And here's the update! (Yes, I Know, I thought it would be longer before it was ready too...)
Votes:
A: 7 & 5 : Winner 7
B: 6 & 6 : Winner 6!
C: 3 & 2 : Winner 2
D: 3 & New Suggestion : Winner 3
F: 3 & 3 : Winner 3!
G: 2 & 2 : Winner 2!
What Do You Wish To Name The Castle?
A7: ^Die Juwelen Zitadelle^ (A new name acknowledging the heritage of what will most likely be the majority of your vassals but changing the implications to accentuate your exalted position amongst them…[Name means “The-Jeweled-Citadel”.])
What Do You Wish To Name The Valley?
B6: Dragon Scar Valley (Basically the same thing, but in common…)
What Do You Wish To Name Your Duchy?
C2: Heartland (A nice name for a small realm, which can morph into a local name for the core of a bigger land...)
What Do You Wish To Name The River That Runs Past The Castle?
D3: The River Innsbruck (In honor of your mother: 'Innsbruck' is an archaic word in Trade-Speak [of uncertain origin] for a female innkeeper that owns her own establishment.)
What should we do tomorrow?
F3: Gather Food. (We need enough stockpiled for all our people to survive AT LEAST 3 months of ice and snow, typically more like 4 but sometimes as much as 6 at this elevation... Right now we have less than a week's worth.) [No Risk]
What should our other vassals do tomorrow?
G2: Gather Food. (We need enough stockpiled for all our people to survive AT LEAST 3 months of ice and snow, typically more like 4 but sometimes as much as 6 at this elevation... Right now we have less than a week's worth.) [No Risk]
Now to explain all that!
You wake to an unfamiliar sound, someone other than your sister cooking breakfast. You startle a bit at this but shortly yesterday comes back to you and you settle back down. As you have slept you have dreamed of food and plenty, but when your sister reports her dreams it is famine and want. You know your dreams can be prophetic, and so you see the meaning easily, you need to get in the harvest while you can! You order the farming family you rescued to go and set themselves about it, with two of the goblins to guard and guide so that nothing does your worker's injury. You and your sister may be nobility here, but in this matter there is no time like the present: you, like all your other vassals, will have to work your fingers till they are raw bringing in food to survive the Winter! However, you, your sister, and the majority of your troops will not be harvesting grain, plucking fruit, or grubbing up root vegetables: “from each according to their ability” is your rule this day, and you and yours not already spoken for are better suited to hunting the feral Livestock for meat than gathering up the fruit of the fields.
You tell everyone what your tasks will be and then break to set about them.
You and your sister split into two smaller hunting parties after you see off the farmers to their harvesting work, and go hunting for various animals...
At the end of the day, when you meet back at the castle the farmers are definitely MVP. Not only have they gathered more food than you and your sister but they have taken it on themselves to re-tame several groups of farm animals, and this means you can start working on getting things ready for the future: next year you can use the cows to pull plows for the spring planting and maybe have some young steers to geld for Oxen…
Better news, you and your vassals have lived off the land and eaten well! For the farming family you rescued this doesn't mean much, (they're going to work like dogs tomorrow just like today,) but for the goblins it's a big deal. They have been working on ⅔ Rations for months, and with their bellies full of meat and fruits they're feeling frisky.
That evening you all eat chicken, and you explain what you've been thinking about all day…
“Listen up Everyone!” You begin as the nightly meal finishes. “I've been thinking since yesterday and we're renaming a lot of things around here. First, this castle, I think Samsonite is a dumb name and while Castle Samsonite is BETTER it's still not Ideal. I toyed around with Sister-Hold Castle, and going with the goblins name, but neither quite clicked, so I've talked with Sgt. Doggett, and come up with ^Die Juwelen Zitadelle^ which means ‘The Jeweled Citadel’. Now, there's a few other bits that need to be dealt with, the river that runs by the castle, calling it the ‘Dammel’ which means ‘river’ in Dwarven? No. So I’ve decided we'll call it ‘The River Innsbruck’. Next we have the valley itself, and I decided to blend both of your heritages here, Goblin and Human. The name we’re going with is the goblin’s name, but translated into trade speak, ‘Dragon Scar Valley’. Lastly, ‘The Land of Samson’? No blooming way. So from here on out the Grand Duchy is going to be called ‘Heartland’, and if we eventually outgrow Grand Duchy status that will become the name of the Capitol district of the Kingdom. So, raise your cups of this fine fresh milk!” Everyone raises their cups in salute. “To the Grand Duchy of Heartland and our glorious future!” You declare, and drink, whereupon ‘cheers’ is uttered in three languages and everyone else drinks. *à votre santé!* ^Prost!^ “Cheers!”
The party winds down not much more than an hour later, as sunset and your strict rationing of wood robs you of light, but everyone is in a good mood…
Dreams:
Gloriana of Magecraft: There isn't enough TIME. General Winter commands you to harvest all the fields in the realm, but has given you only one squad of troops to do it… If you fail Commissar Jack Frost will have your head! If only you had more men...
Caethes of the Silver Blade: “They” are coming… They number in their hundreds, but the fortress is in ruins! She could withstand them if she had the fortress fully repaired, staffed, and stocked, but now it is too late...
State Of Your Realm:
Active Unit: Harvesting Food.
56 Units of Food Gathered: All Meat.
Additional Resources Obtained:
5 units of Bone.
6 units of Feathers.
1 unit of Leather.
Automated Unit 1: Harvesting Food.
92 Units of Food Gathered: divided into 60 Starches, 18 Vegetables, 19 Fruit, 11 Proteins, & 4 Dairy. (There would have been more Dairy but you ate it…)
Additional Resources Obtained:
92 Units of Hay: (Harvesting Wheat and some other grains also produces Hay for animals, bedding, and thatch.)
1 herd of 6 Cows including 1 Bull, 3 Heifers, and 2 Calves: consume 3 units of grass, hay, or silage per day each, each Heifer produces 3 units of Dairy per day. Can be butchered for 3d6 units of Meat 3 Units of Bone, 1 unit of Horn (+1 unit if a Bull.), and 1d6 of Leather when adult or as calves for 1d6 units of Meat, 1 unit of bone and 1d6 units of Vellum. 1 bull is required to “cover” every 4d6 heifers each year to keep them producing milk. Each heifer will give birth to 1d3-1(min 1) calves per year, so long as they have been “covered”. Young Bulls can be gelded to produce Oxen. Calves are considered “Adult” after 3 years, and adults become elderly around 18 years after that, often dying not long thereafter, either being slaughtered by their owners or hunted and eaten by wild predators.
1 herd of 10 Sheep including 1 Ram, 8 Ewes, and 1 Bellwether: consume 2 units each of grass or hay per day, adult females produce 1 unit of Dairy per day. Once a year each adult can be shorn for 1d6 Units of Raw Wool. The adults may be butchered for 1d6 units of Meat each, and 1 Sheep’s Skin. Rams additionally yield 1 unit of Horn. Lambs may be butchered for 1d2 units of Meat and 1 unit of Vellum. 1 ram is required to “cover” every 8d6 ewes each year to keep them producing milk. The ewes will give birth to 1d2 Lambs per year, in the spring, so long as they have been “covered”. Lambs become ‘adult’ near the end of the same year they are born, and can breed in time to have their offspring be part of the next year's lambing. Sheep live around 10 years after reaching maturity, either being slaughtered as mutton not long after becoming elderly or being killed by predators such as wolves and feral dogs.
WARNING: Sheep must be frequently rotated to fresh pasture, as they will utterly destroy the grass on which they feed if left to their own devices: consuming even the deepest roots! Inadequate supervision of herds of sheep can lead to Desertification!
1 flock of 13 Chickens: including 1 rooster, 4 hens, and 8 chicks. Each Chicken consumes 1 unit of Seeds per day, or can be raised free-range, requiring 0.1 acres to forage. Each adult chicken can be slaughtered for 1d2 units of Meat, 2 chicken feet, and 0.5 units of Feathers. Each Farmstead with a rooster additionally gets a + 1 bonus to its daily work per person as the family is forced to wake at dawn and thus gets more done with the daylight available. Each hen produces 1 chicken egg per day, which is equivalent to 0.2 units of Meat. Chicks mature after 3 months into adult chickens. If their Feathers are harvested during that time you gain 0.1 units of Down. If a farm has a rooster there is a 50% chance that each egg produced by its hens will be fertile and able to grow into a chick after 21 days.
(It must be noted that decimal numbers always round down or up for functional purposes, whichever is less advantageous for the players, but are recorded as they are in order to tally towards reaching a whole number.)
What should we do tomorrow?
As you and the goblins have eaten well you gain the ability to do two tasks tomorrow!
Please vote for 2 items, or if you vote just one item it will be a double vote.
F1: Find some help! (Many hands make light work, but also mean more mouths to feed. [Conversely however, there is safety in numbers...]) [Low Risk]
F2: Gather wood. (We need enough stockpiled for all our people to survive AT LEAST 3 months of ice and snow, typically more like 4 but sometimes as much as 6 at this elevation... Right now we have less than a month's worth.) [No Risk]
F3: Gather Food. (We need enough stockpiled for all our people to survive AT LEAST 3 months of ice and snow, typically more like 4 but sometimes as much as 6 at this elevation... Right now we have less than a week's worth.) [No Risk]
F4: Explore the Castle. (Who knows, maybe the castle HAS wood and food? Won't know till we've checked the whole thing...[On the other hand, we can do this during the winter more easily than most other activities...]) [Moderate Risk]
F5: Survey our domain. (We got some good supplies from the farmstead we explored yesterday: perhaps we should look at another tomorrow?) [Low Risk]
F6: Try to re-tame the dogs. (Canis Lupus Familiaris: the Dog: Humanity's oldest ally, staunchest supporter, and most faithful companion. If we can take control of the pack they would be powerful allies. Yes, it would mean more mouths to feed, but we have the meat to spare right now, and with a baying pack of hounds at our beck and call hunting larger animals becomes a real possibility. Furthermore, come winter those dogs will either have become our allies: or turn into vicious and dangerous enemies...) [Moderate Risk.]
F7: Repair the Keep. (And this is next to last because it's probably more long term, but if we can't defend ourselves everything we've built and collected could be snatched away from us...) [Low Risk]
F8: Do Something Else? (We COULD spend the day doing just about anything, but it's probably not a good idea.)
"Explore the Castle" and "Survey Our Domain": Each day of exploration 'clears' one building in the castle, of which there are seven, or checks out one farmstead, of which eleven remain. (As far as you know, on both counts...) Both types of exploring carry some degree of risk, exploring the castle especially, but the rewards of success will be greater than 'No Risk' actions, as we have seen already today.
"Try to re-tame the dogs" Each attempt at this uses 2 units of Meat: but the reward will be 5 hunting dogs. Once you have the pack under your control they will eat 1 unit of meat each per day, but the "Go Hunting" action becomes available, which is a "Low Risk" action that yields large quantities of meat, and will be crucial to keeping your larder stocked during the winter. Furthermore, when winter arrives this option becomes "High Risk": the dogs, hungry and cold, become hostile. Lastly, if you have not tamed the dogs come spring, this option ceases to be available altogether. They will have lived out the winter without humans; their journey to the dark side of Feral Animals will be complete.
"Repair the Keep" Uses 1 'Timber' or 'Stone' per day. Full Repair requires 40 Timber and 20 Stone, plus at least 1 follower with each of the "Wood-Wright" and "Stonemason" specialties to use more than 1/4th Timber requirement or any Stone, respectively. For each 5 Timber or Stone expended Keep's "Defense" bonus increases by 1. At certain levels of repair it's Space and Administration capacities also increase.
"Do Something Else?": If you have another suggestion for what you and your sister do, leave it in a parenthetical comment. Some possibilities: Go Fishing (You don't have nets, lines, or fishhooks), Explore Up or Down The River (You could run into just about anything...), Fix up the Kitchens or Servant's Quarters (You don't have brick, mortar, tables, jars, pots, knives, cooking utensils, or cutting boards: nor hammers, nails, varnish, paint, wallpaper, cotton, wool, hemp, thread, cloth, straw, or down...), Take A Day To 'Rest' (You can 'rest' all winter...), Practice Magic (On What?), or Practice Sword-Fighting (Again, on what?)
Voting remains open till Saturday.
EDIT: Or until we have at least 3 votes, and I notice that fact; whichever comes first...
Time to vote!