some wood to keep the fire going that they huddle themselves around. You take the lethargic gathering by surprise, surrounding them in a wide circle. They are shortly struck with panic, but either know better than trying to outrun the wolves or not having the strength left to run anyways.

After a few moments of you not attacking they seem still hysterical, but negotiable - you and Murak slowly start to draw nearer by foot. Deeming subtlety unneded, you let him introduce you, and give them the choice of either being left alone, or becoming your serfs in exchange for food and shelter. (Murak being able to grasp and convey the difference between slaves and serfs in elven - the later word not existant in orcish.) The reply is as you would have suspected and the elves are promptly supplied with some of your rations, furs and a bigger fire - while short of for men that stay behind, you chase further for the rest of their group. They haven't gotten very far and soon enough you have pretty much repeated the beforehand scenario. While the wolves have no problem with hauling two elves at once, the later have so with staying on these unfamiliar mounts - it takes your group four days to arrive back at the village due to this.

Your return with the refugees obviously causes quite the stir amongst their elven brethren, with the elder remarking how you plan on feeding all these extra mouths, your seemingly good deed being very poorly recieved by the villagers. The refugees are seemingly very unwelcome and soon enough their representative Alanor comes looking for you to help, as "them elves sorting it out amongst themselves" fails - the natives not willing to put them up in their housing off their own accord.

The whole village seems like a pot short of boiling over, even conversing with the elder bearing no fruit. In the end you have no choice but to put them up into some of the hovels that are already occupied by your kin. There are open sparks of hostility that don't die down through all the rest of the month - after some discussions you arrive at the conclusion that anything might have set that off, it just happened to be this specific circumstance. Even the leatherworker is not welcome anymore, continuing his work elsewhere - he still manages to sew some simple furs for all of the orcs that previously weren't in possession of clothes fitting for winter. He gifts you his best work as tribute, a thankfull addition to your wardrobe.

There are also some positive points to your return, with Gózul having arrived with but a handfull of hunters. He says that not many were willing to trek here so close to winter and in hindsight you are very grateful for this. There were however a good portion of woodworkers, farmers and some artisans that expressed interest, especially after he promised them low tributes for two years - an enticement you have agreed upon previous to his departure. Only the coming of spring will tell how many really will follow through, but judging by the vast number of people that were interested and offered these terms there are bound to come a few. He also tells you to have dropped some vague hints of elven labour being available and you internally applaud yourself for having such a shrewd friend at your disposal.

While the elven helpers stop doing so after the incident, there was also progress with your plans of fortification. The wood having stored the majority of it's sap in the roots at this point of the year, was easy to chop and work with. Coupled with the hides supplied by all that hunting they have built what will be the barracks - a stationary tent-construction. While a rushed job with some crude ends, they payed enough attention to the sewing of the hides - it will do for your now. Surkoz also did his part and stashed away a good portion of food in a partition of the barracks.

A couple of days after your return, the weather turns from bad to outright foul, with a blizzard that does not seem to calm down for two weeks. You spend the time with secretly learning elven and bonding with the men - especially those not from Surkoz pack. Bracing the storm you also check up on the refugees that by now have two hovels to themselves. Your visit is extremely well received, and they seem allright for the time being.

After the blizzard passes, it takes the heavy clouds with it. You use this respite for some hunting, and the men happen upon a sounder of boars - they initialy bag seven of them, leaving the carcasses behind to hound them, getting another five. You give the refugees a fair share of it, as they made true on their share of the deal, showing up for work without you even bothering them to do so.

What are your plans for the next month?
Any ideas to lower the tension?


Spoiler: Ninkasi (click to show/hide)
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Mithras

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Re: (TSG) Warlord - Ooh, the hostility
« Reply #27 on: May 31, 2013, 08:32:51 pm »

Not sure about what to do apart from more of the same in terms of activity for the next month.

Seeing as the local elves can't feed their own kind take as many of the younger elves from the village as we can feed (if the elder has any family one take them) (Perhaps in some sort of dawn raid?) Treat them well but make it clear they cannot leave the orc camp. Help the refugees in any way we can, find out of any of them can use a weapon and why they fled here.

Keep a watchful eye, if any of the local elves lays a finger on an orc or refugee pounce on them and make a public display of them. Essentially wait for an excuse to convey that if you damage orc property you wont live to repeat the mistake and if anyone misbehaves a hostage dies.
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RAM

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Re: (TSG) Warlord - Ooh, the hostility
« Reply #28 on: May 31, 2013, 09:52:36 pm »

Food still looks touch-and-go to me. We could try importing some, but we don't have much to trade for it. Still, we might be able to get some from orcish lands in exchange for pelts. The warm-weather geat we could make from the pelts would be useful, but we have an abundance of wood right now and should be able to keep the fires burning for this winter at least... Bringing them some food would probably also be a blow to the native elves. They would hate us for it, obviously, but would pretty much have to accept to food if it was offered. Although don't give them food until they are desperate. Give them food now and they might eat it all. We need to demonstrate the benefit of a strict government that can ration food in times of need(Even if we did cheat and just buy it...).
Hrmmm, getting incoherent here.

Gather wood and try to prepare it into building wood and firewood. We don't want to burn good building materials if we don't have to, but we will need to keep the fires burning.
Try to trade leather and pelts to the orcish lands for food. We can sort out more permanent arrangements after winter. Store our food supplies and ration it out carefully.
Send wolf-riders out scouting. It will cost us some food, so keep the numbers low, but it will give them something to talk about and maintain a presence in our lands. Make a point to check up on the isolated communities and inquire as to their supply situations. Try to tell them that you are just there to check that none of your subjects are going to be lost to the winter...
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Mithras

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Re: (TSG) Warlord - Ooh, the hostility
« Reply #29 on: June 01, 2013, 04:20:35 am »

If the weather is as bad as I imagine it is sending traders out is a bad idea. It's certainly worth doing closer to winters end/ at the begining of spring, when the stores are low but the weather isn't quite so awful, that's when we'l; be most desperate for food.
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