Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .
[:V] [Social] Lavish praise untold onto Johanna

[X] Plan Allies of the Woods
-[X] [Social] The Advisors are always up to counsel.
--[X] Ask Imilar for her take on the Centoreans and what drew her to the job of Speaker under the Boughs.
-[X] [Social] One of the Faction Envoys currently nearby/Staying in the Colony.
--[X] Leafspeaker Elenia. Formal introductions between our two groups.

Brand new species and faction, it's sensible to speak with them and I'm really interested in learning more about them. As for Imilar, her reaction was interesting and the update hinted we should talk to her. On top of that, the Asrai are ordinarily isolationist but she certainly isn't, and I want to find out more about her personality and motivations.
 
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[X] Plan: Sensible Construction With A Barracks
-[X] Construction
--[X] Jade Rice Paddy(1)
--[X] Jade Rice Paddy(2)
--[X] Colonial Bunkhouse(1)
--[X] Colonial Bunkhouse(2)
--[X] Lumber-yard
--[X] Granary
--[X] Docks
--[X] Smithy
--[X] Colonial Barracks
--[X] Longbow Militia (Colonial Barracks)
-[X] [Flynn] Hold a Public Forum
-[X] [Flynn] Train Militia
-[X] Advisors
--[X] [Diplomacy] Mediate Disputes
I'd like to ask if you can change things.
1. I think our Diplomacy Advisor should talk to the Centoreans rather than Mediate Disputes. Our colony isn't dealing with any unrest right now and the Centoreans are important.
2. If you can change the Hold a Public Forum action to something else. Again, our colony is fully fine on unrest right now, and there's important things Flynn could be doing instead. He could construct a building, do more diplomacy with the Centoreans, or prepare an expedition.
3. If you can, please try and fit in a Tavern in your plan. We need a Tavern to recruit adventurers and the second wave is coming just next week. If you're concerned about unrest, the Tavern would help with that, so I think it'd be better to have Flynn do Improve Construction to build one.

So... does anyone have any idea what the centaurs are? On the one hand this is Lustria, land of the weird, I am not surprised to find them, but it is strange that they are allies of the spirits and also not friends to our wood elf diplomat in ways he does not want to make obvious to us humans.

This could be personal of course, but either way I think it had to do with why there is a wood elf out here to begin with, they are not what one would call the most diplomatic even in their own name, nevermind offering to work with a human for money. What would a wood elf even spend money on? I think he has his own reasons for being here
Our diplomat advisor is a girl. The centoreans seem like an original species by the GM, their own species specifically rather than something like bloodwrack medusae. That's just vibes though.

As for what a wood elf wants money for, money can be exchanged for goods and services. She could use her pay to acquire valuable items for herself or hire people to assist her with her personal projects. Or just for simple creature comforts.

Money isn't her primary goal though, she said as much that it's to contact far away forests and peoples. As to why she's pursuing that job among humans instead of among her own kind, that's a mystery.


@Pillowsperky are you still taking adventurer submissions?
 
the sight and scent of the chaos kin
-
The creatures certainly seem uncorrupted, burnished skin untouched by disfigurement or markings of the fel gods,
...yeah, because of course the forces of chaos which include shapeshifters and a god of Perfection/Perversion are utterly incapable of making something that isn't grotesque.

Uncorrupted centaurs
So do we get WOG that these are actually 'uncorrupted' centaurs? Because going by canon there is no such thing. Centaurs are not something that chaos corrupted, they were created whole-cloth. There have never been uncorrupted centaurs in the same way there have never been uncorrupted Skaven.

Friends of the Asrai
So a bunch of homicidal nutters running on alien logic or outright randomness. Less a faction and more a hostile environmental hazard.
 
Because going by canon there is no such thing
Except yes there were. This is Oldhammer lore, and they are a little bit incorrectly placed, but I have long since stated that I intend to fill out Lustria so that it is more than just Lizardmen and Skaven with a dusting of Greenskins.

Centaurs back when they were mentioned in lore were clearly based upon native americans, given appearance and their preferences for herding & hunting bison across great plains, and here I have extrapolated that out to fill a niche in Lustria. A niche y'all have yet to fully uncover.

I haven't made this a secret. I have been very plain and open about this inclusion of old lore and extrapolated lore since the very early posts.
 
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Except yes there were. This is Oldhammer lore, and they are a little bit incorrectly placed, but I have long since stated that I intend to fill out Lustria so that it is more than just Lizardmen and Skaven with a dusting of Greenskins.

Centaurs back when they were mentioned in lore were clearly based upon native americans, given appearance and their preferences for herding & hunting bison across great plains, and here I have extrapolated that out to fill a niche in Lustria. A niche y'all have yet to fully uncover.

I haven't made this a secret. I have been very plain and open about this inclusion of old lore and extrapolated lore since the very early posts.

Huh... cool.

Extrapolating I think these might even be pre-Old Ones since the only other true-breeding centuroid creatures we know of, the Dragon Ogres and the Zoats are called out to be particularly ancient with the former being definitely pre-Old One.
 
I'd like to ask if you can change things.
1. I think our Diplomacy Advisor should talk to the Centoreans rather than Mediate Disputes. Our colony isn't dealing with any unrest right now and the Centoreans are important.
2. If you can change the Hold a Public Forum action to something else. Again, our colony is fully fine on unrest right now, and there's important things Flynn could be doing instead. He could construct a building, do more diplomacy with the Centoreans, or prepare an expedition.
3. If you can, please try and fit in a Tavern in your plan. We need a Tavern to recruit adventurers and the second wave is coming just next week. If you're concerned about unrest, the Tavern would help with that, so I think it'd be better to have Flynn do Improve Construction to build one
I'm fine with 1, this plan was made before that was an option, for number three I am ok with doing that if Flynn is allowed to also do improve construction, I don't see anything that says he can't but it feels very off to me. We have 10 adventures already, we had of vote on them and all that. So I don't see the high probity on the tavern, we have 10 adventurers already, and we know they stick about for a month, and there's no way a major chunk of them die in a single week.
I am making the number 1 change right now
 
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I'm fine with 1, this plan was made before that was an option, for number three I am ok with doing that if Flynn is allowed to also do improve construction, I don't see anything that says he can't but it feels very off to me. We have 10 adventures already, we had of vote on them and all that. So I don't see the high probity on the tavern, we have 10 adventurers already, and we know they stick about for a month, and there's no way a major chunk of them die in a single week.
I am making the number 1 change right now
Oh, I forgot that they're on contract for a month. Yeah fair enough on the adventurers.

Flynn is definitely allowed to do Improve Construction, there's no limitations on which actions he can do. How successful he is does of course matter on his stats though. Luckily his Stewardship's decent at 4, so 26% chance of success.

But really, I think Send out Quest Bounties is the best thing you could have him do instead of Hold a Public Forum. We have 10 Adventurers and setting those quest bounties is how we use them to benefit our colony. Having them explore the nearby lands and fight dangerous beasts would be good.
 
But really, I think Send out Quest Bounties is the best thing you could have him do instead of Hold a Public Forum. We have 10 Adventurers and setting those quest bounties is how we use them to benefit our colony. Having them explore the nearby lands and fight dangerous beasts would be good.
That is a good point, we should do that public forum next week so we can see people's worries, but I think right now they aren't gonna change anything because it's gonna be about food and housing and safety.
 
Name: Aia the Hidden Blade
Race: Human (Empire)
Career: Protagonist
Main Attribute: Intrigue
Description:
Aia is an assassin of the Talons of Verena, sworn to help the innocent and punish the guilty. She adventures to fund her activities in Lustria.

Name: Bimmielafine 'Bimmie' Ashfield and Bozrag Slabshield
Race: Halfling and Ogre
Career: Artillerist and Soldier
Main Attribute: Martial
Description:
A mercenary duo of two friends. Bimmie operates her swivel gun from an elevated firing platform mounted on Bozrag's back.

Name: Stefan Boarfriend
Race: Human (Border Princes)
Career: Priest
Main Attribute: Diplomacy
Description:
Stefan Boarfriend is a priest of Taal who loves animals and teaching people about nature. Animals seem to like him too, at least those of Taal's realm.
 
Name: Droznef Grundson
Race: Dwarf
Career: Apprentice Runesmith
Main Attribute: Learning
Description:
An apprentice Runesmith who has decided to travel to far off Lustria for their journeying years. They seek the legends of mysteries said to be contained in the New World as a means to improve their own craft.

Let me know if this is acceptable since Apprentice Runesmith is only in 2nd edition.
 
Don't forget about the social vote, everyone! Make sure to vote for both an action plan and a social plan. My social plan is here.
 
Vote closed
Scheduled vote count started by Pillowsperky on May 21, 2024 at 11:38 AM, finished with 41 posts and 13 votes.

  • [X] Plan: Sensible Construction With A Barracks
    [X] [Name] Preisdorf
    [X] Plan: As per my last report.
    -[X] Construction
    --[X] Jade Rice Paddy(1)
    --[X] Jade Rice Paddy(2)
    --[X] Colonial Bunkhouse(1)
    --[X] Colonial Bunkhouse(2)
    --[X] Lumber-yard
    --[X] Granary
    --[X] Docks
    --[X] Smithy
    --[X] Forester's Lodge (Improve Construction)
    -[X] [Flynn] Begin planning Expedition (Exploratory)
    -[X] [Flynn] [Martial] Train Militia
    -[X] Advisors
    --[X] [Diplomacy] Send Diplomatic Offer to Known faction (Glade Stewards)
    --[X] [Martial] Patrol Perimeter
    --[X] [Stewardship] Improve Construction:
    --[X] [Intrigue] Monitor Corruption
    --[X] [Learning] Conduct Research - Blueprints: Naval
    [X] Plan: Sensible Construction
    [X] [Name] Saelig
    [X] [Name] Corona
    [X] [Name] Schatzland
    [X] [Name] Burgenburg
    [X] [Name] Burgesstat
    [X] Plan Allies of the Woods
    -[X] [Social] The Advisors are always up to counsel.
    --[X] Ask Imilar for her take on the Centoreans and what drew her to the job of Speaker under the Boughs.
    -[X] [Social] One of the Faction Envoys currently nearby/Staying in the Colony.
    --[X] Leafspeaker Elenia. Formal introductions between our two groups.
 
@Pillowsperky If your looking for inspirations, there certanly are a number of warhammer quests to take inspiration from. I'm just wodering how much are you familiar with them?
 
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This'll be the last one of mine, the tenth.

Name: Perceval d'Orgremont
Race: Human (Bretonnian)
Career: Smuggler
Main Attribute: Intrigue
Description:
A people smuggler devoted to Ranald and Shallya. He's rescued persecuted mutants and escaped slaves, and made money from heists.
 
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Doing some Rolls!

Train Militia (72-5=67%): Success!
Send Diplomatic Offer to Known faction: Ceatorian (64+10-10=64%): Success!
Patrol Perimeter (64-10=54%): Fail
Improve Construction (Colonial Barracks, +20 Magic Advisor) (72-10+20=82%): Success!
Monitor Corruption (64-10+10=64%): Success!
Conduct Research - Blueprints: Defensive (72-10=62%): Success!

I got some of the percentages wrong on rolling, but lots of success either way!
Pillowsperky threw 2 100-faced dice. Reason: Flynn Training (72% chance) Total: 26
24 24 2 2
Pillowsperky threw 1 100-faced dice. Reason: Dip offer(64% chance) Total: 23
23 23
Pillowsperky threw 1 100-faced dice. Reason: Patrol (54% chance) Total: 64
64 64
Pillowsperky threw 1 100-faced dice. Reason: Improve con (84% chance) Total: 35
35 35
Pillowsperky threw 1 100-faced dice. Reason: Monitor (64% chance) Total: 31
31 31
Pillowsperky threw 1 100-faced dice. Reason: Research (62% chance) Total: 27
27 27
 
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This is me looking at the mechanics of this quest.
It's so elegant. Advisor stats and action difficulty are well balanced against each other, the four resources provide interesting challenges that aren't too complex for casual participants, and there's even dedicated social actions. I think this is the best mechanical iteration of a CK2 quest yet, a real showcase of the genre's evolution when it comes to gameplay.

And the fluff. The way it's woven into the game is so satisfying, with the advisor update being standout. Normally that kind of update doesn't have fluff, but here it did, and used it in a good way. It added flavour to the update, gave further characterisation to Flynn and Rapunzel, spaced out the advisor choices in a pleasing manner, and didn't have too much fluff, which would've made the update take longer to make when we were still in pre-game. The fluff's good everywhere, I just think it's most interesting in the advisor update from a game point of view.

The actual gamemastering is also superb. The GM is a pleasant and helpful contributor to the thread, and creates neat avenues of player participation and cooperation.

All in all, I'm quite happy this quest exists.
 
Name: Raul of Larhgoz
Race: Human (Werewolf)
Career: Knight
Main Attribute:
Martial
Description:
an Estalian Caballero who left his homeland in search of fortune, Raul prefers to keep being a werewolf a secret and only transforms in cases of extreme necessity.

Here is another idea i had for an adventurer, an Estalian knight who is secretly a werewolf. I hope its still okay to post other ideas for adventurers?
 
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