Friendly/Sympathetic Vampires?


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Focusing solely on what they offer to our colony, I'm not really impressed. Our colony has less than two thousand people, so we really don't need to comb it for magical talents, we can task wizards on that job if we really need to, and I'm not sure what benefit the shrine could give us outside morale, which we aren't hurting for.
By the way, we cannot neglect religion.

All of our colonists are highly superstitious and the existence of gods is an undeniable fact. In time, temples to the Ancestors, Sigmar, Shallya or the Cadai might be even expected by the populus.
 
[X] Plan Green and Blue
-[X] Tilean Steelbows, led by Osto Peronti - 1 month (22 Mo)
-[X] Verenan Justicars, led by Warpriest Kledhof Hildedotr - 1 month (25 Mo)
-[X] Freed from the desert
-[X] Talabheim Devotees
-[X] Rhyan Devoted
Damn, ya beat me to it. On the up side. I agree. Hopefully Verennas can help us 'figure out' the local laws so we do not end up commitinc sacrilige againt the locals. And sometimes nothing beats expirience. hopefully steelbows agree to teach our guards a bit.
other than that, glad to have Arabians on the team. thou they may yet miss the desert. After all Jungle is known to have too much water, and it hilarious to me.
All of our colonists are highly superstitious and the existence of gods is an undeniable fact. In time, temples to the Ancestors, Sigmar, Shallya or the Cadai might be even expected by the populus.
Good. let the gods come, they are welcomed so long as their followes do not overstep.
Restoring the Worldroot would also could happen. looking forward to figuring that.
Mor closely however, anyone that can navigate overgrowth is welcomed be it followers of natre gods or wizards of the wild.
 
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By the way, we cannot neglect religion.

All of our colonists are highly superstitious and the existence of gods is an undeniable fact. In time, temples to the Ancestors, Sigmar, Shallya or the Cadai might be even expected by the populus.
Spiritual ministration is already well covered by Manaan, Shallya, and, in my plan, Taal and Rhya. Sigmar's alright to get later on, but we're by no means neglecting faith right now, and Ulric and Ranald are other avenues of faith we can tap in Sigmar's stead.
 
I don't think our colony needs a group of people who consider it a point of pride to be a thief and a cheat.
They also consider it a point of pride to support Shallyans, oppose violent crime, and look out for the downtrodden. Ranald's a benevolent trickster god. Ranaldans will be annoying, but not a problem, and they'll keep out the actual problems.
 
My biggest challenge at the moment is writing the sidestory for the albish giant I was planning to include, up until I gave up -for the moment- on trying to balance Giants.
 
They also consider it a point of pride to support Shallyans, oppose violent crime, and look out for the downtrodden. Ranald's a benevolent trickster god. Ranaldans will be annoying, but not a problem, and they'll keep out the actual problems.

I think that benevolent may be a bit excessive. The conman who steals the last coin from the little old lady and then leaves her to starve is A-OK in Ranald's book as long as he did not hold a knife to her throat. What he is is better than the alternative.
 
[X] Plan Large and Small Newcomers
-[X] Ulgag Irongut and his Gourmands - 1 month (40 Mo)
-[X] Bill's Ramriders, led by 'Horn-Helm' Bill - 3 months (50 Mo)
-[X] Freed from the desert
-[X] Mootish Migrants

I think we should build up on the choices we already made. We have an Advisor that helps with Ogre mercenaries, let's take Ogre mercenaries.

They are going to be extremely useful for us, while our Militia can stay back and defend the Colony, they can take the more dangerous job of sallying out.

The Ramriders are also very useful, both as scouts thanks to their special mounts, but also as an anti-cavalry unit. Afterall, most pepole don't bother to armor the belly of their warmounts. They are also pretty cheap compared to their usefulness.

The escaped slaves are a must, both because Coffe is useful and because i like our Colony as a heaven for people seeking a new life.

I think the Mootish Migrants are better than the other options, they bring better farming skills than the humans and unlike them they don't bring religious troubles.
 
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[X] Plan Large and Small Newcomers
-[X] Ulgag Irongut and his Gourmands - 1 month (40 Mo)
-[X] Bill's Ramriders, led by 'Horn-Helm' Bill - 3 months (50 Mo)
-[X] Freed from the desert
-[X] Mootish Migrants

I think we should build up on the choices we already made. We have an Advisor that helps with Ogre mercenaries, let's take Ogre mercenaries.

They are going to be extremely useful for us, while our Militia can stay back and defend the Colony, they can take the more dangerous job of sallying out.

The Ramriders are also very useful, both as scouts thanks to their special mounts, but also as an anti-cavalry unit. Afterall, most pepole don't bother to armor the belly of they warmounts. They are also pretty cheap compared to their usefulness.

The escaped slaves are a must, both because Coffe is useful and because i like our Colony as a heaven for people seeking a new life.

I think the Mootish Migrants are better than the other options, they bring better farming skills than the humans and unlike them they don't bring religious troubles.

The thing is sallying is only valuable if you have to sally. On a turn where we do not need to sally the Ogres, like indeed all mercenaries are worthless. Now mind, that does not mean I think we should not have any mercenaries, but we should consider that they are a very specialized and expensive part of our toolkit. How much do we want to spend on them not compared to what they would have been worth without an Ogre advisor, but compared to what else we could be doing with them money.
 
Sidestory: Where was Else's Giant? She was promised a Giant and a Painted Band.
The trees shivered in the gloomy half-light of a drakwaldian morning with each step of a tremendous foot down a path oh-so narrow compared to the man whom tread it, a giant of towering proportions who moved at the behest of a painted band and their sickle-carrying druid, all of which watched the trees around them with patient unease.

The druid glanced up at the giant when he spoke, the great muckle brute's jaw shrouded by a red beard braided with barrel-hoops. "Ah still say we've made a wrang turn at that last cross, 'Middenheim' disnae sound a thing like 'Marienburg'."

The druid scoffed, his own grey-brown beard long enough to touch the belt from which he drew a scroll containing their forlorn truthspeaker's somewhat haphazard travel directions. "It begins wi' 'M' still tho, aye? Ye ken hoo these empeer lads love namin' things almost the same. Are ye an expert at the Riek-tongue noo, ye big lug?"

The giant stopped and turned with his face wrinkled into a scowl, much to the tension of the druid's painted band. Tension that only increased as the giant barked hard enough to ache eardrums
"dinnae call me a lug, ye pea-brained runt! Ah'm Akill McAngus!"

"Ah call trees when Ah see trees, lug!" The druid yelled back, waggling the scroll as if the thing were a stout stave as he stood stubbornly under Akill's shadow.

The guarding painted band bristled as the enormous giant, skin whorled with lines of glowing woad, brought a finger thicker than most man's torsos to within an inch of the druid's face.
"Ye'll feel the fookin trees when Ah smack ye across that river wi' one!"

The druid sniffed and huffed in annoyance as he leaned back from the finger, reexamining the scroll before rubbing his face and growling "fine! We'll backtrack tae that wee lassie's inn at the crossin', an' ask her fae the way. Happy?"

Akill didnae look happy in the slightest, yet the giant just shrugged as he stretched and adjusted the enormous steel-banded maul he rested across one shoulder.
"Ah'd be happier back on the isles instead o' traipsin' umpteen hunnert steps wi' ye numpties. An' naw a dram tae sup!"

The druid scowled and made a face as he began leadin' the trek back toward the crossing "Nae drinkin'! Ye'd wreck ships at the reiker's harbour if ye turn up sloshed." The druid upped his pace, and put on a placating tone at the tense silence from the slow-stepping giant "Ah'll hae a see if'n yon lassies at the ferry port will help yez have a scrub in yon river or sommat nice, aight? Maybe e'en with their teats oot fer ye."

"A scrub wi' a view'll do. Though a barrel o' sausages an' bread wouldnae be unwelcome, ken? An' one o' beer."

"No Drinkin'!"

"Beer doesnae coont! Not jus' a barrel or tri, the least!"

The druid massaged his temple, then smoothed out his beard. "Two Beer-Barrels. Nae Mair."

"Deal." Akill seemed pleased at the semi-victory, the incredibly lost band of the albish headed back toward the River Reik's middenland Ferry port.
 
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I am considering a bonus for Omakes, but I'm not sure what.
I recommend making it a bonus relating to the omake in question, judged on a case by case basis. For the creatures of Lustria omake, for example, it might improve the next roll to tame a Lustrian animal (ONLY if we have that kind of action already), let us reroll a negative event related to wildlife, or give a small bonus to our Learning advisor's next action.

Sometimes when you have multiple ideas for a bonus, you could decide to let the writer decide which bonus to take. Never delay anything simply to come up with multiple ideas; writers would prefer not taking time away from you than getting that kind of choice. You don't need to provide a choice every time you have multiple ideas either, you can just pick one yourself.

I think that's a good balance of being mechanically rewarding without allowing omake bonuses to warp the quest.
 
Imilar leads the introductions without any of the visible tension from her diplomatic visit visible
Ok, this is good, seems she got bett-
Imilar then joined Anwen in an aloof cadre of elf snootiness
Imilar was a mistake and I shouldn't have advocated for her. The Glade-Stewards are a prime example of someone she should be good at talking to and yet she immediately, enduringly flounders. And god, the Glade-Stewards are the best case scenario, talking to people she has a bonus with, so imagine what she'd be like talking to humans or lizardmen. On top of that, even the Glade-Stewards are merely Close-Knit with forest spirits, so we don't even benefit from the time reduction that I thought would make up for not having Sasyana's decay reduction.

Her mechanical benefits apply less than I thought they would and her personality issues cancel out the mechanical benefits that do apply. She's solidly the worst diplomacy advisor candidate in hindsight, and I can't believe I passed up on talking up Sasyana in favour of her. At least Sasyana's part of our colony, so maybe there'll be an opportunity in the future to take her up as our diplomacy advisor.

EDIT: And the idea of handling dwarf relations ourselves was fundamentally flawed. Diplomatic trips can take weeks at a time, time that Flynn doesn't have, so we'd need to rely on our diplomacy advisor for talking to dwarves. There is nothing redeeming about Imilar.
 
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Ok, this is good, seems she got bett-

Imilar was a mistake and I shouldn't have advocated for her. There is nothing redeeming about Imilar.
I guarantee you that she is more than her current stats.

At the moment she is a bit snooty and aloof, but that will get better with time and familiarity. As she explained to Flynn, her mild tenseness around the Centaur is simply due to not expecting how friendly and familiar they are being. The fact that the asrai have been superceded here by other groups is disturbing, fundamentally/
Lustria is not like Athel Loren, and the Centorea, Anacoa, Amazons and other forest-friendly folk are not like the elves she is so used to.
 
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I guarantee you that she is more than her current stats.

At the moment she is a bit snooty and aloof, but that will get better with time and familiarity.
Lustria is not like Athel Loren, and the Centorea, Anacoa, Amazons and other forest-friendly folk are not like the elves she is so used to.
Half my issues with her are with her personality, not her stats. Stats tell us she's good at talking to forest folk, narrative tells us she has a bad attitude regarding them. Stats tell us she's decent at talking to Old Worlders, but they're even more different than forest folk, so we can expect her attitude to be especially unhelpful with them.

She has mechanical pitfalls and she has problems as a person. She's holistically the worst advisor candidate.
 
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