The last of the rubble is cleared out of the few rooms that seemed able to stand by their own power.
The throne-room was, surprisingly enough, one of the ones to survive - now it houses more than just the partially-repaired throne of course, as it's also the place for scouts to report, maps to be studied, and scribes to note down what's happened. But it is, in fact, still the throne room on top of all that.
Well, they call it a throne-room anyway - there's some disagreements on the matter, as it's unlikely a king ever lived here, but there's a bigger, fancier chair that was clearly meant for whatever Lord ruled the fort, and 'Lord's Room' sounds like a euphemism - so, Ronja used her 'I'm the boss' super-vote to settle the matter, declaring it close enough to be called a 'Throne Room'
Other than that, there's a few smaller rooms left barren after they broke apart the less important and/or redundant furniture for materials - they are now used for storage - and enough beds spread out between a few different rooms to house everyone who's there
and the ten-man squad they intend to hire soon.
There used to be more beds, but they needed the materials more than the beds (and besides, the old sheets had long since either rotten away, or been taken by salvagers, and they only had enough spare sacks and such to make so many new ones)
In its better days, the fortress could likely have housed an army big enough to invade the town across the river, or hold off the forces off the closer town.
Now? Not only was much of the physical structure lost to the ravine, crumbling down into the abyss when the mountain and fort was split so long ago, but trying to move between the two halves of the fort is inconvenient - at least they've managed to get a make-shift bridge built out of somewhat-sturdy rope and wood, and a kind of horizontal cargo-lift (an 'aerial rope-way') for pulling material across, so passage is possible, if less than ideal.
It's not like the ravine's that big, mind: An exceptionally skilled jumper could get across, if they got a decent running start. But that also means the rope and/or bridge doesn't need to be as big, so it's still worth the work and materials, since they'd be unable to bring material (or anything heavier than some good shoes and, at a push, some light clothes for modesty) and a 'bad day' would mean death.
Nothing of the actual fortifications have survived, though, and even the 'natural' defenses have crumbled and/or been filled in with rubble - or at least, what remains of defenses helps any attackers as much as it helps the defenders.
Their only defense against raiders and/or being hunted down for 'stealing' land from the nobles, is that it's quite far out of the way.
With everything put away and looking like it'll last a week without repairs, with a bit of luck, the twelve current residents - spies and the like don't count, they don't really live there - set out on their tasks.
The 'armed workers', the Wild Minds, are off to look for a good site to get resources for fixing up some more of the keep/fort/castle.
While there's some closer forest to the north-west, they head to the north-east where the forest borders the river - it's less likely to be actively harvested, and it's an undesirable path by any wanders/merchants not going to or coming from the swamps (even those in Lothar across the water would be better off with the slight detour along the plains)
Ronja herself is off to get the extra ten people they prepared for in terms of food, beds, and pay.
While Moracku would be closer, the situation's not calm enough to do anything for a day or two - and with her mount, she could get to the capital, Havenin, by that time.
Between the two, Havenin's less likely to happen by her, or her 'hired help', when they're off doing more suspicious things (so it's less of a problem to have her face seen around town), and it's the more populated of the two (a bigger supply of 'people', in other words, which is her goal)
So, she's off to see if anyone's tired of living in the shadows of the ruling class.
Especially any elves - their speed and unparalleled skill with the bow would both come in handy.
Obviously, she can't just shout in the town square - she has no papers, not even fake ones (not enough time to draw any up yet), to support her 'ownership' of her lands.
Even if she found some peasants that wouldn't ask questions, they'd come expecting to work the fields or whatever, not serve as something between a sellsword and a poacher (so, a 'bandit', essentially)
What she needs are the ones who've started gathering in places the nobles don't see - run-down taverns selling rot-gut, under bridges made redundant when the town expanded and the marketplace moved, and so on - where they can complain and plan, but rarely do anything, since they are mice talking about putting a bell on a cat; Everyone agrees it's a great idea and will finally solve their problems, it's just such a shame that no one's got the guts for it.
But just like mice can be lured into certain death (a mouse-trap) with cheese, Ronja figures she can convince them to risk uncertain injury (so, a much lesser risk, really) in return for a promise of coin in their pocket, a roof over their head, and food on their plate - and, hopefully, a chance now and then to make the lives of the nobles more stressful.
Birk, son of Bork, heads to the 'Tower in the Sky'.
They don't know that much about it, but rumor says it holds the secrets to magic.
There's some less-popular rumors that it was built by goblin shamans, but the sources are less reliable there, and the basis seems largely to be 'well, obviously, it's usually goblin shamans who do the whole 'spirit' thing' which shows a farmer's lack of understanding of the matters of spirits and magic - elves in particular, Birk thinks on the way, have their own 'spin' on spiritual magic, it's just usually too quick and subtle for an inattentive (and often untrained) peasant to notice.
Name | Start | Action | Target | End | Notes |
---|
Ronja | H8 | Conduct Diplomacy | D4 | H8 | With Donkey. Intent: Recruit Unit (Elves) |
Dirk | H8 | Diplomate Landmark | H7 | H8 | Intent: 'Perform a Ritual Cleansing and learn the power of Magic', a Diplomacy-focused Landmark choice, at the Temple in the Sky - mostly to see how it works with the 'can't fail 1st month' rule, but ideally learning Midas Touch or Cornucopia - to be clear, I'd rather waste the week than 'waste' my chance to learn magic by starting a quest I've no chance of beating before the deadline |
Wild Minds | H8 | Scout | I6 | H8 | Intent: Scouting in a very unfocused way, given the lack of Spymasters. Hoping for Lumber. |
This message was last edited by the player at 19:35, Sat 22 Aug 2015.