((I would appreciate help with counting votes. I would have had a turn out two days ago, but I didn't feel like counting votes and splicing together a plan from a close vote. And please, only bold actions for this turn, not an entire multi-year plan.
Amusing tidbit of the day: Every plant mage rolled within 8 of the dying mark on their d100 roll this turn.))
Create more grenades!
After half a year of fire grenade crafting with Miss Sara, Vorg will take the apprentice fire triplets, a fire and a sound grenade, and a pair of guards to the king for a demonstration. If he is unimpressed, they will volunteer for the army as a squad.
Miss Sara and Basel will spend the remainder of the year working on sound grenades.
The plant apprentices will work together on trying to grow a garden.
Stavros will continue focusing on vitamancy training.
Miss Sara spends the first half of the year working on grenades, mostly fire grenades with Vorg. They make depressingly little progress, and each still takes weeks to make. Vorg takes the triplet fire apprentices and a pair of grenades to visit the king and demonstrate their progress.
They enter the king's estate shortly after dawn to find the king alternatively shouting at two exhausted-looking men wearing blue diplomat uniforms and quickly speaking with his chief general, who is shuffling through reports. From what he can piece together, Vorg decides that a diplomatic incident has started a war with an eastern neighbor. The border is relatively close to the guild, but invaders are unlikely to reach the guild without plenty of warning.
It is long after sunset by the time the king finds time to see them, and one of the apprentices had drifted off in the chaos. The demonstration is kept brief: The king is unimpressed by the lack of progress on grenades or Vorg's hints of wanting to spend more time training his apprentices back at the guild. He is much more impressed by the thought of what Vorg could do on the battlefield. After a brief conversation with an aide, it's decided that Vorg's apprentices will stay with him for training, as non-combatants, but may be called into battle if needed. They will all be given a year of military training beforehand.
Vorg is unable to find the third triplet, and will continue into the army with only two apprentices - Delaying his training would require delaying an entire class of much-needed recruits, and the king is of the belief that it is
the magic guild's job to train useless apprentices, not the army's.
Miss Sara and Basel make no major discoveries over the remaining half of the year.
The plant mages assigned to gardening found a fungus that grew lethally toxic mushrooms quickly and year-round. They began to cultivate samples on a plot on the guild's land, while trying to make the mushrooms edible. Naturally, one of the fungi exploded into a cloud of deadly spores while the three were focusing their efforts on it. Two were thrown back painfully, breaking a few bones. The third remained near the center, and breathed several lungfuls of spores before she could be pulled back. Stavros had been enjoying the weather outside the main guild building, and rescued her. He then managed to remove the spores before they had time to kill, and keep her alive, but it has taken a serious toll on her health. She is having to take it easy on work, and may die next year.
The remaining two continued sullenly through the year, and managed to get one of the samples to grow edible mushrooms. Food costs should be less of a problem soon, but it will take more than mushrooms to feed the guild.
One level 1 fire mage is missing, last seen in the capital.
The villagers heard of the dangerous exploding fungus problem. They're pretty mistrustful right now, and relations with the Faisia have cooled to neutral.
The king is pleased. He has granted you two more guards and +2 credits of funding.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 neutrally.
Overall, the village is mistrustful of the guild.
Financial Review
You earn a stipend of 8 credits.
7 Guild members cost 4.67 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.
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
5x 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.
Cultivate food.
The guild now has a small patch of mushrooms. It needs more work to provide a real benefit, and you'll need more than just mushrooms to feed the guild.
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.
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.
Finding a wayward apprentice.
Time Sensitive (?)
An apprentice disappeared in the capital. The guards haven't found them yet, and Vorg had little time to search before his class started their training. Mages may have more luck than mundane guards.
Financial Decisions You have three credits to spend.
The new house could be further expanded, with a dedicated storage room or a more comfortable dormitory for males (2 gives an extra room, 4 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.