You wake up to the first light streaming through the windows of the Boarshead Inn. You've fallen asleep at your desk again, but thankfully the dossiers in front of you are unscathed. You really need to figure out
who you are and
what sort of lodge you plan to lead? You can't take more than
three woodsmen with you right now, and you aren't exactly picking from the cream of the crop, but with luck rapid expansion will be in your future.
Your IdentityName:
Age:
Race: (any commonly used fantasy race, or any well-described novel race)
Physical Description: (just a brief summary so we can all agree on hair color, etc.)
Management Style: Choose from Strategist (bonus to planning combat strategies), Socialite (bonus to keeping your woodsmen from hunting each other), Quartermaster (bonus to resource management), and Drill Sergeant (bonus to training your woodsmen)
Name:
Location: Swamp, Forest, Tropical Forest, Mountains, etc.
Mission Statement: (let the world know why your lodge exists)
The DossiersOr'Thark made a name for himself hunting big game across the Southern Wastelands. Rumor has it he covered the ice five times over, and his kill count would certainly support that. He would be a major asset tracking big game, but he is older and one has to wonder why he gave up his old hunting ground...
Evaluation: Do not recommend, likely unfit
Gorl has a knack for making things that feral creatures are drawn to, though this might be in part because of his own approach to life. He has killed most other hunters who have crossed his path, and is unlikely to be able to work as a part of a team.
Evaluation: Do not recommend, hazardous
Thalia would be a master leatherworker if it weren't for the fact that she's nearly crippled. When sitting down and working with her hands she's amazing, but her gait is clumsy and she drags her back foot. May be able to draw a bow.
Evaluation: Do not recommend, useless in the field
Mirrelp knows herbs and mushrooms in a very practical way. She can identify a large number of species on sight, and unfortunately by taste.
Evaluation: Do not recommend, dependence issues
Taldrihullier has fantastic aim, in a rather abstract sense. A clearly identified target is easy for her to strike. However, complete colorblindness will make any quick determinations in the forest challenging.
Evaluation: Do not recommend, hazardous
I'm afraid Nerasha, while possessing the qualities of a beastmaster, does not possess the will of one. She is far more interested in the rehabilitation and release of animals than in their training, and will likely go out of her way to stop either hunting or capture of healthy prey.
Evaluation: Do not recommend, opposed to mission
James, having once possessed human qualities like self-control and life, has moved on to a different stage. He has a relentless appetite for flesh unlikely to leave enough of his prey intact to bring back to the lodge. That said, he has both the combat abilities and acute senses to bring down large prey.
Evaluation: Do not recommend, undead
The GameThis will be fleshed out a little over time, but suffice it to say it's high fantasy, with very primitive gunpowder technologies being within sight, but not immediately applicable. The world is far from tame or civilized, with border towns being under regular threat from the more enthusiastic flora and fauna.
There are four seasons which will effect the availability and behavior of different wildlife. Each season will have three turns in it, each corresponding to about a month, during which time each woodsman can be directed to do any number of different actions, including embarking on a Hunt. I will attempt to update roughly daily.
There is not direct control over any of the characters during a hunt. You can plan different Strategies and lay them out for your woodsmen, as well as giving them the best equipment, but then the hunt plays out on it's own. You just have to hope at least one makes it back with a story, if not trophies.
There are essentially four things which have to be designed.
Strategies are the different actions that your hunters will take during a hunt. Can be as general as "A and B attack" or as specific as a plan detailing the roles and positions of many different hunters as they prepare the terrain, lure the prey in, execute a plan, and clean up without a trace. Strategies can be prepared more or less without cost, and at any time, but must be taught to the relevant actors before implementation.
Equipment is just the tools that your hunters use. Whether its a stylish cloak made from the no-longer-in-use skin of a challenging conquest, or details concerning the rope material to be used to secure your hounds, blueprints let you know the essentials of their construction. Depending on the complexity a craftsman may have to work on the blueprint itself to iron out the details, in addition to making the item themselves.
Buildings, or renovations of existing buildings, also go better if there's a plan for your construction crew to follow.
Finally, technology blueprints require the most time of your characters to prepare. These consist of new ways to process materials, interact with animals, etc. A character would have to experiment at length to get this right, but it can open up many new possibilities.