[~♫] Chapter 2: ExplorationIn which adventures are had by an intrepid Scout.I think the capital city has to be "Twelfth Bay" really doesn't it? I also think the first priority should be getting at least 3 warriors to sit around in the capital. Barbarians are fun...
A worker and a warrior to protect our settlement is a must!
...but nevertheless, "Agnostic" doesn't really convey our message. I move that we instead adopt "Misotheist" as the term for...
I'm sure we're all quite impressed by your knowledge of the Old Patrian language, Councilor, but you're getting off topic again. Unless, of course, you're proposing we name the town... "Agnosticaria"?
Of course not! I'm only trying to say that we should choose a better descriptor for...
Zip it. Capitol. Names. Now.
Fine, fine. It's on a bay, no? How about "Twelveth Bay"?
Well, it's 50% "natural feature", and 50% "completely arbitrary descriptor". Sounds Towney enough to me. Twelvth Bay it is. Now, on to the matter of our near-future goals...
Well, Goodreau, with everyone settling in one place, our priority should be training Warriors, to patrol and guard the settlement from barbarians.
Warriors and Workers. These deer won't hunt themselves.
Both of you speak true. How about we recall what Warriors we have to the Capital until we can train more, and in the meantime we put a team of laborers together to start building hunting camps. Wild game is all we have for food right now, until things warm up.
While on the subject of food, don't neglect to consider the bay itself.
What of it? The water's no good for drinking, and it's too deep and cold for fishers to wade out and catch anything.
Ah... then if I may make a proposal, do you recall boats, Goodreau?
Boats? You mean those big wooden water-houses pirates lived in?
Ah, something like that, yes. With the ice retreating, we could devise and build specialized "Fishing Boats" to catch fish in the deeper parts of the bay.
Using boats to fish... that's just crazy enough to work! I'm promoting you to head of the research council. As for the rest of you, that should be the last matter on the agenda. This meeting of the Grigori Council is adjourned!And so, as the council adjournes, the old Grigori tribal camp disbands (adding 87 gold to the Capitol's coffers), while construction of their new Capitol begins. For many weeks do the peoples of Twelfth Bay toil, building a wooden Palisade, and training Workers to cultivate their lands.
In the meantime, the Scout continues to explore the thawing lands east of Grigori territory. Before long, he discovers an ancient Fort, rising from a mountain pass by the frozen sea! There were no survivors inside, but enough equipment was left behind to send citizens to restore the Fort, and outfit some of them as guards.
Turning north along the mountain range, and then west, the Scout eventually discovers an inhabited tribal village! The tribe seems glad to see another friendly face. As the Scout tells them of the growing Grigori settlement to the south, the villagers share reports of monsters dragging villagers off to an old city ruin to the west. As the Scout departs to investigate these ruins and look for survivors, the villagers agree to head south and join the Grigori Tribe, bringing with them a whopping 145 gold!
Departing west, the Scout comes to an overgrown trail, which was likely a major road in the days before the Age of Ice. Moving quickly along the woodland road, the Scout soon reaches the ruined city at the top of a snowy hill. Before he has a chance to explore the ruins, however, a band of Wild Lizardmen ambush him! The Lizardmen are poorly equipped and weakened by the cold, and the Scout is able to defeat them, though he suffers some minor injuries in the battle.
Attacker:Wild Lizardman:
1 (
2 → 0)
SLAINDefender: (+25% Hill Defense)
Grigori Scout:
1 (
2 → 1.7)
VICTOR Before any more Lizardmen could arrive, the Scout searches the Ruins, discovering a crude prison cell with a pale elven woman inside. Upon freeing her, the prisoner reveals herself as Aes Sidhe, Great Prophet, and former leader of a small tribe of elves. Her tribe were scattered and captured during a lizardman attack some weeks ago, by some of the very same Lizardmen the Scout had just slain.
As the sole survivor, with no sign of her Kin about, the Prophet agrees to join the Grigori, and accompanies the Scout on his way back to Twelfth Bay. Upon their return, Goodreau calls the council to session once more...
It seems the Winter is still putting a dampener on our productivity... it's been 4 months, and we're just now training our first Workers. The trouble, as I see it, is that we can't work most of the land around Twelfth Bay, until all this permafrost melts.
What's more, it seems that the dead entombed in a barrow just west of our territory are a bit less docile than I'd like. Some of the citizens are reporting skeletons wandering around the barrow. They don't seem to be able to leave the area, but I'm still concerned about sending Workers anywhere near them.
Last on the agenda, we've recently come into possession of a Great Prophet... and though I'm happy to keep her around, I can't decide what the best use of her particular talents is. As a Specialist in the Capitol she could organize healers and craftspeople, as a researcher she could teach us more of mysticism and lore, and as a Prophet, however misguided, she could build an altar that would supposedly empower our healers. Thoughts?
Status - Week 20:The Grigori TribeUnits:
Scout: 2, 2.4, 2 (Rest, 12th Bay)
Warrior: 1, 3.0, 1 (Guard, 12th Bay)
Special Units:
Aes Sidhe: Great Prophet (Rest, 12th Bay)