Turn VI
First Week, "Camp Fox Den", During the Feast
Considering your options, you decide to declare a feast.
No one seems to object either, safe for Copsehelm grumbling a bit about supplies, waste, and generally being faithful to his position and character.
~
Within half a candle, your lieutenants have drawn lots to decide who gets to drink first – a public spectacle that was well observed by most of your soldiers. A full candle later, the first barrels have been opened on a quickly cleared plaza, several pots of food bubbling over nearby fires and rugs strewn about the premises. The music, too, has started playing – the few in your band capable of skilfully doing so, freed from all guard guard duty and given extra drinks in exchange for their service.
Merry debauchery quickly follows, with games of dice and cards being played, duels and bets on them being held, and barrels being drained at a quick pace. The evening brings little change to this, safe for the occasional drunkard strewn about and sleeping on the ground, or pairs retreating into their respective tents for other amusement. Wishing best of luck to such activities, you withdraw into your own tent sometime after midnight.
~
While such festivities continue, you are not allowed to let loose as much as your common compatriots do, but are still able to relax outside of your duties.
Minding his own, Copsehelm brings you the following requested information over the course of multiple days.
- Spring fields, using channels to flood areas near the basin, make up a large area close to the city.
- It seems that the fennec-kin kept goats and poultry as well, though the scale isn't known as clearly.
- Some of the local fauna, was hunted commercially. How much meat this provided, is also unclear.
Going by the warlocks rough guestimates, the city itself might support up to a thousand if the gardens are properly cared for. The spring-fields, live-stock and hunting, might provide about the same. The local housing and infrastructure, before their destruction, hint at similar, if not higher numbers.
Reaching these numbers though, would prove difficult in the short run. None of the previous herds remain, nor do you know the locally used agriculture all that well.
On an economical level, it also isn't feasible for your soldiers to do the farming, their trade and contracts supplying them with far more coin than such peasant-work would be worth.
Bringing back some of the former inhabitants is something that you both deem as a possible merit, and discuss some specifics of doing so.
After their initial flight from their home, many of the fennec-kin should have tried to settle down in the surrounding areas of the union. Even being displaced like that, they are not the only refugees in these times by far, and some may have drifted even further. Others might also have succumbed to banditry, which has become more common as of late, many a drafted soldier returning to a ruined homestead – only to be forced into banditry himself. All of which, should suit you just fine.
Getting a couple hundred of desperate refugees to return to their homestead, is the easiest part of the plan. Keeping them fed and having them accept your rule, give you more worry than the possibility of too little scores of them showing up.
Said bluntly, the band can't really afford to sponsor more than maybe three to two hundreds of refugees, and even then you would have to seek out new work for yourself, soon. Luckily, that front should not pose too much of a problem anytime soon, as the civil unrest in the union, is still far from being over. Bandits roam the countrysides, several regions have a new lord not accepted or instated by the union leaders, with some regions also having declared their independence during the last three years as well.
Of special interest in both regards, would be the fennec-kin draftees, which should either have been released from their service recently, or are about to be released soon. Letting these war-veterans return, might prove a great boon, allowing your own soldiers to leave the city more easily. Foregoing the possibility of them already having become bandits or deserters after hearing about the fate of their home, the local military might be persuaded, if not glad to hand over these possible trouble-makers to you.
Getting civilian fennex-kin refugees, would be a far more simpler matter - just sending out a few local couriers with the message, would be sure to reach around. The local communities, intent in getting rid of their unwelcome guests, would be sure to spread the message, as would most of the hopeful refugees. You might still need to be wary of former nobles.
Taking in unrelated refugees, would lessen any social unity the vulpine populace might have on their own, and thus the political clout they could come to bear - but certainly not endear yourself to them, either.
The real question is thus complicated; Which refugees to approach, how to approach them, what terms to set for their return, and the number of them that you are willing to take.
With three to four months till spring brings new water to the region, you have ample time to plan and discuss this point further. Dealing with the badger-folk first, as to not have them fall into your back at an inopportune moment, might not be the worst idea, either.
~
After two days of festive activities, Vulks subordinate half-gnoll lets you know that he thinks to have extracted anything of interest, that the badger-folks would give without torture. He also asks for your permission to start said torture proper, and if you want to attend that occasion.
Entering the clay-hut in use for the interrogation, you are greeted by the head scout instead. After handing you a few parchments filled with information, he fills you in with an accompanying explanation.
As it stands, the badger-folk seem to think us mere brigands, instead of the rightful owners of the land they scurry around on. This misunderstanding might be partly forgiven though, as we seemingly weren't the first people to avail us of the fennec-kins absence. The absence of these presumed bandits, is easily explained with them faring way worse against the badgers, than we did. For now, Kirmik has not seen it necessary to amend this misunderstanding.
Close Points of InterestA tenative map, drawn over an incomplete map acquired from a trader. Your northern borders aren't clearly defined and rather open to discussion, or so you would have heard. Currently worst foe of badger-folk, by which they are often pestered, are some ochre hobgoblins to the east. The military settlement they tell you of should be “Fort Spearpoint”, a village staffed with more soldiers than civilians, and smack on the border to your neighbouring chieftain, “Darvak the Keen”. Aside from the main settlement being named Redvalley, you know little about the region, nor its goblin ruler.
The fort is currently only staffed by about up to a hundred – which is half of the normal guard detail. This lead to an initial increase in successfully raided caravans, and then to a lack of their coming. As it stands, only military convoys make their way to Spearpoint. Attacking the fort together, is something the badgers would consent to easily - especially after realizing that you sent less than half of your strength against them.
Somewhat of a surprise, is their willingness to warn you about a regional land-mark, the so-called “Fire Mountain”. The long dormant volcano is allegedly home to a dragon, with the surrounding drake-blooded creatures proving as much. While it seems plausible to have been the truth at some point in time, dragons are exceedingly rare, leaving you to severely doubt this account. Local claims of them are numerous, and generally considered false until proven otherwise. That badger legends retain what schooled folk would surmise as draconians, is a bit worrisome though – such dragon-kin known to often be in the service of their dragon ancestors.
Another point of interest is “The Gap”, where the local river flows into the earth, only to surface three leagues away, on the other side of the mountain. Caves around that area, seem to be home to ogres, and the badgers claim that they come “from bellow” during spring. They occasionally shake down the badger-folk, and the prospects of going against them together, are claimed to be good. Going by their explanations, they seem to be common ogres, and it is doubtful if they have access to the lands bellow. Going against at least a hundred of these lesser giants, is not something you would look forward to, nor suspect your troops to succeed in unscathed.
Unified in their animosity towards the fennec-kin, the loosely translated “thornfolk” are of reptilian make, and on ambiguous to neutral terms with the badgers. They seem to inhabit the more mountainous regions, some of which are also on your land, and seem to sport nothing better than copper weaponry, either.
Far, far awayGoatkin who settle a few weeks north, often assisted by Centaurs, occasional war against the northern badger-beast tribes. If they do so for slaves, as retribution for raiding, or as part of their culture, is unclear. You'd give all of the three options an even chance, considering what you know about those regions.
Going by hearsay, another tribe also inherits these northern areas. The moonclaws only knows them to have canine features, and are unsure if they are beast-kin – humanoids with bestial features, or beast-folk, beast in humanoid form. They are considered as enemies to their race either way, though their relations with the northern people seem to be unknown.
~
After digesting the report, you call for the the badger-folk champion, who seems to fill in as the leader for the captives, to be called in. While bound to a chair, and going through the half-kobold for translations, he pleads his case as such.
You already know about the ransom of three copper-bars per beast-folk, and remain unimpressed by the offer. The champion is told as much, and doesn't seem surprised either.
His second offer, which you doubt he has the political clout to be held true to, is a military alliance. You'd be given two thirds of the spoils and first pick, if you were to attack the ogres or fort spearpoint with them. After doing so, the chieftain would surely agree to pay you a tribute each season, though the range of which even the champion feels unqualified to say. His guess, is somewhere between ten to thirty bars of copper.
“Or a knife in the back”, Kirmik offers as his take on the matter.
Probing further, the champion only seems sure of their superior ability as trackers and hunters in these lands, and being able to trade information about the same. Another point by which you are rather unimpressed, and with no further points, you have the badger-man led out of the room. For now.
You consider the information gained, and if to go ahead with some sort of diplomatic offer, or torture.
Cedarcoil & People of Note:"After the feast~" (To be Done)Camp Fox Den (temporary)
~300 Mercenaries:
~150 Blight-Elf Soldiers
~100 Mutt-Blood Soldiers
~25 Mixed Logistics Team
~10 “Moochers”
14 Badger-Folk Prisoners
Mood: General Exhaustion, Slight Irritation at the current situation.
Inventory
Changes
Dates + "A few industrious individuals, have started to harvest the sugary treats on their own. Going by the positive reception, you have little doubt that this trend will continue on its own for the foreseeable future."
Provisions
Your supplies in rough numbers.
If coloured, signifies a full months' worth.
Trend is a monthly prediction. Shortages will be brought to attention.
Foodstuff: “Mostly dried goods. Not very palatable, but the usual.”
++ ++, Trend: ---
Water: “A precious resource in this climate.”
+, Trend: -
Nightmare Feed: “Only fit for a starving stomach. And the nightmares, that is”
++, Trend: --
Good Booze: “You splurged a bit, but are sure to get your moneys worth out of it.”
+++, Trend: ?
Other Goods
Valuables: “Much is golden coin from the union, but there also is plenty of plunder from the battlefields.”
+++++++++++++, Trend: -
Raw Black Billon: “The favoured, enchanted blight-elf metal - more spoils from the battlefields.”
~300 Bars, Worth: ~ ++++++, give or take +++, strongly dependent on the buyer
Copper Scrap: “Taken straight from the badger-men.”
~20 Bars, Worth: ++ to +, depending on the market
Military Equipment
“You are currently not in the mood to list the exact equipment of all your troops. Maybe later.”
Nightmare Feed and Cleaning the Reservoirs are noted, for the next turn. This one is already wordy enough as-is.
In the good news, I got around to re-draw some map-related brushes. Nothing special, but a god-send for making maps.