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File 171028144808.png - (1.11MB , 1280x1024 , highslandtitle.png )
1086223 No. 1086223 ID: 462d8c

Once again a new quest.
Expand all images
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No. 1086224 ID: 462d8c
File 171028147747.png - (1.74MB , 1250x1024 , highsland01.png )
1086224

It had been many weeks by this point since your group had left familiar shores. The Empire has entered full swing into its golden age and its burgeoning populace and resources demand new lands to discover. You are one among many groups sent out among the Cloud Seas to seek out new islands to inhabit. To conquer if need be. Though now your supplies have dwindled down enough that you were reaching the point of no return. Do you turn back and live in shame, or continue on for glory and death? However, you didn’t need to make that call for we have finally found it:

Genesium; Island Crystal

This is the seed that can form new lands. While it’s hard to imagine, your vast homeland started with such a similar rock as well. The entire company takes on a joyous tone as you bring the main ship closer. It’s by instinct that the crew begins to resonate with the floating crystal, and it’s by their prayers that a new island begins to take form.

Suggest some possible tiles
They can be biomes, resources, land features, geological phenomena, or general environment. Magical or mundane.
>>
No. 1086229 ID: a290b9

Assuming the central tile doesn't cover this: A peculiarly shaped mountain with caves for shelter, the whole thing ready to be shaped into a watchtower (with some work).
Alternatively: a lake with some oddly musical reeds growing around it
>>
No. 1086234 ID: 5ebd37

mossy forests, wheat fields, standing stones, shimmering white sands, labyrinth grass
>>
No. 1086237 ID: 56db77

>>1086224
A pristine spring of fresh water

A great mesa riddled with tunnels

A savanah of tall grass and lurking animals

Ancient ruins filled with forgotten magics

A great spiralling pit studded with ores
>>
No. 1086239 ID: eb0a9c

One lake tile, one river tile, two grassland tile, one desert tile (with iron sand and oil), and one snow tile.
>>
No. 1086243 ID: 0ec851

A great river flowing uphill instead of downhill.
Ore filled caves filled with odd glowing plant life that seems to hide away into the cavern wall at a touch.
A rainforest filled to the brim with the fruits of life, as well as the dangers of nature.
A lifeless and barren bleached white desert with life, riches and ruins buried and burrowing deep beneath the sand.
An expanse of snowy taiga that seems set within a permanent cloud, fog and snow both so prevalent that it's hard to tell where one ends and the other begins. There may even be solid cloud mixed in with the snow you walk on.
>>
No. 1086246 ID: dc4bad

an eerie flat plane of solid quartz, the depths of which house odd moving lights at night (the rumours of it being haunted begin almost immediately)

a rugged river valley filled with dangerous but fascinating megafauna

regular ol' desert
>>
No. 1086250 ID: 7c0da2

-Colored strands of soft fabric grow from the ground like grass, swaying gently in the breeze. With some care it is possible to cultivate scarves, coats, all kind of clothes. In some places unusual wind patterns spontaneously produce socks.

-A river of tar flows lazily through rocky lands, ending in a waterfall falling very slowly into the Cloud Seas. Crab-like organisms live in it, inedible and highly flammable.

-Here, inexplicably, it occasionally rains very small live snails.

-A dense grove of good, sturdy trees. Songbirds call to each others in the canopy, unseen critters rustle in the fallen leaves. It is full of life.

-Stone cubes litter the landscape as far as the eye can see. Some are small enough to be used as die. Others are so big, you could carve whole palaces out of them. It is otherwise a perfectly unremarkable plain.

-The fertile slopes of an old volcano. A faint rumble can be heard coming from it and every ten days and a half precisely a wave of very fine ash pours out of it, forming scorching hot streams as it flows down its sides like water.
>>
No. 1086253 ID: 795471

cavernous caves filled with soft moss, gigantic crystals, and giant intelligent bugs, basically a chunk of Hallownest cause that shit's cool.
>>
No. 1086258 ID: 1effd3

Biome: The Shattered Archipelago
-Small chain of small floating islands teeming with magical energy and crystals. Several Archipelago tiles linked together can cause certain magical phenomena to occur.
Ancient Forest: Large and ancient trees perfect for shelter and lumber.
>>
No. 1086259 ID: a7a180

Hanging caves, a fairy ring the size of an entire tile, a dust bowl.
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No. 1086264 ID: 031458

A roaring volcano surrounded by craggy basalt hills. This place is incredibly dangerous. Toxic clouds, rivers of lava, dragons, and all manner of heat Loving magical beasts. The ground is filled with unparalleled numbers of gems and metals both magic and mundane. Cruel Dungeons spawn below the surface, luring foolish souls into their waiting maws with the promise of riches beyond measure.

The presence of the volcano creates an occasional island wide hazard in the form of ash storms. These storms, while dangerous to unsheltered animal life, make all the soil across the whole of the island considerably more fertile.
>>
No. 1086267 ID: 031458

An ever misty forest that, from the outside at least, seems ever changing. It's much bigger on the inside than it is on the outside. it is home to all manner of creatures, from the moment to the magical to the horrifying to the bizarre. It connects to many thousands of worlds through countless ever shifting portals. Anything could come out of there, but most who enter do not leave, not in this world, at least.
>>
No. 1086278 ID: 37587f

Suggestion: Water and water and water water
>>
No. 1086332 ID: 2f41db

A caldera of jagged rock surrounding the core,
Rolling hills of rugged plantlife
Transitioning into a plain of grass albeit with individual blades the size of trees.

One tile could be a sinkhole.
A great gap in the terrain showing the strata all around the edges and a fathomlessly deep drop beneath to the clouds below.
Criss crossed by the roots of nearby megaflora, it could be traversable albeit with risk due to the winds from below.,
It could even house a town hung like a cradle and sustaining itself as a community of "cloud fishers".
They lower great nets beneath the sinkhole woven from harvested smaller megaflora roots and drag up oddities and lifeforms from the clouds below.
>>
No. 1086345 ID: 273c18

A black void full of stars.
>>
No. 1086383 ID: 56db77

A mass of living flesh
>>
No. 1086814 ID: 462d8c
File 171094535453.png - (1.25MB , 1280x1024 , highsland02.png )
1086814

After some time with your people in fervent prayer, some are silent and some are vocal, the crystal begins to resonate with the ritual happening before it. A cacophony of sound bursts forth; the grinding of stone, the creaking and snapping of wood, and the roar of pouring water. Within a heart beat new lands are formed.

>-Here, inexplicably, it occasionally rains very small live snails.
One of the first to form is a lush, wide meadow full of leafy greens and low shrubs. Very few plants plants go beyond the knees and none above the waist. Everything seems to sparkle with morning dew even well into the heat of the afternoon. There also seems to be an unusual amount of snails about, littering the ground with crunchy, discarded shells.

>Alternatively: a lake with some oddly musical reeds growing around it
A lake bubbles forth and forms. Well, it would be a lake if its waters weren’t continuously flowing over it’s exposed edges. Who knows where all its water is coming from. Away from that the lake itself tries to be as tranquil as can be as fish and insects fill the area. Around the waters reeds start to grow that give a sharp whistle of varying tones as the wind blows past them. Nothing one would call music though.

>A roaring volcano surrounded by craggy basalt hills. This place is incredibly dangerous.
A flat plane of rock appears and immediately cracks and roars to life. Columns of basalt quickly grow as a surge of fire and ash rages in the middle. Soon a tall, tall volcano is formed. Clearly active, this will surely pose a threat to your people, but the rich minerals and ores the magma brings up also represent tempting opportunities.
>>
No. 1086815 ID: 462d8c
File 171094539091.png - (1.05MB , 1280x1024 , highsland03.png )
1086815

>Ancient Forest: Large and ancient trees perfect for shelter and lumber.
>-A dense grove of good, sturdy trees. Songbirds call to each others in the canopy, unseen critters rustle in the fallen leaves. It is full of life.
>An ever misty forest
Next comes a dense forest. Trees of wide variety spring forth; elm, ash, birch, and firs to name a few. The forest floor is also covered in greenery trying its best to cover up the many animal trails about. The canopy is also full of life as birds and critters make their homes in the boughs. It’ll certainly take time to fully explore, however, and at night a mist rolls through that bring forth chilling calls for help.

>wheat fields, standing stones,
>A savanah of tall grass and lurking animals
A large hill bulges forth from another tile and sturdy, golden grass starts to roll over it. Menhirs begin to dot its landscape, standing silent against the winds. These standing stones vary in size but all seem to be carved in the same manner. So far, they do not seem to be magical in nature. Most wildlife here tend to be small, scurrying things that like to make holes that the careless wanderer will break an ankle on.

>shimmering white sands,
>A lifeless and barren bleached white desert with life, riches and ruins buried and burrowing deep beneath the sand.
>A great mesa riddled with tunnels
Finally, a land of blinding sand is formed. Shimmering clouds of dust traverse the desert as the stark dunes ever shift. This realm seems actively hostile, even beyond the damaging glare and stinging winds. Scouts report burning sensation and of loss of sight even with protective gear. Within the desert stands a massive, towering mesa, silent and watching over the sands. Due to the difficulty of the desert, it remains unknown beyond it’s presence.
>>
No. 1086816 ID: 462d8c
File 171094542342.png - (1.78MB , 1250x1024 , highsland04.png )
1086816

A breathe of relief quickly followed by cheering erupts from your people. This is it. This is what they’ve been working towards. Soon simple moorings and temporary shelters are set up as crews begin to unload. The fastest ship of the group is given extra rations as the crew are quickly sent back to tell the news to the empire. They are sullen, but will soon return with fresh supplies and even potential colonists. For now though, you can bask in the glow of a new world. Just a little bit as there is work to do.

Resources: starting supplies
Food: Rations
Other stats may appear or disappear in the future

Suggest some actions:
Begin a construction: Suggest a building and where it’ll go. An associated resource is required to be used as building materials. (Though right now there’s only one.) Once started, each construction will be given a number of rounds before completion. You can offer an opinion on how long it’ll take, if you wish. Only one construction can be -started- per a round, though multiple continued constructions can occur.
Start a project: Suggest a project that’ll involve a number of people, will take time to do, but isn’t explicitly putting together a structure. Resources to be used are option where appropriate. Like construction, only one project can be -started- a round but multiple can be worked on. You may as well offer how long you think the project will take.
Enact a ruling: Currently, everyone is working under the assumption of Imperial Law, but you may wish to put something specific into affect. This can be to deal with past or present events, try to manage future events, encourage certain behaviours, or just lean things towards what you think is best for society. Just make sure the Empire doesn’t hear of it if you over-step on some rules.
Other: You’re a clever bunch, and this isn’t an exhaustive list of everything that can be done. Feel free to suggest something that doesn’t quite fit with the previous three actions.
>>
No. 1086821 ID: f203ab

Step one: shelter. Start building more than just tents to sleep in.
>>
No. 1086822 ID: 2f41db

>>1086816
Shelter would be wise.
Bordering the forest for ease of access to lumber.
Something like this is not only an essential, but could raise morale for the shipfolk when they return.
>>
No. 1086823 ID: dc4bad

>>1086816
Construction: snail meadows seems like the most logical place to set up some proper shelter, since it borders the forest for the collection of wood.
Either make full homes or perhaps a large communal barracks.

Project: Research the desert, both to try and find a safe way to traverse it and explore the Mesa but also see if the properties of what I assume are the sands or dust can be put to use, possibly for al/chemical purposes
>>
No. 1086825 ID: 1effd3

shelter and food. make sure nothing dangerous can enter the settlement.
>>
No. 1086826 ID: 7c0da2

You need shelter, food, and water. Constructing wooden huts in snail meadow next to the lake should take care of all of that, provided you have fishermen with you. It probably won't take too long. How long is a round by the way ?
If you can start both a project and a construction, and if building a boat is a project and not a construction, you should make simple boats. Use poles and paddles to move them around, even if you have cloth it is better to use it to make shelters rather than sails.
>>
No. 1086829 ID: 031458

Enact a Ruling: Frontier Government

A temporary total repeal of Empire law while we lay the groundwork of Civilization. Common sense, Frontier justice, a drive for progress, and mutual care for our fellow man should be all our initial settlement needs to thrive.

Let us become self sufficient, let us grow our numbers, let us build the seat of government. That is when the law is the Empire shall return. Until then, we need only our wits.
>>
No. 1086832 ID: 7c0da2

Let's not make an enemy of the Empire on the very first round. We should at least wait until they have sent supplies and manpower.

We don't even know what the laws of the Empire are. The Empire has been described as having "entered full swing into its golden age and its burgeoning populace and resources demand new lands to discover". Such an empire probably has laws in place to help and encourage new settlements like ours. We should know what the other options are before choosing lawlessness and the enmity of a whole nation. And we should at least try to learn how the colonists feel about it before making such a change.
We can always change the laws later once they are not suited to our situation anymore (and when we have some kind of infrastructure that would make us somewhat self-sufficient).
>>
No. 1086833 ID: 031458

>>1086832
Pioneering is a messy, chaotic process, and the early days are not only the most critical ones, but the ones where the distant government naturally has the least control and is the least helpful outside of just sending supplies. Beyond that, the laws of a far flung empire will never be a perfect fit for what's going on in the ground of a distant land.

Besides, particularism is beneficial to all parties involved. Right now the only thing everyone wants is for a stable settlement to be set up. Our benefactors will appreciate anything that speeds that up, even if that means we aren't crossing our T's and dotting our I's.

Beyond that, should they tire of this behavior earlier than we expect, they'll send a strongly worded letter before an army. Should that come to pass we can simply reenact the empire laws then.

Many colonial projects have operated like this historically. It'll be fine.
>>
No. 1086838 ID: 5ebd37

Build a town hall in the snail lands by the lake. For now this is a structure for communal housing that can later be repurposed. This location makes the settlement equidistant to both wheat and wood, and furthest from the dangerous areas.

Start a project to collect fish and snails for cataloging and analysis of potential as sources of food or maybe oil.
>>
No. 1086851 ID: 273c18

I think the first major project, after establishing a basic base, should be clearing out some of the trees nearest the volcano. If we can make a fire break then we can prevent a future forest fire and ensure that we don't lose all that lumber and hunting grounds.
>>
No. 1086862 ID: c8ddea

>>1086816
We should construct our initial settlement in the snail meadow, this will give us access to both the water of the lake and the lumber of the forest
>>
No. 1086863 ID: 273c18

Oh and I'm voting against any radical changes in government. Or any radical changes at all. We gotta walk before we can run.
>>
No. 1086891 ID: 2f41db

>>1086838
Good idea onmthe catalogue project.

Snail shell powders have been used in numerous folk medicines, but even if that doesnt pan out, it can be used as a calcium source for animal feed and even some soil fertalisation or ph balancing properties.
>>
No. 1086996 ID: 462d8c
File 171124440093.png - (445.69KB , 1280x1024 , highslan05.png )
1086996

>We should construct our initial settlement in the snail meadow
>You need shelter, food, and water. Constructing wooden huts in snail meadow next to the lake
>Construction: snail meadows seems like the most logical place to set up some proper shelter, since it borders the forest for the collection of wood

You begin to draft up a design and set aside some sites in the snail meadow for some housing. These single room hovels won’t be much more spacious than the current tents people are living in, but simply having a door to put a lock on offers much more of a sense of security. Small stoves brought over from the mainland offer hearths that’ll provide regular warmth and cooking that won’t rely on the weather. As for the material the structures are made of, light but sturdy wood is brought out of the cargo holds. This “cloud wood” represents the backbone of many buildings in the empire, but of course it’s now in very limited supply for the settlement. For now, it’ll serve the noble task of housing your people.
Simple housing will take 1 round.

>Start a project to collect fish and snails for cataloging and analysis of potential as sources of food or maybe oil.
>Good idea on the catalogue project.

While plenty of people are more than happy to put their muscles to work after spending so long on a ship, there are many others whose strengths lie elsewhere. You have scouts and book-keepers eager to go out and stretch in their own way and you feel it’s best to help guide that. In short order you put together some groups to identify, catalogue, and research the indigenous species of the meadow and the lake. Having safe sources of protein will be important, but finding purposes beyond that will take some time. Of course, your research groups will bring to your attention any of their findings immediately.
Reports will take 2, 4, and 6 rounds.

>How long is a round by the way ?
They are an ill-defined and shifting amount of time. Probably think roughly the length of a season but not bound to the weather.
>>
No. 1086998 ID: 462d8c
File 171124442941.png - (377.43KB , 1280x1024 , highsland06.png )
1086998

Event: Whose whose?

The first few days have been a chaotic mess. Everyone is eager to do their tasks, assigned or otherwise, all while having to wait for goods and their property to be unloaded off of the ships. This has proven to be a serious bottleneck to operations. Only so much can be unloaded at a time which is further slowed down as record keeping tries to label and sort everything. Efforts are slowed even further still by the crowd of impatient settlers hanging about with literally nothing better to do than to wait for their property. Supplies are rushed out as quickly as possible and even quicker still are they picked up and whisked off by their perceived owners. This has led to many, many squabbles as people are as to which poorly labelled parcel belongs to who.

Such was the case this morning. Once again shouting is heard above the regular din and in short order a minor officer beckons your presence. A lady and a young man are in a shouting match that could probably be heard all the way back in the empire. Between them a clothed package is being wrestled, yanked back and forth between them. Without even breaking eye contact between them, they start yelling their case to you.
“This ruffian has been lurking around my pile all morning!” Spits the lady. “Been looking for an opening, and grabbed my stuff as soon as he could. Got faster eyes than him though!”
“Fuck off!” The young man succinctly retorts. “This old biddy has been hoarding anything that doesn’t have a name on it. She’s got three axes. Three! Bet she can’t even swing one!”
And the arguments continue in such a manner. You do eventually sort them out, with the most difficulty being you getting a word in, and the two parties are sent on their way. The particulars aren’t really important, more so that this sort of story keeps happening. As leader you can’t be pulled away from your duties over every single bundle of clothes, can you?

What to do?
A.) This is an organizational problem will only get worse the longer you leave it be. You have ship logs, manifests, and people to sort through them. However, in order to do so you’ll have to stop all unloading and distribution of supplies. This will take a bit of time but it’s the only way to be sure of who owns what.
B.) This is about security. People are feeling vulnerable and will try to take any advantage they can to feel safe. Posting and patrolling more guards while property is being unloaded and distributed will not only discourage people from stealing, but should also help alleviate people’s perceived need to steal. This will, of course, take able-bodied people away from other areas where they are needed.
C.) Really, dealing with these disputes as they they pop up only really inconveniences you and one or two subordinates. For most no intervention is required and operations are otherwise running smoothly. Administrative tasks will continue at a snail’s pace during this time as you deal with this minutia, but otherwise the status quo is functional enough.
D.) Other_________.
>>
No. 1086999 ID: eb0a9c

D) Have each of the settlers write up a list of objects that cannot be re-appropriated, which will be a fraction of the amount they brought with them; enough that nobody kills each other over their sentimental heirlooms getting used to the best of their ability and completely broken. From there, have the remainder of the inventory liquidated at market prices: compensate the owners with scrip, and set up a market. Whoever needs something can buy it in scrip or barter. Remember, the growth of the colony is the whole point of all this. If a few extra goods have to be shuffled around from their 'rightful' owners, then they already knew the risks of colonization in the first place.
>>
No. 1087002 ID: 5ebd37

C) personal property should have been labeled and logged when it was stowed. Now its too late and you have do deal with the chaos. Make sure future shipments are organized.
>>
No. 1087005 ID: 7c0da2

A) Not only is this is an organizational problem, but it's one that's going to happen again and again with each new ship that comes here. For now it's just a few disputes, but once you have traders and merchants, thing will become much worse.
You need to put together a group of people to oversee all the administrative tasks that come with running a port. You're going to need them soon anyway, once news get to the Empire a lot more people are going to want to come here to settle and trade.

By the way, assuming the island will keep expanding, wouldn't it make the city progressively harder to reach by ship as the edge of the island gets further away ?
>>
No. 1087011 ID: 2f41db

>>1086999
A small, dedicated team of administrator types could be set up to fulfil this.
Im a little vague on the educatiobal standards of the empire but even if high, universal literacy isnt a guarantee.
Scribes will have to help.

If this group of cargo arbiters are given delegated authority to resolve disputes and enforce them, it'll be a step towards the organisation needed for any port we set up in the future.

On reappropriating goods.
If an item can be reasonably proven to be owned by a settler but is needed elsewhere, they should be given a scrip of debt from the colony. Numbered and matched with the ledger kept on all redustributed goods.
This entitles them to a consumate reward of equal worth at a time when the colony is more settled.
Its a small way to head off any discontent from axe hoarding grannies.
Framed well, they could be seen as an honourable thing to be a bearer of.
Physical proof of the sacrifices a bearer has made at this most crucial time of colonial need
>>
No. 1087014 ID: 273c18

>>1086998
D: a variant of A.
Stop unloading stuff, EXCEPT for basic necessities. Food, water, clothing, that sort of thing. Not many will want to hoard or steal that, and it should be fairly obvious what belongs to whom. If anyone needs something unusual they can come up to the ship and request it, and you can take a log of that.
>>
No. 1087205 ID: 462d8c
File 171149510845.png - (552.55KB , 1280x1024 , highsland07.png )
1087205

>You need to put together a group of people to oversee all the administrative tasks that come with running a port.
>A small, dedicated team of administrator types could be set up to fulfil this.
You decide to set up a team to focus on handling port duties. Unfortunately, as currently the settlement is at the stage where people have to wear many hats, this does mean you have to pull some people from the research teams in order to utilize people with basic education.
[All Projects delayed by 1 round]

>Stop unloading stuff, EXCEPT for basic necessities. Food, water, clothing, that sort of thing. Not many will want to hoard or steal that, and it should be fairly obvious what belongs to whom. If anyone needs something unusual they can come up to the ship and request it, and you can take a log of that.
>From there, have the remainder of the inventory liquidated at market prices: compensate the owners with scrip, and set up a market. Whoever needs something can buy it in scrip or barter.
>If an item can be reasonably proven to be owned by a settler but is needed elsewhere, they should be given a scrip of debt from the colony. Numbered and matched with the ledger kept on all redustributed goods.
You decide to prioritize expediency and the needs of the community, even if that means stepping over the boundaries of what “ownership” means. You order your team to focus on personal belongings to start. Once those are identified and distributed, you appropriate the rest of the civilian goods. In short order, your port administrators have written up inventories, values, and the many associated scrips. Port bills of set amounts are then compensated to the appropriate former owners. While doing so the administrators are quick to learn what the people think of this;
“Wait, so I have to buy my goods for a second time? I had to spend days hunting some of that stuff down!”
“Oh... I guess the Crown will just take my stuff here in the new land as well, huh...”
“I didn’t consent to this! Who decided what my property is worth?! My tools were top of the line and now someone else will buy them instead of their cheap, slum-jobs.”
This was not a popular decision. However, it did allow for a smooth unloading as most the bureaucracy could happen on shore. All other supplies were transferred to the construction sites without further delay.
>>
No. 1087206 ID: 462d8c
File 171149514753.png - (1.78MB , 1250x1024 , highsland08.png )
1087206

>By the way, assuming the island will keep expanding, wouldn't it make the city progressively harder to reach by ship as the edge of the island gets further away ?
Land expansion has always been a logistic problem since time immemorial. However, it’s not a particularly large obstacle for flying ships. While a port of piers out into the open sky is the most efficient use of space, once the island edge is too far then a community can simply switch to landing pads. Certainly not the most optimal use of space, but works just as well. The empire capital boasts a vertical port, an engineering marvel, but anyone who’s used it can question it’s efficiency.

Construction complete: Simple Housing
Wooden huts and hovels have been set up in the snail meadows. Definitely the opposite of luxurious, but they more importantly mark property that they can develop and raise a family on.

Resources: Some starting supplies
Food: Rations

Current construction: None
Current projects: Catalogue reports (2,4,6 rounds)

Suggest some actions:
Begin a construction: Suggest a building and where it’ll go. An associated resource is required to be used as building materials. (Though right now there’s only one.) Only one construction can be -started- per a round, though multiple continued constructions can occur.
Start a project: Suggest a project that’ll involve a number of people, will take time to do, but isn’t explicitly putting together a structure. Resources to be used are option where appropriate. Only one project can be -started- a round but multiple can be worked on.
Enact a ruling: Instate a new bylaw or temporary measure.
Other: You’re a clever bunch, and this isn’t an exhaustive list of everything that can be done. Feel free to suggest something that doesn’t quite fit with the previous three actions.
>>
No. 1087210 ID: eb0a9c

Start by researching each of the zones. Your priorities are water, food, and building materials. After that, take a week to review the research methods and teams and see if anyone needs re-assignment or nonstandard guidelines.
>>
No. 1087218 ID: 2f41db

>>1087206
While its certaimly important to scout and assess all zones (starting with neighbouring zones i presume), if we have to flag a priority, i'd suggest the forest.
Its likely to take a longer time to fully assess than snail meadows and the lakeshores, but it could provide all three primary needs.
A potential source of forage and hunting, fresh water is plentiful enough for dense foliage and nihhtly mist, and then the ever essential building materials

The night noises from that place make me wonder if any potential threats lurk in the deep of the woods and dark of the night.

For consideration:
Observe closely the report quality and results from scouts.
Candidates for a founding group of rangers to follow priority missions may make themselves known this way.
>>
No. 1087220 ID: 273c18

>>1087205
Well, so long as we don't do that again it'll be fine. I'm not sure why people didn't just immediately rebuy any stuff they wanted to keep...

>>1087206
Project: create a vehicle capable of traversing the blinding desert. Was our protective gear just not dark enough to shield the scouts' eyes, or is the damage not just from visible light? (darkened)Periscopes and similar indirect viewing should avoid that issue since mirrors only reflect visible light. A similar mechanism could probably be made for a bulky helmet to allow non-damaging viewing. As for the stinging wind... maybe something like diving gear? Or maybe we need magical protection for everything.
>>
No. 1087223 ID: ff1372

>>1087206
The Mesa has me curious, now that the ship is unloaded would it be possible to use it to approach the Mesa from above and thus avoid thr hostile desert that surrounds it? If so I suggest landing an expedition to explore the Mesa.
>>
No. 1087224 ID: 5ebd37

What we need right now is food and building supplies. Construct a workshop on the edge of the forest to start manufacturing tools for hunting and farming.

Do we have a count of skilled workers and in what crafts?
Also roughly how wide is one tile?
>>
No. 1087225 ID: 75b262

>>1087224
This
>>
No. 1087396 ID: 7c0da2

We should make an hospital, when we need it it'll be too late to build it.
If we can start a second project without delaying the first we should create a group of rangers or explorers. We will need to explore the more inhospitable zones at some point, and we can't do that without properly trained explorer. At least not if we want most of them to come back alive.
>>
No. 1087538 ID: 462d8c
File 171191826954.png - (294.86KB , 1280x1024 , highsland09.png )
1087538

>What we need right now is food and building supplies. Construct a workshop on the edge of the forest to start manufacturing tools for hunting and farming.

It’s important to have the right tool for the job. So it’s equally important to be able to make that tool in the first place. You decide that a workshop should be a priority. After all, every other task and job will depend on the tools provided and you can only rely on the ones you’ve brought with you for so long. It will by no means be akin to a manufactory, more of a shed with a work bench, but it will prove to be vital.
Workshop will take 1 round to complete

>The Mesa has me curious, now that the ship is unloaded would it be possible to use it to approach the Mesa from above and thus avoid thr hostile desert that surrounds it?
>Was our protective gear just not dark enough to shield the scouts' eyes, or is the damage not just from visible light? (darkened)Periscopes and similar indirect viewing should avoid that issue since mirrors only reflect visible light. A similar mechanism could probably be made for a bulky helmet to allow non-damaging viewing. As for the stinging wind... maybe something like diving gear? Or maybe we need magical protection for everything.
The mystery of the white desert tugs at your mind. The initial scouts were wearing clothing appropriate for a desert excursion. Loose but covering clothing and basic eye protection. Still they returned with what looked like rashes and broken skin. As previously mentioned, some of the scouts had trouble with their vision even hours after leaving the desert. A closer look at their gear revealed several small tears and holes beyond basic wear and tear. There’s something strange going on, and if you are return you’ll have to properly prepare for it. You delegate some scouts to investigate and experiment with what is going on with these sands. You need to know what precisely is causing so much damage and how we could mitigate it.
>Project: create a vehicle capable of traversing the blinding desert.
Your end goal will be to construct a vehicle capable to reach the mesa. Whether it’s a skiff to glide across the sands, an airship to travel from above, or some other construction.
Investigation will take 3 rounds. Building a vehicle will take 1 round after.

>Do we have a count of skilled workers and in what crafts?
You were not in charge of who could apply or who was accepted for colonising. People’s skills and former occupations are unknown.
>Also roughly how wide is one tile?
For context, a tile is large enough to hold a volcano. You should be able to fit your entire city in just the snail meadows, though supportive towns and industries would have to sprawl beyond.
>>
No. 1087539 ID: 462d8c
File 171191832661.png - (750.95KB , 1280x1024 , highsland10.png )
1087539

Decision: Unwelcomed guests

Oh frabjous day! The ship and crew that were sent back to the empire have returned. This small reunion has brought a bit of joy to the colonists. Everyone gathers around to share news from the homeland and to catch the crew up with the going-ons of the colony. Just as welcomed are the supplies they’ve brought with them. While no fresh food is able to survive the trip, the food they did bring fall more under the category of preserves rather than rations. Pickled vegetables, salted meats, jams, and grains rather than hard-tack and pemmican. Of course, they’ve also brought more lumber and materials for any new projects.

The leader of the group pulls you aside for two pieces of news for you in particular. First, there is a lord in the Council of Maesters that has been gaining popularity. He’s apparently been stoking sentiment that the empire is expanding too fast That the colonies are taking too much resources for the homeland for too little in return. Already he’s pushed for measures to cease support for new settlements or to implement taxation sooner. So far, none of his motions have gotten past arguments, but the seed is there and it’s growing.

Before the captain can continue, you notice a large party disembarking from the ship. A sigh and exasperated look tells you that this group is the second bit of news.

“Unfortunately, dearest leader, we were accompanied by some unwelcomed guests...”

Who are they?
A.) The Persecuted: The group of men, women, and children all in wide-brimmed hats and the same shade of blue greets you. They introduce themselves as the Chasonites; a religious sect seeking refuge from the repressive dogma of the homeland. When pressed as to what exactly they’re being persecuted for, they reiterate it’s that their values do not align with the state denomination. The pressing issue seems to be over the divinity of what they refer to as “The Blue Saints.” You do not know what they are referring to and the captain of the ship signals that you’re better off not asking. Talking with others, you’ve gathered that these Chasonites are known seclusionists, have strict dress codes and diets, and that this is not the first time they’ve been chased out of the empire.
Or
B.) The Exile: An entire retinue of servants and guards exit the ship with a fancifully dressed fellow being the last to leave. Even before he introduces himself you know he’s a noble of sorts.
“Pharinieas Galfaunis Mortisonne IV. Lord of East Westerbank, Maester of the third borough of Vandershire, heir to the County of Westerbank, and ex-Chancellor of Bells.”
You do not recognize the name nor his titles. He explains that he’s been disgraced, (wrongfully, he adds,) and has been exiled from his estate and barred from his position in government. Being in a position of privilege, however, means that he cannot be directly harmed for his (supposed) transgressions. So exile is still the main form of punishment for someone of his stature. When asked what his supposed crimes are he breaks out into dramatics and puts so much embellishment on things that it’s impossible to discern what exactly the point is.
C.) Of course, you could always, how we’ll say, “show them off the island.” Be warned, though: this will have consequences.
>>
No. 1087542 ID: 0fda44

A. Don’t need nobles here.
>>
No. 1087546 ID: 2f41db

>>1087539
A.
Labour in exchange for sanctuary.
They will help us establish ourselves and perhaps we can pledge a secluded area to them when resources allow in exchange for their help.

I expect outcasts will have learned a lot about self reliance and could teach us a thing or two or at least bolster our skillpool.
>>
No. 1087547 ID: 5ebd37

A) At least they wouldn't be expecting luxuries or obedience.
Will their strict diets be at odds with what we have available?
>>
No. 1087550 ID: eb0a9c

B. All it will take is a little convincing to go on a glorious expedition for adventure... and all those trained maids and guards will be yours.
>>
No. 1087557 ID: 273c18

>>1087539
A should be fine. They want seclusion, well we have a surplus of land. They don't bother us, we don't bother them.
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No. 1087586 ID: 7c0da2

B.
It's a tough choice but the cultists are probably worse. If I understand correctly it's the prayers and beliefs of the inhabitants that shape the island, so if they believe in apocalyptic or unpleasant things we could end up with horrible places on the island. And if the locals always chase them off once they discover what their beliefs are, we probably won't like the answer either.
The noble is not being honest with us but if he poses legal trouble we can enact a ruling, we can't do that with religion. And maybe he could help with that lord in the Council of Maesters. He lives here now, he probably doesn't want the Empire to raise taxes or cease support, that should give him some incentive to help us.

Whoever we end up choosing, we should try to find out what exactly they did. They seem to think that if we knew what it is we would not want them here.
>>
No. 1087934 ID: 462d8c
File 171225486041.png - (376.23KB , 1280x1024 , highsland11.png )
1087934

>A. Don’t need nobles here.
>A) At least they wouldn't be expecting luxuries or obedience.
>A should be fine. They want seclusion, well we have a surplus of land. They don't bother us, we don't bother them.
As the blue-clad people start gathering their things, you are resigned to these new neighbours. You try to get more information, approaching a variety of them, but are met with silence and wary stares. Then after some futile attempts, you talk to what you believe is their leader again. Letting them know that while they’re allowed to have their seclusion they are still expected to help the community as a whole.
“Of course, we would be terrible neighbours if we did not!”
You also ask, out of curiosity, if they’re still able to maintain their strict diet when resources are so limited.
“We appreciate the concern, but we have prepared for this. Worry not, we will grow our own food and sew our own cloth.”
With that, the entire group gathers their things, hauls some lumber, and makes a trek around the lake to the land of wheat and standing stones. In due time a large lodge can be seen with a constant stream of smoke coming from it. Their activities and happening unknown as most don’t bother making the trip over and the Chasonites certainly haven’t made the effort either. You suspect that if you want something from them then you’ll have to officially approach them.
>>
No. 1087935 ID: 462d8c
File 171225489433.png - (1.78MB , 1250x1024 , highsland12-m.png )
1087935

Construction Complete: Basic Workshop
We now have a small station to produce tools and repairs. Due to limited supplies and materials, the workshop currently do much more than fix and maintain what we already have. Primarily fixing shafts and hafts, and sharpening edges. The shop is also able to convert scraps into useful objects, such as plank cut-offs into dowels and pickets. So even in this limited capacity this workshop is a boon.

Resources: Some starting supplies; basic tools
Food: Preserves

Current constructions: None
Current projects: Catalogue reports (1,3,5 rounds); Mesa expedition (2, 3 rounds)

Suggest some actions:
Begin a construction: Suggest a building and where it’ll go. An associated resource is required to be used as building materials. Only one construction can be -started- per a round, though multiple continued constructions can occur.
Start a project: Suggest a project that’ll involve a number of people, will take time to do, but isn’t explicitly putting together a structure. Resources to be used are option where appropriate. Only one project can be -started- a round but multiple can be worked on.
Enact a ruling: Instate a new bylaw or temporary measure.
Other: You’re a clever bunch, and this isn’t an exhaustive list of everything that can be done. Feel free to suggest something that doesn’t quite fit with the previous three actions.
>>
No. 1087944 ID: 8f9bc4

Either something for cultivating and growing food, garden or greenhouses or the like, or start setting up defenses for when the cultists inevitably wage war on us.
>>
No. 1087976 ID: 56db77

>>1087935
We needto start securing food supplies, get farmers tilling and planting while some scouts see if there's anyhting worth hunting/fishing/trapping/foraging nearby
>>
No. 1087978 ID: 273c18

Depending on what our resources are looking like, either a lumber mill or some farms.
The wheat in the standing stones area... has anyone tried eating it yet?
>>
No. 1087990 ID: 2f41db

>>1087976
Agreed.
Sustainable food supply is the primary concern.
Farming a must, but its slow and we need to discover what will flourish in this soil.
So starting thatbis important.

In the meantime hunting and foraging will supplement long term supply usage.
We need to see if theres a sufficient amount of game.
Maybe set up a smoke house for preserving meat if theres enough to warrant it.

Got to find something to help stretch things until the first harvests come in.
>>
No. 1087997 ID: 5ebd37

Set up some small plots to test the snail land for farming. Don't commit all our supply of seeds yet.
Also start gathering some wheat.
>>
No. 1088020 ID: a7a180

You need to start setting up your own farms too.
>>
No. 1088867 ID: 462d8c
File 171322082739.png - (551.04KB , 1280x1024 , highsland13.png )
1088867

First catalogue Report:
Your scouts and researchers finally bring in their first notes and findings. A pile of papers with various scrawlings and diagrams cover your crude desk and with some representatives of the teams you start to go through them.

Starting with the lake and the creatures within. Initial efforts have been apparently stymied by one particular fish; brown, potato-like, and about the size of a can. This fish seems to have a habit of swarming when one of their number is in distressed, such as when one is caught on a hook. These summoned allies would then bite whatever is the perceived problem, “bogging down” the line and often causing it to snap. These “Bogging Fish,” as the researchers have been calling them, are also quite numerous in number. Any attempts at fishing for other creatures have merely resulted in catching more of these vexing creatures. They are edible though, with the texture described as “slimy” even when cooked and was considered mild even by lake fish standards. They will probably be the backbone of any fishing industry we develop regardless of our intentions. Now other fish have been observed, but more time is needed to actually inspect them.

As for the snail meadows, the researchers say that there have been so far an innumerable species encountered so far. The entire food chain seems to consist of nothing but these gastropods and sorting them has been a herculean task. It seems like most small ones with pale coloured shells fall into the “prey” category, because there are plenty of predatory snails involved. Except for the “pastel yellow” ones, those are poisonous and should not be consumed. Predatory snails come in all shapes and sizes and so far there hasn’t been a basic rule of thumb identifying them. Many are venomous and use a sort of harpoon to attack other species. The most noteworthy of which is the “Regal Whorl” a large specimen having reached upwards the size of a ball. This may be the apex predator of the biome. Due to it’s size its venom sacs are fairly easy to harvest and though applications of the venom will be slow to discover.

Otherwise, efforts continue and further reports are forthcoming.
>>
No. 1088868 ID: 462d8c
File 171322086364.png - (1.78MB , 1250x1024 , highsland12-m.png )
1088868

>We needto start securing food supplies, get farmers tilling and planting
>You need to start setting up your own farms too.
You begin to order the clearing of some acres to turn into farmland. To figure out the conditions of the soil, you decide to plant a variety of crops on a single plot. The settlers have been growing some of their own in sustenance gardens, but this only gives so much insight as it is clear that many of these people aren’t farmers. Still, in due time we’ll figure out what grows and what adjustments could be made to the ground for more.
Simple Farm will take 1 round to complete. The harvest, however, will take longer.

>The wheat in the standing stones area... has anyone tried eating it yet?
>Also start gathering some wheat.
People have been sampling the local flora, a mix of boredom and a need for fresh food, and apparently the wheat is indeed edible. At this juncture it could only be turned into a very coarse, flat bread. A mass harvesting could be issued if need be.

Resources: Some starting supplies; basic tools
Food: Preserves

Current constructions: Simple farm (1 round)
Current projects: Catalogue reports (2, 4 rounds); Mesa expedition (1, 2 rounds)

Suggest some actions:
Begin a construction: Suggest a building and where it’ll go. An associated resource is required to be used as building materials. Only one construction can be -started- per a round, though multiple continued constructions can occur.
Start a project: Suggest a project that’ll involve a number of people, will take time to do, but isn’t explicitly putting together a structure. Resources to be used are option where appropriate. Only one project can be -started- a round but multiple can be worked on.
Enact a ruling: Instate a new bylaw or temporary measure.
Other: You’re a clever bunch, and this isn’t an exhaustive list of everything that can be done. Feel free to suggest something that doesn’t quite fit with the previous three actions.
>>
No. 1088870 ID: 273c18

>>1088868
Okay, let's section off part of the wheat fields for renewable harvesting, and see how the fields react to the intrusion. The religious group is there so we need to negotiate with them about property lines. How much land do they need for self-sufficiency, what are their plans for expansion, that sort of thing.
>>
No. 1088872 ID: 5ebd37

>>1088867
That's a promising first report. Those Boglers seem tailor made for easy catching, just hook one as bait and then net the lot of them. We might even need to limit fishing them lest we drive them extinct.

Purple has long been a highly coveted dye, and its main source is snail shells. We might just have a gold mine on our hands, but it would take a lot of shells and a long time.

Time to set up a logging camp in the forest. Our need for wood only grows.
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No. 1088874 ID: 7c0da2

That's a really interesting ecosystem, we should be on the lookout for burrowing snails. And the bogging fishes would probably be easier to catch with a trident or other spearfishing tools rather than fishing lines.

I suggest enacting a wildlife protection ruling to protect local fauna and flora, or else I'm a bit afraid the snail population is going to suffer once farming starts and suddenly they are seen as pests rather than part of the scenery.
That should go hand in hand with a project to find ways to protect our farms from hungry gastropods without killing them or disturbing their habitat too much.

We should also construct a watermill while there still is a waterfall on the edge of the lake. We might as well harness it while it's there, and it could power some sawmills and workshops.
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No. 1088876 ID: eb0a9c

>>1088868
Okay, that's easy enough. Make some travelling harvest caravans to perform basic hunter-gathering. Set up bounties for research on what they catch, different ways to cook the stuff, the long-term effects of the food, etc.

Build a basic workshop for crafting more building supplies, and we'll see what we can make from there.
>>
No. 1088893 ID: 2f41db

>>1088870
Agreed.
The wheat is important but so is being a good neighbour.

>>1088867
Does the slimy quality indicate harvestable oil of any kind?
At the very least, whatever fish waste produced will make for good fertilizer.

>>1088874
It would also aid in the milling of the wheat. Speed that up greatly.
Once it no longer functions, the parts can be moved to somewhere the water still flows.
>>
No. 1088974 ID: 031458

I propose queuing a simple road to and trading post between the Chasonite compound and our town. It's not urgent but I think it should at least be put on the books as a to-do.

It's perfectly acceptable to allow them to manage their own affairs, but seclusion and isolation are two different things. We need to at least include them as *part of society* early on, or else the same problems that drove them here will repeat themselves.
>>
No. 1090113 ID: 462d8c
File 171461472656.png - (552.42KB , 1280x1024 , highsland15.png )
1090113

>We should also construct a watermill while there still is a waterfall on the edge of the lake. We might as well harness it while it's there, and it could power some sawmills and workshops.
> It would also aid in the milling of the wheat. Speed that up greatly. Once it no longer functions, the parts can be moved to somewhere the water still flows.
A spot on the shore line is selected for a waterwheel. The strong current there will be more than enough to power what we need, but not so close to the edge where the forces are more likely to tear apart our crude machinery. Thankfully, with a simple workshop already set up, the required wooden gears and axles should be straight forward to construct.
Waterwheel will take 1 round to complete

>Okay, let's section off part of the wheat fields for renewable harvesting, and see how the fields react to the intrusion.
An area on the north side of the tile is designated for harvesting. It should be far enough away from the Chasonites to not interfere with them but still close enough to our colony. A group of villagers are gathered and outfitted with the few scythes we have. Harvesting will be simple enough, even for those armed with sickles, but the real obstacle will be transporting the bales of wheat back. Without a cart or beast of burden, carrying the grains will be what requires dedicated effort.
Harvesting will be completed in 1 round


>We might even need to limit fishing them lest we drive them extinct.
>I suggest enacting a wildlife protection ruling to protect local fauna and flora, or else I'm a bit afraid the snail population is going to suffer once farming starts and suddenly they are seen as pests rather than part of the scenery.
The balance between civilization and nature is a delicate thing. So you decide it’s best to put in some precautions before there is trouble. Fishing, for now, will be restricted to certain days. While not ideal, it should be enough to slow people from emptying the lake while requiring the least amount of administration. Unfortunately, it’ll be a bit longer before we know the fishes habits enough to assign and restrict certain seasons as well. The snails are a bit trickier, as they are seemingly endless in supply and few people are actively seeking them out. Of course, this can change in an instant should an industry arise from them; whether it be food, dye, or medicinal. Until we understand things better, the current limits will be that a person can only eliminate snails on their property, and only two baskets of snails can be harvested within a period of time.
Law Enacted: Basic wildlife protections.

>The religious group is there so we need to negotiate with them about property lines. How much land do they need for self-sufficiency, what are their plans for expansion, that sort of thing.
>It's perfectly acceptable to allow them to manage their own affairs, but seclusion and isolation are two different things. We need to at least include them as *part of society* early on, or else the same problems that drove them here will repeat themselves.
You write a quick missive to the religious group. You primarily ask about land usage and boundaries, but you also try to reach a hand out for cooperation. Right now, there are still too many unknowns surrounding them to say for sure what is the best way to approach them, but being cordial is probably a safe bet. You send off a courier and wait for a reply.
>>
No. 1090114 ID: 462d8c
File 171461483949.png - (1.19MB , 1280x1024 , highsland16.png )
1090114

Decision: Angry Skies

There’s a storm brewing. It’s...
A.) Fire and Ash: Tremors are not unusual in the colony, and rarely do they do more than rattle the shelves. However, it’s starting to become noticeable how frequent they’ve become. Eyes glance towards the mountain in the west as folk try their best to carry on as normal. That is, until the volcano decided it can no longer be ignored. A black plume of smoke spews upwards and is quickly accompanied by a resounding crack of noise. Dark, grey ash rockets into the sky with fire hidden within and lightning dancing around. Several more eruptions follow the startling first, some of which burst forth with even more ferocity. Eventually, the volcano settles into ominous rumblings with an amorphous mass of scalding soot hangs above it. Then the winds change, and the dark cloud moves our direction. Hot ash starts falling down upon the colony, clinging and scorching to everything outside. Soon, everything is a uniform grey as the worst of the storm moves on. The damage is great, but we will persevere.
Or
Snail Hail: It’s a local phenomena that snails will occasionally fall from the sky. Often your average rain will be accompanied by a handful of “THOKs” as shells hit the ground and roofs. Dents in wood are common and most people have gotten at least one welt this way. This time is different though. Usually the snail fall for a matter of seconds and quickly peter out, but this time they only seem to be falling in greater frequency. The rain is quickly out paced by by pail shells as the cacophony of impact becomes unbearable. Then the large ones start to fall. Fist-sized gastropods cracking against roofs and smashing the smaller snails on the ground. Melon-sized snails crash down and spiky shells tear through anything outside. Finally, the hail resides as quickly as it came. Everywhere there’s splintered wood and craters in the soil. The damage is great, but we will persevere.
>>
No. 1090123 ID: 8f9bc4

Scalding hot ash, or delicious gastropods? Call it cloudy with a chance of meatballs, but batten down the hatches, because your short term food problems are solved!
>>
No. 1090126 ID: 273c18

>>1090114
Snail hail! With destruction comes opportunity. Also probably a sign that we don't need to worry about snail populations... they're clearly materializing out of nowhere!

We're going to have to build some tougher buildings. And/or shelters.
>>
No. 1090136 ID: 2f41db

>>1090114
I cant help but feel were just saving up for a greater wrathful debut from the volcano at a later date but I simply have to go with the
SNAIL HAIL.
its just too perfect.
>>
No. 1090146 ID: 5ebd37

Snail! Hail!
Time to consider building styles to deal with this type of weather. Steeply slanted roofs ought to deflect the heavier shells. The real problem is the effect this will have on farming. Either gardens will need to be small plots with ample overhead protection or we will need to keep the farms to the grasslands.
>>
No. 1090155 ID: 7c0da2

Snail hail ! The town is getting shelled !
>>
No. 1090174 ID: 2f41db

>>1090146
Im more worried about the potential effect of surviving snails on crops.
The initial hut of the hail will be bad but its the persisting potential for damage that makes it worse than normal hail.
Snails are little sods.
They can be voracious little marauders if left unchecked and even if dealt with perfectly, are certain to cause damage before being brought under control.

Beer traps work well, but nothing is 100% effective.
Plus without harvested crops and a brewery, beer isnt going to be plentiful enough to use yet.

Im still glad everyone seems to be plugging for the snail hail despite all this.
Its a great concept.
>>
No. 1090176 ID: eb0a9c

Wait, this is an easy one to counter.
Salt the earth.
Now, when they land, they won't be able to run from the acid floor. You can pick them up off the ground and the salt will act as a preservative and seasoning, giving you a steady supply of preserved rations until you can get your farms restarted.
>>
No. 1090371 ID: 031458

Snail Hail.

Collect as many of them as possible. The shells can be used to make concrete!
>>
No. 1090372 ID: 031458

Snail Hail.

Collect as many of them as possible. The shells can be used to make concrete!
>>
No. 1090688 ID: 681cb5
File 171536707690.png - (307.03KB , 700x550 , Obsidian.png )
1090688

The snail hail is coming… and with it, heroes arrive to face its looming darkness.

Among them are you, an Avali named Obsidian Edge (original character, do not steal) with a dark and mysterious past that will never be focused on. But it’s all sad, dark and bloody, trust me. Wielding your massive 100 kilometer long buster sword, aptly named the snail slayer for the hundreds of trillions of snail it has slain, you are not only the lord of all Avali, but also the edgiest… as your 200 kilometer long sword, the snail slayer, is the biggest edge there is! Also your parents are deeeaaaaad!!!

How will you conquer this threat of raining snail? With one swing of your 400 kilometer long sword, the snail slayer, or do you find a dark corner to brood in?

This is a joke and not a real update. Also, I vote for snail hail, obviously.
>>
No. 1090690 ID: fa47fb

Snail hail. Melon-sized, roof-denting snail shells sound like they could actually be a usable resource. Also, snail soup for weeks after.
>>
No. 1090691 ID: 6b3c0e

>>1090688
He’s literally me frfr!!
>>
No. 1090693 ID: 6b3c0e

>>1090690
This
>>
No. 1090694 ID: eb0a9c

Arrest that maniac!
>>
No. 1090706 ID: 2f41db

>>1090688
Brood.
Cant beat a good brooding.
Maybe soneone will ask about your backstory.

In the meantime, we'll brace for the snailhail.
Lets just pray it doesnt develop into a torsnaildo.
>>
No. 1090886 ID: 462d8c
File 171564873819.png - (701.75KB , 1280x1024 , highsland17.png )
1090886

>Unanimous vote for snail hail
Citizens brace their windows as best they can as their houses get shelled. Families huddle together as relentless drumming on their roofs and walls start to drown out all thought. Soon, sickly cracking noises can be heard. First of the larger shells breaking the smaller ones but then also of the wood of the structures beginning to break under the constant assault. The simple boards were made to block wind and rain, not a barrage of large snails. Some roofs begin to fail simply out of sheer weight of all the slimy creatures on them. People let out screams as their homes start crumbling around them, unheard over the cacophony of splintering timber and deafening hail. Thankfully, it does end but the damages to our community is severe. Most of our living spaces are crushed with many trapped underneath. There were a few poor souls caught outside who have been naturally stoned to death. Recovery and rescue efforts have been hampered by needing to navigate the moving, loose rocks that cover everything. The shock of it all leaves everyone in a solemn silence as they try their best to recover.
Simple Houses is now considered Ruined. A structure in such a state cannot preform it’s function but can be repaired. Repairs are instantaneous but will be considered that round’s suggested construction.

Soon, people are putting themselves to various tasks in recovery efforts. Families are freed from collapsed buildings and triage is set up in the few remaining structures. In dealing with the snails, a variety of efforts have sprung up. For the smaller creatures simple shovelling and raking them into piles help open up needed spaces and pathways. Large communal pots full of boiling water and fats have been set up to cook the known edible snails. Others have organized a relay of baskets to simply toss the poisonous ones off of the island. Still more colonists just do their best of killing as many snails as they can, sorting the bodies into shells and offal. Spirits are low but everyone is working for a tomorrow.

Initial Mesa investigations finished
It seems the white desert is full of peculiars, and they all seem designed to be hostile. The sand itself seems resistant to erosive forces. The individual grains maintain sharp, star-like structures even though they should be worn down tumbling against each other. Even when melted into glass the crystals maintain their roughness, with with the glass ingots almost being able to be used as a rasp. The wind too seems malevolent, as it tends to always be blowing against you regardless of which way you’re facing. With multiple people facing different directions it still manages to blow primarily into each person’s face. The air is indeed incredibly dry, but it’s unsure if this is another affect of the white desert or just from being a desert in general.
Unfortunately, this does greatly limit what sort of vehicle could be used to cross to the mesa. Anything with a sail is unusable. An airship could be tried to approach from above, but the envelope would be susceptible to the sharp sand, making this a risky option. For now, the team is going to develop a skid that can be pushed from behind or inside, and with a shield protecting the pilot or passengers.
Mesa expedition vehicle will take 1 round

Response from the Chasonites
A letter reaches your desk. There’s no seals or insignia, but you’re told this is from the Chasonites. Opening it you find it surprisingly short. You guess their terseness extends to their writing.
“Humble greetings,
We are glad to share in the bounty of this land with you. Our sect does not believe in such things as land ownership. That is the domain of worldly kings and not of the divinely driven. You may work our soil as we may work yours.
Blessed day to you.”
This does little to clarify things, but you seem to be free to harvest the wild wheat as you see fit for now.
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No. 1090887 ID: 462d8c
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1090887

Wild wheat harvest complete
Your team of harvesters make quick cutting of the wild wheat, doing things systematically and acre by acre. Soon enough bare patches scatter across the northern part of the tile as they complete their work. Areas and lanes are left alone between each worked space so as to prevent erosion and to let the wild grass grow back. As was the worry, the real problem was hauling everything back. After a bale was bundled there wasn’t much choice but to carry it back to the colony on someone’s back. Their many sore spines could attest that this wasn’t ideal. There were attempts to bundle the wheat into large wheels to be rolled back, but those would just get caught and fall apart among all the rocks and bumps in between. Some people took an easier route. They would thresh the wheat out in the field and then bring the grain back in sacks and baskets. However, this left a lot of useful straw behind. In time, they all just bullied ahead and hauled the bales back. Their efforts will sustain us for a long time, but they’ll probably need to rest for a season or so.

Construction Complete: Waterwheel
Our most complicated construction yet is now complete. Not only is it more than four walls and a roof, but also a full on assembly of machinery. Wooden cogs, wheels, and shafts whirr and turn inside while the giant, paddled wheel creaks outside. For now, everything is hooked up to a mill stone to grind the wild wheat into a more agreeable flour. We can, of course, change its purpose in the future if need be.

Resources: Very few starting supplies; basic tools; shells: straw
Food: Preserves; snail bounty; wild wheat flatbread

Current constructions:
Current projects: Catalogue reports (1, 3 rounds); Mesa expedition (1 round)

Suggest some actions:
Begin a construction: Suggest a building and where it’ll go. An associated resource is required to be used as building materials. Only one construction can be -started- per a round, though multiple continued constructions can occur.
Start a project: Suggest a project that’ll involve a number of people, will take time to do, but isn’t explicitly putting together a structure. Resources to be used are option where appropriate. Only one project can be -started- a round but multiple can be worked on.
Enact a ruling: Instate a new bylaw or temporary measure.
Diplomacy: Initiate negotiations, make contact, form treatises or alliances, or even conduct old fashion espionage.
Other: You’re a clever bunch, and this isn’t an exhaustive list of everything that can be done. Feel free to suggest something that doesn’t quite fit with the previous four actions.
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No. 1090888 ID: 462d8c
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1090888

>>1090688
A bit of context for this amazing post.
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No. 1090902 ID: 1effd3

>>1090887
We can use the massive amount of snail shells to build stuff. crush them down and refine them into concrete powder and mortar, so we can strengthen our buildings for the next great snail hail. this material could also be used to improve other things as well.
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No. 1090905 ID: 273c18

>>1090886
>You may work our soil as we may work yours
Ah. They don't believe in land ownership, but that goes both ways. They will trespass on our farms and take what they want of the land's bounty probably. Fortunately, we can consider that a cost of operating on land near them. An acceptable cost, overall, considering the fertility of those lands.

>snail hail fucking WRECKED everything
Welp we have two choices now.
1, set up basic housing in a different biome
2, make reinforced housing in the snail lands.

>trouble transporting the wheat
Okay let's solve two problems at once. Build some new basic housing on the shore of the lake, near the wheatlands. We don't really want to build in the wheatlands in case they catch fire, in addition to the land ownership issues... huh, can we build in the central tile comfortably? That's another option since there isn't a lot of land by the lake.

We're going to need to get more wood from the forest, and set up a mine to gather stone from somewhere... For now we can break up the boulders along the shore of the lake for stone supplies.

SO, my actions are:
1, build basic housing along the edge of the lake biome
2, scout the central tile to see if it's habitable or if there's any useful resources.
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No. 1090909 ID: 7c0da2

We need to rebuild the houses as soon as possible. And we should consider changing their design to better resist snail hails. Things like very steep slopped roofs to prevent the snails from piling on top of the houses and crushing them under their weight, or maybe rounded to redistribute the impacts.

For our project, I suggest exploring the forest. We need to be able to navigate it without getting lost, and there's probably more to find in it beside lumber. Like edible fruits so we have something to eat beside bread, snails, breaded snails and snail porridge (served directly into its shell, obviously).
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No. 1090914 ID: 5ebd37

Lets replace the houses with dugout homes (like the American pioneers had). The broken remains can be repurposed to reinforce the roofs, covered with a thick ablative layer of dirt it should resist even the heavy snails.

We also need to establish a graveyard, even if it only has wooden markers for now. What's the funerary practice of the empire? burial, cremation, sky burial, ossuaries?
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No. 1090915 ID: 031458

Honestly?
The Chasonite ideal of the land isn't a bad one. It seems radical compared to the standard way land is parceled out in the empire, but it should prove highly beneficial to the common man. Since our new Civilisation is young, I think it's the perfect time to write up a new Land Use Policy! We need to define what is Common land vs public, private, and other privileged lands.

Diplomacy/Enact a Ruling - Assemble some people representing the interests of various groups of our community, and request the Chasonites do the same. Then meet to codify a land use policy that all parties can support. By doing this now we're sure to save everyone a lot of headaches down the line.

As for the damage, instead of simply repairing the damaged houses, why don't we instead start building Sturdy Houses? Use the mill to grind down the snail shells. Cook the resulting powder into lime. Mix with sand or gravel to make concrete, or clay for mortar! The snails have provided what we need for us to build shelters capable of protecting us from them!
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No. 1090920 ID: 2f41db

>>1090887

The rebuilding of the houses is a priority.

The hail knocked us down some, so we must be swift in standing again.

As to future storms, it will take time to design and resource hail resistant buildings.
Its a goal, but a long term one.

In the meantime it would be worth building a permanent encampment albeit from camping gear at first due to using construction for repairs.
Place it at the forests edge with the intent of turning it into a sattelite village.
Our eggs are currently all in the same basket as it were.

For future consideration.
That sand and glass are a valuable resource.
Need to kmow if it retains its properties when removed from the biome.
If so, we could be exporting eversharp crystal rasps to the empire eventually.
Perhaps numerous other tools.
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No. 1090937 ID: 56db77

>>1090887
We need housing and we need to reinforce our previous designs. How strong are those desert glass ingots? Thick tempered glass can be extremely durable.
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No. 1090959 ID: 273c18

>>1090937
Hmmm, if it's durable enough we could use it to armor our buildings in the snail biome... It's dangerous to live there now, though.
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No. 1090960 ID: eb0a9c

Build a warehouse in each sector, a place that's extra fortified to store goods. Then, have a set of specialized transports meant for the slow but steady flow of goods.


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