Written by the Victors (Warhammer Fantasy)

@Aranfan
Questions for you!
Could we get an action to spend the resources of the republic establishing our healers into the communities? If there aren't enough for this could we instead attempt to find them all well suited apprentices to solve this? Feel like it would take our medical care to the next level if we get to a more stable point. Perhaps an interested Healer could begin teaching worthy students if we set them up in our main settlement?

Additionally, would we be able to automate some of the side actions like building trade connections if we invested actions into establishing a Trade Union in the Republic? Basically establishing our own Merchant Group that handles our interactions with friendly to neutral merchants, while we focus on smoothing over relations with new/outside groups?

Maybe, I'll think about it.

It occurs to me that our economy must be accumulating a lot of wealth. Probably scientific knowledge too, lots of wealthy people with the free time to experiment, which seems to describe a lot of the early modern age's scientists quite well.

We should probably see if we can tap those resources somehow, though. While letting people enjoy their good fortune is fine in normal times, we should also prepare for less fortunate times.

Also, we have a baby boom incoming, it seems.

For a barony yes. But remember, y'all are still very small.
 
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Vote is currently tied.

Vote remains open.
Adhoc vote count started by Aranfan on May 28, 2023 at 7:05 PM, finished with 52 posts and 11 votes.

  • [X] Plan Stomp some goblins
    -[X] Help a nearby prince defend their land 2 Dice Total
    --[X] Thane Josef Okrisson
    --[X] Dante
    -[X] Create Necrofex Colossus, requires 3 dice
    --[X] Nightmare Colossi (6 warpstone)
    -[X] Ward Infrastructure against Dhar and Curses
    --[X] Town halls
    [X]Plan Diplomatic Offense
    -[X] Help a nearby prince defend their land 2 Dice Total
    --[X] Thane Josef Okrisson
    --[X] Dante
    -[X] Attempt to talk to Thane Josef Okrisson
    -[X] Talk to Dante across the river
    -[X] Ward Infrastructure against Dhar and Curses
    --[X] Bathhouses
    -[X] Scout surroundings.
    [X] Plan Stomp goblins, discuss White Wizardry
    -[X] Help a nearby prince defend their land 2 Dice Total
    --[X] Thane Josef Okrisson
    --[X] Dante
    -[X] Create Necrofex Colossus, requires 3 dice
    --[X] Nightmare Colossi (6 warpstone)
    -[X] Discuss Magical Theory with Gretchen
 
[X]Plan Diplomatic Offense

Bathhouses aren't one of the places that people spend most of their time. They're on the list, sure, but they should be after town halls and libraries and socialites' houses.

On the other hand, they're not a place wights and ghosts should need so if there's backlash that's less risky.
 
Vote closed. Generating the update.

Adhoc vote count started by Aranfan on May 29, 2023 at 10:45 AM, finished with 60 posts and 17 votes.

  • [X]Plan Diplomatic Offense
    -[X] Help a nearby prince defend their land 2 Dice Total
    --[X] Thane Josef Okrisson
    --[X] Dante
    -[X] Attempt to talk to Thane Josef Okrisson
    -[X] Talk to Dante across the river
    -[X] Ward Infrastructure against Dhar and Curses
    --[X] Bathhouses
    -[X] Scout surroundings.
    [X] Plan Stomp some goblins
    -[X] Help a nearby prince defend their land 2 Dice Total
    --[X] Thane Josef Okrisson
    --[X] Dante
    -[X] Create Necrofex Colossus, requires 3 dice
    --[X] Nightmare Colossi (6 warpstone)
    -[X] Ward Infrastructure against Dhar and Curses
    --[X] Town halls
    [X] Plan Stomp goblins, discuss White Wizardry
    -[X] Help a nearby prince defend their land 2 Dice Total
    --[X] Thane Josef Okrisson
    --[X] Dante
    -[X] Create Necrofex Colossus, requires 3 dice
    --[X] Nightmare Colossi (6 warpstone)
    -[X] Discuss Magical Theory with Gretchen
 
Turn 20 Results
Turn 20 Results



[x] Pay Gretchen's Student Debt

Moti and Gretchen once more make the trip to Karak Izor to deposit the money. Gretchen talks a bit about her past in the Empire. About how she was disowned when it became apparent that she was gifted in magic. How in her journeying she received almost nothing but scorn even though she was a Light Wizard, geared to fight the bad magic that Sigmar hated.

She seems to be trying to work herself up to a decision of some kind or another.


[X] Scout surroundings.
[X] Help a nearby prince defend their land 2 Dice Total
-[X] Thane Josef Okrisson
-[X] Dante

The armies of the republic are marshalled, and forces allocated. Sinfi shall hold the home front, while Anise will relieve Thane Okrisson and Naibai shall relieve Dante.

The strike across the river is a grinding affair. Skeleton versus Goblin with the undead's better morale eventually winning the day as they grind each other down. Naibai manages to slay a particularly impressive goblin and pick up a magical trinket that should be quite valuable.
(+ Seed of Rebirth to Armory)

The surface of Thane Josef Okrisson's mining town is abandoned. A mass of spiders threaten it, but the skeletons under Anise move quickly and beat them to the center of town. In addition to the typical giant spiders characteristic of this waaagh are two absolutely massive specimen that actually loom larger than the brewery. They are lead by a shaman who is actually something of a match for Anise, and the two stalemate each other in the magical duel… which allows Theophania to sneak a Danse Macabre through.

The Wight Officer, Ibram, takes out the shaman but is slain by the giant spider it rides. This allows Anise's necromancers to decisively win the magic war and grind down the rest of the spiders and spider riders. The Mortis Engine takes care of the largest spiders while the skeletons hold them in place.
(+Crown of Command to Armory, +Sword of Might to Armory)

Sinfi also keeps the territories of the republic safe, but finds that just having Anise and Naibai out there makes things easier on her. Having more room is beneficial militarily. The Legislature takes note of this aspect of her report and the idea of expansion after the Waaagh passes beings to be discussed.


[X] Attempt to talk to Thane Josef Okrisson

After scouring the village, you find the entrance to the mine. It is heavily fortified, and probably where the brewery's stuff went to. Anise is able to talk to the dawi on station and negotiations begin with Thane Okrisson.

Things begin tense, but calm significantly when it becomes clear that the republic has no designs on the Thane's territory. The previous treaty is swiftly amended to allow joint operations against greenskins and skaven should that event arise.

The thane is even willing to hire your forces to guard against the grobi while his town rebuilds for quite a nice sum.

(Relations with Thane Okrisson set to "friendly". +1 die next turn only)


[X] Talk to Dante across the river

You can't talk to Dante because Dante is gone. His town and headquarters was overrun before your forces arrived. You can't tell if Dante fled or if he died in the fighting. All you are able to tell is that he is not present in the town he once controlled.


[X] Ward Infrastructure against Dhar and Curses
-[X] Bathhouses

You decision to ward the bathhouses first to see if there are any negative effects on your undead citizen is accepted. The good news is that there don't appear to be. Wights and Ghosts are able to come and go as they please. They are able to stay and come and go as with anyone else, and none report any unusual discomfort.




-

Events and Rumors:

Nordland Declares War: Apparently not satisfied with the war over the Nemesis Crown, Nordland has declared war on Lorelorn Forest. The Emperor seems to be more concerned with events in the south than in the North and so Nordland is left to its own devices. Some sort of diplomacy between Nuln and Wissenland.


Peace between Urbino and Remas: Urbino and Remas have concluded a treaty of peace. It is expected that they shall turn to focus on their other neighbors.
 
Turn 21
Turn 21


You have 8 Resource Dice to spend between various actions. 1 is locked on Wyrdstone Purchases. 1 Die is locked paying Gretchen's Student Debt. 1 Must be spent on Gretchen. You have an extra die from Mercenary Fees. You have 6 dice to freely distribute.


Legislative Directive: Focus on getting ahead of long term issues.


Diplomacy

[] Lay of the Land: You have new neighbors, who are they?

[] Attempt to talk to Archbaron Boris
[] Attempt to talk to King Isaac or Queen Sarah
[] Attempt to talk to Thane Josef Okrisson
[] Attempt to talk to Archwizard Pierre

[] Attempt to sow discord between two of the nearby princes
-[] Write in two
[] Investigate one of the nearby princes
-[] Write in who

[] Build Merchant Connections
[] Send out Agitators
[] Try to buy Warpstone
[] Attempt to hire a Light Wizard.
[] Attempt to get books on Light Magic.



Public Works

[] Promulgate Wight Burial Rites
[] Build More Libraries
[] Build More Bathhouses

[] Build More Theaters
[] Buy technical manuals for libraries
-[] Crafts
-[] Science
-[] Merchant
[] Survey for resources
[] Improve farmland
[] Set up new Skeleton Plantations

[] Collect taxes from new territories


Magic

[] Create Reference Tome "Third Principles of Necromancy"
[] Train Necromancers
[] Magical Panoply: Sinfi pt 3
[] Magical Panoply: Moti pt 2
[] Make Warpstone (Warning: Dangerous)
[] The Riddle of Gromril [0/???]
(Requires one die, costs 1 Warpstone per turn, locks die in until action completes or runs out of warpstone. Progress decays if left fallow)
[] Create Necrofex Colossus, requires 3 dice
-[] Corpse Giant (3 warpstone)
-[] Nightmare Colossi (6 warpstone)
[] Discuss Magical Theory with Gretchen
[] Prototype Dhar Sinks [0/???]
[] Prototype necromancy based Dharscope [0/???]

[] Construct Mortis Engine (Requires 3 warpstone, and a truly dead necromancer.)


Gretchen

[] Purge Dhar from Territories
[] Prototype Personal Protective Talismans [0/???]
[] Ward Infrastructure against Dhar and Curses
-[] Write in Which kind of Infrastructure
[] Prototype light magic based Dharscope [0/???]


Judicial Services

[] Compile Law
[] Promulgate laws
[] Train More Arbitrators

[] Enforce laws on new territories


Martial

[] Scout surroundings.
[] Raise Monstrous Infantry Skeleton Legion
[] Outfit a Skeleton Legion
[] Outfit a Crossbow Skeleton Legion
[] Outfit Black Knights
[] Mass Raise Skeleton Legion (may spend up to 3 warpstone)
[] Mass Raise Crossbow Skeleton Legion (may spend up to 3 warpstone)
[] Raid Blue Tooth Goblins
[] Improve Walls around Halomik Town
[] Improve Defenses throughout the Republic (costs 2 dice, lasts 3 turns)
[] Engage in counter-raiding
[] Attack a nearby prince in force
-[] Write in prince.
[] Help a nearby prince defend their land.
-[] Write in prince.
[] Monster Hunting: Seek monsters and take their bones


To encourage discussion there will be a 1 hour moratorium on voting.


Prestige: I think I've heard of them?
Territory: Major Barony
Population: Rounding Error
Manpower: Undead Legions
Infamy: Extreme!

Food: Stable

Warpstone Supply: 8
+1/turn
 
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Figuring out who our neighbors are seems prudent.

Do we know if the waaagh ended or is it still going on? With Dante MIA and us protecting his lands from goblins, are those lands just ours now?
 
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