
Wandering GM Wastrel |

Group 1
Karinna gratefully accepts the flask from Raquel, with a gracious smile. "Thank you." Noting your holy symbol, she gives a nod. "It seems as though many gods are represented here."
Ayluin sends back to Nariel strong impressions of joy, and solitude, amid the thrill of the hunt - chasing down small rodents and small birds with equal rapture.
"If I may," she says, when she gets an opportunity when Jhod isn't otherwise occupied. "I've noticed you affect a commoner's way of speaking. I'm not judging, I'm just curious. I...grew up in rather the opposite situation, and I've spent no little time trying to stop saying 'milord' instead of 'my lord.'"
Jhod gives Arianna a tolerant smile. "Aye, we've met by moving in opposite directions, if I understand tha aright." He sighs. "I know there's some as thinks tis merely a way to kick over the traces of my past, and doubtless they're not altogether wrong: twas the dialect I heard in the Abbey when I was grieving and lost and alone; but they don't altogether have the right of it, either."
He pauses, searching for the right words to explain it. "What tha has to understand, is the vast majority of Old Deadeye's priests, tha will never meet. They work and live and die in the same tiny hamlet or village they grew up in, away from the eyes of city-dwellers and the church itself. The priests of Erastil that tha does meet are those who have travelled, so by definition are... atypical, if tha follows me." He nods. "I've nowt against the Hearth-Bishop, nor Izaak Lodovka either, the church needs able speakers and administrators. But if that's all it has... if the church simply becomes a means for young noblemen to get a living, if it forgets its roots and the countless priests who serve humbly, if it forgets the peasants who pay its tithes and keep it prosperous, well..." He trails off. "I do my best to ensure they don't forget." He smiles. "I've title enough that none of them dare rebuke me for it."
Group 2
Now it's Eva's turn to stifle a smile, although she does a bad job of it: "Int'rested in my thighs now, are ya?" She dissolves into giggles, until "-whoop!" she almost slides out of the saddle.
Still grinning, she makes a shooing motion at Aivar with her head (she daren't take her hands off the reigns): "Garn! Go distract someone else, I'm busy here tryin' not to humiliate meself in fronta everyone."

Raquel Cailean |

Raquel nods. "Aye, we are a pantheistic bunch. I hope to spread the message that followers of all goodly faiths will be welcome in our lands. And you, milady? Do you have a chosen deity?"

Wandering GM Wastrel |

Karinna smiles. "I favour Shelyn, the goddess of art and beauty - but as a bard myself, how could I not?"

Wandering GM Wastrel |

16-23 SARENITH (VI) 4719
OK, gonna wrap this interlude up now. Feel free to back-post if you want to pick up on any of the conversations.
Group 1
Under your guidance, the wagons proceed at a slow but steady pace to their destination: the edge of the Rostlandic Plains. Here, the tall, lush meadow-grasses start to give way to the foothills of the Kamelands, with their rolling undulations and scrubby, wind-swept trees.
After a day or so of exploration, Foreman Koster finds what he thinks is the ideal spot for construction, and reports as much back to you. "With your approval, my Lords and Ladies, we'll set up camp in the lee of that hill over there, between the copse of trees, and get to work."
The wagons are unpacked, tents are hastily set up and the construction site of your future town is mapped out; the grass cut back to the turf, the ground levelled out and packed with sand, and the outlines of where foundations can be dug.
Your fledgling town is on its way!
Group 2
The trading post has changed considerably even in the time you have been away: with Kesten's troops not stationed there, it no longer resembles an armed camp and has the atmosphere of a bazaar. News that the South Rostland Road is safe again has brought traders and merchants back in force, and the better weather means that the trappers and hunters are now at their most active. Everywhere you look, it seems that a deal is being struck or at the very least, being fiercely haggled over.
Petrov catches sight of you and hurries over, with a grin over his face. He greets you all with a firm handshake with his one good hand. "My friends! I didn't think to see you again so soon..."
He explains that Svetlana, sadly, is no longer there ("Packed up her things and left a few days ago, she did. Back to her folks in Ustalav, she said.") and that she offered to sell the place to Petrov ("Captain Garess had given me some money for my part in the battle, it seemed like divine fate to be able to buy the place where I remade my life.") It seems the only condition is that he had to keep the name as Oleg's Trading Post ("I wasn't sure about that, to be honest, but she insisted.")
You find Captain Garess in the taproom, nursing a mug of ale - although judging by how little of it he's consumed, "keeping guard" over it might be a better description. He stands with something that is almost a smile when he sees you. "Ah, Graf - I thought after that letter that I might be seeing you sooner or later, assuming you survived the intrigues of town, or made the journey safely, which is never a given. How is Restov? Still standing, I hope? No fires, no floods, no outbreak of plagues or famine? Well, it's only a matter of time, I suppose."
"Now, I've been giving a lot of thought to your proposal, and it seems to be to be just the thing. Being general to an army that doesn't exist yet, in a town that hasn't been built, in a province that nobody's heard of, in a region that nobody's been able to tame since the Taldan Fifth Army of Exploration came through here... well, if that doesn't take my mind off things, stop me brooding about poor Sergeant Whiteleaf, then I don't know what will!"
He pauses. "Not that you'll need an army right away, I shouldn't think. What with Summer droughts, Winter storms, fires, building collapses, failed harvests, spies, traitors and suchlike, you'll hardly notice an invasion."
"So, when do we leave?"
Your new general has signed on!

Wandering GM Wastrel |

23-30 SARENITH (VI) 4719
Kingdom Turn One
Stability check: 1d20 + 12 ⇒ (6) + 12 = 18
Failure. Unrest +1
Eva, loyalty check: 1d20 + 11 ⇒ (16) + 11 = 27
Success. Unrest -1, no Loyalty penalty.
Pay Consumption 5.
Claim Hex H5 -1 BP, Consumption +1
Build Town -1 BP, Consumption +1
Treasury now 47 BP
Consumption 7
Edict Phase: not yet completed
The two separate groups rejoin one another on the evening of 22 Sarenith. Eva gratefully tumbles out of the saddle, before crumpling to the ground swearing as her legs readjust to land and her muscles protest. "Ow**** ow**** ow**** ow****!!!"
Merrim comes to her assistance and helps her up; the two have formed an unlikely friendship, having nothing in common in terms of age, background, upbringing, outlook or indeed anything else; but they share a 'fish-out-of-water' mentality, as well as a shared dislike of Karinna (who, alas, reciprocates the feeling).
As the land is cleared for your new town, and more and more wagon-loads of goods and people start to arrive, the initial excitement of your project inevitably wears off and the difficulties start to arise. It appears that your benefactors weren't particularly discriminating in who they chose to send to you, and two of the larger families, the Kinnons and the Proots, were neighbours on their old land for some time and have what is politely termed a 'history'.
There are several ugly squabbles and even a brawl or two, before the feud mysteriously simmers down. Apparently the patriarchs of each family woke up one morning to find a note saying "Bihave!" pinned to their bedroll with a knife.
(On a completely unrelated note, Eva submits an expense claim form to Karinna for two new knives.)
Eva's appointed herself as the Enforcer and removed the Unrest you would otherwise have accrued. You're welcome :)
Over the next few days, things ease out slightly. Yuri takes a few horsemen around the territory you have claimed, returning some days later, with a grin. "The land is beautiful - and uncontested. No bandits, although we chased off a few curious poachers. The way they ran, I think they thought we were the Ninth Cavalry or something!"
More seriously, you need to decide what to build in your new realm. Jhod's suggestion is to build a farm in the land you have claimed, and some sort of communal meeting place in the town - a tavern. Karinna suggests somewhere for you all to live as rulers, as well as a shop.
But ultimately it is your (and the Graf's) decision.
If you want to RP this, post here. If you want to discuss things ooc, use the Discussion thread

Narièl Laeric |
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Sitting at a table with a survey map, Nariel looks lost in thought. Glancing up, Nariel smiles and nods "Certainly a tavern, but maybe that should not be our first priority? I think before anything, we need some proper housing. Following that, I believe a mill, tannery and smithy would help in support our agrarian economy, at least initially. We could support that growth with some trade shops as Lady Karinna has suggested."
Standing up, Nariel points to the area where the settlement will lay "If we play our cards correctly, more skilled tradespeople and farmers will begin to flock here as news of opportunity here gets around. We will need a place for new arrivals to stay until housing can be built for them." Turning toward Aivar, Nariel plainly adds her thoughts into the mix "Aivar, I recommend that we build an Inn as soon as possible. It could serve many needs, at least until we can build a proper town hall."

Tristan Aislin |

Still out of his depth in civic planning, Tristan shrugs. "As often as not, one will become the other. Besides, either is a fine place to gather and sing."

Aivar Kurisyl |
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Turn one:
"Since Thorn is only barely a hovel, we might want to wait until we're past what might be called a village before drawing up plans for a town hall," Aivar says with a weak smile. So far, nothing had been half as easy as it should have, and surely once summer ends and the rain starts to fall, moving goods to and from Thorn is going to be a hellish affair. "An inn can serve as a makeshift meeting place until then and, as there's not enough regular trade going on to warrant a marketplace, as Thorn's trade 'hub'. All of this seems sensible."
There is, however, more to be discussed. "So, barring the wealth and commerce we can draw towards the Mark, we need to figure out what we can do to exploit the Mark's resources. It's no secret there's gold to the west and," he says while eyeing Narièl, "we've already taken that into account as we plan to set up some mining operations in the coming months. Stone, there's plenty of that here, and there's a demand for it in Restov and up north. Furs and hides, there's still plenty of undisturbed wildlife, and it might be profitable to start dotting out hunting regions so we can sell hunting rights. And or, demand that those who hunt within the borders of the Mark bring their hides and furs to Thorn for further processing - either way, we must work out all the things that can be exploited within the Mark and figure out how to draw their benefits towards Thorn."
Aivar has more ideas on how to do this, but he knows that trade is an organism all of its own. Like a gardener, it is his duty to care for Thorn's first signs of life and make sure they get to prosper. "Perhaps we can strike a deal with Petrov at the outpost. Right now, all the furs and skins go through there, but I'm sure most of the wares come from within the Mark's borders. Hrm, I must consider this further ..."

Wandering GM Wastrel |

"Perhaps we can strike a deal with Petrov at the outpost. Right now, all the furs and skins go through there, but I'm sure most of the wares come from within the Mark's borders. Hrm, I must consider this further ..."
Yuri gives Aivar a slightly quizzical look: "I think we need to be clear about our borders. When you say the furs and skins come from within the Mark, I think you mean the land of the Greenbelt generally." He draws a sweeping arm over the map spread out on the table. "The borders of the Mark are here." He stabs a finger into a small circle that looks a little like a bulls-eye target.
"I can muster a patrol of perhaps a dozen or so horsemen to sweep the territory, and General Garess has perhaps twice that as a constabulary. We aren't in a position to impose taxes on hunters passing through the Greenbelt."
He gives you a rueful smile. "The last person who did that was the Stag Lord, and I don't believe it ended well for him."
Garess nods, heavily. "You'll want to avoid declaring open season on trappers and hunters for a few months more, if at all possible. And besides, once you build farms and roads and mines and quarries and towns on the land inside your borders, you won't see any hunters. Reason being, there'll be no game for them to hunt. Hunting and trapping are wilderness pursuits."
Seeing both of the men dampening Aivar's ambitions somewhat, Karinna hastens to try to add a positive perspective. "But I do agree with the Lady Nariel, Ser Aivar - it seems to me that if we build a tannery, this would be an easy port of call for the trappers to drop their furs off for treatment before taking them to the trading post for sale. And if there's an inn or tavern for them to stay, then so much the better." She pauses briefly. "And in time, maybe we can set up a marketplace so that they'll sell their wares here, too. But that's probably something for the future."

Tristan Aislin |

"I confess I don't recall the specifics of the grant to Aivar. Is it basically 'you can claim what you can settle and defend' or is there some predefined Mark that we can grow into, but no further?" Tristan asks.

Wandering GM Wastrel |

Yuri frowns. "That's a good question. Why don't we have a look at the Charter that Ser Aivar was awarded?"
A read of the relevant part of the Charter shows that it states that the Graf and companions are hereby granted the right to claim and own said land [i.e. the Greenbelt] for the founding of a Mark. The boundaries and name of that Mark and any town(s) thus founded are for the Graf and said Companions to define, and its wellbeing is theirs to protect.
Yuri whistles in reply. "That is... broad. You can claim as much of the Greenbelt as you wish! Although we'd have to defend it, so perhaps less is more for the time being."

Wandering GM Wastrel |

Kingdom Turn One
Edict Phase
- Terrain Improvement of H4 to a farm (2 BP)
- Build House, Inn and Mill (19 BP)
-2 Consumption
Stability +1
Economy +2
Loyalty +1
-1 Unrest
Base value +500
Economy check: 1d20 + 18 ⇒ (14) + 18 = 32 -> 10 BP, with 10% tax that's 9 BP for the treasury
Events, 25: 1d100 ⇒ 80
Under Nariel's guidance and with Karinna watching closely and consulting with Foreman Koster, construction begins on the town; while the beleaguered oxen, no sooner freed of their wagons, are tethered to plows and the lush meadows of the surrounding land are soon furrowed. This late into the Summer, there's no point in sowing wheat or rye, but a crop of root vegetables and leafy greens (kale, spinach and so on) will get you through the winter.
A few days later, more wagons start to arrive, these ones replete with livestock - primarily chickens and hogs. Several sties for the pigs are hastily constructed, and coops for the chickens; and a few mornings after that, you enjoy your first breakfast of Dornmark eggs - served in the (still under construction) Inn of the Swooping Shrike. A burly Rostlander by the name of Karl grudgingly admits to having served as innkeeper elsewhere, although his last name and exact origins are unclear and he dislikes questions. Whatever his provenance, he serves properly-casked ale and cooks a mean breakfast.
Things go well and it seems that by careful management of resources you may well have more in your treasury than you first thought; although there is the small matter of sending your feudal tithe up to New Stetven.
As the month comes to its end, the red glow of the setting sun shines down on what you have wrought. And you see that it is good.
End of Kingdom Turn One

Narièl Laeric |
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Gathering the Dorn Leadership together at the Inn of the Swooping Shrike, Nariel seats them in the main reception area, with Aivar seated at the head of a long table. Having gone over the details with Karinna prior, Nariel felt it was time for the Graf et al to have a fulsome report of the first few months, including a ledger showing the state of the treasury. Handing all those in attendance a series of parchments prepared in her own hand, Nariel stands up and begins her report when given the go ahead by Aivar.
"Thank-you everyone for attending. Karinna and I felt it was time to give you each a recounting of our progress thus far." Picking up a document to her left, Nariel recounts the economic growth and construction success experienced in Dorn to date, highlighting particularly that construction was more or less on-time, and that the fields had already proved to be fruitful in vegetable production. Turning over the meeting to Karinna, the state of the treasury was reported to be stronger than expected.
Looking at Aivar, but addressing the entire group gathered by giving them each quick eye contact, Nariel summarizes "So in short Graf Kurisyl, we are off to a good start. After some strong economic gains, our treasury has grown more than was anticipated. After paying our tithe to New Stetvan, I move that we use the additional funds to pay for road construction. These costs would be in addition to building a smithy and claiming the hills to the north-west for mining excavation, as was previously discussed. Road construction could be delayed if necessary, but such infrastructure expenditures are best made in anticipation of signficant growth."

Tristan Aislin |
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In addition to pitching in with the construction whenever he is asked - while unskilled, he can at least take direction well - Tristan begins delving into the task Aivar had thought him fit for: Diplomacy and its intrigues. Or rather, the preparation for such, the Mark being yet too new to be embroiled in much of anything over than putting a roof over its collective head. Soon, though, the Mark would need policy for and connection with a variety of entities, organizations, families and eventually, nations.
First up were those same hunters and trappers Aivar had thought to tax... but they were not denizens of the Mark's to tax. They could, however, be a valuable asset. They would hear and see much that could be useful to the fledgling settlement. Then there were the great houses of Brevoy, whose political dealings would surely surface again. Oleg's unjust fate was always in the back of Tristan's mind. The kobolds could hopefully be dealt with peacefully, as Tristan had no doubts that eventually they would need dealing with.
The neighboring nations may lie far beyond the Stolen lands, but eventually they might be valuable sources of trade and even other settlers. Closer to home, the other fledgling settlements and their people and leaders were similar problems and opportunities in equal measure.
Finally, though certainly not least in Tristan's mind, the Fey who seemed so common here. He dared not speak the title aloud in the Greenbelt, but this 'Queen' had made her presence - and her hostility - known already. If she had enough power to commnandeer Tristan's mind in the middle of the day, certainly she could make herself known in other ways.
And then, of course, there were the factions and problems that Tristan had not yet thought of, or had yet to spring up.
In any case, Tristan started with the closest and most obvious. He approached Yuri. "Yuri, my good man. I hope your men and woman are getting to know the area - have you seen any sign of woodsmen? Hunters, trappers, the like? Or perhaps the Greenbelt's more... shall we say *spritely inhabitants?" *The Fey.
Not sure how much time there is going to be for RP in between kingdom turns, but want to start establishing some steps Tristan is taking towards making him worth his breakfast!

Aivar Kurisyl |

Time flies by for Aivar as his days are filled with not a single dull moment. From worries about the shipment of processed timber being late to the quality of the nails not being up to snuff, there's always something that is demanding his attention. And if it isn't something, it is someone. Whether consciously or not, Aivar finds himself drifting more and more towards Karinna and opens himself to her advice and suggestions in a way that might make Narièl suspect he should take a step back. After all, in how far can she be trusted? Still, having someone around who truly understands the call of Shelyn has a soothing effect on the paladin's state of mind. And oh! She's such a talented musician! If Aivar were susceptible to envy, he'd have been consumed by it.
Weeks later, he finds himself seated at the head of a long table as Narièl opens the meeting. Her suggestions sound logical to his ears, but his mind has troubles keeping up. Narièl's ideas can be somewhat progressive and Aivar has learned to not immediately judge, but sit back and have his mind munch on her suggestions for a while. Perhaps the difference is not so much their respective values, but that Aivar's mind needs more time to digest what it is being fed compared to Narièl's.
Moving the money instead of sitting on it like a proper lord?! But Aivar knows that if the Dornmark is to grow, they'll need to keep things moving so that the Mark can gain more and more momentum. One success can lead to another step forward and fulfilling one promise might mean two more requests for this and that to come your way. Sure, shouldering an ever-increasing amount of responsibilities is a perilous venture, but the alternative is to stand still and wait for success to come your way. Although, investing some of that money into an estate to add some splendor and weight to his title wouldn't be the worst thing in the world ...
"Alright. Make hay while the sun shines and all that. I suggest we acquire a sizable amount of sheep and have a couple of capable shepherds move them along where we want to have this road go. Where do you suggest this road to go? Up north towards Forth Serenko? Or northwest towards the trading post? Ha, now don't make me start worrying about the treasury by suggesting both. If we do go for this triangle of sorts, we ought to make sure some sheepherders reside within that area so that nature can take care of nature and sort out the maintenance for us."

Wandering GM Wastrel |

In any case, Tristan started with the closest and most obvious. He approached Yuri. "Yuri, my good man. I hope your men and woman are getting to know the area - have you seen any sign of woodsmen? Hunters, trappers, the like? Or perhaps the Greenbelt's more... shall we say *spritely inhabitants?"
Yuri shakes his head, with a smile. "So far, we're just scouting the land we've claimed." His eyes gleam with youthful enthusiasm. "I'd love to go a bit further afield once we're established, but even then it would be a while before we get near the forests. As for sprites and so on, well... if you tell me you've seen them, I'll believe you, but for me they're just stories in books." He looks at you doubtfully.
"After paying our tithe to New Stetvan, I move that we use the additional funds to pay for road construction. These costs would be in addition to building a smithy and claiming the hills to the north-west for mining excavation, as was previously discussed. Road construction could be delayed if necessary, but such infrastructure expenditures are best made in anticipation of signficant growth."
Jhod shifts in his seat as he listens. "I'll not gainsay the work tha has done so far, but if tha talks of infrastructure there's work to be done closer to home. I'd like to house more of our people, get them out from under canvas as soon as possible. Summer won't last forever after all. And I'd prefer houses, not slum tenements. We owe our people that much." He looks at Karinna. "Tis more expensive, for sure, but tha cannot put a price on some things."
Karinna flushes slightly, pink spots appearing in her cheeks. "I may be treasurer, my Lord Surtova, but I have not given myself over to love of money, I assure you. I, too, would prefer to build houses - there is an ugliness to slums that eats into the soul of those forced to live there."
Jhod smiles, completely unabashed. "Well, that's alright then. Tis good we're on the same page."
Eva scoffs. "Tchah. You're too soft - I grew up in the slums, and I turned out okay."
In the thoughtful pause that follows, Merrim (who supplements her work for Raquel with a few shifts at the inn) busies herself with refilling people's drinks, her face carefully neutral.

Raquel Cailean |

Raquel settles into her role as councilor well, acting as a friendly and capable liaison between the common folk of the Dornmark and its leaders. Of course, she conducts most of her business from behind the bar at the Inn of the Swooping Shrike, listening to the townsfolk's complaints and concerns as she passes out the freshly brewed blessings of Cayden Cailean.
"Nobody is denying that quality people can emerge from the roughest of upbringings," Raquel says to Eva, with a knowing nod to Merrim. "But the people of Thornhold will be much more comfortable, and thus happier, with proper lodgings. And a happy populace is a more productive populace! We can provide that for them while still working to strengthen our infrastructure."

Narièl Laeric |

Closing her eyes and nodding, Nariel responds "Agreed, more housing is in order at this time. That said, we have sufficient funds to complete housing and start road construction. It is something to consider."

Aivar Kurisyl |

Aivar taps the table with his knuckles to conclude the housing discussion. "Fantastic. The good Gods willing, we shall have enough coin next summer to invest in some works of art and religion to enhance Thorn's sense of civic pride. Are there any more general topics we must discuss before we dive into each topic in more detail?"

Tristan Aislin |

Tristan will give Yuri an account of what the group had seen in their explorations, and ask that Tristan be notified immediately about any encounters with the fey, kobolds, or large groups of people.
"Assuredly, 'tis good to have a Paladin of the Eternal Rose as our leader. Anyone else would wait years before thinking of ought beyond timber and pasture," Tristan teases.
Ready for the next month.

Arianna Wending |

Arianna is quietly skeptical of Aivar's arts proposal. "Safety is also something to consider. With the number of people here, it's inevitable to have problems. Even a small watch will do a great deal for helping folks feel secure. Culture, well, we just need to make sure keep priorities in order."

Wandering GM Wastrel |

"Fantastic. The good Gods willing, we shall have enough coin next summer to invest in some works of art and religion to enhance Thorn's sense of civic pride."
Karinna nods eagerly. "Yes! I'd love to see a theatre built, and a park, somewhere beautiful for people to wander through and rest... but I'm getting ahead of myself."
Embarrassed, she lowers her head towards the paperwork she's carrying. "On a more practical level, we talked about a tannery and I still think it's a good idea, as long as we keep it away from where people live. It would give the trappers and hunters a reason to come here and spend their money, rather than trekking up to the trading post."
Arianna is quietly skeptical of Aivar's arts proposal. "Safety is also something to consider. With the number of people here, it's inevitable to have problems. Even a small watch will do a great deal for helping folks feel secure. Culture, well, we just need to make sure keep priorities in order."
Kesten nods heavily. "I've a small number of volunteers doing patrols at night, but honestly, just teaching them to walk and hold a lantern is hard going. Or maybe I've forgotten how to train people to be soldiers, I shouldn't wonder if I've lost my edge, gone soft. You're welcome to help me out, Miss Wending. But if we really want a watch, and not a citizen-volunteer militia, we need somewhere for them. A barracks or something similar. Not that there's any money for it, I'm sure."
He looks out the window, into the glorious sunshine outside. "It'll be Winter soon, and you'll want to save something to get through those months. No good having soldiers if they're crazed from cold and hunger."

Wandering GM Wastrel |

1-7 ERASTUS (VII) 4719
Kingdom Turn Two
Stability check DC22: 1d20 + 13 ⇒ (11) + 13 = 24
Passed. Unrest at zero = +1 BP
Pay Consumption -5 BP
Claim hex I4 (1 BP)
- Terrain improvement of I4 to a mine (6 BP)
- Terrain improvement in H4 for roads (1 BP)
- Build Housing (3 BP)
- Build Smithy (6 BP)
+2 Econ
+1 Stability
+1 bonus BP/turn
Unrest -1
Economy check: 1d20 + 20 ⇒ (18) + 20 = 38 = 12 BP +1 = 13 at 10% tax = 12 BP
Events, 75: 1d100 ⇒ 77
Somehow, the second week is easier than the first, despite there being a lot more to do, on paper - and a LOT more paper. Maybe it's the sight of the foundations being dug, or the cheers as people move from tents into homes, or just the fact that everyone now seems to have work to do, but there's much less ill-feeling than there was and a stronger sense of purpose.
Kesten's advice ("Enjoy it while it lasts") is to the point, as ever; but the Summer days are clear and bright and seem to go on for ever.
Kingdom turn 2 over, unless you want to retcon some additional building work in town based on my comment in the Discussion thread :)

Sasha Yezhov |

Sasha's first two weeks in Dornmark go by in a blur. With no spies to put to work or informants to keep tabs on, her role as 'spymaster' at this stage is little more than a formality. The lack of work in that regard doesn't concern her though. Building a network takes time, and Dornmark was only just created.
Never the sort for manual labor, the rogue instead busies herself with accompanying the various advisers with who her appointed task butted up against. A good spymaster had many balls in the air, with an understanding of the economy, diplomacy, and the underworld. To that end, she helps Karinna, Tristian, Arianna, and Eva with any challenges that might happen along.
When the time came for the first meeting of Aivar's council, Sasha listens to her friends discuss infrastructure. "I think a road to the trading post is an excellent idea. More people coming to Thornhold and bringing news from the outside world can't be a bad thing."

Aivar Kurisyl |

Aivar tries to apply the things he has learned from reading the books they've acquired in Restov with the tidbits of wisdom and applicable experience he had accrued in his years as an envoy. "If we do opt to invest in a road, we also need to strike a deal of sorts with Petrov. Whether it be that he makes sure trappers go here to have their materials processed into an actual product or that he somehow pushes the merchants onwards to Thorn, the point is that we make the tradepost part of the Dornmark's network. If that means we must pay him a stipend or part of the tax on specific wares, so be it. Regardless of the details," and he waves the details of how such a thing might be accomplished away with a flimsy gesture, "it is something we should keep in mind as we go forward."
Apply as he might, the words 'mutual dependency' do not come rolling out of his mouth though perhaps they should have. Still, if there's anything tying all of his thoughts and dealings together, it is that combination of words: mutual dependency. Out here in the Dornmark, there's enough room in both the sun and the shade for everyone.

Wandering GM Wastrel |

8 ERASTUS (VII) 4719
Another Summer day dawns, bright and clear. The only difference about this morning is that - for the first time in a while - you have no particular duties awaiting you; your various advisers are able to implement the plans that you have put together and you are (at least temporarily) your own masters again.
After a hearty breakfast (bacon and eggs are likely to be in short supply in the wilderness), you peruse the map to decide on your next avenue of exploration. Which way will go you? East, West, South?
Let me know which hex(es) you want to explore and in what order.

Wandering GM Wastrel |

8-14 ERASTUS (VII) 4719
It's a couple of days' travel through the broken, hilly terrain even to get to your destination; but when you do, the view is worth it. To the South, a vast lake of icy blue water stretches for as far as the eye can see; while to the East, the Kameland hills abruptly end as a mountain, shaped like a vast talon, rears upward through the earth seeming to almost pierce the sky. Even in the heat of Summer, the mountain is capped with snow. Whatever ambition you may have had to continue Eastward ends with that mountain - you would need to go North or South of here to try and find a pass through.
On the shores of the vast lake, you find a series of tiny fishing communities, dotted far apart from one another - even calling them villages would be generous; each of them is really no more than a couple of extended families. They aren't terribly welcoming, at first mistaking you for bandits - even once this error is rectified, they are insular and surly: you get little more out of them than the name of lake (Lake Silverstep) and the mountain range to the East (the Tors of Levenies). It seems that they are what is left of a community that fled Mivon 5 or 6 seasons ago, and you are the first strangers from the North that they've encountered. It appears that the Stag Lord's reach never extended this far East - although these people have little enough in wealth anyway, beyond the beautiful silver fish they trawl in from the lake.
There is no good reason to linger here (the lake may be beautiful but it is icy, icy cold - any attempts at swimming terminate abruptly) and after a few days' exploration you move Westward.
Hex G7 explored! I've put the mountain in on the neighbouring hex because it's too big to ignore, but that hex does not count as explored.

Wandering GM Wastrel |

15 ERASTUS 4719
Heading Westwards, you turn your backs on the snow-capped mountain peak and continue your exploration of the Kameland Hills. Encountering a herd of wild elk, you succeed in bringing one of them down before the others flee, and you dine well that night on roast stag.
The new moon means that - even though the night is cloudless - the darkness is almost absolute beyond the edge of your campfire; but you have no trouble hearing the shrill whinny of terror from your horses, tethered close by. Something - or several somethings - is attacking them!
Map is up (second slide down). Yellow circle indicates Dim Lighting - there's a 20% miss chance for all attacks. Beyond the yellow circle is total darkness - unless you have darkvision or bring your own light, anything out there has Total Concealment (50% miss chance and you count as flat-footed).
Party is up!

Raquel Cailean |

"Dammit! Enemies abound!" Raquel curses. She waves her holy symbol over Aivar's weapon, causing it to glow with warm light. "Go get 'em, big guy!"
Cast light.

Aivar Kurisyl |

The blade of the paladin's glaive ignites and shines Shelyn's - no, Cayden's - light upon the world. Still, there are no foes in sight and it isn't until Aivar walks up to the horses that he catches sight of them: wild animals! "Run, foolish beasts!"
But even he knows they won't and so he strikes, not wanting to see any of their equestrian friends suffer at the hands of these merciless predators.
Move action: move + draw weapon
Std action: attack (power attack)
Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d10 + 13 ⇒ (9) + 13 = 22

Sasha Yezhov |

Sasha scrambles to her feet with the sound of terrified horses, grabbing her bow from its resting place next to where she sat. She knocks and draws before letting her pull slacken. The wolves were already among their mounts. If she loosed and missed, she might strike one of the horses, and did she want to explain to Nariel or Aivar why Hrive or Romas had one more arrow stuck in them than they started the night with?
Cursing, the rogue draws and looses anyways. Better to risk it than let the wolves kill or hamstring a horse.
Shortbow Attack vs. Yellow: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5

Narièl Laeric |

Quickly getting to her feet, Nariel looks towards the horses with grave concern. Activating her ioun torch immediately, the small dull gem glows brightly providing some additional light as Nariel goes past Arianna beyond the edge of the fire, allowing her full vantage of all the horses in the encampment.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Recognizing multiple creatures, Nariel calls out urgently "There are three of them, two more attacking the horses east of Aivar's position!"
Producing a small candle from a belt pouch, Nariel quickly makes a nearly silent invocation, conjuring forth additional forces to aid in the battle.
Casting Extended Summon Monster II, summoning an empowered Ice Elemental by the second creature.
After casting the spell, Nariel suddenly reappears next to Arianna, further back from the battle.
Using shift to move away from the danger. I've left a semi-transparent token of where Nariel was before she ported. I'm assuming from her previous position and her own light projection and low-light vision, that she could easily identify the other two creatures. If not, ignore the warning above. I've also placed the elemental in the location I'd intended, but feel free to move it. Also, Nariel is projecting a 20' light radius as well now.

Aivar Kurisyl |

AFAIK summons take a full round to cast so it won't appear until the start of your next round?

Arianna Wending |

"Aw, crap!" Arianna curses loudly, taking off for one of the beasts while drawing her axe. "Thanks for the light!"
added another circle for Nariel's ioun torch

Tristan Aislin |

"Able! Tristan calls out, fearful for the beast which had become a constant and treasured companion. He dashes after Arianna, hands weaving an arcane spell. It was dim enough to make striking the creatures with arrows and blade difficult, but his magic was more accurate...
Move, cast Cause Fear. If I have line of sight to Red, cast it on Red. Otherwise, cast it on Green. DC 15 Will save vs frightened, shaken for 1 round if succeed.

Wandering GM Wastrel |

Will save: 1d20 + 4 ⇒ (9) + 4 = 13
Fleeing: 1d4 ⇒ 2
Bite v Aivar: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 4 + 1d3 ⇒ (3) + 4 + (2) = 9
Bite v Arianna: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 4 + 1d3 ⇒ (5) + 4 + (1) = 10
Bite v Nariel, charge: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Damage: 1d6 + 4 + 1d3 ⇒ (4) + 4 + (2) = 10
Bite v Raquel, charge: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Damage: 1d8 + 4 + 1d3 ⇒ (3) + 4 + (1) = 8
Bite v Sasha, charge: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Damage: 1d6 + 4 + 1d3 ⇒ (2) + 4 + (3) = 9
Bite v Tristan, charge: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Damage: 1d6 + 4 + 1d3 ⇒ (3) + 4 + (3) = 10
Trip v Ai: 1d20 + 7 ⇒ (12) + 7 = 19
Trip v N: 1d20 + 7 ⇒ (4) + 7 = 11
Trip v R: 1d20 + 9 ⇒ (5) + 9 = 14
Trip v S: 1d20 + 7 ⇒ (7) + 7 = 14
Will save v Adoration: 1d20 + 5 ⇒ (17) + 5 = 22
Aivar's glaive tears into the side of the creature, which howls in pain before turning to face him, a fell light shining in its eyes. "FOOL! You'll pay for that." Its voice is snarling and guttural, but clearly understandable.
Sasha's arrow misses, burying itself in the ground by another of the creatures, who is then targeted by Tristan's spell. "Flee! They have arrows! They have magic! FLEE!" Tail between its legs, it bolts - for now.
Another voice, deeper and nastier than the first two, speaks from the darkness, behind your camp. "I know. But they are scattered. Execute phase two, brothers!"
There's a streak of grey fur as two more of the creatures come barrelling out of the darkness from the East, while another charges from the West. From the North, behind your camp, a much larger creature makes its approach, pouncing on Raquel.
Aivar gets an AoO vs the one attacking Sasha (Orange)
The one wounded by Aivar stalks forward, biting at him. Its teeth find purchase in the paladin's leg, drawing blood; its jaws are ice-cold and the wound burns with frostbite. (Aivar takes 7 damage plus 2 Cold damage, 9 in total)
Arianna manages to dodge her assailant, but Nariel is not so fortunate: the elf takes a nasty wound to her hip. (Nariel takes 8 damage plus 2 Cold damage, 10 in total)
The larger, more sinister creature (obviously the pack leader) bites Raquel, her aura of adoration counting for nothing as its jaws freeze the wound closed even as it tears into her flesh. (Raquel takes 7 damage plus 1 Cold damage, 8 total)
Sasha is wounded, but Tristan escapes his opponent's jaws - for now. (Sasha takes 6 damage plus 3 Cold damage, 9 total)
Sasha's opponent drags the young rogue to the ground; its jaws open in a grin, showing its tongue, as it stands over her:
"Just imagine how it feels
when first your toes, and then your heels,
and then by agonising degrees,
your ankles, shins, and calves and knees,
are slowly eaten bit by bit..."
Aivar 43/52
Arianna 41/41
Nariel 18/28
Raquel 28/36, Adoration 6/7
Sasha 27/36, prone
Tristan 32/32
Yellow - 22 damage
Red
Green - frightened 2 rounds
Blue - concealment
Orange
Pink
Black - concealment
Party is up! Aivar gets an AoO v Orange. Enemy AC is 16, except for Pink, Blue and Orange, which have AC 14 this round. Black has AC 18. Tristan and Raquel's opponents (Blue and Black) are in dim light, so have concealment (20% miss chance)

Raquel Cailean |

An aura of adoration surrounds Raquel as the wolf lunges at her, but the beast resists it. The priestess hisses in pain as the wolf's fangs tear into her arm.
"Stand firm! Be brave and true! In Cayden's name!" Raquel takes a step back from her assailant, into more light. She raises her flask and channels healing energy!
Channel Energy: 2d6 ⇒ (5, 4) = 9
That should get everybody who is injured, including the horses. Use selective channeling to exclude the wounded wolf.

Aivar Kurisyl |

The paladin's first strike sees him stepping along with the pole of the glaive as too much power and too little technique drives his weapon forward. By then, it is already too late. The beast is upon Sasha and it manages to drag her down with fang and violence. Aivar quickly steps in between the other wolf and Sasha to prevent a brutal flank by the pack animals.
He then strikes once more at her assailant - but this time without letting his temper dictate the flow of his glaive.
Std action: attack orange
5ft step
Swift action: touch mahself (3/4 LoH charges remain)
AoO vs Orange: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d10 + 13 ⇒ (9) + 13 = 22
Attack vs Orange: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d10 + 9 ⇒ (6) + 9 = 15
LoHands: 2d6 ⇒ (5, 4) = 9

Narièl Laeric |

The danger of the situation having increased, and now regrettably engaged in melee combat, Nariel is forced to change tactics for the moment. Pulling some sand from her belt pouch, she flings it at the beast with a quick incantation before shifting away.
5' step, Color Spray Will DC 15 at purple, then 10' shift to end her turn. I'm going to stick close to Arianna and Tristan so that they continue to have a light source.

Wandering GM Wastrel |

Aivar: Raquel channeled to heal this turn so you don't need to use LoH :)
Nariel: given your location backed up against the horses, how did you 5 ft step away to avoid an AoO? It looks like any square you step into is either blocked or still adjacent the enemy. If I've missed something let me know

Tristan Aislin |

They speak? Ah... these must be the troublesome pack we heard about months ago. Or was it merely weeks? But if they can speak, they can listen...
"Arrows, and magic, and bright steel, yes, yes! Run away, my shaggy little friends! Your hides are too mangy to be worth much, but we'll turn 'em into nice warm cloaks all the same!" Tristan shouts, and caps off his insults with a spell for his opponent. Realizing that Nariel is behind him, he stands his ground against the wolfkin.
CD DC 17: 1d20 + 8 ⇒ (14) + 8 = 22 No AoO for wolfy.
Satire: -1 to attack, damage, and saves vs fear and charm for all enemies that can understand Tristan. Also use Spellsong to cast Ear-Piercing Scream on blue. DC 15 Fort save or take EPS: 2d6 ⇒ (3, 5) = 8 damage and dazed for one round. Save halves damage and negates dazed.

Arianna Wending |

Arianna twirls her axe, and the edge freezes and puffs of vapor pearl off the surface. Move action flex Weapon Focus (Handaxe)
PA, focus, vs Red: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d6 + 5 + 1d6 ⇒ (4) + 5 + (3) = 12

Sasha Yezhov |

Sasha doesn't see the wolf that knocks her down, falling to the ground as her leg is painfully dragged out from underneath of her. For a wild moment, she imagines that the wolf above her is speaking, explaining to her all the ways that it will devour her.
Her reply is to grunt, draw her rapier, and try to ram it into the wolf's mouth.
+1 rapier: 1d20 + 6 ⇒ (2) + 6 = 8
Seeing her blade strike air, she cries out. "Aivar, a little help here?"
Seeing as how I missed the wolf attacking me, can I use Combat Advisor to give Aivar a +1 insight bonus on his first attack vs. it?

Wandering GM Wastrel |

@Sasha - yup, that's how it works :)
Will save vs colour spray: 1d20 + 4 ⇒ (12) + 4 = 16
Fort save v EPS: 1d20 + 5 ⇒ (17) + 5 = 22
Bite v Aivar, flank: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Bite v Aivar, flank: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Damage: 1d6 + 4 + 1d3 ⇒ (2) + 4 + (3) = 9
Trip v Aivar: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
bite v Arianna: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d6 + 4 + 1d3 ⇒ (4) + 4 + (1) = 9
Trip: 1d20 + 7 ⇒ (2) + 7 = 9
Will save v Adoration: 1d20 + 5 ⇒ (12) + 5 = 17
Leader v Raquel, flank: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Damage: 1d8 + 4 + 1d3 ⇒ (7) + 4 + (2) = 13
Bite v Raquel, flank: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Damage: 1d6 + 4 + 1d3 ⇒ (1) + 4 + (2) = 7
Confirm crit?: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Crit damage: 1d6 + 4 ⇒ (4) + 4 = 8
Bite v Tristan: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 4 + 1d3 ⇒ (6) + 4 + (3) = 13
Trip: 1d20 + 7 ⇒ (15) + 7 = 22
Raquel's healing light works its usual magic, mending torn flesh back together. Sasha's plaintive cry adds enough to Aivar's resolve that his attack connects, even when it appeared that it was going to miss. The creature snarls, badly wounded by the two strikes from Aivar's glaive.
Nariel's magic fails to have an effect on the strong-minded wolf creature, and Tristan's spell likewise is almost shrugged off. Arianna misses with her attack.
Realising that the armoured figure of Aivar represents a greater threat than the prone rogue, the two creatures coordinate their attacks, trying to hamstring the paladin. One misses, but Aivar stumbles back into the jaws of the second, which bites him painfully and drags him to the ground. (Aivar takes 9 damage and is prone)
In a similar manner, the leader steps forward, still partly concealed in the flickering firelight, pressing Raquel back against its packmate. Raquel's charms again fail against these creatures, but Cayden still protects her to some extent and she suffers only minor wounds from what would otherwise have been a serious injury. (Raquel takes 7 damage)
Arianna dodges the creature attacking her, but Tristan is not so fortunate as his opponent lunges past his guard and tears open a wound in his guts, before pulling him to the ground. (Tristan takes 13 damage and is prone)
Aivar 43/52, prone
Arianna 41/41
Nariel 27/28
Raquel 29/36, Adoration 5/7
Sasha 36/36, prone
Tristan 19/32, prone
Yellow - 22 damage
Red
Green - frightened 1 more round
Blue - 4 damage
Orange - 37 damage
Pink
Black - concealment
Party is up! Enemy AC is 16, except Black which has AC 18. Black is in dim light, so has concealment (20% miss chance)

Raquel Cailean |

Raquel grimaces as the wolf takes another bite out of her leg. "Ow! Bad dog!" She takes another step back, channeling more healing energy.
Channel Energy: 2d6 ⇒ (6, 4) = 10
I should be able to get myself, Aivar, and Tristan with it. I'm not sure which wolves are wounded but I'll exclude the two most-wounded ones.

Sasha Yezhov |

Sasha jabs her blade at the wolf as it passes her to drag down Aivar, slipping it between the beast's ribs.
"Bastard," she snarls. "Eat me, will you?"
+1 rapier: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Wandering GM Wastrel |

Sasha's blade catches the beast completely by surprise - its snarl is abruptly cut off as the rapier pierces its heart.
And then things get weird.
The best way to describe what happens next is if you imagine a bucket full of water, and then imagine the bucket vanishing, but the water remaining: with nothing left to contain it, the water would just sort of slosh to the ground.
Well, that's what happens with the wolf-beast: its wolf-shape vanishes as it sloshes to the ground like water. There's a hiss as the grass beneath withers, as if damaged by a powerful frost; the ground steams with cold as the water vapour rises into the night sky.
EDIT: Sasha - with that wolf-thing gone, you can stand without provoking an AoO so I'm going to assume you use your move action this round to do that :)

Narièl Laeric |

Realizing that she herself was too weak to help Tristan in any way, Nariel took a step back and grabbed a small candle from her belt pouch. Help was needed, and Nariel could provide it... hopefully.
5' Step, full round cast action. Summon Monster II, calling a small empowered Earth Elemental to help out Tristan. Then if need be, rinse and repeat next round.

Wandering GM Wastrel |

Aivar 44/52, prone
Arianna 41/41
Nariel 27/28
Raquel 30/36, Adoration 5/7
Sasha 36/36, prone
Tristan 20/32, prone
Yellow - 22 damage
Red
Green - frightened 1 more round
Blue - 4 damage
Orange - 37 damage
Pink
Black - concealment
I'll factor in Raquel's healing in the next round update.