Elven colony quest(warhammer)

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Rolz room for the Elven colony quest

It is what in the future would be known as the year -4115...
Kingdom of origin.
Rolz room for the Elven colony quest

It is what in the future would be known as the year -4115 of the Imperial calendar, it is a golden age for the Elves of Ulthuan, any damage done by the coming of Chaos has since been restored and Elves have started to spread far and wide over the world under the benevolent leadership of Phoenix king

The majority of the elven colonies lie in Elthin Arvan(the old world) to the east Ulthuan, where the greatest of them is ruled by the noble Prince Malekith of Nagarythe who in his latest adventure faced off against a great beastmen horde and came out victorious

Inspired by the tales of wealth, glory and freedom which flow in from the colonies you decided to found your own colony! You will forge your own destiny away from Ulthuan and find your fortunes on foreign shores.

You are a Noble of ulthuan, one of the mighty princes of the realm of the elves, you make your home in ……. And the initial support for your expedition will have to be local.


You are one of the princes of the kingdom of:


[] Eataine a mercantile and populous kingdom, it is one of the inner kingdoms of Ulthuan, it is a kingdom primarily ruled by traders and has little in the way of military tradition. Its capital is the greatest port of Ulthuan: Lothern from which trade flows between the outer and inner sea.

Advantages: large population, many traders, large starting budget.

Disadvantages: Competing traders, no martial tradition, low discipline


[] Avelorn the woodland kingdom is the oldest kingdom of Ulthuan and home of the Everqueen, it is neither rich nor populous but its people are masters of nature focused magic, furthermore you can count on a stable of magical creatures such as unicorns, giant eagles and pegasi to help you in the new world.

Advantages: magical creatures, Everqueen's blessing, people of the forest

Disadvantages: low discipline, low interest immigration, no naval tradition


[] Cothique A kingdom marked by rugged woodlands and vast desolate forests. They are skilful sailors and possess a wanderlust to a degree rarely seen in the other kingdoms, their coast is plagued by sea monsters and prevent common trade.

Advantages: Skilled sailors, high interest immigration, Temperate

Disadvantages: low population, Dangerous sailing, poor.


[] Yvresse The outer kingdom is a bleak coastal realm consisting mostly of grasslands with the lowest population out of all the kingdoms, your citizens while few are highly disciplined and will follow any order you give them without hesitation

Advantages: extremely disciplined, experienced fishers, fortress cities

Disadvantages: very low population, poor, ugly building


[] Chrace the mountainous realm is remarkable in the fact that they produce the strongest elves out of all the kingdoms, Chrace it's forests are populated by fierce white lions which each Chrace born elf must best as an coming of age ritual. The elves of Chrace are savage in their doing compared to the other kingdoms and tent to be looked down upon because of this.

Advantages: strong elves, White lions, skilled hunters

Disadvantages: low relation kingdoms, no naval tradition, low population.


[] Ellyrion A land of rolling hills and grasslands, it produces some of the finest horses of Ulthuan, the elves of Ellyrion learn to ride as soon as they can walk.

Advantages: Ellyrion horses, excellent cavalry, creative

Disadvantages: unruly people, rather kill an Ellyrian brother than his horse, low dicipline


[] Tiranoc The kingdom of the current phoenix king resembles Ellyrion in many ways, it is also primarily made up out of hills and grassland the difference being Tor Anroc, a vast marble metropolis and current seat of the phoenix king. It is the most populous of kingdoms and its nobles are well known for chariot riding.

Advantages: extremely populous, eager to immigrate, excellent charioteers

Disadvantages: high tithe to Phoenix king, peacefull, court rivalry


[] Saphery An enchanted land where the sky shines with all the colours of the rainbow. At the heart of the kingdom is the Tower of Hoeth where the finest of mages are trained. Magic is in the blood of the Sapherian nobles, all of the realms princes are mages of awesome power. They are reclusive and will greatly value their independence.

Advantages: many mages, extensive libraries, ear of the phoenix king

Disadvantages: Uncooperative nobles, population not willing to migrate, eccentric


[] Caledor a mountainous kingdom and home to the dragon princes, thinly populated full of arrogant lords yet few can claim to match the might of the dragon princes. The Anvil of Vault is located here.

Advantages: Dragons, Vault priests, strong military tradition,

Disadvantages: Arrogant nobles, no naval tradition, thinly populated


[] Nagarythe the elven nation with the strongest military, your bow and spearmen are beyond compare. The people are harden ruthless and unforgiving. Its prince melakith holds court in the colony of Athel Toralien while his mother Morathi acts as his regent in Nagarythe.

Advantages: Militaristic population, high immigration, people of Aenarion

Disadvantages: Liege lord in Elthin Arvan, discriminating less martial inclined, Morathi rules.


AN: Welcome the A Warhammer colony quest, you shall be playing as an Elven prince out to make his own adventure, the next update will be about the character creation and after that we'll be selecting the region where we want to found our colony and what we'll take with us there.
 
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Rules
Rules


Social:


Every relation is a number between 0 and 100, the higher the number the better the relation, if a test needs to be made for them if you want for example that they help you a D100 will get thrown and if it is below the relation number the test passes.


Prestige: prestige is used to reflect your renown, public standing and as general score. It is generated by doing acts of renowned, creating great works such as a citadel or palace, gaining titles will also add to the prestige.


Economy:


There will be a balance sheet of income vs spending, here I will keep track of all the buildings and other sources which produce or cost money.

Some examples of income can be taxes once you have established an economy, trade contracts where you trade resources for either gold, other resources or services.


Military:


A standard battle will have a chance of 50% percent to win or lose, this percentage can be affected by modifiers such as having the high ground, flanking somebody, unit type, unit quality or simply outnumbering the enemy.

After losing a combat a unit needs to do a break test, each unit has its own leadership statistic ranging from 10 to 100 which is used to determine how high you need to roll to make the test, this can be affected by modifiers such as discipline a standard bearer.


Command group:

A unit can have a command group, these typically consist of a Commander, a musician and a standard bearer. A commander gives a bonus to the discipline of a unit. A standard bearer gives a bonus to break tests. A musician gives a bonus to marching speed.


Resources:

Resources are either used for production or for trade, later on it will become possible to unlock a select amount of other resources.



Food is used to feed the population and a low amount of food will lead to low population growth and civil disorder.

Steel is used in the creation of weapons, tools and sometimes even buildings

Wood is consumed in cold regions to keep the population stable, furthermore it can be used for buildings and

Stone is used to build stronger buildings and fortifications.

Gold currency used for trade, can also be used for decorative purposes.


More luxurious resources can be unlocked later in the game, these will be worth more money and can be used for more exclusive products.


Population


Population is the foundation of a colony, from it you recruit your military and you assign special jobs, Civilian population will produce tax or a resource when assigned to the production.

The growth of the population depends on several factors such as the amount of available food, the protection from the elements and the amount of immigration.


Public order:


Public order represents the chance on Riots, protests and people fleeing your colony.

Public order for elves is normally 90 and only when it reaches 50 or lower it will start to cause problems, other factions such as Orcs or beastmen have a lower public order and start having problems with disorder sooner.

Public order can go down by making unorthodox decisions, having too little food to feed the population or being besieged for an extended period of time.

Public order automatically regenerates in time when the source of the disorder r is removed, if it remains the disorder will grow worse in time.


Snake eyes and natural 100

Snake eyes will always cause the worst outcome possible and a negative extra while a natural 100 will cause the roll to have the highest grade of success and gain a positive extra.


Rolling the dice


I will be rolling the dice, or asking to roll them in this Rolz room and invite everybody to come in and chat about the quest or anything related to it there.
 
[X] Cothique A kingdom marked by rugged woodlands and vast desolate forests. They are skilful sailors and possess a wanderlust to a degree rarely seen in the other kingdoms, their coast is plagued by sea monsters and prevent common trade.

Advantages: Skilled sailors, high interest immigration, Temperate

Disadvantages: low population, Dangerous sailing, poor.
 
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[X] Nagarythe

Nagarythe represent! They are and remain the most hardcore elves on the planet. This does mean having to deal with pleasure cults and Malekiths inevitable betrayal casting a shadow on us, but being really heavily militarized, paranoid and having no homeland to return to will hopefully allow us cling on even after the other colonies are forced to return to Ulthuan after that whole War of the Beard kerfluffle.

If we can't prevent it, of course.
 
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[X] Caledor

I have a plan for this.

Settle in/near dwarven lands. Become bros and have a supply of dragons to help create those master runes the dwarves will lose at some point. When the war of the beard happens, we use our unique position to talk both sides down!
...
Yes my plan hinges on diplomacy as Caledor. I think it could work.
Hopefully.
 
Yeah, that's why I was lampshading it. But that arrogance is what kickstarted the War of Vengance in the first place, and arrogance is an integral part of both dwarven and elven psyche, which is why they clash so much. There's ways to work around/with arrogance rather than clashing up against it, which I figure we'll get some experience dealing with, living near dwarf lands for so long.

And hey, Caledor gets us into that situation, Caledor can get us out!
 
[X] Saphery An enchanted land where the sky shines with all the colours of the rainbow. At the heart of the kingdom is the Tower of Hoeth where the finest of mages are trained. Magic is in the blood of the Sapherian nobles, all of the realms princes are mages of awesome power. They are reclusive and will greatly value their independence.
 
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