Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .
Drakwald is a must, not only will there be strange and dangerous beasties in Lustria that could be made to pelts and be shipped back, they also have Mastiff Kennel whose dog sense could alert us if something dangerous is nearby.

Taal and Rhya I think can be skipped. A comment mentioned the European grain would do poorly in swamps so both isn't essential. The midwife clinic and nursery can wait a year since we would be too busy survivng to make babies just yet. The fieldwarden tower for the farms might be useful but I don't know what it does. I guess it protects our farm from pests? If so it might combo well with the Ind or Cathay farms. If so, Taal can be picked if we still have space.

Sigmar said that they will come on the next boat so we can wait a bit. But the question is do we want to? A cultist would have a year to hide in Lustria if we delay their arrival so I am leaning towards taking them.

Ulric I'm not bringing along. More capable melee infantry would be nice to have but not essential since Lustria have huge monsters that only Ulricans and Slayers would want to fight in melee. Vampire Coast and Skaven would also likely be an issue since they have guns. So swordsmen and spearmen would not be useful against them

The Halflings I want to take both. The Herd means that we have a steady supply of meat and they only need grass or leaves to eat so tropical jungle might not be an issue. The Moot would be nice to have to experiment with the local fauna and flora to see which are edible and which aren't. But they can wait till next year

Manaan and Doves are also a must pick. We will need Manaan sailors to bring our stuff to the Empire and get paid, while Shallya is a necessity since tropics have mosquitoes which means loads of blood-borne diseases.

Altdorf volunteer are an easy pass.

Cathay and Ind who are experienced with marshy farming are essential so I am take them. Plus the extra food and 10 Money could be used for mercs.

Araby is iffy because someone mentioned coffee isn't very popular in the Empire, who mainly drink beer. But having access to magical Coffii to provide an energy boost isn't a bad idea.

The Bretonians, I am 100% getting them. Longbows are fairly powerful bows and having access to that ranged bow power would be useful against the big monsters.

Dwarfs, getting them too. Being able to forge our own stuff means we don't need to import those stuff, giving us more room on the ships for stuff we can't make by ourselves.

In total, my plan would have
Drakwald(100) + Sigmar (50) + Herd (50) + Manaan (50) + Doves (50) + Cathay (50) + Ind (75) + Dwarfs (75) = 500 people

I think we can add Araby too for that Coffii since we have enough food to support them too.

[] Basically Everyone
-[] Drakwaldian Refugees
-[] Manaam Mass
-[] Halflings' Herds
-[] Shallyan Doves
-[] Eastern Entourage
-[] Survivors of a fallen Raj
-[] Honest Labour m'Lord
-[] Stout Fellows

Edit: Just found out we only have space for 500 people. Will make edits now. Removed Mootish Migrants since they could come by year and they have 75 people. We could survive off the goats, hunting, and fishing until the crops grow to maturity.
 
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The only group that strikes me as not good to take are the schisming people, although to be fair weirdo religious radicals have a long and storied history in colonialism, just ask America. I'm also suspicious of the Arabyans as somebody else said above, but the qahwa makes them worth it anyway IMO.
 
Also note that the oldest skink still active and in a fixed spot right now is tetto'eko which his age Is right now on going on a thousand year which is absolutely insane for a skink cause they have human lifespan so he's blessed by tepok the feathered serpent and is the only skink in the entirety of lustria to have the respect of the temple guard because of his foresight and powers and hes also the only skink to be allowed have a palanquin gifted to him by the slann which is so big cause not even the prophet of sotek got such a gift and he saved lustria.

And right now he's living in tlaxtlan and hopefully he's had favorable omens about us and is open minded as an ancient skink is. Cause another notch in his belt is that he divined and sent oxyotl to kill an entire kill squad of eshins best assasins to sent to kill lord mazdamundi himself which was stopped of course so yeah he's powerful and respected.
 
[] Basically Everyone
-[] Drakwaldian Refugees
-[] Sigmarite Procession
-[] Manaam Mass
-[] Halflings' Herds
-[] Shallyan Doves
-[] Eastern Entourage
-[] Survivors of a fallen Raj
-[] Honest Labour m'Lord
-[] Stout Fellows
I think it would be better to change out the sigmarites for the ulricans cause they are gonna come on the next boat and the drakwalders and Ulricans will probably synergies well with each other pretty well and gives us a more self sufficient bent for the colonists.
 
[] Plan Welcome to the Jungle
-[] Drakwaldian Refugees: They come to you represented by their Alderman and his scarred ward, hopes buoyed by your apparent priorities. The alderman introduces himself as Luffen, and the young man beside him -skull riven by the parallel scars of some beast's claws- as Polk, the leader of their village's primary profession, or at least that of their former village. For their village had sat in the dark sump of the drakwald and made its income from pelts, game and charcoal, dangerous trades that made their lives short. Only three years ago their village was destroyed utterly by a tide of beastly mutants, and since then they have made do as nomadic rovers, selling their huntsmen's skills and their prided hunting hounds. This large segment of surviving villagers intends to join this colony and then send for their families if the colony proves lucrative and stable.
There are 100 humans in this group, and their joining will unlock the Forester's Lodge blueprint, along with a Mastiff Kennel Upgrade to the Watchtowers.

-[] The Halflings' Herd: You've never seen goats this big in your life -almost the size of a riding pony, by Taal!- though to be fair you are no great connoisseur of goats, at least not off the plate. The leader of the band of hairy-footed folk that herd them is called Froca the Fat and he lives up to that too. They came here in the hopes that the famed fertility of Lustria can support such omnivorous goats so well as their Mootish woodland & grasses.
There are 50 Halflings in this group. Their joining will unlock the Giant Goat Field blueprint and Giant Guard-Ram upgrade for it.

-[] Mootish Migrants: Famed might be the halflings love of food, second only to their skill in making it. But you are still quite surprised to see so many of them this far from home. Looking for ingredients for the next Grand Feast claims their oddly young 'elder' Pate Proudfoot. You get the sense that he may have made some boasts a mite too big for his britches and how he's looking to back them up, yet all his halflings seem willing to work long and hard for their exotic supper.
There are 75 halflings in this group. Their joining will unlock the Halfling Cookhouse blueprint and add 2 food to the colony.
-
[] An Eastern Entourage: Escorted to this distant port by Monks who have hung back to be interviewed as mercenaries, this small band of rural cathayans speak passable riekspiel but are represented primarily by lesser administrator Xiao Yun, a comely woman who introduces her colonists, and argues their merits, before abstaining to come back later as an Advisor candidate. Her band bring with them jade rice from distant cathay, that they claim will grow exceptionally well in the wet, warm swamp-soil of Lustria. Their rice-paddies are, so claimed, a way to grow their crops in land that is literally flooded.
There are 50 humans in this group. Their joining will unlock the Jade Rice Paddy and add 1 food to the colony.

-[] Survivors of a fallen Raj: The next band of hopefuls to enter is a man of dusky skin and necklaces bearing two dozen holy symbols, each one carved from bone, stone or copper. He introduces himself as Bundi the Exile, and introduces his group as indish refugees from a now ruined raj -a word for something akin to a kingdom-, all of whom know the peculiarities of jungle farming from a lifetime of experience. He and his group have brought all the wealth they could find as tribute.
There are 75 humans in this group. Their joining will unlock the Indish Raised Farm upgrade for Farms, and add 10 money to the colony.

-[] Freed from the desert: Another group of foreign folk have come seeking a new life under the Empire's wing, and these ones even claim not to be refugees. Their Spokesman, Jun-Abn Brawin, merely wishes for his group of twitchy former arabyan citizens to find a new home, one so far from the port of Copher's reach as it is possible to get. He is backed up by a dusky woman in modest linen garb named Harrier Beduma, who adds that their group will add value in the form of 'secretly' acquired seeds for Qahwa, a stimulating bean whose brewed juices enhance the mind. It will surely grow well in lustria and sell well to the empire.
There are 50 humans in this group. Their joining will unlock the Qahwa Upgrade for Farms and the Cofii House upgrade for the Docks.

-[] Stout fellows: A group of dwarves present their spokesman with no ceremony, and the given lead presents his case with even less, eyes hidden by thick smoke-glass goggles and face obscured by a beard the size of his entire torso. He is Prospector Copperhead, and he leads his group to join this colonial expedition in hopes of finding mineral wealth hidden in the hot continent's swampy earth. He and his group will pull their weight, he assures you, and he is sure that you'll be shocked at the metals one can pull from sand and bogs.
There are 75 Dwarves in this group. Their joining will unlock the Smithy blueprint and the Dwarven Smelter Upgrade for it.


A total of 475 colonists. I don't want anybody from the Cults, religious disputes bring only trouble and what they offer in exchange is not worth it. We already have the Witchfinder Office thanks to the Sixth Sense Trait, we don't need the Sigmarites fanatics. I was tempted by the Bretonnian peasants, but in the end i could't fit them into the plan.

I think starting with a strong and varied agriculture is a good thing, and this plan includes people who can bring lots of rare and exotic resources to the colony. Or in the case of the dwarfs and indish, they give is the expertise we desperatly need. The Giant Goats are also something very useful to have, since they are probably well suited to survive Lustria extreme ecosystem, and they give us both resources and a source of warbeasts/war mounts.

Next turn we can see if we find a score of more exotic colonists to fill our ships, stuff like Ogres or Elves.

Also, do mercenaries count for the max number of colonists? Because that would complicate matters quite a lot. And make planning with foresight hard, since we don't know how martial matters work in the game system yet.
 
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A note on colonists.
Also, do mercenaries count for the max number of colonists?
Mercenaries do take up the space of colonists.
However to make something very clear.
This is not your last chance to acquire these colonists or the upcoming mercenaries. So don't worry too much about those left behind.

As part of the Last Day here in Marienburg, you will have the chance to vote on the contents of a second (smaller) wave of ships, which will arrive 1-2 months down the line with an additional 100-250 colonists/mercenaries.

You can also expect small groups of new colonists to try and arrive with each trade vessel that comes into your docks. (You can turn them away)


Also. Voting Open!
 
[X] Basically Everyone
-[X] Drakwaldian Refugees
-[X] Sigmarite Procession
-[X] Manaam Mass
-[X] Halflings' Herds
-[X] Shallyan Doves
-[X] Eastern Entourage
-[X] Survivors of a fallen Raj
-[X] Honest Labour m'Lord
-[X] Stout Fellows
 
Slann are smarter than humans by a fucking gigantic degree, in a lot of ways, so they can and will smell bullshit if you go into an abandoned temple-city under false pretenses.
And that's without counting the fact they're all powerful telepaths. There's no need to explain why lying to a telepath who can destroy a castle with a flick of his wrist is a bad idea.
 
Mercenaries do take up the space of colonists.
However to make something very clear.
This is not your last chance to acquire these colonists or the upcoming mercenaries. So don't worry too much about those left behind.

As part of the Last Day here in Marienburg, you will have the chance to vote on the contents of a second (smaller) wave of ships, which will arrive 1-2 months down the line with an additional 100-250 colonists/mercenaries.

You can also expect small groups of new colonists to try and arrive with each trade vessel that comes into your docks. (You can turn them away)


Also. Voting Open!

Good, then i would be in favor of taking mercenaries later and start with more colonists.

[X] Plan Welcome to the Jungle
-[X] Drakwaldian Refugees: They come to you represented by their Alderman and his scarred ward, hopes buoyed by your apparent priorities. The alderman introduces himself as Luffen, and the young man beside him -skull riven by the parallel scars of some beast's claws- as Polk, the leader of their village's primary profession, or at least that of their former village. For their village had sat in the dark sump of the drakwald and made its income from pelts, game and charcoal, dangerous trades that made their lives short. Only three years ago their village was destroyed utterly by a tide of beastly mutants, and since then they have made do as nomadic rovers, selling their huntsmen's skills and their prided hunting hounds. This large segment of surviving villagers intends to join this colony and then send for their families if the colony proves lucrative and stable.
There are 100 humans in this group, and their joining will unlock the Forester's Lodge blueprint, along with a Mastiff Kennel Upgrade to the Watchtowers.

-[X] The Halflings' Herd: You've never seen goats this big in your life -almost the size of a riding pony, by Taal!- though to be fair you are no great connoisseur of goats, at least not off the plate. The leader of the band of hairy-footed folk that herd them is called Froca the Fat and he lives up to that too. They came here in the hopes that the famed fertility of Lustria can support such omnivorous goats so well as their Mootish woodland & grasses.
There are 50 Halflings in this group. Their joining will unlock the Giant Goat Field blueprint and Giant Guard-Ram upgrade for it.

-[X] Mootish Migrants: Famed might be the halflings love of food, second only to their skill in making it. But you are still quite surprised to see so many of them this far from home. Looking for ingredients for the next Grand Feast claims their oddly young 'elder' Pate Proudfoot. You get the sense that he may have made some boasts a mite too big for his britches and how he's looking to back them up, yet all his halflings seem willing to work long and hard for their exotic supper.
There are 75 halflings in this group. Their joining will unlock the Halfling Cookhouse blueprint and add 2 food to the colony.
-
[X] An Eastern Entourage: Escorted to this distant port by Monks who have hung back to be interviewed as mercenaries, this small band of rural cathayans speak passable riekspiel but are represented primarily by lesser administrator Xiao Yun, a comely woman who introduces her colonists, and argues their merits, before abstaining to come back later as an Advisor candidate. Her band bring with them jade rice from distant cathay, that they claim will grow exceptionally well in the wet, warm swamp-soil of Lustria. Their rice-paddies are, so claimed, a way to grow their crops in land that is literally flooded.
There are 50 humans in this group. Their joining will unlock the Jade Rice Paddy and add 1 food to the colony.

-[X] Survivors of a fallen Raj: The next band of hopefuls to enter is a man of dusky skin and necklaces bearing two dozen holy symbols, each one carved from bone, stone or copper. He introduces himself as Bundi the Exile, and introduces his group as indish refugees from a now ruined raj -a word for something akin to a kingdom-, all of whom know the peculiarities of jungle farming from a lifetime of experience. He and his group have brought all the wealth they could find as tribute.
There are 75 humans in this group. Their joining will unlock the Indish Raised Farm upgrade for Farms, and add 10 money to the colony.

-[X] Freed from the desert: Another group of foreign folk have come seeking a new life under the Empire's wing, and these ones even claim not to be refugees. Their Spokesman, Jun-Abn Brawin, merely wishes for his group of twitchy former arabyan citizens to find a new home, one so far from the port of Copher's reach as it is possible to get. He is backed up by a dusky woman in modest linen garb named Harrier Beduma, who adds that their group will add value in the form of 'secretly' acquired seeds for Qahwa, a stimulating bean whose brewed juices enhance the mind. It will surely grow well in lustria and sell well to the empire.
There are 50 humans in this group. Their joining will unlock the Qahwa Upgrade for Farms and the Cofii House upgrade for the Docks.

-[X] Stout fellows: A group of dwarves present their spokesman with no ceremony, and the given lead presents his case with even less, eyes hidden by thick smoke-glass goggles and face obscured by a beard the size of his entire torso. He is Prospector Copperhead, and he leads his group to join this colonial expedition in hopes of finding mineral wealth hidden in the hot continent's swampy earth. He and his group will pull their weight, he assures you, and he is sure that you'll be shocked at the metals one can pull from sand and bogs.
There are 75 Dwarves in this group. Their joining will unlock the Smithy blueprint and the Dwarven Smelter Upgrade for it.
 
[X] Plan Cooking with Fire
-[X] Mootish Migrants
-[X] Survivors of a fallen Raj
-[X] Stout fellows
-[X] Drakwaldian Refugees
-[X] The Ulrican Pack
-[X] Freed from the desert
-[X] The Shallyan Doves
 
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[X] Plan Cooking with Fire
Going with this but can you add in the Shallyans cause we are gonna need some healers with us. And maybe the Cathayans cause diverse agriculture is great and we need to atleast make it 500.
 
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I gotta be honest, even knowing that I wrote them that way intentionally made me feel bad for the Bretonnian peasants. Their future is either doing this or going back to
Mousillon, where the mud is filled with teeth and so much cursed magic that it sometimes comes unalive to nibble their ankles.

Or they'd be sent to the Bretonnian colony where they'd be out in terrifyingly hot Culchan fields where the grass squeaks skaven and the trees speak skink, and sometimes actual f**king carnosaurs drop down from the sky-roads to eat the local bretonnian knights who stole shiny sacred shit for their grail quests.
 
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[X] Basically Everyone

Edit: formatting troubles

[X] Basically Everyone
-[X] Drakwaldian Refugees
-[X] Sigmarite Procession
-[X] Manaam Mass
-[X] Halflings' Herds
-[X] Shallyan Doves
-[X] Eastern Entourage
-[X] Survivors of a fallen Raj
-[X] Honest Labour m'Lord
-[X] Stout Fellows

[X] Plan Basically Everyone
-[X] Drakwaldian Refugees
-[X] Sigmarite Procession
-[X] Manaam Mass
-[X] Halflings' Herds
-[X] Shallyan Doves
-[X] Eastern Entourage
-[X] Survivors of a fallen Raj
-[X] Honest Labour m'Lord
-[X] Stout Fellows
 
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