In the following years, the Ernings were victorious in skirmishes at sea with their eastern neighbors, the Swarthy Men, but stayed on their own side of the Ait of Fowls for the most part. The many defeats at sea, however, caused the Swarthy Men erect new coastal strongholds to ward and control the inhabitants of their coastland. Reconnaissance revealed that these strongholds were mostly warded by small groups of priests (very powerful people in Swarthish society), however, more wards might be lurking further inland, and the gains from taking such a stronghold would probably be limited.
Home on Armerland, the volunteers who were to go building a new landhold on Danabel's island had been found; they just need to be given wards, boats and
proper orders as well as instructions on the exact location of the new landhold in order to embark on their voyage.
The southeastern corner of the island is too swampy to settle.
EmperorGrimm still needs to give orders to his great merchant unit. Additionally, another player can become a merchant and earn 3 wealth a turn - anyone who doesn't already have private income can take this job!
No new building draft required yet.