Month 1: TillMagical Action: Utilize my magical expertise to supply the consuls with a map of the surrounding area, with handy notes on resources (such as fresh water, adequate soil and so forth).
Leadership Action: The consuls have that handled, I presume.
[19, Bonus]
You produce a nice, large-scale map of your immediate surroundings to the consuls, including a rather fascinating feature- a series of what you believe are water-filled caves not too far beneath the surface. What's really interesting about them, though, is that they seem to extend from the land right through the coast, in defiance of intuitive geological assumptions.
Other than that, the region seems a bit on the low end as far as useable resources go. You did also notice "scars" of more fertile soil running through the region, at least, and there were some odd diffraction patterns off tiny blips of material you couldn't get a good read on.
Finally, your scanning method proves, if you do say yourself, rather revolutionary.
New Trait: Tectonic Scanner. Receive superior results from long-range terrain scans.[8, Poor]
The consuls have your farmers start setting up useable farmland, but you overhear them talking about how they couldn't really position them to take advantage of the more fertile regions.
+100 Farmland[8, Poor]
Your people, ecstatic with their new home, endeavor to map out the skies. They don't get particularly far, sadly lacking the proper tools for large-scale astronomy.
-500 FoodScan the area for mind resonances of higher quality to find big intelligent beasts and possibly other sapients
Begin constructing farms and irrigation systems and make the farmers work on them
[13, Good]
Your mind scan yields... mixed results. Initial scans show nothing beyond your people; as you lower the detection threshold, everything remains dark until you hit the sparks. Scanning their minds is a disorienting, jarring experience, and leaves you with little doubt that they're highly magical in some fashion. You still don't know what they are, but you can tell they're about the right levels of intelligence for a large, bright animal. That they're the only things you found probably also tells you something, but you're not entirely sure what.
[11, Good]
Your people get some farmland established, nicely nestled in between some of the large broad-leafed plants or trees that grow here.
+80 Farmland[5, Poor]
Your peoples' attempts at tracking down these wolves goes poorly, though thankfully not so poorly that they succeed. They find more tracks and related signs, but still no wolves.
-500 Food((I thought 1's were low. I must have been mistaken, since a 4 gave me a bunch of flaming salamanders that won't much mind being drafted for military service ))
Use my magic action to lead a team of enchanters in trying to study the new Voidflame caste, particularly with a mind for using them for military service, and whether or not they need some sort of magical incentive, such as rings of berserk, to fight effectively.
Use my leadership action to setup what farming operations we can in this area.
Order my bureaucrats to oversee that the animals are secured, fed, and that Voidflamers don't get too close to them.
[9, Poor]
Research on the Voidflame Caste is depressingly mundane, and you learn a whole bevy of useless things about them. The flames are indeed under their control, but it seems to be a largely reflexive coordination; this conclusion is somewhat less reliable than normal by their lack of motivation on the topic. The flames also appear to feed their hosts, though you're unable to determine reliable conversion rates or other such data; some of your researchers suspect it might vary by qualities you're not measuring, like personal taste or mood.
Finally, you confirm that the Voidflames are, for the most part, in need of some manner of motivation. You do manage to inspire a few to action with rumor of something they'd like to watch burn, but for the most part they're a sullen lot.
[20, CRIT!]
Your attempts to set up farming result in... unusually enthusiastic cooperation from the surrounding flora and/or fauna. No sooner have the first sections of fields been established than thorny beige plant-things shamble in and set up shop in them. Attempts at interacting with the plant-beasts yields full cooperation and initial samples of heavy plant flesh, nectar, and thorn- in short, they're very much like self-feeding cattle.
You note that your bureaucrats would require a more intensive setup period from you to be able to properly care for things, but that caring for the animals should be more or less automatic, at least for a while.
+68 Farmland (Pre-Shambler Infested)
Non-Voidflame Farmers: Now Shambler Ranchers. Fully qualified to care for, breed, and harvest Shamblers.
Non-Voidflame Farmers: Plantsong. Able to order around Shamblers.
Self: Gardener. Proficient at dealing with ambulatory plants.
Self: Siren. Adept at luring creatures into your service.[14, Good]
Your people explore some of their new rugged home, finding a number of chasms and caves. They appear mostly unoccupied, though there's a few close calls with critters that could be venomous.
-500 Food
+17 FoodKee looks around the marshy land, then back at the sullen faces of his colonists.
"Do not worry, there is much life in these lands. We will find food and build with what we find. What will grow may be different then what we once had, but a good life can be had, a better life."
Use my magic action to root the living wood building into the marsh to allow it to heal and maybe grow. Reshape the inside while it grows to allow people to live in it.
Leadership action, gather plant and animal samples.
[10, Poor]
You pour some life into the remains of your ship, but the damage is pretty severe and your efforts don't flow quite as you'd like them to. It's not having trouble recovering, it's just taking forever, and even your magical reserves can't push it along as fast as you'd like.
Ship: Badly Damaged -> Recovering[18, Bonus]
Your attempts at gathering samples from your new home go exceedingly well; while not the driest or most pleasant place to live, it's definitely teeming with interesting and potentially useful life. Highlights include:
-Oil Newts. These foot-long, red salamander-things can be squeezed to dispense an oily slime with applications in cooking and flammability.
-Pot Birds. These very fluffy, squat birds are rather small, but plentiful and dry. They make a tasty dish and have very soft feathers.
-Cap Mites. These mushrooms are actually some manner of crab; more importantly, they're delicious when cooked in a stew.
-Blue Cones. These long mushrooms are, as their name suggests, blue and conical. What their name doesn't suggest is the illness-fighting powers of consuming small quantities, as in a tea.
-Bauble Vines. These clusters of juicy round fruits are reminiscent of grapes, but far larger. They tend to grow on mundane swamp trees, dangling appetizingly.
Trappers: Now Veteran Trappers, able to perform more complex operations.
Self: Naturalist. Qualified to examine plant and animal life.[5, Poor]
Your people attempt to seek out any minerals that might be present in this swamp, but don't have much luck. It's definitely a wet, soft, icky swamp.
-500 FoodMagic Action:
With the five Stonesingers in tow begin using earth magic to create a solid wall around a vest stretch of land large enough to support several full scale farms, and a dozen buildings or so. Use the ship, and any nearby hills to cut down on the amount of work required.
Leadership Action:
Have the Ore Surveyor setup so that we can begin getting immediate knowledge of any minerals in this area.
[10, Poor]
You and the five Stonesingers (one afflicted, and therefore not terribly enthusiastic) get to work establishing a wall. It comes out plain but reasonably serviceable, but not nearly long enough to enclose the area you want.
+55 Tile Earthen Wall[12, Good]
Your miners set up the surveyor in short order, and begin sweeping the area. The results are positive but not exceptional; there's decent deposits of common metals all around, not surprisingly moreso in the hills than the relatively forested area around the ship.
[15, Good]
Perhaps being inspired by the Goldeyes, your people begin a bit of common prospecting of their own. Shards of material begin trickling in, currently more for bragging rights than any useful purpose.
-500 Foodokay, hank you for the detailed explanation, that's very helpful.
Magic action: Locate the precisely ideal location within our reasonable field of operations (within this idyllic area) for our town.
Leader action: Build our hydrofarms. Use our tools, naturally.
((I'm assuming our ship is still liveable? if not, can I switch that action to build a housing complex?
((It's not, but you'd need materials to build a housing complex with. I went with the farms because I wasn't sure which you'd want.))
[12, Good]
While your efforts to replicate divination magic by placing "precisely" in front of the desired result fail, you do manage to inspire a great deal of precision in your hydroponicists. This makes their efforts all the neater and cleaner, if not necessarily any better placed.
[5, Poor]
Turns out they could use the push; their efforts are serviceable but dreadfully tacky without your magical assistance.
+75 Precisely Ordered Hydrofarmland[16, Good]
Your people begin exploring the rivers, finding all manner of fish and even pearls in them.
-400 Food
One day, Barig's people alert him to a strange flying object. It doesn't take long to figure out it's the
Darkheart, ship of Fang herself. Unlike your vessels, Fang's was intended to be repairable and reusable, and is made of metal. It's also quite a bit smaller, lacking the capacity to carry hundreds of colonists plus months of food and supplies for them.
It's also a strange-looking vessel in general, resembling a slender, upright crystal surrounded by a rotating ring on the upper portion and various freefloating spikes angling towards the ground. The only dull thing about it is that it's a dull metallic teal.
It doesn't take long for it to wander over to Barig's tent and beam down Fang Axefeather, who's eager to have a chat with Barig.
"Hey there! Long time no see, how've you been?"
[6, Poor]
?
Barig the Iron Lord (adwarf)
Earth Mage
-
100 Ironclad Farmers
200 Ironclad Miners
95 Ironclad Warriors
50 Ironclad Foresters
25 Ironclad Masons
25 Ironclad Carpenters
5 Ironclad Apprentice Stonesingers
[10% Goldeye Syndrome]
-
Ore Surveyer
2500 Food
55 Tile Earthen Wall
Mayborg (Baldman)
Information Mage
Tectonic Scanner: Superior results from wide-range terrain scans.
-
100 Taunsfolk Raider-Scouts
100 Taunsfolk Farmers
98 Taunsfolk Herders
50 Taunsfolk Craftsmen
50 Taunsfolk Prospector-Miners
30 Taunsfolk Bards
25 Taunsfolk Foresters
20 Taunsfolk Scholars
15 Taunsfolk Wizards
5 Taunsfolk Healers
5 Taunsfolk Career Citizens
2 Taunsfolk Consuls
[Constellation Connection]
-
100 Farmland
Low Tools
High Amenities
2500 Food
Ms. Pretty Obvious (Ozarck)
Precision Mage
-
75 Human Hydroponicists
50 Human Electronicists
50 Human Magitechs
40 Plains Elf Animal Husbandrists
25 Assorted Entertainers
20 Charming Officers
20 Rock Troll Laborers
10 Thorian Managers
5 Charming Elite Magitechs
5 Collective Lawyers
60 Human Special Infantry
20 Human Magical Combatants
15 Human Special Heavy Weapons
5 Human Special Demolitionists
-
2000 Food
Good Tools
75 Precisely Ordered Hydrofarmland
Arivaris the Wolf of Trokken (Detoxicated)
Mind Mage
-
100 Human Miners
80 Human Farmers
70 Human Warriors
50 Human Foresters
30 Human Stonemasons
30 Human Carpenters
30 Human Berserkers
30 Human Apprentices
20 Human Hunters
20 Human Smiths
5 Human Wind Whisperers
20 Human Animal Trainers
3 Human Mind Magic Generals
2 Human Earth Shamans
[Wolf Interest]
-
Adequate Tools
Sparse Amenities
2500 Food
80 Leafed Farmland
Kee Ti Lax the Thorn Ghost (VoidSlayer)
Biomancer
Naturalist: Qualified to examine plant and animal life.
-
100 Kobold Farmers
100 Kobold Miners
100 Human Peasants
50 Human Smiths
50 Human Craftsmen
50 Human Warriors
50 Kobold Veteran Trappers
-
1500 Food
Quality Mining, Smithing Tools
Recovering Living Wood Building
Savaul Havrius (Nirur)
Enchanter
Gardener: Proficient at dealing with ambulatory plants.
Siren: Adept at luring creatures into your service.
-
100 Salamander Soldiers
68 Salamander Plantsong Shambler-Ranchers
7 Voidflame Farmers
75 Salamander Smiths
50 Salamander Miners
50 Salamander Masons
40 Salamander Specialist Crafters
25 Salamander Rangers
25 Salamander Entertainers
20 Salamander Golem Articifers
10 Salamander Bureaucrats
10 Salamander Enchanters
10 Salamander Healers
10 Salamander Pyromancers
[10% Consuming Flame Condition]
-
2017 Food
68 Shambler Farmland
Good Tools; Golemcrafting/enchantment-heavy
Small herd cattle
Small herd horses
Small flock chickens