Written by the Victors (Warhammer Fantasy)

So it looks like that battle was a very close one, with a combination of poor winds and the Pike and Shot company not wanting to break almost costing us the battle. It also showed an important weakness in our current combat doctrine. Since we're so focused on magic for, well, everything in our army, a situation where the Winds of Magic blow weakly or if we ever get into a fight with a faction that has anti magic abilities means that we're at a heavy heavy disadvantage
Yeah. My take away would also be that professionals, either mercs or warrior aristocracts, are a lot less vulnerable to us just breezing through them with undead morale and healing. We probably wan't to improve our army before we make another expansion push.
 
[X] So promise
[X] Feeding of the Living

I had actually missed that we had the option to just feed them as the 'price' of our conquest. Makes sense to do so, it is not like we need anything they have to offer, we did not even take the land because we wanted it but because we wanted Johan and company to cut it out with the war.

Yeah. My take away would also be that professionals, either mercs or warrior aristocracts, are a lot less vulnerable to us just breezing through them with undead morale and healing. We probably wan't to improve our army before we make another expansion push.

There is another way to make up for poor winds, get a supply of warpstone and then you are not at the mercy of the winds
 
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Updated the polity sheet. And on the magic thing, part of it is that Sinfi isn't actually all that great as a necromancer. She's competent sure, but she's only lvl 1. Moti is much scarier in terms of wizardliness.
 
Updated the polity sheet. And on the magic thing, part of it is that Sinfi isn't actually all that great as a necromancer. She's competent sure, but she's only lvl 1. Moti is much scarier in terms of wizardliness.
Is there a place where we can see what the traits mean? Infinite Hatred sounds...pretty problematic, but presumably it means something else besides the literal definition :V
 
Is there a place where we can see what the traits mean? Infinite Hatred sounds...pretty problematic, but presumably it means something else besides the literal definition :V

Alas, the Trove is down so it's harder to get one's mitts on 8e Warhammer Fantasy Tabletop books. Halomik has had a very, very long time to grow very, very bitter about the fall of Strigos and how the Strigany have been treated over the years and that comes out when he's in a fight. Mechanically, he rerolls all "to hit" rolls in melee combat. This is extremely strong.
 
Alas, the Trove is down so it's harder to get one's mitts on 8e Warhammer Fantasy Tabletop books. Halomik has had a very, very long time to grow very, very bitter about the fall of Strigos and how the Strigany have been treated over the years and that comes out when he's in a fight. Mechanically, he rerolls all "to hit" rolls in melee combat. This is extremely strong.
How does the connection between Halomik and the others work by the way? I'm assuming he is the collective sire to the other vampires in the group (and that Moti was a wizard before becoming a Vampire from his much higher wizard level), but I had thought that the Strigany were ardently against siring new vampires until they could successfully reclaim Mourkain?
 
How does the connection between Halomik and the others work by the way? I'm assuming he is the collective sire to the other vampires in the group (and that Moti was a wizard before becoming a Vampire from his much higher wizard level), but I had thought that the Strigany were ardently against siring new vampires until they could successfully reclaim Mourkain?

Moti was a great scholar and mystic, and Sinfi excelled at everything she put her hands to. The twins are geniuses, flat out. Halomik taught them both magic, but Moti swiftly exceeded what Halomik could teach.

Most Strigoi vampires are against siring new vampires until Mourkain is reestablished, but Halomik had long since given up on such a thing being possible. And even if it was, eventually the greenskins would just knock it over again. He turned Sinfi and Moti because they convinced him that they could achieve something new, and he didn't want them to die before they could achieve it.
 
[X] So promise

[X] Feeding of the Living

Oh, yes we pinky promise. We won't send agitators, but we are a republic. Word will get around when our citizens start traveling and telling everyone how mush nicer it is over here. All Revolutions begin with a single ember that will one day engulf the world.
 
Oh, yes we pinky promise. We won't send agitators, but we are a republic. Word will get around when our citizens start traveling and telling everyone how mush nicer it is over here. All Revolutions begin with a single ember that will one day engulf the world.

Y'all aren't even hooked into the rumor mill yet bud, slow down.
 
[X] So promise

[X] Feeding of the Living

NAPs aren't worth the paper they're written on but this really costs us nothing and might turn out to be helpful so why not ?
 
[X] So promise
[X] Feeding of the Living

I wish I had more to say, since good-guy Necromancers is something I've always wanted to see more of. For what its worth, even if I don't contribute to the discussion, I do eagerly await every new update. :oops:
 
This is unanimous, vote closed.
Adhoc vote count started by Aranfan on Nov 14, 2021 at 12:00 PM, finished with 28 posts and 13 votes.
 
Turn 7
[X] So promise
[X] Feeding of the Living

"First order of business," Halomik said, "How are things going in the new territories."

"Things are going well," Berthold replied, "We won a lot of good will by setting up the Grain Ration first. If that will survive taxation and desecrating their graveyards, who knows."

"The Grain Ration is good, but we need more food." Anise added, "The logistics are stretched thin with Halomik Town and Muckridge needing to feed everybody. If we don't establish plantations in the new villages we might not be able to be sure of providing the Grain Ration to everyone."

"We're also going to be stretched thin on Necromancers soon." Moti chimed in. "We won't have enough to cover all the needs of the new territories and give everyone the time off they need when the stress builds up."

Sinfi spoke up, "New territories also means new neighbors. We need to know who those neighbors are, what they think of us, what they think of each other. I also don't like how little news we get from the outside world. Brettonia is going to declare an Errantry War soon if they haven't already, and if it's aimed at the Border Princes we need to know that."

--

You have 6 Resource Dice to spend between various actions.

Legislative Directive: Integrate New Territories


Diplomacy

[] Lay of the Land
[] Attempt to reach out to Cauldin
[] Talk to the Tilean across the river
[] Build Merchant Connections
[] Send out Agitators
[] Graveyard Access in new Territories
[] Try to buy Warpstone


Public Works

[] Build Libraries
[] Build Bathhouses
[] Survey for resources
[] Build Necromancy School in Halomik Town
[] Improve farmland
[] Set up new Skeleton Plantations
[] Build Temple to Ranald and Shallya


Magic

[] Create Reference Tome "Second Principles of Necromancy"
[] Train Necromancers
[] Magical Panoply: Sinfi pt 2
[] Magical Panoply: Moti pt 2
[] Reanimate Wyverns Requires warpstone
-[] Zombie Dragon
-[] 2 Terrorgiests
[] Make Warpstone (Warning: Dangerous)
[] Crossbow Skeletons?


Judicial Services

[] Compile Law
[] Promulgate laws
[] Train Arbitrators
[] Begin to enforce laws in new territories
[] Collect Taxes (+1 die and scale increase)


Martial

[] Scout surroundings.
[] Outfit a Skeleton Legion
[] Outfit Black Knights
[] Raid Blue Tooth Goblins
[] Improve Walls around Halomik Town
[] Find some warpstone to acquire
[] Mobilize necromancers


In order to encourage discussion there will be a one hour moratorium on voting.
 
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[] Vampires United
-[] Lay of the Land 1 dice
-[] Build Necromancy School in Halomik Town 2 dice
-[] Scout surroundings.1 dice
-[] Train Arbitrators 1 dice
-[] Begin to enforce laws in new territories 1 dice

Reasoning:
  1. We need to know what is out there, but I do not think we need to go overboard on the dice here since what we want to know are general rumos not secrets
  2. We need more necromancers, like the economy runs on them, but we cannot keep hiring them on the old way, this is what our economy and military runs on and the last think we need is mental strain among the people handling the essence of evil at one remove
  3. Scouting so we do not get caught with out pants down, we do not know what the new neighbors are like so it is best to be prepared in case what they are like is violent
  4. We need people to enforce the laws...
  5. ... and we need them to actually be enforced
You will notice the one thing I did not take are the taxes, also the thing with the obvious positive mechanical impact, that is because I am wary of riling people up with taxes before before we have a solid foundation of laws. The last thing we need is a rebellion or even just mild unrest. Legions of skeletons are not precisely well known for their ability to handle angry mobs... well unless it is to kill them all and that is not the objective here.
 
@Aranfan a couple of questions

1) Is it assumed that the newly conquered territories already have sufficiently arable farmland? Were the peasants able to grow enough food to sustain themselves before we conquered them?
2) What are generally our laws, and do we know how different they are (if at all) to the local laws of the newly conquered territories?
3) Are Black Knights a smaller but more well equipped version of the Legions (presumably mostly cavalry?) I'm assuming we got access to them from the corpses of the minor lords we defeated.
4) How do Ranald and Shylla feel about our general...vampireness? necromanticness? I'm assuming they're at least grudgingly tolerating it because we have an option to build temples to their names, but I don't remember if it was ever stated.

@DragonParadox regardless of anything else imo we need to take at least some action to set up more skeleton plantations in order to keep out the Grain Dole. That's what is keeping the people content right now; we don't need to deal with rationing or even worse starvation on top of a disgruntled population.
 
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@DragonParadox regardless of anything else imo we need to take at least some action to set up more skeleton plantations in order to keep out the Grain Dole. That's what is keeping the people content right now; we don't need to deal with rationing or even worse starvation on top of a disgruntled population.

Fair point, I'll drop one dice off the necromancer school, everything else is kind of necessary... actually if we have to drop a dice I am wondering if 'train necromancers' might not be better, one last batch of old style mages to get us through before we focus on the school
 
@Aranfan a couple of questions

1) Is it assumed that the newly conquered territories already have sufficiently arable farmland? Were the peasants able to grow enough food to sustain themselves before we conquered them?
2) What are generally our laws, and do we know how different they are (if at all) to the local laws of the newly conquered territories?
3) Are Black Knights a smaller but more well equipped version of the Legions (presumably mostly cavalry?) I'm assuming we got access to them from the corpses of the minor lords we defeated.
4) How do Ranald and Shylla feel about our general...vampireness? necromanticness? I'm assuming they're at least grudgingly tolerating it because we have an option to build temples to their names, but I don't remember if it was ever stated.

1. They have sufficiently arabale farmland yeah. The problem is that the Strigany Republic bases itself on the dead working for the living. The food stat on the polity sheet refers to the grain ration, not the villages' actual ability to feed themselves.

2. Mostly common sense stuff, but naturally the specifics are all sorts of specific and unique. You also have a bunch of laws regarding magic and necromancy that most places don't bother with.

3. Black Knights are wights, but they are heavy cavalry.

4. I mean your faithful certainly think they are fine with it. If the Shallyan Hierarchy over in Brettonia agrees? Well that will depend on things. As for the gods themselves? You'd have to ask a priest for that. :drevil:
 
Fair point, I'll drop one dice off the necromancer school, everything else is kind of necessary... actually if we have to drop a dice I am wondering if 'train necromancers' might not be better, one last batch of old style mages to get us through before we focus on the school
I still think the school is better. The earlier we start on it the earlier we can get (presumably) passive necromancer growth as they graduate and teach the next generation in a codified manner. We need more but I wouldn't say the need is pressing in the same way it was when someone was actively about to go to war with us.
 
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