((I was hoping for something resembling a consensus. Since Playergamer supported Tomcost's earlier version of this, and Griffinpup wants to send Vorg away, I'm going with Tomcost's updated plan.))
Eturi and a guard go to look for recruits. Aim to get at least two in plant magic, and three in fire magic.
Vorg and Eturi will teach those apprentices and guide them so that they don't die.
Sara works with Vorg and Basel in creating grenades. Either with fire, or sound. Practice away from the village so that nobody gets pissed at us (and if possible not inside the forest, so that we don't burn all the countryside).
Stavros works on vitamancy so that he can heal people.
We buy better furniture, and fire the two recruit guards.
The recruit guards are sent off to join the military. They seem slightly confused, but accepting.
Eturi goes out recruiting, to get apprentices for herself and for Vorg. She returns partway through fall with seven younger-than-usual potentiates in tow(Eturi says that potentiates are getting scarcer in the local towns) , the last three of which are triplets. After their welcoming ceremony, Vorg claims the triplets, while Eturi takes the calmer of the two that remain, and each group walks deeper into the forest, alongside a guard in case of a major mishap. The final two remain in the forest clearing, talking with the rest of the guild.
A few hours later, Eturi returns with both new apprentices. Half an hour after that, Vorg returns, all three triplets intact and bouncing a spark of fire between them. After a talk between the senior members of the guild, Eturi and Vorg each take one of the remaining potentiates out into the forest. Vorg and a fourth new fire apprentice return shortly.
Hours more pass, dawn arrives, and most of the mages are napping. Eturi still has not returned. The senior members and guards go out to find her, preparing themselves to hunt down whatever monster has spawned. They find the guard and potentiate asleep and moderately wounded (some sort of acid burns cover their upper bodies, beneath their unharmed clothes), while Eturi herself is dead, no wounds visible.
With Stavros and the passing of time, the survivors are mostly healed, but scarred. The apprentice doesn't know what happened, and only remembers a few seconds of a burning, searing, explosive headache. The guard knows nothing. The apprentice did manage to learn plant magic.
+4 fire mages, +3 plant mages.
((These rolls, guys. These rolls ... these rolls, they sure are rolls.
I'm tracking these guys' XP in my spreadsheet, but they have no names, traits, or personalities. This probably makes mealtimes slightly uncomfortable.))
Miss Sara works with Vorg and Basel, making rocks that release their energy with fire or noise when thrown. They reliably go off when striking a target, but occasionally go off at less convenient times. Fortunately(?), they're too weak to do serious harm. The fire grenades generate a brief burst of flame, capable of causing painful yet ultimately harmless burns, while the sound grenades are annoyingly loud. Miss Sara is working to improve her infusion, hoping to get them more powerful, but doesn't know whether or not she will be be able to succeed before Vorg is forced to go off to war.
Everyone appreciates the new furniture. A few marvel at the luxury they'd never known before (although things
are growing a bit cramped now).
The king expects to see something useful from the guild by the end of the turn.Village Report
The local population count is roughly 75.
The villagers live off of hunting, trapping, and fishing.
Traders visit four times per year, to supply the guild, buy furs and sell tools and occasionally luxuries.
There are three main factions, based on families. Two are opposed to the guild's presence, while the Faisia view the guild slightly positively.
Overall, the village remains uncooperative towards the guild.
Financial Review
You earn a stipend of 6 credits.
11 Guild members cost 7.33 credits upkeep.
Food and shelter is provided by the guild to its members. There are neither guild dues nor guild payments.
The king's guards buy their own food.
0 credits saved.
Low funds; Scrolls to record new knowledge cannot be purchased.
Possessions Review
Three-room shack.
It is insulated, and has furniture. It is low quality, and cannot easily be expanded upon.
Storage/secondary sitting room
Barracks
Male dorm
Three-room hut.
It is well-built and insulated. It has furniture.
Storage/primary sitting room
Library with candles and decent parchment storage
Female dorm
Personnel
3x Guards, paid for by the king. They are light infantry armed with short swords, slings, and partial leather armor.
Their primary mission is guarding the guild and its mages. They will likely follow guild instructions to further this goal.
MissionsSearch for recruits!
Send someone out, from three months to a year, looking for those with magical potential.
Consider sending some guards.
Suggested Skills: Level 2 in any magical skill would greatly increase the chances of finding at least one recruit. You are poor.
Cultivate food.
The traders charge too much for food. You don't have money. Give the three plant mages a useful project and see what happens.
Be aware that the traders would be forced to stop coming as frequently, which would slightly reduce the loyalty gain from luxuries, among possible other effects.
Joining the hunt.
You need food! Send some leftover apprentices to help the slightly-friendly Faisia family in exchange for food.
Explore the Ruins.
An abandoned city is a few months of travel away. Miss Sara would like to explore it. She believes that the trip would be a fun bonding experience that would improve the loyalty of anyone she takes. This would take half a year.
Financial DecisionsYou are poor, and can't even afford to properly buy scrolls.
The new house could be further expanded, with a dedicated storage room or a more comfortable dormitory for males (2 gives an extra room, 3 gives two extras.)
The village has a few small festivals every year, which could be made fancier. Buying some consumable luxuries for the village for several years would slowly improve their views of you.
Personality: Introvert Anxious Idealist
Loyalty: 50%
Plant Magic 2.18
Herb Lore 2
Forest Survival 1
Trait: Better Magesense.