Friendly/Sympathetic Vampires?


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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.
She is good at speaking to them on a diplomatic level, simply not on a personal one for now. Her mild tension with the Centorean Envoy doesn't stop Imilar from being the single best candidate for understanding the needs of forest-dwellers and what appeals to their faction as a whole.

Sasyana would have different pitfalls and problems, personally. Just different to Imilar's.
 
We have a problem.

If we get the Verenans and Tileans, that's 47 Money per month if we want to keep them around permanently. We've also got 19 Mo/month for advisors, 10 Mo/month for adventurers, and 4 Mo/month for buildings, for a total ongoing cost of 80 Mo/month on top of construction+other costs. We have an income of 7 Mo/month. The situation is even direr if we go for the ogre and halfling mercenaries.

Even if we were to spend the next three weeks focusing on Money buildings, our financials are gonna suck once the end of the month hits and we have to pay our mercenaries. I think our financials might suck even if we only hire one mercenary company. To improve our financial situation, I've made a new plan.


[X] Plan For the Love of Money
-[X] Verenan Justicars, led by Warpriest Kledhof Hildedotr - 1 month (25 Mo)
-[X] Altdorf 'Volunteers'
-[X] Freed from the desert
-[X] Talabheim Devotees
-[X] Rhyan Devoted
-[X] Ulrican Pack


The Verenans are still the mercenaries I think we should get. They take up less space so we can take more colonists, which we badly need to get us into the black, and they'll counterbalance any issues we may have with the Volunteers.

I really think we should take the Altdorf Volunteers. Shrines of Ranald are built in merchant houses, taverns, brothels, and gambling houses, all places that make money. Not only that, but well, I think we should take a look at Sylvester again. Advisors are more than just stats. Flynn has the Lucky/Unlucky trait, and Ranald, god of luck, brought Sylvester to us. I think that's important in a narrative sense, and I don't think we should pass him up now that we've got another opportunity to get him.

My reason for getting the Ulrican Pack is simple:
In the time waiting for the second wave, Ulmen has set up a fighting pit on the docks to fund his stay there.
Sounds like an avenue for profit. I think something like a third of our human colonists are Ulrican too, with the colony sheet saying we've got colonists from Nordland, Hochland, Ostland, Middenland, and Drakwald.

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.
Benevolent is not excessive, it's true. Ranald is not the god of starving the poor and elderly, he's the god of protecting the downtrodden against their oppressors, and his mainstream cult is the same. It's wildly inaccurate to portray him and his followers in that way.
 
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[X] Plan For the Love of Money

Fair enough. Honestly I wonder if it might be worth just giving up on mercenaries to begin with. Just use a colonial militia stiffened with adventures. Mercs seem very expensive for what they do, they basically give some fighting power and one advisor sized bonus in exchange for costing an order of magnitude more than said advisor.

Just get more colonists and arm them.

Benevolent is not excessive, it's true. Ranald is not the god of starving the poor and elderly, he's the god of protecting the downtrodden against their oppressors, and his mainstream cult is the same. It's wildly inaccurate to portray him and his followers in that way.

No, Ranald is the god of lying, cheating, gambling (you know the dangerous addiction that is easily prayed upon by people inclined to lie and cheat) and vigilante justice. He is the god of what the nobility think the poor are about, i.e. a mob without the good sense to organize themselves.
 
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Fair enough. Honestly I wonder if it might be worth just giving up on mercenaries to begin with. Just use a colonial militia stiffened with adventures. Mercs seem very expensive for what they do, they basically give some fighting power and one advisor sized bonus in exchange for costing an order of magnitude more than said advisor.

Just get more colonists and arm them.
Verenans are worth 2 Manpower, which means that 50 mercenaries are equal to 200 militia in a fight, before counting their +10% to attack and defence. Getting mercenaries will save many lives and, if we have to call up the militia, will act as a force multiplier for them. Militia are fine in an emergency but they're ultimately civilians, no substitute for properly trained soldiers.

No, Ranald is the god of lying, cheating, gambling (you know the dangerous addiction that is easily prayed upon by people inclined to lie and cheat) and vigilante justice. He is the god of what the nobility think the poor are about, i.e. a mob without the good sense to organize themselves.
Ranald is not a predator and neither are Ranaldans.
 
Ranald is not a predator and neither are Ranaldans.

You are entitled to your opinion I just don't see it that way.

The combination of gambling, lying, stealing and rabble-rousing can make a great adventurer to be sure but on a wide scale three of those things are actively anti-social while the last one is needed that is only in the context of also having a plan for what to do once you won, which Ranald does not encourage.
 
[X] Plan For the Love of Money

Fair enough. Honestly I wonder if it might be worth just giving up on mercenaries to begin with. Just use a colonial militia stiffened with adventures. Mercs seem very expensive for what they do, they basically give some fighting power and one advisor sized bonus in exchange for costing an order of magnitude more than said advisor.

Just get more colonists and arm them.
I do think Mercs will be more of a mid to late game thing. Hopefully we can set up long-term contacts with some middlemen back in the Old World. Maybe that could be an upgrade later on? Presumably to the governor's palace. Basically paying to have an office back in Marienburg that interviews/keeps contact with potential colonists and mercenaries and allows us to invite them over later. Probably for a substantial sum and quite a lot of upkeep.

EDIT: The Halfling cookhouse also looks like a really cool upgrade :)
I don't know if it's worth more than the shrine of Taal and Rhya but it is fun.
 
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Yeah, it's up to the GM. By default there's no etiquette that I know of. In any case, I'll roll the 1d10 now.

EDIT: If I'm reading the adventurer stable right, it's either Pandora or Klaus who messed up, depending on if the 3 is used or the 5.
Andres threw 1 10-faced dice. Total: 5
5 5
 
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Yeah, it's up to the GM. By default there's no etiquette that I know of. In any case, I'll roll the 1d10 now.
A 5?

It appears Klaus Steinberger has taken his little dog into a no-pets zone.
Johann? Where do you think you're going?

I'm a' goin' to find Rufus. Oh, and Klaus too! They haven't reported back.

Are you crazy? There's miles and miles of jungle all around us! They could be anywhere!

That's why I'm a' bringin' two shovels instead o' one!
 
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I'll admit, it will be partly amusing to write this interaction. Partly harrowing, of course, but this is probably going to be an uncommon occurence for the creature whose snared Klaus.

Flashing just the cleft of her porcelain tits is usually enough to entrance all mortal men, and quite a few of the women.
Klaus shall be unmoved by the display, for he is astonishingly gay, and quite firmly taken.
 
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Omake: Warding a Dog (Canon)
Warding a Dog


A strand of the Amber Wind is gathered and moulded with the patience of an animal trainer and sinks into the hide of its beneficiary, proclaiming to all beasts that it is favoured by Ghur.

"There we go, all done. For the next week, the magic I've imbued in little Rufus will keep any nasty beasts from initiating hostilities with him. It will even keep mosquitoes and the like away."

"Thank you, your ladyship, now I don't have to worry 'bout no snakes in the bush. Rufus is right sharp don't get me wrong, but it ain't something I want to test too often, you know?"

"Indeed, just remember that it doesn't provide any protection to your own person, even if you're close by."

"Yes ma'am."

"And if Rufus were to attack first, whatever creature he decided to tussle with will act as it ordinarily would, so make sure he doesn't fight anything you don't want him to fight."

"Aw that's no worries your ladyship, I've got Rufus well trained. You can trust us both that we'll be on our best behaviour."

A week later, Klaus is proven a liar.


The spell used here was Cruelty's Deserts, a low-level Lore of Beasts spell from WFRP 4e: Sullasara's Spells of Unrivalled Utility, page 4:
Cruelty's Deserts
CN:
2
Range: Touch
Target: 1
Duration: Willpower Bonus Days
You touch a living creature with the Bestial Trait and create a subtle brand of Ghur on their body, marking them as a favoured ally of an Amber Wizard. Other creatures with the Bestial Trait instinctively avoid them unless attacked. Anyone who passes a Hard (–20) Intuition Test when they first see the creature gains the faint sense that it is somehow protected and not to be harmed. Anyone who injures or otherwise harms a creature marked in this way suffers a –10 Fellowship penalty for the spell's duration. In addition, other members of the harmed creature's species avoid the abuser and become aggressive if approached by them.
 
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