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Chapter 19 by feefoo42 feefoo42

Where to put so many monsters?

You build them a camp.

Pulling up the build menu, you find a 'Pre-made Structures' tab, and select the 'Basic Hut' option. Eventually, you'll want to build barracks inside your cliff, but right now you have no way of lifting them all up to the cave, and so some temporary accommodation will have to do. The tribe is made up of 22 goblins, not including Bitch, and each hut can house 3 of them, two on one side in bunk beds and one on the other above a lounge area, so you build 7 of them, plus one slightly more luxurious two-monster cabin.

However, unlike most of the plans you've made so far, which show up as grey outlines, these ones are shaded red, and concentrating on them brings up an error message

Lacking Resources

33x Any Wood Log

That explains things: you've only ever had to use wood for the torches and your nest before, both of which took sticks instead of logs, but this latest project clearly requires a decent amount of it. Checking over the menu more carefully, you see that among assorted rocks, sticks and leaves, the huts indeed take 4 logs each, and the cabins 5. That'd take you quite a while to collect on your own, but you have the goblins to help you out, and they will only need to grab a couple of logs each if they work together.

"Did your old leader appoint a second in command among you?" you ask, gesturing first at Bitch's immobilized body and then at the goblins gathered before you. They seem to understand a few of your words - you see one of them holding up two fingers as of explaining the word second, and another doing an exaggerated demonstration of someone giving orders in the goblin tongue - but not how they fit together.

"Did she," you try, pointing again at the gobliness, "have one of you to lead with her?"

The goblins seem to understand this a little better, taking a moment to consult each other before pushing one of their number forwards. He is slightly larger than his companions, standing about 5 centimeters taller, which is a big deal when your height in decimeters can be counted on one hand. Lower down he has even more of an advantage, so much so that his head pokes out under the hem of his kilt even without an erection. It's pretty clear why the gobliness chose him to help her lead the pack, but given that you doubt any of the goblins will have significantly higher intelligence than him you decide to roll with it. Still, you need a way to bridge the linguistic gap. You decide to check his fame menu, first looking under the 'Empower Minion' tab.

Empower Minion (Temporary) - 10
Improve one of a minion's attributes or skills, grant them a new ability, or apply a powerful effect for a limited amount of time.
Select Empowerment
Improve Attribute/Skill (3 Hours)
Breath Weapon (1 Hour)
Natural Armour (1 Hour)
Elemental Attacks (1 Hour)
Healing Aura (20 Minutes)
Haste (20 Minutes)
Rage (20 Minutes)

All interesting options, perhaps best used during or before combat, if it comes down to that, but unfortunately not what you are looking for. All the goblins are at level 1, bar the gobliness who's at 2, so evolve minion won't be an option. Interestingly, it's cheaper for the goblins than for you or Arrielle, and requires a level threshold of only 3. Perhaps you're in an already evolved form? Maybe that was the difference between a mite and a wisp, something that had always bothered you? Either way, you have a better option.

Denote Champion (0/3) - 50
Denote a minion as a champion, an elite member of your forces granted authority and power over the rest. Champions can leave your claimed land, and bring a group of minions numbering 5 x their Lvl with them. They must also take a specialization, which will grant them abilities related to their role.
Select Specialization
Leader
Fighter
Scout
Gatherer

The 'Leader' option seems most likely to contain what you want, so you focus on it for a bit until a second tab opens up above it.

Leader Specialization
This champion is a natural leader, capable of inspiring those under their command and leading more of them effectively. They can take 10 x their Lvl minions with them out of your claimed land, instead of 5, and gain the 'Inspiring Presence' ability. They also gain one new language, a new skill and attribute improvements as if they had gained a level.

Perfect. Only one problem: you want Arrielle to be your first champion. But what specialization to give her? A fighter could be useful, as could a diplomat - however it could also prove useful to play to her strengths and give her the 'Gatherer' option.

Which specialization do you give Arrielle?

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