Warhammer Fantasy: A Princess of the Borderlands

Its a technical possibility, but not too likely. We're in the Border Princes, which is both the heartland of the regular Dwarves Navy and protected by the Elf Fortress of Dawn (which blocks the Chaos Dwarves from raiding/slaving that portion of the Old World).

I guess it could be maybe a lone Chaos Dwarf ship that snuck by the High Elf Navy though.
or the chaos dawi managed to steal and operate a dawi steamship
unlikely I know, but the other option is that the orks did
and while powerful everything I have seen suggests that the dawi navy is small, so relatively easy to avoid

aso chaos dawi ground forces being in the area seems entirly possible
there is nothing between them and the border princes bar orks
 
I'm leaning more towards it being some Black Orcs than Chaos Dwarfs since we're not far from the Badlands.
 
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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[X] plan steamrolling orcs
-[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] 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] 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.
-[x] Investigate to the South: You've heard rumours that a sorcerer of some kind has a tower in that direction.
-[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] 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]100 Decent dwellings
-[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] 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] 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]Captain Heinrich Hochstrasse
-[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.


edit: 100 dwellings is doable,right?
we have 200gc which is enough, also we get 500 additional with this plan.

do we have enough workers?

the orcsteamship is dangerous, but any serious fight in any quest is dangerous,so i want to go for it.

i like that it has that label, since we are a powerful fighter with a powerful force, showing that this has actual risk is apriciated.
 
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Plan Slow and Steady
[x] Send some scouts to look for any local ruins
[x] Attack the Nearby Orc Base
[x] Keep up the pressure on the Orcs
[x] Escort trade
[x] Trade with Wurtmoot Island
[x] Investigate to the South
[x] Visit Akendorf(
diplomatic action)
[x] Order Buildings Constructed:
TEMPLE OF MARMALADE
[x] Order specialised equipment for refining gunpowder
[x] Take Human Students
[x] Study Magic
[x] Use Magic to Aid Your Farmers
[x] Visit Akendorf(
personal action)

Mostly the same as the Plan steamrolling orcs but with less orc smashing and being a social butterfly and more building up certain capacities and fulfilling a petition as quickly as possible
 
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[X] Plan Look before you Leap
-[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] 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.
-[x] Investigate to the South: You've heard rumours that a sorcerer of some kind has a tower in that direction:
-[x] Propose Something to Another Border Prince: Joint expedition against the orcs to Wurtmoot Island
-[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
-[x] Build 20 Medium Farms (400 Gold); 1 Marketplace (200 Gold); 100 Decent Dwellings (200 Gold) Temple of Myrmidia (400 GP/+100 Discount)
-[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] 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] 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] Spend time with a notable NPC: The Lady Ortiz

Reasoning:

Martial
  • Our mercenaries are really damn expensive and very skilled, at the same time if we go on campaign against pirates or orcs we would have to leave some of them home to make sure the place isn't empty of all troops for any random goblin to walk into. This is not optimal to say the least... so lets get some garrison troops
  • On that note see if there is any money in the local ruins or other treasures, would be very useful for future expansion
Naval
  • We cannot take our eyes off the orcs obviously so this is mandatory
  • I am taking this so we can get on with gunpowder since embarking on a major campaign against the orcs or the vampire with no supply of gunpowder seems unwise
  • I know I know, spending a thousand food is a lot, but this is action efficient and it allows us to easily build enough farms and enough houses to not worry about that. Otherwise we will keep playing catch-up on the basics
Diplomacy
  • Finish getting the lay of the land so we are not blindsided from that direction
  • Ask the imperials if they are inclined to help with the orcs, they should be able to help with the land at least.

Stewardship
  • See above, we need to secure our logistics
  • This is the big one, it is going to leave us positive on food with enough decent houses for everyone and the market is going to start us on a non-food sale income.
Intrigue
  • Figure out what we are dealing with before we try to punch it, we aren't orcs.
Personal
  • We still need this to keep up with all the hungry mouths
  • Maybe we can get some more battle magic to use in the upcoming fights
  • Maybe we get a point of martial if we are lucky
 
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[X] Plan Maximum Orcslaying
-[x] Train some Labourers as militia
-[x] Attack the Nearby Orc Base
-[x] Hunt the Steamship
-[x] Keep up the pressure on the Orcs
-[x] Investigate to the South
-[x] Visit Akendorf
-[x] Order Buildings Constructed:
--[x]Temple of Myrmidia
-[x] Begin Enlarging the Piers
-[x] Take Human Students
-[x] Use Magic to Aid Your Farmers
-[x] Study Magic
-[x] Visit Akendorf

Essentially the same as Steamroll Orcs, but also training some militia to protect the settlement while the army is out, building the Temple so we can train Warrior-Priests as soon as we can (divine support is always a good idea); and studying magic, which will come in handy both against our enemies in the several campaigns we're about to fight (at least Orcs, Vampires, maybe Norscans and we'll see what that Wizard's deal it) and to help the settlement with non-martial issues - like with the farms.
 
Wizards aren't psykers. If we leave them be for six months, the result won't be a daemonic incursion, it'd just be some spoiled food if they try casting a spell and miscast. What really is a danger are those orcs. We should direct Eydis' attention to them before something seriously bad happens.

[X] Plan: Building Up Steam
-[X] Train some Labourers as militia
-[X] Send some scouts to look for any local ruins
-[X] Keep up the pressure on the Orcs
-[X] Escort trade
-[X] Trade with Wurtmoot Island
-[X] Investigate to the South
-[X] Propose Something to Another Border Prince (ask Wurtmoot for help with orcs)
-[X] Order Buildings Constructed
--[X] x100 Decent Dwellings (200gc)
--[X] x20 Medium Farms (400gc)
--[X] Vineyard
--[X] Temple of Myrmidia (400gc)
-[X] Order specialised equipment for refining gunpowder
-[X] Scry on the Unusual Orcs
-[X] Study Magic
-[X] Use Magic to Aid Your Farmers
-[X] Spend time with a notable NPC (Lady Ortiz)

We have a pretty good food surplus, so making the Vineyard is an effective and safe way to make money, and more than covered by the new farms we're making.
 
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So uh. Does anyone else think that steam ship is actually being driven by Chaos Dwarves and this entire orc presence is part of their efforts to stymie the growth of power in the region?
 
-[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.
This is illegal. The Norscan expedition takes two actions and we only have diplomatic actions.

-[x] Build 30 Medium Farms (600 Gold); 200 Quality Dwellings (400 Gold) 1 Market (200 Gold)
200 Quality Dwellings costs 4000GC, not 400.
 
So uh. Does anyone else think that steam ship is actually being driven by Chaos Dwarves and this entire orc presence is part of their efforts to stymie the growth of power in the region?

Given that no power in the region has grown for the past 3000 years or so since the fall of Strygos I do not think Chaos Dwarfs, isolationist themselves will be too worried about that.

This is illegal. The Norscan expedition takes two actions and we only have diplomatic actions.

200 Quality Dwellings costs 4000GC, not 400.

Fixed. Should have been decent dwellings and I talked to the Imperials to at least help out on land

Thanks for the heads up.
 
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Some Petitions, especially those launched by notable NPCs or more affluent factions, might have rewards attached to success.
Lady Ortiz is a notable NPC, so if there is a reward attached to building the temple, we'll be able to get it sooner if we get it this turn. Since we're about to get into a fight with orcs, I think building the temple to the War Goddess would be very prudent. Also, I think we should talk to Lady Ortiz on the turn that we do the temple.
 
[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
Time to go full banana Republic, abd export mass quantities of food although we are scarcely meeting our own needs.
 
Lady Ortiz is a notable NPC, so if there is a reward attached to building the temple, we'll be able to get it sooner if we get it this turn. Since we're about to get into a fight with orcs, I think building the temple to the War Goddess would be very prudent. Also, I think we should talk to Lady Ortiz on the turn that we do the temple.

Hmm... fair point. I dropped half the dwellings, that should still keep everyone housed while also giving them some morale from the temple.

We are going to have to build the rest of those houses next turn for a solid buffer though.

Time to go full banana Republic, abd export mass quantities of food although we are scarcely meeting our own needs.

Banana republics did not have witchcraft to make up the difference. It's some real green tech... :V
 
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If building suggestions are possible, I would like to propose the following list

1.Hunter's Camp
Small scale food production, trade goods, and ranged troops in defense.

Explanation: It might be less efficient if the city expands further, but as it is, it's a decent source of food, and if you process furs and animal bones and by-products, you can make a decent profit from trade goods.

Also, hunters have long been skilled scouts and archers, and if possible, we could have them learn Wood Elf technology and know-how to create specialty classes of soldiers.

2.Bow Shop
Assist in crafting ranged variants, ranged combat bonuses, and trade goods

Description: There are no starwood or other special woods, but the bowmaking skills of high elves and wood elves are probably better than those of normal humans, so why not use them to create specialty breeds?

3. weir
Reduces the probability of negative events in agriculture, increases the productivity of agricultural facilities.

4.fish farm
Stable food production

Explanation : Wouldn't it be possible to have a stable food supply at a relatively cheap price by building it on top of a facility with a stable or artificially controllable water flow, such as a WEIR or reservoir?

5.salt plant
Produce goods for trade,Reduce probability of negative food-related events,Assist in food production or yield

Explanation: Couldn't salt be made by boiling seawater or through salt farms?

6.Pottery Workshop
Create goods for trade, increase citizen happiness?

Explanation: If you have clay, you can make porcelain or general earthenware and sell it or supply it to your citizens to increase their happiness.

7.Communal Housing
Better than shabby dwellings, but less satisfactory than ordinary dwellings, more population capacity per house

Explanation: Buildings to secure safe neighborhoods in case of future city expansion or population explosion.

8.Fortified Housing
Increase local defense, serve as a defense base in case of siege, guard post and small garrison for first responders?

Description: Wouldn't it be possible to protect residences that are not protected by a city or wall and serve as a base for citizens to evacuate and resist safely until reinforcements arrive, as well as a kind of guard post and small barracks to provide the first response to enemy invasion or looting and buy time?


I am a Korean living in South Korea and wrote this article through a translator, so please forgive me if the context is awkward.
 
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