Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .
yes, they can be straight forward, but that has its detriments as well. The main thing their good about is fighting, and that is something we will vary much do like when we get them. But their skills in intrigue for sniffing chaos are not exactly 100% great, and they're likely just going to be assaulting people in order to find out if someone's a cultist or not. Which, we really don't need for the moment.
You can apply that logic to the Sigmarites as well with the witch hunters and there burn everyone who looks weird at the stake without proper background checks and atleast the ulricans are ok with magic users coming with us and they managed to keep order in empire the before the rise of sigmar to godhood in times past so dont discount them in there ability in chaos taint finding also i find it unlikely they'll assault immediately. But even if we don't get them right now I'll be the first to suggest them cause are still very good to get and will be at the forefront in the defense on there new home. Also if we want a God who everyone agrees with get myrmidia or Verena.
 
WFRP 4e: Winds of Magic, page 218
One hundred and fifty years ago, four street children from the Weissenberg docks were identified as having exceptional magical talent. Magisters from six colleges argued over who would take them on as apprentices. It took the Supreme Patriarch to resolve the dispute, with the children apprenticed to the Orders of Life, Shadows, Heavens, and Beasts.

Over the next eight years, their early promise came to fruition. Unknown to the colleges the four had reunited and were working together. They used secrets from each other's colleges and came to be able to work magic that used a combination of winds. They recorded these spells into a grimoire.

The colleges greeted these revelations with panic. It is strictly forbidden for a Human wizard to work with more than one Wind of Magic. Whilst these spells were designed for separate wizards working with separate winds, the advice on such matters is not clear cut. The four were convinced to keep their research quiet but witch hunters heard of their activities. The four disappeared, never to be heard of again.

The witch hunters destroyed all their research and property and ordered their names struck from the records.

A Single Page
Rumours emerged that a spell designed by the Weissenberg Four, as they came to be known, has appeared on the open market.
[...]
SKIN OF BONE AND BARK
CN: 1 for Ghyran and 3 for Ghur (to be contributed by two different wizards in the same round)
Range: The spell affects either one of the casters
Target: 1
Duration: Willpower Bonus (use the higher Willpower of the two participants) rounds.
Created by the Weissenberg Four, this is a new form of Colour Magic, with two magisters able to combine their power to cast a single spell. While not technically illegal, several interested parties, including the Cult of Sigmar, strongly insist that it should be.

The caster's skin grows rough and hard. The wearer gains +20 Toughness.
This is the Cult of Sigmar's attitude towards magic. They are, at most, as tolerant of magic as they're legally required to be, with Saltzpyre being a good example. Where they can get away with it, as with the above, they're less tolerant. The law doesn't empower them to seek out magic children and return them to Altdorf, it restricts them to doing nothing else. Take away the laws that bind them and they'll willingly and openly kill innocent magic-users.
 
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Take away the laws that bind them and they'll willingly kill innocent magic-users.
Yes, But Father Krieger -who is an officially sanctioned priest registered with the Grand Temple, along with his Witchfinder office's Witch-hunters, are legally restricted as such, and they will follow that law. Zealously though not kindly.
If you took away Magnus's laws then yes they would absolutely murder innocent magic users, but they aren't lawless, so they won't.
 
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Yes, But father krieger and his procession, along with the Witchfinder office, are legally restricted to doing so, and they will follow that law. Zealously if not kindly.
I believe the issue that myself and others see is that Krieger and his minions are people. And thus absolutely capable of not obeying the law. And of interpreting the law in a way favourable to their preferences.

We are going to be half a world away from the higher authorities Krieger answers to. Months away from anyone qualified to dispute his 'expert' opinion. At such distance what one is legally required to do becomes a lot less significant.
 
I think Krieger will obey the law. My issue is with everything he'll do legally: attempt to make his cult supreme, preach hatred of magic more than any other cult, and uphold the virtues of noble tyranny. We should seek to import Verenans instead, who have a much healthier approach to the law, including the laws that protect magic-users.
 
Capital letters, huh. Tell me what your opinion is on the Imperium of Man.
Alright then, you want to win your argument, fine you win. And if I ever have to deal with you again, where slandering me with literally no evidence or reason to justify it, you can win any argument against me and then choke on your victory alone. What a brilliant rebuttal from an already distasteful argument.
 
Months away from anyone qualified to dispute his 'expert' opinion.
What?
You have a magically capable Elf as your Learning Advisor. (She is drained but nobody IC knows that shh)
You are an Imperial Governor.

If he breaks the law by killing a Magic Child in your colony, you can have him legally arrested there and then on the spot, and hold him for any amount of time while the Grand Temple and the Colleges of Magic send a delegation to investigate. And the penalty for breaking the articles of magic, as an officially registered Priest of Sigmar or as a sanctioned Witch-Hunter from the Grand Temple, is death.
Death as a heretic. Which is the most concievably terrifying way to die for any priest, short of being captured by a chaos worshipper.


attempt to make his cult supreme
Okay again, What?

Krieger is a bit arrogant, but openly preaching Deific Supremacism in the Empire is a Big No-No form of heresy. Not only heresy, it's illegal. You can have him arrested and/or flat-out exiled into the lustrian jungle for doing that shit.

He could get away with that shit if he was in a village in the middle of bumfuck nowhere in the rump of Reikland, but this is a new Colony. It's centre stage to the Empire's interest, and Every Imperial Cult is going to be clamouring for a slice of the pie. Him preaching deific supremacism or monotheism would get him jumped on.
 
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Okay again, What?

Krieger is a bit arrogant, but openly preaching Deific Supremacism in the Empire is a Big No-No form of heresy. Not only heresy, it's illegal. You can have him arrested and/or flat-out exiled into the lustrian jungle for doing that shit.
I don't mean preaching that Sigmar is the only god or anything, I mean attempting to have his religious institution become dominant by accumulating wealth, power, and influence. Things like how the Grand Theogonist bribed Boris Goldgather into getting an elector vote, jockeying with Verenans for control of the legal system like they do in Nuln, or currying favours that benefit the wealthy over the poor in exchange for donations.
 
If only we knew what he meant by, "Religious Institution", then we could understand his irrational fear of Sigmarites and why their always going to try and seek power.
 
I don't mean preaching that Sigmar is the only god or anything, I mean attempting to have his religious institution become dominant by accumulating wealth, power, and influence. Things like how the Grand Theogonist bribed Boris Goldgather into getting an elector vote, jockeying with Verenans for control of the legal system like they do in Nuln, or currying favours that benefit the wealthy over the poor in exchange for donations.
That's just what like any organization will do, that's how they work, sigmars cult is in no way unique that they are doing this.
 
Can we please stop arguing with the Quest Master. I don't want to have to sift through back and forth insults just to be able to read the story.
 
If only we knew what he meant by, "Religious Institution", then we could understand his irrational fear of Sigmarites and why their always going to try and seek power.
There's no hidden meaning to my words. I'm talking about the organisation of Sigmarite priests and templars.

That's just what like any organization will do, that's how they work, sigmars cult is in no way unique that they are doing this.
I would prefer every other major Imperial cult do that over the Cult of Sigmar. The consequences of their dominance are worse than that of the other cults.
 
I'm surprised the Manaanites will not try, considering it's a coastal colony; I guess there will not be enough trade and sailing for them to try like they did (or have?) in Marinburg.
 
look, there's an easy way to avoid all of this troublesome squabbling in the colony, and that's by embracing this neat new cult of this dude called the Changer of Ways
 
[X] Plan Cooking with Fire
[X] Basically Everyone
[X] Plan: Faithful of the Empire, Unite! Oh, Halflings and Cathayans? they can come as well!
 
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I for one welcome those who hath great zeal in Sigmar's cause! In fact, precisely because of that, I shall make a new plan vote! :V

[X] Plan: Faithful of the Empire, Unite! Oh, Halflings and Cathayans? they can come as well!
-[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.
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[X] The Talabheim Devotees: These 'official' priests of Taal and Rhya are from Talabheim and are put ahead of many colonists by your preference for hunters and farmers, as their flock -gathered from across the empire on their route to Marienburg- contains dozens of people from such trades. All of whom gather behind Father Klein and Mother Flamm. Oddly there is tension in this group after meeting another pack of pious colonists, the ones scheduled just after them, but both the Priests leading these colonists insist the tension is merely new beliefs meeting a resurgence of the old. There is, oddly, a distinct Taalian majority amongst the flock, nonetheless.
There are 50 humans in this group, and their joining will unlock the Shrine of Taal & Rhya blueprint and the Taalian Fieldwatcher upgrade for Farms

-[X] The Rhyan Devoted: Not officially ordained by the recognised cult of Taal & Rhya, so much as a formal cult exists for that set, this group of women, represented by a broad woman named Melhurst Dunhelm nonetheless present themselves as primarily followers of the mother-goddess, forgoing any mention of Taal beyond acknowledgement of him as their deity's lover. They say they are not monotheists or deific supremacists, for such extreme heresy begets death, instead this group insist that they merely push back on the widespread belief across the empire -beyond Talabecland- that Taal is the primary deity of the pairing, with Rhya his submissive subordinate.
There are 50 humans in this group, their joining will unlock the Rhyan Midwife Clinic and Rhyan Nursery blueprints.

-[X] The Sigmarite Procession: Arrive into your office with, if not arrogance, at least a noticeable amount of presumption. Their leader, a bald and scarred priest named Krieger, presents the blueprints for his shrine with few words, only an assurance that should he and his procession not be accepted into this first wave, then he will be simply be there with the next.
There are 50 humans in this group. Their joining will unlock the Witchfinder Office and Shrine of Sigmar blueprints.

-[X] The Ulrican Pack: The Ulrican priest who enters your office, Ulmen Haufhaus is a clear example of an old wolf who does not know how to die, only held back from adventuring by his extreme age and from advisorship by his dedication to the pack he leads. Missing an arm, an eye, an ear and a chunk of one hip, the crooked-walking priest still gives the aura of a man who'd rip out your throat with his teeth if pushed. His mass of colonists give the same impression.
There are 50 humans in this group. Their joining will unlock the Shrine of Ulric blueprint and Ulrican Sparring pit upgrade for the Colonial Barracks.

-[X] Manaan Mass: You're aware that there are already priests of the sea-god on the ships already for this colonial venture, but none seem willing to part with the waves and settle down besides this man named Siltgraf Tillerman and his flock of faithful sailors, who seem eager to meet the challenge of praying to Manaan and supporting the growth of a Colony on such a notoriously tempestuous coast.
There are 50 humans in this group. Their joining will unlock the Shrine of Manaan and Storm-watcher upgrade for the Docks.

-[X] The Shallyan Doves: Approaching with care and more respect than any group thus far, the doe-eyed Shallyan matron Klare Wasquelle assures you that her flock of healers, speakers and caretakers will ask for little and give much, if only for the chance to deny the plaguemaker his due and Morr too many early deaths. Life, as she says, is too precious to waste.
There are 50 humans in this group. Their joining will unlock the Shallyan Clinic blueprint and the Dispute Mediator upgrade for the Colonial Bunkhouses.

-[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] 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.
 
[] 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
Actually, I did the math this has 550 people. Can the plan maker cut something from this plan so that the 12 votes it has are actually valid?
 
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I'm surprised the Manaanites will not try, considering it's a coastal colony; I guess there will not be enough trade and sailing for them to try like they did (or have?) in Marinburg.
Well, they are the only cult with sailing as their core tenet so they don't really need to try as they are essentia to our survival. They might be humble about it but they know we would leave them if we want our ships to stay alive.

Also according to QM, official Sigmarite priests (which is what we are sent, Sigmar is the most powerful of the panteon in terms of followers so they will likely send their best and most loyal priest to put their best foot forward) have laws in place to keep them from lynching a magical peasant and would have institutional knowledge to track and find cultists. So I am keeping the Sigmarites.

We'll get to charter the next shipment of colonists that will be sent in a couple of months so you'll get ypur chance to bring Ulricans then if your plan gets voted.
 
[X] Everyone but the Sigmarites
-[X] Drakwaldian Refugees
-[X] Manaan Mass
-[X] Halflings' Herds
-[X] Shallyan Doves
-[X] Eastern Entourage
-[X] Survivors of a fallen Raj
-[X] Honest Labour m'Lord
-[X] Stout Fellows

Exactly 500 people in it.

[] Basically Everyone
Mixing the X.
 
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