Xath said:
Xath realizes that it is important to find Mr. Miagee, as he may have crucial information about the whole shebang. She goes to find Kaereth, hoping that he will know where Mr. Miagee has gone too.
Good idea. Waiting on Jeremiah on this one.
Xath said:
In general, Xath will work with the Duke, trying to help the refugees of Oceanus set up permanent residences. There are certain orders of business to take care of in order to set up the new city.
1. Separation of useful specialties: Masons, Loggers, Carpenters, Food Preparation, etc. Those with skills not inherently useful to this situation (IE, sailors, dockworkers) should be put to manual labor or should be apprenticed to the useful skills.
2. Set up of a 24 hour crèche. Everyone will serve work shifts in the crèche while others work on setting up the new city. Those children old enough can be used as messengers and put in charge of menial tasks.
Interesting ideas, here. A lot of the people whose trades aren't useful here in the woods are probably being absorbed by Frarathir and Arfin's militia, though. Maybe you want to include a "signing bonus" to induce people to join either your growing army, or a part-time militia?
The Creche is interesting. What does the Baroness think?
In general, remember that the Duke is just advising Kat. She's the authority (self-declared), and everyone treats her as such. Even the Duke. But, he presents lots of advice.
Xath said:
In most situations such as this, the economy is reduced to a barter system and takes quite a while to recover. In order to prevent this, the duke and baroness should use the funds allotted (17,100 gp or some part thereof) to keep the economy stimulated. Firstly, all laborers should be paid a standard wage for work done, as though the entire populace were working for the government. Therefore, technically the Barony and the Duke “own” every resource produced until the trade market is stable enough to hand it back to the people.
Interesting idea. Probably a very good one. There will still more than likely be some bartering going on, but this will stabilize things a bit. Once more, depends on the Baroness.
Xath said:
If a permanent settlement is to be made here, we must know more about the resources of the area. Send out cartographers and scouts to determine sources for food, water, resources, etc. We also need to determine key danger areas, locate them and prepare appropriate defenses.
Um...it's a forest. It has all the things that forests have. No major rivers or streams, but it's possible to dig some wells, etc. Sanitation may be an issue in the long run, but other than farmland (which is in short supply) you're okay. None of the people here are farmers, anyway, so you're probably on a very meat-heavy diet.
Xath said:
A defensive barrier should be set up about the circumference of the expanded city, leaving some room for growth. It would be wise to use a combination of manual defenses and magic. Hopefully the remains of the mage tower will help as they are defending themselves through this. Around the wall, trees should be cleared out about 100 yards away from the wall, eliminating the chance of surprise on the city. If the army of Oceanus decides to move, the city should not be undefended.
Are you including Hyrwl in this? Or is it a separate thing? As for constructing magical walls and defenses, I recommend that you look at the Stronghold Builder's Guide. I have a copy of it, but I bet you can download it, as well. It has the costs for walls, etc.
Xath said:
Scout parties should be sent out in all directions searching for other refugees who escaped but scattered to the wind. Since permanent residences are being set up here, this is as good a place for them to come as any.
Very good idea. Who's in charge of this? I'd appoint one of the PCs to be "Head Scout". Kat should choose who, probably. They can then organize teams, and lead a few themselves. This is also good introductory missions for your militia.
Xath said:
If we are missing skilled artisans from any crucial profession, word should be sent out to neighboring cities asking for aid.
This is a must. Perhaps you could use Arfin's diplomatic connections with the dwarves to bring some aid from Khaz Modan? They probably won't send soldiers, but they may send artisans, etc., assuming you can pay them. Kat and I were just starting to work on this. Perhaps you and she can coordinate more closely?
In addition, publicizing Link's re-acceptance of the High Elves could be used to draw them here, as well. All of these things take money, though, and 17000 ain't a lot.
That's the universe's take on things. Good work so far.