Desert Hotel or Diggle Hell? The thrilling sequel to Sog It! the tale of (New) Sogwood. Chapter 1: Here Be Sand Notes: Not actually rich in timber... We were airdropped onto a location on C12-DH-48B, a desert island surrounded by the sea. It was a strangely barren land, but beautiful in a barren way. The Ministry wanted to set up a monitoring station of some sorts. However, it was an obvious attempt at militarization of the seas against potential encroachment by the fishpeople's Drowned God. While we landed safely on a raised plateau, our supplies spilled out over the area and we had to gather them up. This was not a good place to start a colony, but doubtless nearby were better alternatives. Our loadout_defense had a number of useful things, however we could already see that while rocks were quite plentiful, trees were not. Count those 40 logs, we will have to use them carefully. However, our leader the esteemed Colonial Bureaucrat did have a plan, of course... While our NCO set about to scout the area and consider out defensive options, we began building the critical infrastructure which would form the colony center. A number of local wildlife were shot, but ironically, well you'll see about our food situation in a bit. By the end of the first day we had established the critical "stockpiles" and prepared for a desert night... In just a couple of days, our three farmers were pulling up maize from the sandy desert after applying the innovative "Black-Box" Farming Zone technique. A lot of the Bread and Raw Steak would be left out in the desert as the fresh maize came into the kitchen in baskets, to become Maize Chowder and Jars of Chicha.
Ch 2: Settling In In just a few days we had set up most of the basic necessities. Of note were the Communications Arrays (Foreign Office) and the Quartermastery (Trade Depot). Digging out our Underground Bunker (Mine) would take a bit longer, but at least we had walls to defend us. Our On-Site-Procurement farm was productive, ensuring that we would not be in danger of starving should we come under siege. For a while, at least. More important of course was our chicha, which could flow freely. After we had established communication routes with the Empire and other nearby nations, we were able to coordinate our efforts against the fishpeople in the area. However, before we could go any further, it was time for some ... Long walks on the beach! No actually we had to scout the surrounding area, paying particular attention to the shoreline (as fishpeople come from the waters, after all). Of course our allies in this particular fight were also scouting around. Even together, there was quite a lot of ground to cover.
Ch 3: Requisition Forms As work continues, we pause to take stock of our stocks. It isn't good... we lack wood, a critical resource but rare in the Desert biome. However, food and stone are quite sufficient. Since our mine and ceramics workshop are hard at work, it is time to call in some friends. Our diplomats send out a nicely written letter to our friends in the Novorus. A decently-sized trade route passes by our island. With the route scouted out for them, traders start arriving at our outpost. As a convenient stop-over, the sea-weary traders are glad for some hospitality on dry sand. Some of that sand, in fact, is traded to them in the form of Glass Bottles, for wood they were shipping to the Novorusian homeland from another colony. Clearly one mpre timber rich than our outpost... An alert was sounded while we were moving the goods. This could only mean that the Fishpeople were here! They must have seen the foreign ships making landfall and transporting goods inland. It's time to fight, isn't it? Prepare for battle! The civilians immediately rushed into the fortified main structure, known as the Pyramid. Hopefully we would not have to make a last stand there. As thi was happening, the traders were rushing the last few log-bearers to safety. We definitely wouldn't want to lose them after what we paid! Form square! Repel the attacking fishpeople! Open fire! Surprised by our orderly defense, the fishpeople were shot down as they came in scattered groups expecting to find some confused and tired traders rather than a prepared colony defense force. Just to be safe, we butchered the lot of them as well.
Ch 4: Growing Roots If you are a merchant from the Clockwork Empire, welcome home to Empire land (sand). Please come this way. If you are a mechant from the: Novorus, Republique, Stalhmark, Other, welcome to Empire land (sand). Please come this way. Pursuant to the four-party Human Control of the Seas Treaty, items which do not leave your ship or the designated Treaty Areas, there is no requirement to declare or pay any taxes on goods carried. As a Clockwork Empire military outpost, the colony of C12-DH-48B (known locally as "the Desert Hotel") is a designated Treaty Area. The currency of the Clockwork Empire is legal tender here, but that of other empires is accepted at the discretion of the payee. The Clockwork Empire will make best efforts to secure the safety of all visitors as well as the surrounding areas, but this should not be taken as a security commitment. All visitors are ultimately responsible for their own safety, and are permitted to carry certain agreed-upon small arms for this reason. Also, all denominations are welcome, provided they follow the Cog. Please apply to the Ministry of Faith for a Place of Faith permit before congregating. We hope you will enjoy your stay in the Desert Hotel, and find it as safe and productive as we have. Cog save the Queen! Note: Any trades carried out between any two parties of the Human Control of the Seas Treaty of which neither is the Clockwork Empire may be liable for declarations or taxes depending on any bilateral agreements within the empires at the time. The Clockwork Empire is not responsible for monitoring or taxing any trades with occur in a Treaty area, if no Clockwork Empire party is present.