((Clearly art means turns, even though I meant to get this written out yesterday.))
{6} - Edna graciously allows people to be crammed into her project. After seeing to it that that the scorpions are housed safely inside, she begins studying the house-trees' leaves. They appear to have enough nutrient value to keep someone alive indefinitely, but not exactly healthy (20% less food consumption for occupants). They have a bit of latent magic that causes physical addiction if they're consumed over a few months. This appears to be otherwise harmless, but it's hard to be certain. One house-tree's leaves are enough to satisfy the addiction for twice its standard number of occupants. She also <OOC: CHOOSE ONE. The other is lost, and would take a difficult follow-up roll, as might an action directly copying a GM's example action>
A) discovers a second, weak, very faint source of magic in the leaves. With a few months to a year of semi-dedicated effort, she might be able to get a strain with this source strengthened. She's not entirely sure what it does, but it seems faintly familiar, and she thinks she could reliably harvest magical ingredients once she's finished.
B) narrows down the source of addiction. She should be able to develop a meal supplement to be made in Ari's factory, which would increase morale, at the cost of addiction. This would clear up the reliance on leaves. She thinks she could also develop a cure for the addiction. Using it would briefly hurt morale, but it would be the least harmful way to deal with the addiction.
{5} - After studying the native flora, which are primarily deciduous trees that have shed their leaves, Edna decides that she only needs a bit of lightly magically-infused fertilizer to coax them out of hibernation. The test house-trees begin to re-grow their leaves after a week of applications. She estimates that she could make enough fertilizer to last the rest of the winter, and distribute it for people to apply to their own dwellings.
{2} - While the factory re-tools, Unen tries to teach one of the other wizards how to build his thermal goggles. After two weeks, he's decided that nobody other than Ari is qualified to learn without extensive effort, and she was too busy with her own projects.
{5} - Work on the power nodes goes very well. He even manages to get them installed throughout the colony before the month is over.
{5} - Ari posts really great posters around the colony and accidentally triggers a wave of colonialist fervor amongst the masses.
{3} - She then spends time theorizing about a magical transport system possible with the colonial infrastructure. (+1 to designing one next turn)
{2}, {1} - Zedas spends the month trying to convince the governor to give people a holiday. By the end of it, Jaegar is completely fed up with him, and re-appropriates the tavern for use as a house.
{5} - Gordon masterfully creates a grid of ditches which can safely be used to channel stone and make houses, which will be upgraded to stone roads promptly.
{2}+1=3 - Using his new safety net, he manages not to kill anybody while making houses.
New mission: Colonialist FervorEstablish an outpost on island five and the infrastructure to ferry resources back to the main settlement.
Turns left: 4
Reward: Morale, based on time taken.
Penalty: Morale.
The Trailsapper is being retrofitted with a generator.
{2} - A harsh blizzard strikes, leaving nearly no work done outside this month. Nobody dies, somehow, but people are greatly upset by being stuck indoors in cramped conditions.
{2} - The Trailsapper is lightly damaged by the people smushed inside for temporary shelter. It could still conduct scouting operations in good weather. Without proper facilities, no repairs will be possible until winter ends.
People are pretty unhappy about the lack of leaves, but the samples from Edna's fertilizer testing trees and the promise that the situation will be resolved soon blunts the unrest.
Morale is bad.
Players:
IronyOwl's Edna Black, the Mutationist
Fniff's Zedas Piek, the Thanaturge
Tiruin's "Ari" Eloam, the Artificer
Draignean's Gordon Neider, the Geomancer
Lenglon's Unen the Entropist
Civilian Population: 4492
Government: Pioneer Despotism
Governor Jaegar (Old War Vet, Alcoholic, Demotivating)
Construction Organizer Herbert (Zealot, Slacker, Depressed)
Farmers: 35%
Fishermen: 10%
Lumberjacks: 20%
Construction Workers: 10%
Shipwrights: 10%
Blacksmiths: 5%
Miners: 5%
Wizards: 1%
Government: 4%
20 golem workers
Small circular defensive palisade at the arrival site.
A neat grid of stone roads lies throughout the site.
Neat tent 'districts' for 3400 people.
Constructed wooden houses for 950 people.
Edna's live house-trees house 600 people. (feeds 20% of housed people)
Molded stone houses for 50 people.
Magical Power Relay Network
Ari's factory.
Food will last for 13 months.
Tools will last for 19 months.
1st Battalion
1st Infantry - 100 veteran musketmen
2nd Infantry - 125 regular musketmen
3rd Infantry - 125 green musketmen
4th support - 35 veteran engineers
10th Cavalry - 40 regular light cavalry
20th Artillery - 75 regular gunners (15 light guns)
Munitions predicted to last for 16 light engagements, 8 moderate engagements, or 4 heavy engagements.
Trailsapper, scout zeppelin
Light internal damage
Crew: 8/8
2x ballista
Carries standard operating supplies of 1 month
Full load cargo: 2
Capable of landing anywhere.
2x Giant Scorpions
5km of rope
Six crates of assorted mechanisms
Material Converter, requires two wizards and a source of the desired resource.
Discovered plentiful iron (Island 5 in southwest chain)
Discovered moderate copper (Island 5 in southwest chain)
Discovered sparse MAGIC_FLOWER1 (Island 5 in southwest chain)
Discovered sparse iron (Island 4 in southwest chain)
Discovered moderate MAGIC_NEWT1 (Island 4 in southwest chain)
Unen's Underground Laboratory Bunker for Dangerous Studies
Specialty Laboratory Equipment: +1 to enchantment research rolls if natural roll is above {1}.
Large power Storage and charger - 3% charged
4 empty cells
!Needs doors!
Stored: 20 explosive arrows
Prototype Thermal Google Headset
Edna Black's house-tree
Large enough to comfortably house eight people.
Edna Black's living mansion
Large enough to comfortably house one hundred people.
Ari's Factory
Usually requires two weeks of re-tooling between jobs. The re-tooling does not require enchanter supervision.
Standard staff of 25 wizards and 300 craftsmen.
In two weeks, after a source of metal is secured:
Can make enough explosive arrows to last 500 soldiers through one light engagement {2x/2.5x/3x with 1/2/3 magic resources}.
Can make enough heat-seeking explosive arrows to last 500 soldiers through two light engagements. {requires magic resources 1.5x/2x with 2/3 magical resources}.
Can make 250 Thermal Goggle Headsets, {Requires Unen} {Requires magic resources}.
In two weeks, with no other resource input:
Can construct 3 light generators, which each produce 1 Baron of power.
Can construct enough power nodes for a colony of 5000 people. {Requires Unen}
The "antagonists" are still recruiting.