Warhammer Fantasy: A Princess of the Borderlands

2251, First Half
2251 IC, First Half

Stat Changes
:

Population: 1100 to 1301.

+58 Children
+42 Farmers
+40 Labourers
+30 Craftspeople
+22 Sailors

Food: 2884 to 2959 (-100 from event)

Food Production: Steady

Food Consumption: 1100 to 1301

Gold: 450GC to 200GC. (+200 from event)

Random Events:

Good or Bad: 1d100, bad previous event. 25+ Good: 69

Good Event: 1d100 = 21

A passing tradeship docks at your settlement, and you're able to get a good price on food - theirs had spoiled only a day or so ago. Much of your food production has been in excess of your requirements, so your subjects have been very busy pickling, salting, and smoking.

Trade 100 Food for 200 GC

Petition
:

The Lady Ortiz and her Myrmidian faithful have given much service to your fledgling settlement, and wish to expand the presence of their Goddess here. Also, the only 'established' temples in the settlement are in the Lighthouse, and are to Elvish gods. There are lay preachers among the common folk, and a few makeshift temples, but establishing a proper temple to a human goddess would go a long way to convincing your subjects that you don't intend to force them to worship your gods.

Lady Ortiz and her fellow Myrmidians have petitioned you to construct a Temple of Myrmidia within 3 turns. She is willing to contribute 100GC towards the construction of the temple.


Choose the listed number of actions from each category. Unless stated otherwise, you may choose the same option twice to add another 1d100 to the roll.

Choose 2 Martial Actions:

[x] Train some Labourers as militia: With some discipline, basic equipment, and time you could expand your force. While they would only be lightly armoured spearmen, your mercenaries could train decent troops out of the civilian population without preventing them from holding gainful employment. Converts 50 Labourers to Militia, who act as both Soldiers and Labourers. Will require 25gc/turn for wages and upkeep. Can be taken multiple times.

[x] Send some scouts to look for any local ruins: There may be other ruins, Elvish or otherwise, if this lighthouse was built here so long ago.

[x] Attack the Nearby Orc Base: While you no longer think it is their main home port, because their captured steamship could never fit, there is a significant base near your settlement. Striking it from land could deal a serious blow to the Orcish pirates.

[x] Begin a Campaign against the Vampire: Such a creature is an affront to life itself. It must be destroyed, but doing so will likely require a major campaign. Requires Two Actions.


Choose 2 Naval Actions:

[x] Hunt the Steamship: Orcs capturing and then managing to successfully use a Dwarfish steamship is very unusual, and very concerning. Your Hawkship, with you and Eydis aboard, might be the only vessel capable of catching and defeating the threat - at least until the idiots over at Barak Var realise some Orcs are running around with their ship. Dangerous.

[x] Keep up the pressure on the Orcs: The orcish pirates rely on small, crude boats to actually take ships. With your Hawkship, you could successfully sink these whilst avoiding a fight with the much more dangerous Steamship.

[x] Escort trade: Whilst it is generally too dangerous for merchant ships to visit this region, with your troops and Hawkship, you could arrange a trade convoy to Tilea. Sell 500 Food for 500 GC.

[x] Trade with Wurtmoot Island: After your successful diplomatic visit, you can now export food to the nearby island. Sell 500 Food for 500 GC, does not take an action.

Choose 2 Diplomatic Actions

[x] Investigate to the South: You've heard rumours that a sorcerer of some kind has a tower in that direction.

[x] Launch a Diplomatic Expedition to the Norscans: Take a respectable number of troops and make a peaceful impression on the Norscans to establish that you are not a good target for radiation. Requires two diplomatic actions.

[x] Propose Something to Another Border Prince: Write-in your proposal, and who you want to propose it to.

[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a personal action in addition to a diplomatic one.

Choose 1 Stewardship Action. Building construction is voted on here, but does not cost an action.

[x] Order Buildings Constructed: Write in what you want built. Your only limit right now is gold cost, and having sufficient staff. Does not take an action.

[x] Begin Enlarging the Piers: You only have so much space for ships and boats to dock at your settlement. You might benefit from enlarging it. Unlocks a new building.

[x] Order specialised equipment for refining gunpowder: With Vadac's location of a source for the various ingredients in gunpowder, now you need to acquire the specialised tools to produce it. As they'll have to be shipped in, Requires Escort Trade naval action. Unlocks New Building. Unlocks New Trade Good.

Choose 1 Intrigue Action:

[x] Take Human Students: With a number of candidates found, Eydis can take some time to begin to teach them the basics of magic. She will be unable to perform other duties for the first, most dangerous months of the apprenticeship.

[x] Investigate Another Border Prince: Write-in the faction you would like Eydis to investigate.

[x] Scry on the Unusual Orcs: Eydis has some skill with divination and far-seeing. Whilst competent mages can defend against such things, it's unlikely an Orcish wizard would be capable of doing so.

[x] Keep an eye out for scouts, spies, and others: With your dramatic arrival, other Border Princes might begin to investigate you. Always something to keep an eye on.

Choose 3 Personal Actions

[x] Study Magic: Your mastery of magic is but mastery of the beginning. There is always more to learn. Luckily, Eydis is always happy to help.

[x] Study the Blade: It is always wise to keep one's skills sharp.

[x] Use Magic to Aid Your Farmers: Both you and Eydis are capable of using Life magic to greatly enhance the yield of farms, though obviously, it would take you especially from other duties. Doubles Farm Output.

[x] Spend time with a notable NPC: Write-in an NPC to spend time with, and possibly gain a skill or trait bonus if a roll is met.

[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a diplomatic action in addition to a personal one.
 
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2251, First Half Results
2251 IC, First Half Results

Population Growth:


6d20 Children = 82
7 Children Age into... 1 Sailor, 1 Farmer, 5 Priests
4d100 Immigration = 253 = 77 Labourers, 78 Farmers, 58 Sailors, 40 Craftspeople

New Mechanic: Private Construction

Whilst you are the lord of all your lands, your subjects do have wants of their own - and some have enough cash, favours, or other currency to get buildings of their own constructed. For each 1000 population, 200GC of buildings will be constructed as per a random roll. This may leave buildings "half-built", or otherwise incomplete. You can finish these if you desire.

1d23 = 14, Vineyards. 100GC/vineyard = 2 vineyards.

Several of your subjects have pooled together cash, and with the aid of the crews of your merchant ships, imported a number of cuttings and such from Tilea. As the season turns, you find your lands with a pair of new vineyards.

[x] Train some Labourers as militia

DC 50 = 1d100 + 22 (Osydin's Martial) + 19 (Lady Ortiz's Martial) = 19+22+19 = 60

Bare Success.

Some fifty of your subjects, men and women alike, stand in a ragged formation. They are dressed in simple uniforms of grey and blue, the colours of your house, and armed with pikes. Handaxes hang from their belts - easier to source than swords. They are lightly armoured, with only their thick quilted jackets and steel helms to protect them.

They are, in short, not a powerful force. Your mercenary sergeants were able to give them the basics, and over time the militia will improve, but they can already take watches and defend walls. That is all you require of them.

Still, this moment feels... significant. These militia are your settlement's first forces in its own right, rather than contracted mercenaries.

[x] Send some scouts to look for any local ruins

DC 75 = 1d100 + 22 (Osydin's Martial) + 19 (Lady Ortiz's Martial) = 79+22+19 = 120

Exceeded DC by 25, 1 Degree of Success.

Vadac once more heads out into the wilderness, supported by a rotation of your Ealge kNights. There is some friction there, of course, but the colonial has swallowed his pride to work for you in the first place. At first, all they find is the odd beastman - but after a few weeks, deep into an overgrown forest, they do find a ruin that looks Elvish in nature.

Exploration of such ruins is left to a later time, when you or Eydis can be there to disarm any wards or curses that might linger there.

There is still a lot of ground to cover, however. Much might still remain hidden in the vast forests and craggy hills of your new domain.

[x] Keep up the pressure on the Orcs

Contested Roll = 1d100 + 22 (Osydin's Martial) + 19 (Lady Ortiz's Martial) + 25 (Hawkship) vs 1d100 + 20 (??? Martial) + 10 (???) = 97!+38+22+19+25 vs 2 +20 +10 = 201 vs 32

Exceeded Opponent by 150, 6 extra degrees of success!

Mist chokes the narrow waters of the Black Gulf and in it your Hawkship hunts. The small warship, unhindered by the magical fog, is able to sink boat after ramshackle boat. Often, only a single volley of bolts is needed - or none at all, if the orcish boats are carrying prisoners.

They seem to use captured merchant vessels as transports, their own small boats not being suited for carrying their loot and slaves across the Black Gulf. You and Galerion board one heaving with slaves and loot, and your crew follow you moments later. The orcs are fearsome, but quick to panic as the fog overtakes them and all they can see is your burning blade.

The steamship is a constant menace, though with the aid of Galerion you were able to shadow it from the air several times. It is only a gunship, though plated with iron and propelled not by sails but by steam. The design is strange, though, and not at all like any of the other dwarfish ships you've seen. Protrusions seem to extend into the water from the ship, and your witchsight catches glimpses of... something beneath the iron plates.

Whilst some of the rescued slaves wait for merchant ships to pass by and take them home, some opt to stay with you. There is significant loot aboard both recaptured merchant ships, and best of all the ships are now yours, too.

Gain 2 Small Merchant Ships. Gain 40 Sailors, 20 Farmers, 20 Craftspeople. Gain 200GC.

[x] Escort trade

DC 50 = 1d100 + 22 (Osydin's Martial) + 19 (Lady Ortiz's Martial) = 41+22+19 = 82

Exceeded DC by 25, 1 Degree of Success.

Your trade is thankfully much safer after your patrols, to the point that you feel confident in keeping your Hakwship back to keep up the pressure on the Orcs. Your merchant ships return to their original vocation, though they do still carry a good number of mercenaries aboard to dissuade any attempts at boarding.

The journey is only to Tilea, and your preserved foodstuffs fetch a good price in the hungry cities of that strife-filled land. They return with holds full of gunpowder, weapons, and human machinery.

[x] Investigate to the South

DC 75 = 1d100 + 21 (Osydin's Diplomacy) + 20 (Sir Carrad's Diplomacy) = 73+21+20 = 114

Exceeded DC by 25, 1 Degree of Success.

Tales of a sorcerer and a tower abound across every human land, but as you and Galerion approach the lonely tower your witchsight confirms that the inhabitant is a wizard of some kind. Not a mage - never a true mage. No human could hope to lay claim to that title, save the Damsels of Bretonnia, and those you have your own private suspicions about.

The tower itself is old, though not nearly as old as your lighthouse. Constructed from dark, volcanic rock is juts out of the craggy hills and thick forests; its winged battlements and leering gargoyles lend it a certain gothic charm. Thankfully, the magic that swirls around is not the sickening Dhar, or even the clumsy human mixtures of the Winds that tend to become Dhar over time, but clean and pure Azyr.

A seer, then, you think. Out of respect, you ask Galerion to land a good distance from the tower. He is more than happy to do so - your companion does not fancy trying to fly through a thunderstorm, if the wizard in the tower takes offence.

You remove your sword from your complex saddle, though it remains in its sheathe. You carry the sheathed blade with a strap, though drawing it from your back would be impossible.

As you approach, the doors to the tower swing open. Inside, you see several servants - or apprentices, perhaps. The two are often one and the same. They are all humans, none old enough to show signs of age. They bow to you and show you up the long spiral staircase. You walk past many circular rooms until at last, you ascend to the top of the tower. There, you see the wizard in question.

He wears robes of blue silk and is adorned with talismans and amulets, some of which even seem to be enchanted. His face is lined with age, his hair flecked with grey.

"It is not so often I have peaceful visitors, nor that I meet a fellow master of the arcane," the man says.

"I am but a humble journeywoman," you reply. If the man thought you and he were on the same level, then he was deluded as to his mastery over the arcane.

"A humble elf? Will wonders never cease?" he says. You try to keep your cool. Attacking this man in his sanctuary would be stupid, and counter-productive.

"I am Osydin, Princess of Eataine. I offer you greetings and peace, and ask only the same be returned," you say. Perhaps if you get the diplomatic formalities out of the way, you will be able to be free of the offensive human that much quicker.

"A Princess! Why, my apologies. I am Theodore, seer and master of the skies," the man says. You cock your head slightly and listen to his words. His accent is faint but identifiable - the man is Bretonnian. Interesting, you think.

"I wasn't aware your homeland permitted male wizards," you say.

"Ah, you have divined my reason for this unfortunate backwater of a tower. Yes, I had to leave fair Bretonnia when I was but a boy of thirteen, and then there was a slight misunderstanding with the Tilean authorities regarding - well, no matter. I have done well for myself, and have nothing to complain about - save, perhaps, the lack of company," Theodore says.

"Perhaps I shall visit again," you say. You shan't, unless some truly dire circumstance forces your hand, but that is what subordinates are for. The human wizard might prove useful.

[x] Propose Something to Another Border Prince: Joint expedition against the orcs to Wurtmoot Island

DC 75 = 1d100 + 21 (Osydin's Diplomacy) + 20 (Sir Carrad's Diplomacy) = 5+21+20 = 46

Missed DC by 25, one degree of failure

Sir Carrad returns from Wurtmoot Island fuming. Her countenance is always intense, but apparently, the baron has brought her to a new level.

"Why, that selfish, ignorant pig of a man!" she shouts as she marches angrily up towards the lighthouse.

"I take it he did not agree to a joint expedition against the orcs?" you ask her.

"He seemed to believe that we were exaggerating the threat, as part of some plot to take his island from him! Someone has been feeding that man lies, by the Lady," she says.

[x] Order specialised equipment for refining gunpowder

DC 75 = 1d100 + 15 (Osydin's Stewardship) + 21 (Captain Hochstrasse 's Stewardship) = 81+15+21 = 117

Exceeded DC by 25, one degree of success

The human machinery arrives in the hold of one of your captured merchant ships. It requires the construction of a crane to remove it from the ship, and then an entire team of oxen to move it far enough away from the settlement. You will need to build an entire complex to safely manufacture gunpowder, but it is possible.

With a source of gunpowder, your power in the Border Princes will grow massively. Gunpowder is rare and expensive here, imported from Tilea or the Empire at great cost - or purchased at even greater cost from the Dwarfs of Barak Var.

New Building Unlocked: Fortified Powder Mill

This complex is separated from your settlement by some distance, for safety reasons, and thus needs its own protection. Inside its walls, it contains all the facilities necessary to produce gunpowder on a large scale. Costs 1000GC, produces 200 Gunpowder/turn, and has an ongoing cost of 50GC/turn.

With 1 gunpowder for each troop requiring it, the costs of gunpowder dependant troops are cut in half. Gunpowder may also be sold as a trade good.


[x] Build 20 Medium Farms (400 Gold); 1 Marketplace (200 Gold); 100 Decent Dwellings (200 Gold) Temple of Myrmidia (400 GP/+100 Discount)

Your settlement continues to expand, with another hundred well-built houses going up in the last six months alone. They're ordered into neat rows, with wide, well-swept streets. You can't abide the crowded, filthy cities humans build when left to their own devices. Certainly, you will not have streets so narrow a horse and wagon can't fit down them.

The farms are expanding too, with more and more communal farms being established in the good soil around your settlement. With several families sharing the load and purchasing equipment, they are much more efficient than the single-family subsistence farming that the humans had initially wanted to do. Your life magic, of course, was a great help.

But most impressive of all was the Temple to the human war-goddess Myrmidia. It was made from volcanic rock, purchased from Wurtmoot Island, and was an imposing building. Though it lacked any grand statues or decorations for now, the well-made walls and iron gate were impressive enough on their own.

The Lady Ortiz is good to her word, and soon more of her number arrive to begin instructing locals - and to take up arms in the service of your settlement. The Warrior-Priests are powerful, even if they are not as capable of calling the higher divine magics as Lady Ortiz.

[x] Scry on the Unusual Orcs

Contested Roll = 1d100 + 14 (Osydin's Intrigue) + 27 (Eydis's Intrigue) + 40 (Eydis's Magic) + 15 (Mage of the White Tower III) vs 1d100 + 21 (???'s Intrigue) + 5 (???) + 35 (???) + 10 (???) = 83+14+27+40+15 vs 85+21+5+35+10 = 179 vs 156

Bare Success

Eydis sits atop the lighthouse, the fire unlit. Sacred herbs waft strange-smelling smoke around her, crystals from the highest of the Annuli mountains scattered into a circle. A silver basin lies in front of her, filled with water collected during a mighty thunderstorm. You sit opposite her, clad in thin robes of azure silk.

The wind roars outside, but somehow it does not penetrate the circle of crystals. The smoke too does not leave, and despite the chill you should be feeling, you feel sweat drip down your brow.

Eydis marshalls power beyond you, lightning crackling across her body as she channels the Wind of the Heavens. You aid her, grounding the power into the lighthouse itself; turning excess energy into good fortune and the odd arc of lightning.

Her eyes fly open, burning bright blue, and the water in the basin ripples. Wind howls around you, and above the skies darken near instantly. You feel a shift in the power your friend is drawing upon. No longer are you grounding excess energy - now she draws upon all the power she can muster.

Without a moment's hesitation, you begin to chant in the dawn-tounge. The words that pass your lips are the ancestors of your language, each containing a lifetime's meaning. You channel Azyr alongside Eydis, feeding her more and more power.

You feel it now. Her spirit, reaching across the Black Gulf into the Badlands. You feel the resistance she's encountered. Got you, you think. Resist this orcish shaman might, but the mere fact of resistance had revealed him to the world...

Then Eydis breaks through, and you do not see an Orcish shaman at all. You see a stone hall, decorated with grotesque carvings and bizarre statues. An orc, clad in plate of darkened steel, kneels before a bronze throne. A creature the size of a manticore, with the body of a great bull and leathery wings, lies to one side of the throne.

Sitting on the throne is a figure that blazes with power, wreathed in gold and darkened steel. A long, carefully braided beard is all that can be seen of his face; the rest shrouded by the pooled Dhar. A crown, adorned with a symbol of some dark god, sits atop his head.

It sits atop the head of a Dwarf sorcerer. A dwarf sorcerer wielding the powers of the Enemy.

Then in a moment the connection is broken, and Eydis staggers. You catch her before she falls, her breathing ragged. She looks up at you, her face drenched in sweat.

"You... you saw that too?" she asks.

"I did. I do not know what to make of it," you say. You would almost think it a trick, but your witchsight saw true.

"There is more to this than orcs," she says.

"The hand of the four is at work in this, or their servants. I will not remain idle. Not again," you say.

[x] Use Magic to Aid Your Farmers

DC 50 = 1d100 +27 (Magic) + 5 (Blessing of Isha) = 85+27+5 = 117

Exceeded DC by 50, two extra degrees of success.

The use of life magic to aid farmers is a thing for apprentices. You remember it well. You hated it, back then. It was tedium, makework that occupied time you could've spent learning something useful.

Now, you find that you enjoy it. So long as the farmers keep their stinking children from gawping at you, of course, but as grateful as they are for the increased yields none of them are eager to expose their children to magic. So you wander the fields alone, singing quietly to the earth.

Your magic does not only make fields productive - it seeps into the earth, changing the very nature of the soil. Over time, you will barely need to whisper to them to continue this.

[x] Study Magic

DC 150 = 1d100 +27 (Magic) + 40 (Eydis's Magic) + 15 (Mage of the White Tower III) = 95!+38+27+40+15 = 215

Natural 95, Exceeded DC by 50, two extra degrees of success.

The spell is not one of the few reliable war-spells your mother taught you. It is not the cantrips so common among Elves that they are impressive only amongst young children. You know the theory, and your soul is blessed enough to withstand it.

But even so, you think Eydis slightly mad. You are a journeywoman at best, a dabbler. High Magic is not for you.

"I see your soul, my friend. I see the touch of the gods. Do not let go, and we shall take these first steps together" she says, your hand in hers.

The incantation almost rends your mind, that first time. The words are among the most alien of Anoqeyån. They are the words of the silver ships of the Old Ones, of uncountable stars; each vast and alien.

And yet, you feel the blessing of Lileath. It had been given to you so long ago, now. Before it had all come crashing down. You feel the blessing of Isha, given to you so recently, not in a grand temple or sacred forest but walking amongst a field.

You walk, hand in hand with Eydis, between worlds. Your form flickers, insubstantial and yet also real.

This is not the shattered mirror of the Winds, not the magic of a fallen world. It is true magic, the legacy of the Old Ones. High Magic, the birthright of the Elves.

You thought yourself a journeywoman before, and you were wrong. You were a novice, barely more than the idiot human in his tower to the south. Now, now you might be more than a novice - if only just.

+1 Magic! Progress towards advancing a trait: Wizard I [1/2]! New Trait: High Magic (Unlocks High Magic, +10 to all dispel attempts). New Spell: Walk Between Worlds.

[x] Spend time with a notable NPC: The Lady Ortiz

Opposed Roll: 1d100 + 22 (Osydin's Martial) vs 1d100 + 19 (Lady Ortiz's Martial) = 77+22 vs 38+19 = 99 vs 57

Exceeded opponent by 25, one degree of success

You look at the chess board, your mind translating the unfamiliar colours and pieces back into something you recognise. It is the elvish game, but translated and mutated into something distinctly human. White and black for gold and silver, the pieces carved into human concepts.

The Lady Ortiz is good, for a human. Her goddess would demand no less, you think. She does not play the immediate turn, thinking ahead and acting with consideration - but also with haste.

You could, of course, call upon Azyr and simply divine her moves - but that would be considered unsporting. Instead, you relish the chance for an enjoyable game.

The two of you do not speak overly much during it, but as you complete your endgame, Lady Ortiz looks up at you with a smile.

"I had heard that this was originally an elvish game. I had wondered if you played," she says.

"From time to time," you say.

"It seems to me that you have had quite a few times. But then, I suppose you are secretly old enough to be my grandmother," she says.

"I am only a hundred and eighty," you say. You are not sure how many human generations that is.

"Only, she says!" Lady Ortiz says, finding that answer amusing. Humans were such strange creatures, but they could be enjoyable in measured doses.

+1 Martial.
 
2251, Second Half
2251 IC, Second Half

Stat Changes
:

Population: 1301 to 1721.

+82 Children
+98 Farmers
+77 Labourers
+60 Craftspeople
+98 Sailors
+5 Priests

Food: 2959 to 2588

Food Production: +500

Food Consumption: 1301 to 1721

Gold: 200GC to 850GC

Random Events:

Good or Bad: 1d100, good previous event. 75+ Good: 82

Good Event: 1d100 = 43

As your growing fleet of merchant ships brings trade to Tilea, their lack of armament becomes apparent. Luckily, you receive several offers for the purchase of cannons - small naval pieces - at relatively reasonable prices. Whilst the merchants making the offer understand that your sailors would need to ask you to release the funds, they won't hold onto the cannons forever.

New Decision: May purchase enough cannons to upgrade your merchant ships to Armed Merchant Ships at 200GC/ship for this turn only.

Petition
:

The merchant interests you've been trading with, as well as Elves transiting the region, would prefer to stop at your settlement, instead of Wurtmoot Island, but currently, your docks are straining at capacity for your own ships, let alone any visitors.

Tilean and Elvish merchants want you to expand your docks within three turns. In return, you'll unlock regular trade without having to take a naval action.

Choose the listed number of actions from each category. Unless stated otherwise, you may choose the same option twice to add another 1d100 to the roll.

Choose 2 Martial Actions:

[x] Train some Labourers as militia: With some discipline, basic equipment, and time you could expand your force. While they would only be lightly armoured spearmen, your mercenaries could train decent troops out of the civilian population without preventing them from holding gainful employment. Converts 50 Labourers to Militia, who act as both Soldiers and Labourers. Will require 25gc/turn for wages and upkeep. Can be taken multiple times.

[x] Send some scouts to look for any local ruins: There may be other ruins, Elvish or otherwise, if this lighthouse was built here so long ago.

[x] Attack the Nearby Orc Base: While you no longer think it is their main home port, because their captured steamship could never fit, there is a significant base near your settlement. Striking it from land could deal a serious blow to the Orcish pirates.

[x] Begin a Campaign against the Vampire: Such a creature is an affront to life itself. It must be destroyed, but doing so will likely require a major campaign. Requires Two Actions.


Choose 2 Naval Actions:

[x] Hunt the Steamship: Orcs capturing and then managing to successfully use a Dwarfish steamship is very unusual, and very concerning. Your Hawkship, with you and Eydis aboard, might be the only vessel capable of catching and defeating the threat - at least until the idiots over at Barak Var realise some Orcs are running around with their ship.Very Dangerous.

[x] Escort trade: Whilst it is generally too dangerous for merchant ships to visit this region, with your troops and Hawkship, you could arrange a trade convoy to Tilea. Sell 500 Food for 500 GC OR Sell 500 Gunpowder for 1000GC.

[x] Arm your Merchant Ships: Your merchant ships could carry a decent broadside of cannons on their weather decks without impacting their carrying capacity. However, this opportunity is a rare one - someone else will buy the cannons if you don't act this turn. Costs 200GC/merchant ship. Requires Escort Trade.

[x] Trade with Wurtmoot Island: After your successful diplomatic visit, you can now export food to the nearby island. Sell 500 Food for 500 GC and/or sell 500 Gunpowder for 2500GC.Does not take an action.

Choose 2 Diplomatic Actions

[x] Launch a Diplomatic Expedition to the Norscans: Take a respectable number of troops and make a peaceful impression on the Norscans to establish that you are not a good target for radiation. Requires two diplomatic actions.

[x] Propose Something to Another Border Prince: Write-in your proposal, and who you want to propose it to.

[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a personal action in addition to a diplomatic one.

Choose 1 Stewardship Action. Building construction is voted on here, but does not cost an action.

[x] Order Buildings Constructed: Write in what you want built. Your only limit right now is gold cost, and having sufficient staff. Does not take an action.

[x] Begin Enlarging the Piers: You only have so much space for ships and boats to dock at your settlement. You might benefit from enlarging it. Unlocks a new building.

[x] Plan out a sewage system: Though humans would not bother until your settlement was much larger, Elves would already begin construction of a sewage system for a town of this size. Unlocks a new building.

Choose 1 Intrigue Action:

[x] Take Human Students: With a number of candidates found, Eydis can take some time to begin to teach them the basics of magic. She will be unable to perform other duties for the first, most dangerous months of the apprenticeship.

[x] Investigate Another Border Prince: Write-in the faction you would like Eydis to investigate.

[x] Keep an eye out for scouts, spies, and others: With your dramatic arrival, other Border Princes might begin to investigate you. Always something to keep an eye on.

[x] Investigate the Elvish Ruins: Vadac located Elvish ruins on his last expedition into the nearby forests. They may be protected by wards or other magical defences, so you or Eydis must accompany any search party.

Choose 3 Personal Actions

[x] Study Magic: Your mastery of magic is but mastery of the beginning. There is always more to learn. Luckily, Eydis is always happy to help.

[x] Study the Blade: It is always wise to keep one's skills sharp.

[x] Use Magic to Aid Your Farmers: Both you and Eydis are capable of using Life magic to greatly enhance the yield of farms, though obviously, it would take you especially from other duties. Doubles Farm Output.

[x] Spend time with a notable NPC: Write-in an NPC to spend time with, and possibly gain a skill or trait bonus if a roll is met.

[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a diplomatic action in addition to a personal one.

[x] Investigate the Elvish Ruins: Vadac located Elvish ruins on his last expedition into the nearby forests. They may be protected by wards or other magical defences, so you or Eydis must accompany any search party.
 
2251, Second Half Results
2251 IC, Second Half Results

Population Growth:


8d20 Children = 80
9 Children Age into... 3 Sailors, 3 Farmers, 3 Labourers.
5d100 Immigration = 265 = 99 Labourers, 99 Farmers, 33 Sailors, 34 Craftspeople

Private Construction:

Budget: 200GC.
Result: 1d23 = 19, Lumber Camp. Cost 400GC = 200GC progress towards a lumber camp.

Several of the recent immigrants to your settlement have experience as woodsmen, and a few of those have worked in the various lumber camps that attempt to turn the dark forests of Sigmar's Empire into gold. Whilst they have some good sites secured, they'll need some more gold to afford the saws, barges, and draught animals required.

[x] Train some Labourers as militia

DC 50 = 1d100 + 23 (Osydin's Martial) + 19 (Lady Ortiz's Martial) = 62+23+19 = 103

Exceeded DC by 50, two degrees of success.

Your second group of labourers turned militia march in a ragged formation beneath the mid-morning sun. Their predecessors continue their drills in a much more proficient manner - presting a wall of pikes that might actually dissuade an opposing force. With a full hundred humans under your arms, your settlement is no longer reliant on your mercenaries to defend it.

They are its sole offensive punch, besides your elves, but the militia can man the walls and keep watch - and there's enough of them to dissuade any pirates or brigands looking to make a daring raid.

[x] Attack the Nearby Orc Base

Your scouts report that the orc base is somewhat along the northeastern curve of the massive bay that your settlement lies at one end of. They have basic, crude palisades and watchtowers - but their lookouts don't seem particularly adept. Still, crude as they might be, orcs were dangerous.

Strong, tough, and eagre for blood - but not, as some thought - so bloody-minded that they would press on in the face of overwhelming casualties. Orcs were still cowards at heart, like their diminutive cousins. An orc who stood his ground was a dangerous thing indeed - but a fleeing orc died from a lance or sabre to the back as well as a human.

You gather your force and set out, marching up the bay in a long column. Sir Helene Carrad rides with the Lady Ortiz and her freelances at the head of the column, though your Eagle Knights range out ahead of it to keep up a constant aerial watch. You glide slowly above the column on Galerion, whilst Eydis is located in the centre.

Lady Ortiz's infantry bring up the middle of the column, her pikes in front of the handgunners and their vulnerable powder stores. Behind them are Captain Hochetrasse's troops, his cannons safely in the middle of the column and his halberdiers at the rear, guarding the supply wagons. He himself rides there, keeping a watchful eye over the valuable stores.

The orc base is only a day or two's march away, and soon your force arrives in the area. The base is constructed atop a hill, looking down over a smaller bay. Your army fans out of its column on top of the next hill over - outside of bow or musket range, but well within cannon range.

Opposed Roll: 1d100 + 23 (Osydin's Martial) + 10 (Superior Scouts) + 10 (Superior Discipline) vs 1d100 + 16 (???'s Martial) + 10 (Enough Bosses) + 10 (Minor Defences) = 97!+62+23+19+10+10 vs 26+16+10+10 = 202 vs 62.

Beat opponent by 125, critical success and five degrees of success!

Captain Hochestrasse's artillery is soon set up, as your troops deploy for battle. Orcs, when faced with flatly superior shooting, must advance and attempt to close the gap. They are not nearly disciplined enough for anything else - no matter how smart these unusual orcs are, the pirates you've been dealing with are the same undisciplined rabble.

Lady Ortiz's pikes deploy in the centre, slightly down the hill. The halberdiers deploy as two small detachments on the flanks, ready to anchor the lines with their superior armour and hefty blades. The handgunners are just above the pikemen, able to shoot clear over their heads. The Lady Ortiz has dismounted and stands with her warrior priests in the very centre of your formation. Sir Carrad has taken the freelancers and is ready to charge down the hill if the orcs look likely to break.

"Well, your highness? Shall I start shooting?" Captain Hochstrasse asks. His blackened plate and brace of pistols, along with his feathered hat, make him the very picture of a Sigmarite commander.

"Yes, but only so much as to draw them out. Keep your guns cool until the orcs present us with some clearer targets," you command. It is probably not necessary - but then again, perhaps they have a giant. One can never quite count such things out when it comes to orcs.

The cannons belch fire and acrid powder smoke, shattering the crude palisades and ramshackle watchtowers. It takes only a minute or two for the orcs to begin streaming out of their base. At first, they seem eager to rush as an unorganised mob, but you spot the bosses marshalling their troops into rough units.

You count perhaps three hundred orcs all told, armed with wicked blades and armoured in a motley mix of chain and scale mail. Some have shields that look to be bits of broken boats lashed together with rope. Ahead of them ride a force of goblins, a hundred strong, on snarling wolves.

Opposed Roll: 1d100 + 23 (Osydin's Martial) + 40 (Eydis's Magic) + 41 (Osydin's Effective Prowess) + 50 (Deployment) + 20 (Very Superior Troops) vs 1d100 + 16 (??? Martial) + 20 (??? Magic) + 10 (Enough Bosses) + 40 (Outnumber x 2) = 34+23+40+41+50+20 vs 59+16+10+40 = 208 vs 145

Beat opponent by 50, two degrees of success

The goblins give out wild war cries and advance, urging their slavering mounts forward. Galerion leaps into the air, through the cloud of powder smoke from the cannons. You join your knights as they harass the goblins, circling above the range of their shortbows and raining down arrows.

Eydis blazes with power, the winds swirling around her as she conjures a field of lashing thorns from the ground between the two armies. The wolf riders cry out as they attempt to avoid it - but they're unable to stop in time, and the vines slash and crush and constrict. Your knights wheel away from the goblins, and you fling a fireball towards the orcish lines.

You feel the Aqushy unravel, another wizard attempting to dispel your spell. A fairly powerful one, too - but from the wild energies visible to your witchsight, a typical orc or goblin caster. The fireball survives the attempt, but the explosion is not nearly so devastating. Your eyes narrow as you examine the aether. There is a spell there, hidden in that whirlwind of power. You grasp for Qhashy, for High Magic, and drain away the power.

In the centre of the orc lines, the illusion fades away. At the very tip of the spear, you see a small group of orcs clad in black plate and wielding weapons of a much finer make. Leading them, you see a truly massive orc clade in that same plate armour, and wielding a sword definitely not of orcish make. Dhar swirls around it, dark flame burning along the length of the greatsword.

The goblins have managed to get through the vines, only to find themselves squarely in range of the handgunners. They open fire, lead and smoke belching from the crude human weapons. The goblins are torn apart, wolf and rider alike nothing before the deadly hail of bullets. They answer the hail with arrows, dripping bright green poison, and slay several handgunners.

Smoke envelopes your lines as the goblins scatter, their leader blown apart by several bullets.

All the while, your cannons pound the advancing orcs, Captain Hochestrasse's expert gunners soon getting their eye in and sending cannonballs scything through the orcish ranks. The goblin wizard, hidden with the black orcs, attempts to call on his wild power to smash apart your lines - but Eydis drains away each of his spells; expertly manipulating the winds.

Opposed Roll: 1d100 + 23 (Osydin's Martial) + 40 (Eydis's Magic) + 41 (Osydin's Effective Prowess) + 50 (Deployment) + 20 (Very Superior Troops) + 20 (Skirmish) + 21 (Lady Ortiz Peity) vs 1d100 + 16 (??? Martial) + 20 (??? Magic) + 10 (Enough Bosses) + 20 (Outnumber) = 51+23+40+41+50+20 vs 100!+81+16+10+20 = 266 vs 227

Beat opponent by 25, one degree of success.

The orcs surge forward as the goblin wizard finally manages to unravel Eydis's spell; even as the handgunners fire. The musketballs cut down orc after orc but still they press onward - now too close for the cannons. The black orcs, clad in their menacing plate, shrug off most of the musketfire, only a few falling. The orc leader takes a musket ball, only for it to come back out of him as some fell magic regenerates his wound.

Lady Ortiz leads her troops in prayer, and you see her goddess's power channelled through her. Golden light gleams from the tip of each pike - and you see her warrior priests ready something else. The goblin wizard tries to empower the orcs, but finally, he has revealed himself from the masses of orcs. One of your knights soars downwards, diving out of the air and impaling the goblin on his lance.

The eagle cries out as an orcish spear cuts a bloody gash in its side, but it recovers and is able to regain altitude - the tiny form of the goblin wizard still impaled on the lance.

You nudge Galerion downwards as the orcs make their charge, your handgunners firing over the heads of your pikemen into the mass of orcs. In the last moment before that thunderous mass of orcs tries to slam through your wall of pikes, the warrior priests release the power they'd been building up. Flashes of light explode all down the line, the human warrior goddess blinding the enemies of her faithful.

Horns sound from Sir Carrad's hiding place as the orcs smash into the wall of pikes, Lady Ortiz's enchantment lending them the power to slay the tough orcs. Your knights charge too, their lances and the wicked claws of their eagles reaping a terrible toll on the flanks of the orcs.

Even so, even through all that fire and holy fury, the orcs persist. Their choppas cut paths through the pikes, the munitions plate of the pikemen proving only so effective. The black orcs are terrors, and for a moment as they charge the men around Lady Ortiz look likely to flee - and then she steps forward, her spear glowing like the midday sun. She strikes down one of the black orcs, and then another - but then their leader reaches her, and with one swing he brings down his baleful greatsword.

She blocks the strike with her shield, but the sword shatters the shield and she's sent flying backwards - alive, but injured. Galerion cries out, and you undo the straps holding you into the saddle. As Galerion flares out his wings to slow his dive, you draw on Ghur to strengthen yourself and leap from the saddle; drawing your sword as you do.
The orcish leader stalks towards the injured Lady Ortiz as she tries to stand. Her troops falter as he approaches - but before he reaches her you land in front of him. He stares at you, his eyes not nearly so wild as you expect an orc's to be mid-battle.

"Elf," he snarls, hefting his blade. You do not deign to answer him - instead, you run your hand up your blade and speak a word of power. Fire, blazing white-hot, follows your hand. The orc takes a step back, and you step forward.

Opposed Roll: 1d100 + 31 (Osydin's Prowess) + 5 (Eagle Knight) + 5 (Sword of Hoeth) + 28 (Osydin's Magic) vs 1d100 + 25 (Black Orc Boss's Prowess) + 5 (Black Orc) + 15 (Daemonsword) = 98!+68+31+5+5+28 vs 11+25+5+15 = 235 vs 56

Beat opponent by 150, six degrees of success. Black Plate reduces that by three steps, regeneration negated by Flaming Sword of Rhuin. Natural 98, KILLING BLOW - Black Orc boss is instantly slain.

He is quick, despite his bulk. His sword radiates dark power, and now you can see the daemon leashed within. He handles it with the skill of long practice, not the wild swings of an ordinary orc.

None of that is enough. The black orc boss thrusts his daemonsword towards you, but as fast as he is, you are faster. You rotate out of the way of the thrust even as your blade blurs upwards. With one expertly placed blow, your burning blade cuts the orc's head from his shoulders.

His great bulk falls with a crash loud enough to be heard over the din of battle, his sword clattering from his grasp. There is a moment where even the black orcs waver - and then Sir Carrad arrives with the freelances, their charge slamming into the flank of the orcs. Lances and iron-shod hooves alike shatter them, and then you surge forward.

DC 100 = 1d100 + 10 (Orc Boss Leadership) = 76 + 10 = 86

Fail
.

After that, all that remains is mopping up. You and Eydis both work to heal the wounded, as Sir Carrad and your knights run down the orcs. Lady Ortiz will survive, though she will need some time and treatment by Eydis to recover. Your losses were relatively light - around twenty men.

The daemonsword poses a problem. Such a foul item must be destroyed, but it takes some time for both you and Eydis to be available for such a thing. Until then, the warrior priests watch over it.

When the wounded are either healed or dead, you and Eydis walk some distance from your army. You hold your sword at the ready, as she casts a spell to unmake the accursed blade. Such high magic is well beyond your powers - but, as she shattered the sword, the daemon bound within it is unleashed. It screams a bloody war cry, but even as it lunges towards Eydis you are there - and with one swing of your enchanted sword, the daemon is sent back to its hellish home.

Crushing Victory! Orc base is wiped out, and the small boat threat is eliminated. Losses are: 12 Pikemen, 2 Halberdiers, 6 Handgunners. These can be made up with a martial action.

+1 Martial to Osydin, +1 Progress towards the trait Killing Blow [1/5 towards Monster Slayer]. After looting the orc base, you recover 500GC and rescue a number of slaves. Many wish to stay, expanding your population by +30 Labourers, +30 Sailors, +20 Farmers.


[x] Escort Trade

DC 50 = 1d100 + 24 (Osydin's Martial) + 19 (Lady Ortiz's Martial) = 92+24+19 = 135

Exceeded DC by 75, 3 Degrees of Success.

The route to Tilea may be less dangerous setting out, but pirates still infest the Border Princes. Still, your ships are able to make their runs without too much trouble - the only cause for alarm being a distant sighting of what you think may have been a Druchii raiding ship, though luckily they seemed to have other prey in mind.

Additionally, you were able to conduct trade with Wurtmoot Island without any issue.

[x] Arm your Merchant Ships x4

DC 50 = 1d100 + 24 (Osydin's Martial) + 19 (Lady Ortiz's Martial) = 92+24+19 = 135

Exceeded DC by 75, 3 Degrees of Success.

Once they arrive in tiles, your ships spend nearly a month being refitted in the great docks there. Cannons, curiously marked with the heraldry of a Bretonnian merchant house, are mounted on the ships. Putting in a gun deck would be much more work, and would seriously cut into their carrying capacity, so the ships merely carry as many guns as they can fit on their weather decks.

After the ships arrive back at your settlement, you have Captain Hochestrasse's armourers remove the marking from the cannons. You suspect you understand why they were so cheap, now.

[x] Launch a Diplomatic Expedition to the Norscans

DC 75 = 1d100 + 20 (Osydin's Diplomacy) + 21 (Sir Carrad's Diplomacy) = 58+20+21 = 99
Bare Success

After your crushing victory over the orcs, a good portion of the army escorts the freed slaves back to your settlement where those who wish to leave can take ship to Tilea or Wurtmoot Island. Lady Ortiz heads back with them, whilst Captain Hochstrasse takes his halberdiers, a number of handgunners, two of your Eagle Knights, and Lady Ortiz's freelances up the bay towards the Norscans.

You head back with the victorious column - it is important that this victory is associated with you, in the minds of your subjects. Luckily, with the aid of Galerion, you'll be able to catch up to Captain Hochstrasse well before he reaches the Norscans.

Your reception when you return victorious is almost rapturous - many of your subjects were once prisoners of the orcs, or had lost someone to them. A new dedication is carved into the temple of Myrmidia, telling the tale of the battle.

Still, you enjoy the festivities only at a distance. The human ale and food is tolerable only in small doses, though you find it amusing how much they enjoy seeing you drink the ale. The human drink, even the much stronger version sold in taverns, is not nearly so strong as elfwine.

You catch back up to Captain Hochstrasse a day before he reaches the Norscans, and are able to be at the head of the column when it arrives at the walls of their settlement.

It is an impressive settlement, for the Border Princes. A well-made wooden wall rings the settlement, which looks large enough to house several thousand people. Farms extend out past the walls, thralls working the fields. A distasteful practice. At the centre of the settlement is a keep the Norscans surely did not construct - Sigmarite, perhaps.

Your column approaches, your banner fluttering in the wind. Thralls and freemen alike gaze at you with awe, for Galerion is twice the size of even the mightiest destrier. You see no dhar when you examine the settlement from a distance with your wichsight, which is a reassuring sight.

After perhaps an hour, a man in fine armour approaches you. He's accompanied by a retinue of armoured warriors, wearing a mixture of Norscan-made scale and imported plate. They carry huge, two-handed axes.

"What is your business here, elf-lord?" the man asks you, his voice deep and loud.

"Peace, trade, and diplomacy," you reply.

"You need that monster for peace?" he asks.

"Galerion helps with the diplomacy," you say. The Norscan laughs.

"Aye, aye that beastie looks mighty convincing to me. Be welcome, then, elf-lord. I am Ulfric, called the Seafarer by some. These lands are mine," he says.

"I am Osydin, Princess of Eataine," you say, as you and your men head into the settlement. You spend only a day there, always watchful for any items bearing the taint of the dark gods - but you see no traces of dhar within the Norscan's keep.

New Diplomatic Actions Unlocked!

[x] Begin Enlarging the Piers

DC 75 = 1d100 + 15 (Osydin's Stewardship) + 21 (Captain Hochstrasse's Stewardship) = 41+15+21 = 76
Bare Success

It is slow going, working on the piers whilst trade continues to flow through your settlement. You provide much of Wurtmoot Island's food, and there is a constant stream of small boats carrying all sorts of goods between your settlement and the island. More work will need to be done, and more gold spent - but the expansions can be done.

Unlocks Medium Peirs and Medium Docks.

[x] Order Buildings Constructed

Construction continues apace all over your settlement, with more and more streets full of well-made houses springing up. Farms continue to be established, and the expanse between you and your nearest neighbours is enough to fit far more farmland. You also direct your steward to have public baths built, so as to keep your settlement from becoming as filthy as the other human cities you've seen.

You also begin to employ several herbalists, who provide medical care to the public. This is unusual in human lands but seen as the mark of a wise ruler in Ulthuan. Of course, the herbalists themselves are humans - and so are ignorant, superstitious near-illiterates - but they do know the basics.

[x] Keep an eye out for scouts, spies and others

DC 50 = 1d100 + 14 (Osydin's Intrigue) + 27 (Eydis's Intrigue) = 54+14+27 = 95

Exceeded DC by 25, one degree of success.
Eydis finds several people poking their nose into places it doesn't belong, though none of them are especially concerning. A few weeks after your visit, a few Norscan scouts linger around the wood's edge, surveying the size and likely output of your settlement. You make sure to have your troops drill in sight of them, to emphasise why any competition should stay friendly.

You also see a few merchants who slip in on small boats and unload goods of dubious providence. None seem to be stolen from elvish ships, so you let the matter rest for now.

[x] Investigate the elvish ruins

DC 75 = 1d100 + 15 (Osydin's Intrigue) + 28 (Osydin's Magic) + 10 (High Mage) = 96!+3+15+28+10 = 152

Exceeded DC by 75, three degrees of success.
Vadac leads you, on foot, to the ruins he'd found. They are no shining tower, like your lighthouse - but rather a low hall, hidden amongst branch and root. You can feel the magic on the air, a lingering taste of power. You extend your witchsight, and carefully probe the edges of the warding spells.

It takes a day of careful, precise work to take down the defences - but you have lowered them without mishap. Carefully, you open the ancient doors and explore the ruin. It seems to have been a mansion for a colonial lord, but judging by the architecture it must have been forgotten about long before the War of the Beard.

Most of the furniture, all the fine silks and tapestries, have long since rotted away... but some of the interior remains. Certainly, the building itself is well-preserved, as is all the intricate stonework.

What do you find? 1d100 = 97!+21 = 118

In the centre of the ruin, you find a small dias. Around it lies the rotted remains of fine tapestries, and treasures long since lost to time. As you approach it, you notice yet more defensive spells - and that they have been disturbed. Where once an entire suit of armour lay, now lies only a helm.

But what a helm. Flaring dragon wings extend out of it, and a line of diamonds sits between them. It sings of magic and great deeds, done in the time when the world was young - in the time of legends.

It takes far more work to extract the helm than to breach the outer defences - the better part of a week - and you only manage to open a small window, just enough to grab a single piece of armour. You know now why the helm had been left behind... and that the theft must have been recent.

Something stinking of half-trained, human magic has touched these wards, and recently. Dhar, but... not chaotic. Cold and dead and stinking of rot. Necromancy.

Gain: Unknown Enchanted Helm

[x] Study the blade

DC 100 = 1d100 + 31 (Osydin's Prowess) = 45+31 = 76

Bare Failure.
You meditate on the forms your mother taught you as you spar against your knights. You move with practised grace and effortless lethality, but there is nothing new to be learnt in that fight - merely keeping skills sharp.

As skilled as your knights may be, they are all very familiar to you. You find no new insight into the blade sparring with them.

[x] Use magic to aid your farmers

DC 50 = 1d100 + 28 (Osydin's Magic) + 5 (Blessing of Isha) = 63+28+5 = 96

Exceeded DC by 25, one degree of success.
Newcomers to your settlement are always nervous when you make your rounds amongst the farmlands. They have heard whispers of witches and sorcerers, of those who cavort with forbidden gods and dark powers.

It never lasts more than a season, as their fields grow bounties unmatched by even the best soil. Even the most ardent doubters feel a sense of rightness as they walk amongst their crops, the life magic something that no daemon could master.
 
2252, First Half
2252 IC, First Half

Stat Changes
:

Population: 1721 to 2146.

+80 Children
+123 Farmers
+132 Labourers
+34 Craftspeople
+33 Sailors
+2 Herbalists

Food: 2588 to 2350

Food Production: +500

Food Consumption: 1721 to 2146

Gold: 850GC to 1490GC

Random Events:

Good or Bad: 1d100, good previous event. 75+ Good: 94

Good Event: 1d100 = 9

A group of down-on-their-luck mercenaries stop at your settlement on their way to Akendorf. Led by their charismatic leader, Captain Bluchus Gartner, they are composed of light cavalry and infantry, armed with pistols and sabres. Gartner is, Captain Hochstrasse informs you, the failed seventh son of an influential Mareinburger merchant.

The good captain, after a poorly conceived attempt to impress you, offers the services of his men on the same terms as your other mercenaries - at a cutthroat price, too. It seems he believes that your settlement is worth investing in.

May hire Gartner's Gamblers, a mercenary company composed of 20 light cavalry and 30 light infantry, plus command. Cost is 50GC/turn.

Current Petition
:

The merchant interests you've been trading with, as well as Elves transiting the region, would prefer to stop at your settlement, instead of Wurtmoot Island, but currently, your docks are straining at capacity for your own ships, let alone any visitors.

Tilean and Elvish merchants want you to expand your docks within two turns. In return, you'll unlock regular trade without having to take a naval action.

Choose the listed number of actions from each category. Unless stated otherwise, you may choose the same option twice to add another 1d100 to the roll.

Choose 2 Martial Actions:

[x] Train some Labourers as militia: With some discipline, basic equipment, and time you could expand your force. While they would only be lightly armoured spearmen, your mercenaries could train decent troops out of the civilian population without preventing them from holding gainful employment. Converts 50 Labourers to Militia, who act as both Soldiers and Labourers. Will require 25gc/turn for wages and upkeep. Can be taken multiple times.

[x] Invest in better equipment for your militia: You now have the funds and stability to equip your subjects with munitions breastplates and more varied weapons. Raises the quality of the Militia, but also raises their cost to 35gc/turn for 50.

[x] Recruit woodsmen as skirmishers: some of your subjects have experience as hunters or woodsmen, and could be trained and equipped as skilled skirmishers. Converts 25 farmers or labourers to soldiers, max 25 skirmishers/1000 total population. Costs 25gc/turn.

[x] Send some scouts to look for any local ruins: There may be other ruins, Elvish or otherwise, if this lighthouse was built here so long ago.

[x] Recruit locals to replace mercenary casualties: Your mercenaries are used to replace casualties in the field and could train and equip replacements from your subjects. Cost is 40GC currently.

[x] Begin a Campaign against the Vampire: Such a creature is an affront to life itself. It must be destroyed, but doing so will likely require a major campaign. Requires Two Actions.


Choose 2 Naval Actions:

[x] Hunt the Steamship: Orcs capturing and then managing to successfully use a Dwarfish steamship is very unusual, and very concerning. Your Hawkship, with you and Eydis aboard, might be the only vessel capable of catching and defeating the threat - at least until the idiots over at Barak Var realise some Orcs are running around with their ship.Very Dangerous.

[x] Escort trade: Whilst it is generally too dangerous for merchant ships to visit this region, with your troops and Hawkship, you could arrange a trade convoy to Tilea. Sell 500 Food for 500 GC OR Sell 500 Gunpowder for 1000GC.

[x] Trade with Wurtmoot Island: After your successful diplomatic visit, you can now export food to the nearby island. Sell 500 Food for 500 GC and/or sell 500 Gunpowder for 2500GC.Does not take an action.

[x] Build Fishing Boats: You now have a small guild focused on the production of these boats. They cost 10GC/boat, and may be kept for your use or sold for 20gc/boat. Does not take an action.

[x] Request Support to Hunt the Steamship: A rogue dwarfish steamship - especially one with a powerful chaos sorcerer aboard - is a threat beyond the parameters of your mission, at least this soon. You could send word to the closest Elvish naval station and request temporary reinforcements. Costs 50 Favour, must be done at least one turn in advance.

Choose 2 Diplomatic Actions

[x] Propose Something to Another Border Prince: Write-in your proposal, and who you want to propose it to.

[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a personal action in addition to a diplomatic one.

[x] Attempt to improve the attitude of another Border Prince: Write in who you wish to be nice to.

Choose 1 Stewardship Action. Building construction is voted on here, but does not cost an action.

[x] Order Buildings Constructed: Write in what you want built. Your only limit right now is gold cost, and having sufficient staff. Does not take an action.

[x] Plan out a sewage system: Though humans would not bother until your settlement was much larger, Elves would already begin construction of a sewage system for a town of this size. Unlocks a new building.

[x] Plan out a defensive scheme: Your settlement is currently unwalled and defended only by its garrison, and whatever fortifications you could build with advanced warning. Balancing room for growth with the cost of the defences is a difficult task. Unlocks a new building.

Choose 1 Intrigue Action:

[x] Take Human Students: With a number of candidates found, Eydis can take some time to begin to teach them the basics of magic. She will be unable to perform other duties for the first, most dangerous months of the apprenticeship.

[x] Investigate Another Border Prince: Write-in the faction you would like Eydis to investigate.

[x] Keep an eye out for scouts, spies, and others: With your dramatic arrival, other Border Princes might begin to investigate you. Always something to keep an eye on.

Choose 3 Personal Actions

[x] Study Magic: Your mastery of magic is but mastery of the beginning. There is always more to learn. Luckily, Eydis is always happy to help.

[x] Study the Blade: It is always wise to keep one's skills sharp.

[x] Use Magic to Aid Your Farmers: Both you and Eydis are capable of using Life magic to greatly enhance the yield of farms, though obviously, it would take you especially from other duties. Doubles Farm Output.

[x] Spend time with a notable NPC: Write-in an NPC to spend time with, and possibly gain a skill or trait bonus if a roll is met.

[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a diplomatic action in addition to a personal one.

[x] Master the Helm: The magic of the dragon helm you recovered is not yet yours to wield - you must master it, make the ancient enchantments recognise your right to wield them, if you hope to make use of it.
 
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2252, First Half Results
2252 IC, First Half Results
Population Growth:


10d20 Children = 111
12 Children Age into... 3 Sailors, 3 Farmers, 3 Labourers, 3 Herbalists.
5d100 Immigration = 290 = 108 Labourers, 108 Farmers, 37 Sailors, 37 Craftspeople

Private Construction:

Budget: 400GC.
Result: 1d24 = 21, Bakery. Cost 20GC = 20 Bakeries

As your settlement grows, the logistics of individual households producing their own bread from communal flour begin to become strained. Several enterprising individuals set up larger-scale bakeries, and soon reach agreements to either purchase flour or for individuals to pool their flour allotments and pay bakers to bake it.

[X] Hire Gartner's Gamblers

"I am, of course, dreadfully sorry for any offence my actions may have caused on our first meeting, Your Highness, and offer my unreserved apologies. Along with any other required recompense," Captain Gartner says, his obsequious bowing bordering on comedy.

"The only thing I require from you, Captain, is to fight and die in my name. And, of course, the generous discount you promised," you reply.

The portly man quivers slightly, his extensive moustache and flowery clothing a poor disguise for his moment of fear. Then, the moment passes and exits with what he can recover of his dignity.

[x] Recruit locals to replace mercenary casualties: Your mercenaries are used to replace casualties in the field and could train and equip replacements from your subjects.

DC 75 = 1d100 + 24 (Osydin's Martial) + 19 (Lady Ortiz's Martial) = 78+24+19 = 121

Exceeded DC by 25, one degrees of success.

You have forbidden the mercenary captains from poaching your militia, but even so they are able to quickly and efficiently replace their losses. The money is good, and as some of the dead men left no heirs - and thus their land allotments went to the company - they are able to parcel those up as signing bonuses.

They cannot do that forever, of course, unless you want men and women to die for a flowerbed - but you can always make new rants. If there is one thing the Border Princes has in abundance, it is empty land.

[x] Send some scouts to look for any local ruins: There may be other ruins, Elvish or otherwise, if this lighthouse was built here so long ago.

DC 100 = 1d100 + 24 (Osydin's Martial) + 19 (Lady Ortiz's Martial) = 75+24+19 = 118

Bare Success

Vadac combs the woods, and begins to range a little further afield. He reports an interesting finding - architecture that looks almost Dwarvish, but above ground. There seems to be no guards or watchers posted, so the chance of sparking a conflict with the local band of bearded idiots is minimal.

Still, Vadac reports that the Winds are strong there - as odious as the Dwarves may be, their runecraft is the world's only competitor to the enchantments of the Elves. The chance to take some ancient relic of theirs for your own is an amusing one. You or Eydis will be required to disarm any runic traps left behind.

[x] Request Support to Hunt the Steamship: A rogue dwarfish steamship - especially one with a powerful chaos sorcerer aboard - is a threat beyond the parameters of your mission, at least this soon. You could send word to the closest Elvish naval station and request temporary reinforcements.

50 Favour Spent. Roll result revealed during the Hunt for the Steamship.


You take ship aboard your hawkship personally to deliver the news, sailing for a week to a hidden courier station nestled off the coast of Tilea. Aside from the grand island fortresses used to control access to the world's oceans, the navies of the Phoenix King often make use of hidden stations and fast ships to pass on messages, small but important cargo, or vital news.

The officer there is cold towards you, but he does not forget his place. You are not - officially - an exile. If the Phoenix King were to decree your mission ended, or if you were required to escort something truly vital, you could step back onto the shores of Ulthuan. You are still a Princess of Eataine, the last scion of a bloodline famed throughout history.

He is an up-jumped commoner, a militia-man turned sea captain. His fastest ship leaves the hidden station under the cover of night, bound for Ulthuan. You hope it returns with enough companions to turn the tide.

[x] Escort trade: Whilst it is generally too dangerous for merchant ships to visit this region, with your troops and Hawkship, you could arrange a trade convoy to Tilea.

DC 50 = 1d100 + 24 (Osydin's Martial) + 19 (Lady Ortiz's Martial) = 34+24+19 = 77

Exceeded DC by 25, 1 Degree of Success.

You newly armed merchant ships sail in convoy, an interlaced castle of blackpowder and oak. They are slow, crude things by the standards of your homeland - but in the Border Princes, they alone would make you a significant naval power. Only one pirate makes the attempt on them - a Sartosan vessel, mistaking four ships for only one. By the time the captain of the Sartosan ship realised her mistake; it was already too late.

Your ships turned to present their broadsides, and a few exchanges later the pirate vessel was left sinking and burnt to the waterline. A few captives are recovered for intelligence purposes - the rest are simply left to Mathlann's embrace, as befits all pirates.

[x] Attempt to improve the attitude of another Border Prince: Ulfic the Norscan

DC 50 = 1d100 + 20 (Osydin's Diplomacy) + 21 (Sir Carrad's Diplomacy) = 87+20+21 = 128
Exceeded DC by 75, three degrees of success.

You and Sir Carrad spend some time in the Norscan settlement, both ensuring their is no sign of Chaos worship and attempting to persuade Ulfric that you would be a good neighbour to have.

That second task is made significantly easier when one of his daughters is injured in a riding accident, and his wise woman - a primitive human magic user - is unable to heal her. You call upon Isha's blessing, and sing the Wind of Life into a healing melody.

Your command of magic makes you a woman to be respected amongst the Norscans, who whisper that the gods of the South must greatly favour you. You find it slightly disconcerting that of all the humans, it is the northern chaos worshipers who come the closest to understanding the true nature of magic. Or perhaps it shouldn't surprise you at all.

"No, it was not the human gods of this land that healed her. It was the power of Isha, and the Wind of Life. The two are as one; to separate them is Sigmarite foolishness," you say. The Norscans nod sagely.

[x] Attempt to improve the attitude of another Border Prince: Baron Wurtmoot

DC 50 = 1d100 + 20 (Osydin's Diplomacy) + 21 (Sir Carrad's Diplomacy) = 10+20+21 = 51
Bare Sucess.

"The Baron is somewhat more congenial, Your Highness," Sir Carrad says as she returns from Wurtmoot Island.

"How did you manage that?" you ask her.

"I reminded him that you are the one feeding his people, and keeping the sea lanes clear enough for him to ship the weapons his foundries produce up to Akendorf."

"Were it that easy all the time."

[x] Plan out a defensive scheme: Your settlement is currently unwalled and defended only by its garrison, and whatever fortifications you could build with advanced warning. Balancing room for growth with the cost of the defences is a difficult task.

DC 75 = 1d100 + 15 (Osydin's Stewardship) + 21 (Captain Hochstrasse's Stewardship) = 94+15+21 = 130
Exceeded DC by 50, two extra degrees of success.

Your instincts are at once too grand and too small for your settlement. It is no Elvish city, full of empty houses and with walls garrisoned by every man and woman old enough to hold a spear.

Captain Hochstrasse is more familiar with the scale, resources, and technology you are working with. His plans are well-drafted, complex, yet also achievable. They rely primarily on a system of palisades and trenches at first, to then be replaced piece by piece by more permanent stone walls.

He also ensures that your settlement will have an easier time expanding beyond the walls, and then defending those sections - it will be slightly more expensive at first, but it will more than pay for itself over time.

[X] Build Order: 30x Medium Farms: Cost 700 CG Remove the Small Farms to make more room if needed: Cost 0 CG 200x Decent Dwellings: Cost 400 CG Remove all the Shabby Dwellings: Cost 0 CG 1x Bathhouse and 1x Herbalist: Cost 200 CG 1x Lumber Camp (To Finish): Cost 200 CG 1x Medium Docks 1200 Gold 1 Armory 10 GC 1 Stable 20 CG.

Luckily, you are not yet anywhere near running out of farmland. Though fertile, the constant threat of orcs crossing the Black Gulf has left this land essentially uninhabited. There are a few small, isolated farms - but they are mostly glad of your protection, and if not are wise enough to pretend otherwise.

Your settlement continues to expand, as the docks are greatly enlarged to accommodate the now increased stream of merchant traffic. Not only Tileans, either. Elvish ships, on the long journey to or from Grand Cathay and the numerous Kingdoms of Ind, are beginning to stop at your settlement to take on provisions, rest their crews, and conduct brief repairs. Ships from Akendorf, the largest settlement in the Border Princes, also begin to appear.

Their trade goods are nowhere near as exotic, but are far more affordable to your population; who now have access to a number of small luxuries they had been forgoing.

You also take the time to dismantle the ugly, and frankly both unsafe and unsanitary, dwellings that were built before your arrival. Your subjects deserve better, and you will provide them with such things.

[x] Take Human Students: With a number of candidates found, Eydis can take some time to begin to teach them the basics of magic. She will be unable to perform other duties for the first, most dangerous months of the apprenticeship.

DC 125 = 1d100 + 14 (Osydin's Intrigue) + 27 (Eydis's Intrigue) + 40 (Eydis's Magic) = 96!+85+14+27+40 = 262

Exceeded DC by 150, six extra degrees of success. Critical Success!
Eydis takes her first human students. They are young, one and all - there is no point in wasting instruction on humans with one foot in the grace. She teaches them to control their power, to begin to call safely on the winds. One of the children is lost, eaten by a gaping maw briefly manifested into the world, but the others progress well and are now unlikely to die from their own magic.
The teenage candidate Eydis identified, however, is another story. The young girl, named Anna, bristles with power. The daughter of a farmer, she is already strongly attuned to the Wind of Life. The teachings of the Old Ones are not for humans to learn - and not something they could do, either - but the way of one wind might be achievable in a human lifetime.

Gain a new notable NPC: Apprentice Life Wizard Anna (Magic 15).

[x] Use Magic to Aid Your Farmers: Both you and Eydis are capable of using Life magic to greatly enhance the yield of farms, though obviously, it would take you especially from other duties. Doubles Farm Output.

DC 50 = 1d100 + 28 (Osydin's Magic) + 5 (Blessing of Isha) = 17+28+5 = 50

Bare success.

The times are harsher, and the Wind of Life weaker, but you are able to continue your project of enchanting your farmlands. It is a delicate thing, the work of many years - and yet it is also an immediate thing, the source of your wealth and your security.

Perhaps Anna, the human Eydis has managed to teach the very basics of Life magic too, could perform some of the less complex parts of this task. There is a reason that you recall doing this for long years as you were learning magic.

[x] Master the Helm: The magic of the dragon helm you recovered is not yet yours to wield - you must master it, make the ancient enchantments recognise your right to wield them, if you hope to make use of it.

DC 100= 1d100 + 28 (Osydin's Magic) + 21 (Osydin's Diplomacy) = 100!+76+28+21 = 225

Exceeded DC by 125, five extra degrees of success. Critical Success!

You sit atop the lighthouse and feel the wind in your hair; feel your silk robes ripple slowly in the wind. The helm sits before you, gems glittering in the orange light of early dusk. You gather your power, your will, and touch the helm.

The essence inside it is proud and noble. It yearns for the mountains of Caledor, for dragonfire and the thunder of hooves and the shattering of lances. It is old, forged when the world was newly awash with blood. It is strong, even without most of its essence. Almost too strong.

Almost.

Your will is equal to it; your pride is as righteous as those who forged it. It can feel the Fireheart ring, feel the connection forged to that great artifact in your soul. Your blood is not of Caledor, not of dragons.

But your blood sings for the sky; and that is the home of this spirit. It yearns for open skies and endless blue oceans, for snow-capped mountains and forests so small as to be a child's toy. But that is not its home, no more than the opulent cliff-side palace that exists now only in your memories is your home.

Its home is in the sky, yes, but in the heart of a raging storm. In the heat of battle. It was forged for one glorious purpose - the first charge of the Dragon Princes, in the days where each and every one rode a dragon.

New Item Gained: Stormtamer's Helm. This enchanted helmet grants the wearer +10 to Heavens Magic whilst airborne, and +30 when in the midst of a storm. It also grants the wearer one degree of Ward Save - reducing any damage suffered by one degree, cumulative with armour. This applies even to Killing Blows or esoteric magical effects. When reunited with the other parts of the armour, it may grant other bonuses.

[x] Spend time with a notable NPC: Captain Heinrich Hochstrasse

Opposed Roll = 1d100 + 15 (Osydin's Stewardship) vs 1d100 + 21 (Hochstrasse's Stewardship) + 5 (Blackpowder Expert) = 4+15 vs 54+21+5 = 18 vs 80

Captain Hochstrasse wins with two SL

You run your hands hesitantly along the human weapon. You call upon Chamon, using the Wind of Metal to examine it. The craftsmanship is crude, but above what one would expect of a human weapon. You understand how the good Captain has used it - mostly hunting, these past few years. Before then, it was a tool of precise killing - officers, beastman priests, one unlucky hedge witch.

"I was not aware such weapons existed," you admit as you look at the long rifle.

"Rare as hen's teeth, but they're around. Rarer still in these parts, aye, but not impossible."

"I had not considered defending against such a weapon... nor thought as to its use."

"Perhaps you should, Your Highness."

Gain +1 Stewardsip, and a new personal action is unlocked.
 
2252, Second Half
2252 IC, Second Half

Stat Changes
:

Population: 2196 to 2597.

+111 Children
+111 Farmers
+111 Labourers
+37 Craftspeople
+40 Sailors
+3 Herbalists

Food: 2588

Food Production: +1150

Food Consumption: 2196 to 2597

Gold: 990GC to 760GC

Random Events:

Good or Bad: 1d100, good previous event. 75+ Good: 42

Bad Event: 1d100 = 49

A substantial cargo of wine to Wurtmoot Island never arrived, taking the small boat carrying the expensive cargo with it. No Vineyard gold this turn, but food will still be consumed. Five sailors were lost.

Petition:

Your growing number of merchant contracts are happy for the safe port and steady supply of food, but preserved foodstuffs and wine alone do not make for a diverse customer base. They request that you introduce a new trade good - horses, gunpowder, or something else, within a year. In return, they'll put 500GC toward the first source of new trade goods constructed.

Choose the listed number of actions from each category. Unless stated otherwise, you may choose the same option twice to add another 1d100 to the roll.

Choose 2 Martial Actions:

[x] Train some Labourers as militia: With some discipline, basic equipment, and time you could expand your force. While they would only be lightly armoured spearmen, your mercenaries could train decent troops out of the civilian population without preventing them from holding gainful employment. Converts 50 Labourers to Militia, who act as both Soldiers and Labourers. Will require 25gc/turn for wages and upkeep. Can be taken multiple times.

[x] Invest in better equipment for your militia: You now have the funds and stability to equip your subjects with munitions breastplates and more varied weapons. Raises the quality of the Militia, but also raises their cost to 35gc/turn for 50.

[x] Recruit woodsmen as skirmishers: some of your subjects have experience as hunters or woodsmen, and could be trained and equipped as skilled skirmishers. Converts 25 farmers or labourers to soldiers, max 25 skirmishers/1000 total population. Costs 25gc/turn.

[x] Send some scouts to look for any local ruins: There may be other ruins, Elvish or otherwise, if this lighthouse was built here so long ago.

[x] Begin a Campaign against the Vampire: Such a creature is an affront to life itself. It must be destroyed, but doing so will likely require a major campaign. Requires Two Actions.


Choose 2 Naval Actions:

[x] Hunt the Steamship: Orcs capturing and then managing to successfully use a Dwarfish steamship is very unusual, and very concerning. Your Hawkship, with you and Eydis aboard, might be the only vessel capable of catching and defeating the threat - at least until the idiots over at Barak Var realise some Orcs are running around with their ship. Dangerous.

[x] Trade with Tilea: Now that you have the proper facilities, you may trade with Tilea without an action. Sell 500 Food for 500 GC OR Sell 500 Gunpowder for 1000GC.

[x] Trade with Marienburg: Marienburg is a fair distance away, but it has access to all of Sigmar's shattered Empire. You have very few trade goods that they would be interested in, but thanks to the Elvish merchants stopping over at your settlement on their way to Cathay, you could purchase a small amount of their elf-crafts at enough of a discount to make the journey worth it. Costs 500 Food, Gains 1000GC + 1 Oddity Roll.

[x] Trade with Wurtmoot Island: After your successful diplomatic visit, you can now export food to the nearby island. Sell 500 Food for 500 GC and/or sell 500 Gunpowder for 2500GC.Does not take an action.

Choose 2 Diplomatic Actions

[x] Propose Something to Another Border Prince: Write-in your proposal, and who you want to propose it to.

[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a personal action in addition to a diplomatic one.

[x] Attempt to improve the attitude of another Border Prince: Write in who you wish to be nice to.

Choose 1 Stewardship Action. Building construction is voted on here, but does not cost an action.

[x] Order Buildings Constructed: Write in what you want built. Your only limit right now is gold cost, and having sufficient staff. Does not take an action.

[x] Keep Some Small Boat Output: Your boatbuilders will now sell their boats unless you specify otherwise, for a profit of 50GC/turn. Write in the amount you'd like to keep. Does not take an action.

[x] Import Elvish Smiths: You could convince some lesser commoner smiths to emigrate from Lothern for a time. Whilst expensive, their crafts would command enormous value to humans - and they would be able to make items suitable for minor enchantments, if Eydis can find the time. Costs 1000GC, 20 Favour. Unlocks a new building & new trade good.

[x] Plan out a sewage system: Though humans would not bother until your settlement was much larger, Elves would already begin construction of a sewage system for a town of this size. Unlocks a new building.

Choose 1 Intrigue Action:

[x] Investigate Another Border Prince: Write-in the faction you would like Eydis to investigate.

[x] Keep an eye out for scouts, spies, and others: With your dramatic arrival, other Border Princes might begin to investigate you. Always something to keep an eye on.

[x] Train Your Human Students: Eydis is giving her students instruction without this action, but she can devote extra time towards it, granting you two d100 rolls rather than one; substantially decreasing the risk involved.

[x] Investigate the Dwarfish Ruins: The strange, above-ground dwarfish ruins Vadac located may hold all sorts of wealth and other treasures but are likely protected by powerful runes. A mage with access to High Magic will be required to safely dispel them.

Choose 3 Personal Actions

[x] Study Magic: Your mastery of magic is but mastery of the beginning. There is always more to learn. Luckily, Eydis is always happy to help.

[x] Study the Blade: It is always wise to keep one's skills sharp.

[x] Use Magic to Aid Your Farmers: Both you and Eydis are capable of using Life magic to greatly enhance the yield of farms, though obviously, it would take you especially from other duties. Doubles Farm Output.

[x] Spend time with a notable NPC: Write-in an NPC to spend time with, and possibly gain a skill or trait bonus if a roll is met.

[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a diplomatic action in addition to a personal one.

[x] Investigate the Dwarfish Ruins: The strange, above-ground dwarfish ruins Vadac located may hold all sorts of wealth and other treasures but are likely protected by powerful runes. A mage with access to High Magic will be required to safely dispel them.
 
2252, Second Half Results
2252, Second Half Results
Population Growth:


12d20 Children = 122
16 Children Age into... 4 Sailors, 4 Farmers, 4 Labourers, 4 Soldiers.
6d100 Immigration = 431= 130 Labourers, 129 Farmers, 86 Sailors, 86 Craftspeople

Private Construction:

Budget: 600GC.
Result: 1d24 = 7, Vineyard. Cost 100GC = 6 Vineyards

The expansion of your trade links with Tilea, and through the elf merchant ships the rest of the world, has resulted in something of a boom for the wine produced by your settlement's vineyards. The life magic infused into the soil has given it the barest glimmer of the flavour that elfwine fully embodies, and reportedly your wine is taking over much of the "imitation" elfwine market, something the merchants of Lothern will be thankful for.

[x] Recruit woodsmen as skirmishers

DC 50 = 1d100 + 24 (Osydin's Martial) + 19 (Lady Ortiz's Martial) = 1, 56+24+19 = 100

Exceeded DC by 50, one degrees of success. Crit fail negated by double action.

Vadac is dismissive of the skill of human woodsmen, but he does agree to separate out the least incompetent. Not all have bows suitable for warfare, but there are perhaps half who - being former Brettonian peasants - are capable longbowmen. The rest you arm with crossbows or hunting muskets, as well as arming swords and hand axes.

Whilst not capable of standing up to cavalry, or holding ground without the benefit of serious fortification, the skirmishers will work well as light troops to either screen your heavier troops or for more specialised applications.

[x] Trade with Tilea

Your merchant ships carry wine, preserved foodstuffs, and more to Tilea. Your wine is especially successful as an export good - the life magic infused into the soil of your vineyards giving it if not the terroir of elfwine, then something of its technique.

[x] Trade with Wurtmoot Island

Wurtmoot Island remains your most important trading partner, however. The proximity of the island means that you can trade not only wine and preserved foodstuffs, but that plenty of the small boats that make the crossing are actually carrying fresh food and live animals.

You are almost surprised that 'Baron' Wurtmoot never considered establishing an outpost on the shore, but you suspect that his forces - whilst well armed to repel a siege of his island - are not numerous enough to secure any practical amount of farmland.

[x] Propose Something to Another Border Prince: Ulfric the Norscan help in hunting the Steam ship

DC 75 = 1d100 + 20 (Osydin's Diplomacy) + 21 (Sir Carrad's Diplomacy) + 5 (Signature Look of Superiority) = 47+20+21+5 = 93
Bare Sucess.

You take Sir Carrad with you, of course, but this matter is one where your status will be helpful. The Norscans, though they might be far from their dark gods, respect the power of a Vikti, especially one from the shrouded isle of Ulthuan - a place that features prominently in many of their bloody sagas.

They sing of your homeland not as a paradise, as all the elves see it - even those long since lost to its shores, nor do they sing of the tales other humans tell. They do not sign of fair Lothern, the jewel of the world.

To the Norscans, Ulthuan is a bloody maw; a dark isle that drinks greedily of the blood of heroes.

So when you step ashore from your Hawkship, you are welcomed with awe and whispers. You are a figure from song; the end of heroes made manifest.

Ulfric knows of the steamship - how could such accomplished seafarers not? But he fears it, rightfully, ever since he lost three longships attempting to board it. Were you any other, were you man or dwarf, he would've refused you without a second thought.

But, by the barest of margins, the part of him that remembers the sagas wins out.

[x] Attempt to improve the attitude of another Border Prince: Baron Wurtmoot

DC 75 = 1d100 + 20 (Osydin's Diplomacy) + 21 (Sir Carrad's Diplomacy) = 90+20+21 = 131
Exceeded DC by 50, two degrees of success

Sir Carrad finally has some success with Baron Wurtmoot. The Bretonnian noble is of high enough birth to mollify Wurtmoot's ego that he is not receiving your personal attention. You are not exactly the best of friends, but the relationship between your courts - motley as they - is now notably warm.

[X] Order Buildings constructed 10 Medium Farms; 90 Decent Dwellings; 1 Market; 1 Fortified Powder Mill; 2 Horse Herds; 1 Medium Pier

Your settlement continues to expand. With a population now north of three thousand, the lighthouse now lies at the centre of a bustling town. Long, wide streets of well-made houses are peppered with small market squares, whilst the new temple of Myrmidia stands as the impressive of all the new buildings - an imposing fortress of volcanic rock.

You also order the construction of various items of strategic importance. You finally have the funds to import the labour needed for the powder mill, in addition to the materials you already have. You also begin to establish horse herds, both to supply your own troops and as an export.

Most importantly of all, you finally manage to enlarge the piers - establishing an entirely new section, many times the size of your previous facilities. Now you can easily dock a dozen ships and hundreds of small boats.

[x] Plan out a sewage system

DC 75 = 1d100 + 15 (Osydin's Stewardship) + 21 (Captain Hochstrasse's Stewardship) = 47+15+21 = 83
Bare Success.

A town of three thousand people - especially of three thousand humans - requires some thought as to the disposal of human waste if it is to avoid becoming a putrid hive. You task Captain Hochstrasse with arranging for the labour to begin the digging of a sewer system, to your exacting specifications. It will not be as capable as a true elvish sewer system, of course, but it will be far better than what the good Captain would've constructed if left to his own devices.

[x] Train Your Human Students

DC 125 = 1d100 + 1d100 + 14 (Osydin's Intrigue) + 27 (Eydis's Intrigue) + 40 (Eydis's Magic) = 61+55+14+27+40 = 197

Exceeded DC by 50, two extra degrees of success.

Eydis trains her human students. Restricted to only the Wind of Life, they make considerable progress through the much-simplified curriculum, they are taught. Though none are yet useful, none are lost to accidents or corruption. Anna, the teenager, is even capable now of sowing life magic into the fields around your settlement.

+1 to Anna's magic, taking Use Magic to Aid Your Farmers now no longer takes an action when taken as an intrigue action. 10 Children become Apprentices, a special type of Child.

[x] Use Magic to Aid Your Farmers


DC 50 = 1d100 + 28 (Osydin's Magic) + 5 (Blessing of Isha) = 40+28+5 = 73

Bare success.

You walk amongst the fields surrounding your settlement, your ceremonial robes remaining pure white even as you walk barefoot across field and pasture. You not only sing to the crops, but bless the first foals born to your horse herds. Not a one is lost to birth, and none of the mothers either.

[x] Study Magic

DC 150 = 1d100 +28 (Magic) + 40 (Eydis's Magic) + 15 (Mage of the White Tower III) =66+28+40+15 = 149

Bare Failure

You take more lessons with Eydis - a welcome reprieve for her after long days of teaching human children the barest basics. With your acquisition of a powerful relic linked to the Wind of Heavens, you attempt to learn more of that lore.

Unfortunately, you are unable to make any significant progress before you must leave to battle the steamship. You know only the basics of the lore - a little divination, elementary fate manipulation, and of course how to call down lightning bolts from the sky. Still, your time spent studying the arcane is not entirely wasted - though you learn no new spells, you do make some progress towards your overall level of skill.

4/10 Progress gained towards advancing the Wizard I trait.

[x] Spend time with a notable NPC: Vadac the Eonir


Opposed Roll: 1d100 + 31 (Osydin's Prowess) vs 1d100 + 27 (Vadac's Prowess) = 39+31 vs 43+27 = 70 vs 70

Draw!

Vadac, the colonial, is an enigma. You have not known the colonists to be particularly hospitable towards your people, but he has taken your coin and given you good service without complaint.

"You are unusual, for one of the Asur," he says. He does not give you your title, as you have come to expect.

"You are unusually personable for one of the Eonir," you reply.

"Perhaps. You are no exile, are you?"

"I retain the favour of His Majesty," you say, carefully - for you do, your exile being entirely unofficial. You feel no need to clarify which monarch you are referring to. There is only one rightful King of the Elves.

"His favour, perhaps. His orders, most certainly. Tell me, eagle-friend, are you the beachhead for some fool invasion of the Old World?" he asks.

"What an absurd notion. I had assumed you were capable of determining my true purpose here," you reply.

"Then you have been sent to secure the southern flank. It seems your Sea-Farer does not forget the world outside of Ulthuan."

After that, the two of you exchange no further words - though you do spend some time sparring, Vadac one of the few beings in the settlement capable of coming close to your speed. He fights in the way of the Eonir, favouring a short spear, and the two of you find yourselves surprisingly evenly matched, though you can tell you have the slightest of advantages.

Gain +1 Prowess!

[x] Hunt the Steamship


Your ships sail out of your new piers armed to the teeth and carrying far more troops than usual. Your hawkship bears all five of your eagle knights, as well as yourself, Eydis, and Vadac. The Lady Ortiz marshalls the warrior priests on another, along with Sir Helene Carrad. Captain Hochstrasse remains behind to command any required defence of the settlement, but all of his handgunners and halberdiers are aboard your armed merchant ships.

The sleek form of the hawkship leads the column, her enchanted sails fluttering in the wind. Her bolt-throwers have been freshly restocked with enchanted star-iron bolts; each capable of punching through even the iron armour of dwarfish steamships. They are likely your only ranged weapon capable of doing serious damage to the chaos-tainted steamship. The cannons of your merchant ships are simply too small, their barrels too weak, to do anything more than damage weak points or the outer workings of the ship.

As you sail out into the Black Gulf, you are joined by a number of swift Norscan longships. Aboard them, you see warriors clad in a curious mix of Norscan craft and imported Imperial or Tilean armour. If you can slow the steamship, if Eydis can blind its gunners - they could prove vital in a boarding action.

Opposed Roll: 1d100 + 1d100 (Second Action) + 24 (Osydin's Martial) + 5 (Sea-Elf) + 10 (Eagle Knights) + 15 (Superior Sailors) vs 1d100 + 20 (Warboss's Martial) + 10 (Daemon-engine) = 66+17+24+5+10+15 vs 43+20+10 = 122 vs 73.

Exceeded Opponent by 25, one extra degree of success

Your Eagle Knights take to the air as your ships remain concentrated and begin to make long sweeping flights over the areas of the Gulf you know the steamship is likely to be in. Eydis reads the stars and makes some subtle predictions of her own - but she cannot use too much magic, or she may alert the great Sorcerer who this steamship seems to serve.

The lack of reliance on the wind makes the tracking somewhat more complicated, but orcs and dwarfs have always been subpar sailors. Your knights quickly locate the steamship by the long columns of black smoke its infernal engines produce. They dart away into the clouds before they can be seen, and as night falls your ships arrive in their positions.

You stand aboard the deck of your hawkship, your hand resting on Galerion's hind leg. Your sword waits for you in his saddle, and you wear your armour - gleaming ithilmar covered by black cloth tonight. Beside you are the rest of your knights, of course, but also Vadac, Lady Ortiz, and three of her warrior-priests. They will form your initial boarding party, provided Eydis can get you close enough.

She stands by the prow of the ship, forward of the bolt-thrower batteries, and is already deep in meditation. You wish you could call out to her, to ask her for reassurance - to ask her to be by your side in the battle to come... but the Sorcerer is not here, and without such a fell power to confront Eydis's efforts are best spent protecting your ships with her war magic.

Opposed Roll: 1d100 + 24 (Osydin's Martial) + 5 (Sea-Elf) + 10 (Superior Scouts) + 15 (Superior Sailors) + 40 (Eydis's Magic) vs 1d100 + 20 (Warboss's Martial) + 10 (Daemon-engine) + 15 (We Need No Wind) = 5+24+5+10+15+40 vs 12+20+10+15 = 99 vs 57.

Exceeded Opponent by 25, one extra degree of success

You leap atop Galerion, and as Eydis begins to shroud the sea in enchanted mist, you and your knights ascend into the air. You see a brief glimpse of your ramshackle fleet as it begins to move, before the mist swallows it. Your hawkship rushes forward, attempting to land some telling blows with her bolt throwers whilst remaining out of effective range of the dwarfish cannons. Your merchant ships and the Norscan longships charge forward, attempting to close with and board the steamship.

Cannonfire blossoms from the side of the steamship, gouts of hellfire and black smoke shooting out from the turrets atop it. At this range, they would have no hope of a hit even without the mist that begins to enshroud the whole battlefield. Still, you know that the Norscans are not used to such weapons and that your own human sailors are unnerved by the infernal machinery of the corrupted steamship.

You and your knights are well above the battlefield, hidden from the crew aboard the steamship as your mounts carry you towards it.

Opposed Roll: 1d100 + 24 (Osydin's Martial) + 40 (Eydis's Magic) + 47 (Osydin's Effective Prowess) + 10 (Deployment) + 5 (Sea Elf) + 10 (Superior Scouts) + 15 (Superior Sailors) + vs 1d100 + 20 (Warboss's Martial) + 10 (Daemon-engine) + 15 (We Need No Wind) + 20 (Daemonsmith's Magic) + 15 (Hellcannons) = 69+24+40+47+10+5+10+15 vs 76+20+10+15+20+15 = 220 vs 156

Beat opponent by 50, two degrees of success

Your ships race forward and it is your Hawkship that scores the first hit - a bolt slams into the thick outer armour of the steamship, the enchanted head of meteoric iron exploding with arcane force as it punches into the steamship. The wards beat into the dark armour with the blood of slaves and the fell power of the dark gods is not enough.

The turrets atop the steamship continue to fire, and though they are blinded by the mist their power is deadly. One longship takes a direct hit and is blasted apart. The largest pieces that remain are small spurs of wood, burning even atop the water. Were any of your ships, even your hawkship, to take a direct hit from the steamship's main batteries, it would surely be destroyed.

Your armed merchantmen hang back and fire their broadsides, the smoke from their cannons the only impediment to their sight - for the war magic Eydis is calling upon blinds only those she chooses. The cannonballs slam into the iron armour to little effect, however, for they lack the speed or arcane power of your hawkship's bolts.

As you reach the steamship, you call upon the power of the heavens. Though the sky is clear, the dragon-helm atop your head gives you power still. You reach one arm out, and suddenly the clear sky darkens for just a moment. A titanic bolt of lightning, crackling and splitting into many smaller bolts, lances down from the sky and slams into the fighting spaces atop the steamship.

You blow your hunting horn with your other hand, and then the battle is truly joined. Galerion needs no further instruction, and neither do your knights as you dive out of the sky towards the steamship.

Lady Ortiz and her warrior-priests gather their power and as you level out of your dive, they unleash it. Burning light heralds your advance, brighter than the sun, and blinds any looking towards you. You leap from Galerion's back and draw your sword in one smooth motion; your feet barely brushing the iron of the steamship's deck before your sword is wet with the blood of its defenders.

Hobgoblins and Black orcs man most of the fighting space, but not all - you see Dwarfs, clad in strange armour and wielding muskets with terrible glaives attached to them. They bark something in a dark tongue, but your attack has caught them by surprise. Galerion picks several rcs up as he flies upwards once more and flings them bodily into the sea. Your knights skewer many of the dwarfen overseers on their lances; as Vadac puts arrows through the tiny eyeslits of their helmets.

You hold up your blade and shout a prayer to Asuyran, Emperor of the Heavens, even as you focus upon the wind of fire. Here at sea, there should be little of it to draw on save your ring, but this dark ship is fuelled by great fires below deck. That dark power would endanger your very soul - so you do not draw upon it. You call upon another source of power; wielding multiple Winds at once.

As the Phoenix King is incomplete without the Everqueen, so is the power of Asurayan incomplete without Isha. You call upon her, remember her touch upon your soul, and meld Hysh with Aqushy in a mighty harmony.

Opposed Roll: 1d100 + 24 (Osydin's Magic) + 10 (Fireheart Ring) + 10 (Blessing of Isha) vs 1d100 + 20 (Daemonsmith's Magic) = 86 +24 +10 +10 vs 7 +20 = 140 vs 27

Exceeded opponent by 100, four extra degrees of success. Spending all 4 for duration

Bright orange fire licks up your sword for only a moment - as you balance the two winds in one complex harmony, the red fire is joined by a golden light. Then, the two become one, your sword burning with fire the colour of sunlight.

You charge forward as Galerion and your knights fly back into the sky. Vadac, along with Lady Ortiz and her warrior-priests, remain on the steamship with you. She fights with her spear, glowing with holy power, and fells many of the orcs with blows that punch right through their dark iron plate.

The Chaos Dwarf who seems to be leading the forces atop the ship strides forward, his vision returned, and bellows out a challenge. You stride forward and see him clearly - he levels a pair of pistols at you, never intending to honour his challenge. He fires, but you move your sword with such speed that you cut both lead balls out of the air.

The Dwarf staggers back as he reaches for a glaive and orders several of the largest orcs to charge you. You will not forgive such dishonour. Your stride forward, dispatching the orcs with contemptuous blows of your burning blade, and then strike the dwarf's head from his shoulders. His entire body catches alight with the passage of your sword through his neck, whatever foul mutations contained within his body being rent apart and burnt by the Hysh racing through your sword.

Opposed Roll: 1d100 + 24 (Osydin's Martial) + 40 (Eydis's Magic) + 75 (Osydin's Effective Prowess) + 10 (Deployment) + 20 (Skirmish) + 5 (Sea Elf) + 10 (Superior Scouts) + 15 (Superior Sailors) + vs 1d100 + 20 (Warboss's Martial) + 10 (Daemon-engine) + 15 (We Need No Wind) + 20 (Daemonsmith's Magic) + 15 (Hellcannons) = 95!+7+24+40+75+10+20+5+10+15 vs 98!+94+20+10+15+20+15 = 301 vs 272

Beat opponent by 25, one extra degree of success

The steamship is armed not only with the great turrets atop it but many smaller weapons. It is a good thing for them, too, because soon into the battle your hawkship has silenced the great turreted guns. Your merchantmen close in concert with the Norscan longboats, and now at close range the cannons on those merchant ships begin to pound holes into the armour of the steamship. The smaller guns on it fire wildly, and one manages to rake one of your merchant ships.

The burning iron balls luckily only set alight and sail and punch a hole through and through - had it been aimed with a clear vision, they would surely have been able to set alight the powder stored in the heart of the ship. As it is, one of the merchant ships withdraws from the fighting to put out the fire on deck.

That blind fire from the smaller guns is not able to hit the Norscan longboats, the much smaller craft literally rowing under the guns as the hardy Northmen throw grappling hooks up into the holes the cannons and your hawkship's bolt throwers have pounded into the steamships armour.

Several Norscans join you atop the ship, including their leader Ulfric and his Huscarls. His heavily armoured bodyguard have been equipped with armour from the Empire and Tilea, modern steel plate and armed with huge two-handed axes.

"See, see men! The elf-lord has the favour of her gods!" Ulfric shouts as he sees your burning sword, and his men give out a mighty battle cry as they join you in cutting down the armoured orcs atop the ship. Some fall, as does one of your warrior priests, but soon enough you have cleared the way towards the towering bridge of the steamship.

What you find there as you lead your forces to the heart of the steamship is sickening. A vast ritual circle, slick with the blood of human slaves, surrounds some lesser sorcerer - not the one you saw in Eydis's scrying. Rising from the pooled blood are a half dozen daemons, bloodletters with skin the colour of fresh blood and black-iron blades. Their burning eyes and fanged mouths grin as they see you, eagre for blood. The Norscans take a step back at the sight, their hands trembling.

It is not just them within the bridge - there is also another huge black orc, like the one you slew in the previous battle. He has his own guards, only slightly smaller.

"I will deal with the sorcerer and his pets. Lady Ortiz, keep the orcs clear of me," you order as you stride towards the sorcerer. She shouts in response, and a blast of light bursts from her speartip and blinds the orcs. At that show of power, the Norscans bellow out the name of Lady Ortiz's Southern god and charge forward; not willing to be outdone.

The daemons cackle in their tongues, a language thought fell and evil across the Old World. Only do the Elves of Ulthuan know the secret truth - that it is no tongue of daemons, but that of the Old Ones. The sorcerer bids them to slay you, and so they charge forward.

They strike with unnatural skill and speed, and their strength is far greater than yours, but their dark swords are far slower than your own. They dare not meet your blade, too, for the Hysh coursing through it would surely unmake their own weapons. You fight them in a swirl of steel and ithilmar, burning golden fire and flashes of dark steel. Such is the speed and intensity of the battle that no mortal could withstand it.

Several times they strike your armour, but again and again does the ithilmar palte and your enchanted dragon helm turn aside their blows. The daemons have no such protection, reliant on their innate resistance to mortal weapons... but that is no protection at all against your enchanted sword, and worse than useless against the power that blazes along it now.

You cleave daemonic flesh apart with single blows, and the Dwarfish sorcerer staggers backwards as you cut down his summoned minions. He raises his hands and readies a spell - and you are ready to stop him.

Opposed Roll: 1d100 + 24 (Osydin's Magic) + 10 (High Mage) vs 1d100 + 20 (Daemonsmith's Magic) = 45+24+10 vs 56+20 = 79 vs 76

Bare Success

The sorcerer unleashes a gout of dark fire, roiling with chaotic power. You call upon not one wind, but all eight at the same time - unified into true magic. You unweave his spell directly, but also drain away the power he draws upon. You see him draw on something else, on his own life, and you know that merely unweaving his spell will not be enough.

Before the fire can reach you, you hold out one hand and weave a defence of your own. A shield of transparent force extends before you, tinged faintly blue, and as the dark fire splashes upon it like raindrops on glass, it is transformed into harmless multicoloured light.

Your shield fades as the sorcerer's attack does and before he can cast another spell, you cross the distance between the two of you and cut him from shoulder to hip. He does not bleed, nor cry out - instead his body, almost stone-like, shatters from the force of your blow.

The ship heaves, the sound of rippling, screaming metal echoing throughout it. Its master has perished, and the daemons bound to it find their leashes no longer so securely tied.

"Back to the deck, we're leaving!" you shout, and the Norscans smoothly switch to cutting a way out. Steam hisses from burst pipes, and dark smoke rises through the grated flooring as the daemonship comes undone around you. None seem especially interested in slowing your passage - indeed, even the black orcs seem to be turning tail and running.

As you reach the top of the ship, you see one of its turreted guns explode in a burst of dark fire, the daemon bound to it cackling as it is set free - luckily returning it to the realms of Chaos. Not all of the freed daemons are banished - you see them happily busy salughtering the crew, their dark blades wet with dwarf blood.

Galerion swoops down, and as the Norscans return to their longships, you rise with your knights and watch the daemonship tear itself apart, its dreadful guns at last silent.

Crushing Victory! The Daemonship is destroyed, and most of the Chaos Dwarf forces in the area along with it. Losses are: 25 Sailors, 10 handgunners, one merchant ship damaged.

+2 Martial, +2 Magic +5 Progress towards Wizard II, +5 Progress towards Blessing of Isha II. Blessing of Isha upgraded!
 
2253, First Half
2253 IC, First Half

Stat Changes
:

Population: 2597 to 3166.

+122 Children
+133 Farmers
+133 Labourers
+86 Craftspeople
+86 Sailors
+3 Herbalists

Food: 6676

Food Production: +2850

Food Consumption: 2597 to 3166

Gold: 760GC to 2480GC

Random Events:

Replaced with Favour Roll:

1d100 + 50 = 53+50 = 103

As your makeshift fleet, wounded and missing a longship, returns across the Black Gulf you come across an armada of ruined warships. Huge numbers of shattered orc boats, and a few twisted metal ruins that seem to be smaller daemonships - smaller even than your Hawkship - lie burning in the water.

The ocean runs red with orc blood, and you see a trio of Eagleships keeping watch on the daemonships as the enchantments on them unravel. They hail with you with naval flag codes you're well familar with, and soon enough you are aboard the lead eagleship to report on your victory.

As you give your report, you're glad that the daemonship was without its escorts - even with three Eagleships, you never would have gotten the Norscan borders aboard, and battering it down with bolt throwers would've required a bloody battle with the escorts. As it was, your fleet was able to catch the daemonship unescorted and neutralise its guns with enchanted mist.

The Eagleships join your fleet on the journey home, stopping briefly at your settlement to resupply before heading back to their home port. The majestic elvish warships were certainly an exciting sight for your human subjects.

+30 Favour for successfully defeating the daemonship!

Petition:

Whilst your mercenaries are on long-term contracts, you cannot rely on them forever. The wealthier merchants who are beginning to invest in your settlement would like to see you move towards forces of your own, wether that means enhancing the militia or setting up some kind of standing force to augment the mercenaries as your professional backbone.

Train and equip enough soldiers of your own to bring your per-turn expenses on soldiers to 200gc/turn, and you will unlock a second private construction roll so long as 200gc or more is spent on soldiers each turn.

Choose 2 Martial Actions
:

[x] Train some Labourers as militia: With some discipline, basic equipment, and time you could expand your force. While they would only be lightly armoured spearmen, your mercenaries could train decent troops out of the civilian population without preventing them from holding gainful employment. Converts 50 Labourers to Militia, who act as both Soldiers and Labourers. Will require 25gc/turn for wages and upkeep. Can be taken multiple times.

[x] Invest in better equipment for your militia: You now have the funds and stability to equip your subjects with munitions breastplates and more varied weapons. Raises the quality of the Militia, but also raises their cost to 35gc/turn for 50.

[x] Recruit woodsmen as skirmishers: some of your subjects have experience as hunters or woodsmen, and could be trained and equipped as skilled skirmishers. Converts 25 farmers or labourers to soldiers, max 25 skirmishers/1000 total population. Costs 25gc/turn.

[x] Train and equip light cavalry: Now that you have a reliable supply of horses, your Eagle Knights could train some humans as light cavalry, equipped with missile weapons and lighter melee weapons. Armoured with a helmet, breastplate, and cloth and with unbarded horses, they would not be the mailed fist that heavy cavalry are but would be very useful on the battlefield. Such a force would also be the first step towards heavy cavalry of your own. Converts 25 farmers or labourers to soldiers, max 25 Light Cavalry/1000 total population. Costs 100gc/turn.

[x] Send some scouts to look for any local ruins: There may be other ruins, Elvish or otherwise, if this lighthouse was built here so long ago.

[x] Begin a Campaign against the Vampire: Such a creature is an affront to life itself. It must be destroyed, but doing so will likely require a major campaign. Requires Two Actions.

[x] Recruit locals to replace mercenary casualties: Your mercenaries are used to replace casualties in the field and could train and equip replacements from your subjects. Cost is 40GC currently.


Choose 2 Naval Actions:

[x] Trade with Tilea: Now that you have the proper facilities, you may trade with Tilea without an action. Sell 500 Food for 500 GC OR Sell 500 Gunpowder for 1000GC.

[x] Trade with Marienburg: Marienburg is a fair distance away, but it has access to all of Sigmar's shattered Empire. You have very few trade goods that they would be interested in, but thanks to the Elvish merchants stopping over at your settlement on their way to Cathay, you could purchase a small amount of their elf-crafts at enough of a discount to make the journey worth it. Costs 500 Food, Gains 1000GC + 1 Oddity Roll.

[x] Trade with Wurtmoot Island: After your successful diplomatic visit, you can now export food to the nearby island. Sell 500 Food for 500 GC and/or sell 500 Gunpowder for 2500GC.Does not take an action.

Choose 2 Diplomatic Actions

[x] Propose Something to Another Border Prince: Write-in your proposal, and who you want to propose it to.

[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a personal action in addition to a diplomatic one.

[x] Attempt to improve the attitude of another Border Prince: Write in who you wish to be nice to.

Choose 1 Stewardship Action. Building construction is voted on here, but does not cost an action.

[x] Order Buildings Constructed: Write in what you want built. Your only limit right now is gold cost, and having sufficient staff. Does not take an action.

[x] Keep Some Small Boat Output: Your boatbuilders will now sell their boats unless you specify otherwise, for a profit of 50GC/turn. Write in the amount you'd like to keep. Does not take an action.

[x] Import Elvish Smiths: You could convince some lesser commoner smiths to emigrate from Lothern for a time. Whilst expensive, their crafts would command enormous value to humans - and they would be able to make items suitable for minor enchantments, if Eydis can find the time. Costs 1000GC, 20 Favour. Unlocks a new building & new trade good.

[x] Establish a supply depot for the Royal Fleet: Whilst you would offer the Phoenix King's ships any aid they require, as you are oath-bound to do, you could specifically set aside provisions and other such supplies for the use of the Royal Fleet. Unlocks the ability to purchase favour with Trade Goods, at high prices.

Choose 1 Intrigue Action:

[x] Investigate Another Border Prince: Write-in the faction you would like Eydis to investigate.

[x] Keep an eye out for scouts, spies, and others: With your dramatic arrival, other Border Princes might begin to investigate you. Always something to keep an eye on.

[x] Train Your Human Students: Eydis is giving her students instruction without this action, but she can devote extra time towards it, granting you two d100 rolls rather than one; substantially decreasing the risk involved.

[x] Investigate the Dwarfish Ruins: The strange, above-ground dwarfish ruins Vadac located may hold all sorts of wealth and other treasures but are likely protected by powerful runes. A mage with access to High Magic will be required to safely dispel them.

Choose 3 Personal Actions

[x] Study Magic: Your mastery of magic is but mastery of the beginning. There is always more to learn. Luckily, Eydis is always happy to help.

[x] Study the Blade: It is always wise to keep one's skills sharp.

[x] Use Magic to Aid Your Farmers: Both you and Eydis are capable of using Life magic to greatly enhance the yield of farms, though obviously, it would take you especially from other duties. Doubles Farm Output.

[x] Spend time with a notable NPC: Write-in an NPC to spend time with, and possibly gain a skill or trait bonus if a roll is met.

[x] Visit Akendorf: Akendorf is the largest Imperial settlement in the Border Princes and one of the few true cities in the region. A visit there will likely open many doors for you. Requires a diplomatic action in addition to a personal one.

[x] Investigate the Dwarfish Ruins: The strange, above-ground dwarfish ruins Vadac located may hold all sorts of wealth and other treasures but are likely protected by powerful runes. A mage with access to High Magic will be required to safely dispel them.
 
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