Warhammer Fantasy: A Princess of the Borderlands

Orcs Be Gone launches a dangerous action without making use of the good event roll we have landed this turn. I cannot vote for the plan in good conscience.

Opportunities and necesities does not have an intrigue option listed as far as I can tell. Unless that is corrected, I cannot vote for that, either.

Not sure if there are issues with the magic study plan, but for the time being I'll vote for it.

[X] Plan While You Were Partying, I Studied the Magic
 
Plan: opportunities and necessities does not have any building at all. We are already overcrowded and not making enough food and it is not making either farms or houses.

Orcs Be Gone launches a dangerous action without making use of the good event roll we have landed this turn. I cannot vote for the plan in good conscience.

Opportunities and necesities does not have an intrigue option listed as far as I can tell. Unless that is corrected, I cannot vote for that, either.

Not sure if there are issues with the magic study plan, but for the time being I'll vote for it.

[X] Plan While You Were Partying, I Studied the Magic

Inaction can also be dangerous. Note the plan you are voting for only arms one ship. Is that 200 GP worth of canons really worth more than letting those orcs run wild? Unlike last turn there would be no action suppressing them, just sending ships to Tilea right into the teeth of the orcs.
 
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Inaction can also be dangerous. Note the plan you are voting for only arms one ship. Is that 200 GP worth of canons really worth more than letting those orcs run wild? Unlike last turn there would be no action suppressing them, just sending ships to Tilea right into the teeth of the orcs.

I think that I'll try to make a plan of my own a bit later. Probably a bit too late, but you raise good points.

With that said, I think that going all in on orc hunt without arming the other merchanships is a dealbreaker for me.
 
I think that I'll try to make a plan of my own a bit later. Probably a bit too late, but you raise good points.

With that said, I think that going all in on orc hunt without arming the other merchanships is a dealbreaker for me.

We physically cannot arm the ships without first sending those very ships past the orcs with no suppression action and as yet no canons, there just aren't enough naval actions.
 
We physically cannot arm the ships without first sending those very ships past the orcs with no suppression action and as yet no canons, there just aren't enough naval actions.

As of last turn, escort trade was DC 50, following the spectacular asskicking that we delivered to the orks.

If we put the hawkship on escort duty, that's pretty much an autopass with the same modifiers we saw just last turn.

The only potential issue is the chaos dwarf committing the steamship to attacking the trade convoy, in which case they are actually saving us the trouble of hunting them down.
 
As of last turn, escort trade was DC 50, following the spectacular asskicking that we delivered to the orks.

If we put the hawkship on escort duty, that's pretty much an autopass with the same modifiers we saw just last turn.

The only potential issue is the chaos dwarf committing the steamship to attacking the trade convoy, in which case they are actually saving us the trouble of hunting them down.

There is no guarantee the mages, i.e. the only people who can get though that armor with any reliability will both be on that ship. Yeah they were there last time but last time we rolled well and it was transposed in narrative as using magical fog I also do not think we need those canons for the simple reason that we were very unlikely to get those canons. It was 25% to even get a good event and then a small percent of that to get that good event.
 
Okay, I said that I would propose a plan. Here it is.

[X] Plan: The Chaos Steamship Can Wait For Next Turn
-[x] Martial: Train some Labourers as militia
-[x] Martial: Attack the Nearby Orc Base
-[x] Naval: Escort Trade (500 Food)
-[x] Naval: Arm your Merchant Ships x4 (800 Gold)
-[x] Free Naval Action: Trade with Wurtmoot Island (500 Food)
-[x] Diplomacy x2: Launch a Diplomatic Expedition to the Norscans
-[x] Stewardship: Begin Enlarging the Piers
-[x] Free Stewardship Action: Order Buildings Constructed (150 decent dwellings, 1 armoury, 20 medium farms, 1 small boatbuilders guild, 2 herbalists, 2 baths)
-[x] Intrigue: Keep an eye out for scouts, spies and others
-[x] Personal: Investigate the elvish ruins
-[x] Personal: Study the blade
-[x] Personal: Use magic to aid your farmers

I think that this has the correct number of actions.

Martial improves our forces that should in the mid-term reduce our reliance on mercenaries and makes things harder for the ork pirates without committing naval actions that are precious this time around.

We do trade in all directions, plus arming up our merchant ships.

For construction, we enlarge the piers and do some construction. I am more conservative than other plans in terms of what construction is done, but I want to leave a buffer of gold in case Bad Shit happens.

Intrigue, I think that looking out for spies is a more sensible use of our time atm that training up some witch boys and losing the assistance of one of our two resident spellcasters.

As for personals, we may as well start poking at the ruins.
 
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So much immigration... An isle of stability in Warhammer is attractive, I guess.
 
I have bold construction plan (but no own ideas regarding the rest):

Free Stewardship Action: Order Buildings Constructed(120 Decent Dwellings(240gc), 1 Small Pier(150gc), 14 Medium Farms(280gc), 1 Fortified Powder Mill(1000gc), 2 Herbalist(200gc), 2 Baths(200gc))

3 Armed Merchant Ships
5gc leftover

Why build a Powder Mill? Because Wurtmoot Island will buy 500 gunpowder for 2500GC, that's 5 gold per 1 unit.
(200×5−50)÷1000 =0.95 Return on investment
That makes Powder Mill's the 3rd most profitable thing we can build.
(1st most profitable is Vineyards which I don't think we should invest in while still dependent on Magic Aid;
2nd is exporting food which we are already saturating the market and can't build more of only maintain)

I'm assuming that we can't trade arbitrary increments of cargo but even in this case building a Powder Mill is still worth it compared to 0.5 return on investment buildings.

0.5 return on investment buildings
Turn 0: Spend 1000gc on Lumber Camps and Markets and stuff(let's pretend there are fractional building)
Turn 1: Get 500gc which we reinvest
Turn 2: Get 750gc which we reinvest
Turn 3: Get 1125gc which we reinvest
Turn 4: Get 1687,5gc

Powder Mill
Turn 0: Spend 1000gc on Powder Mill
Turn 1: 200 gunpowder -50gc
Turn 2: 400 gunpowder -100gc
Turn 3: 600 gunpowder = 2400gc and 100 gunpowder, invest 2000gc on 2 Powder Mills
Turn 4: 700 gunpowder =2500gc and 200 gunpowder +400gc

We can get the 2500gc payout sooner(on turn 2) if we invest on another Powder Mill next turn.
 
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I have bold construction plan (but no own ideas regarding the rest):

Free Stewardship Action: Order Buildings Constructed(120 Decent Dwellings, 1 Small Pier, 14 Medium Farms, 1 Fortified Powder Mill, 2 Herbalist)

2 Armed Merchant Ships
5gc leftover

Why build a Powder Mill? Because Wurtmoot Island will buy 500 gunpowder for 2500GC, that's 5 gold per 1 unit.
(200×5−50)÷1000 =0.95 Return on investment
That makes Powder Mill's the 3rd most profitable thing we can build.
(1st most profitable is Vineyards which I don't think we should invest in while still dependent on Magic Aid;
2nd is exporting food which we are already saturating the market and can't build more of only maintain)

I'm assuming that we can't trade arbitrary increments of cargo but even in this case building a Powder Mill is still worth it compared to 0.5 return on investment buildings.

0.5 return on investment buildings
Turn 0: Spend 1000gc on Lumber Camps and Markets and stuff(let's pretend there are fractional building)
Turn 1: Get 500gc which we reinvest
Turn 2: Get 750gc which we reinvest
Turn 3: Get 1125gc which we reinvest
Turn 4: Get 1687,5gc

Powder Mill
Turn 0: Spend 1000gc on Powder Mill
Turn 1: 200 gunpowder -50gc
Turn 2: 400 gunpowder -100gc
Turn 3: 600 gunpowder = 2400gc and 100 gunpowder, invest 2000gc on 2 Powder Mills
Turn 4: 700 gunpowder =2500gc and 200 gunpowder +400gc

We can get the 2500gc payout sooner(on turn 2) if we invest on another Powder Mill next turn.
The problem with this financial analysis is that it relies entirely on selling to Wurtmoot island, who are paying highly inflated costs of gunpowder.
If we have to sell in Tilea, or Tilean merchants become more likely to sell gunpowder here because we shot the pirates, or Wurthmoot gets annoyed at us stealing their trade, then the entire financial underpinning of the plan collapses.

[X] Plan Orc Be Gone
-[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] 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] 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
-[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] Propose Something to Another Border Prince: Theodore make common cause against the orcs
-[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] 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] Build 35 Medium Farms (700 Gold) 220 Decent Dwellings (440 Gold) 1 Small pier (150 Gold) 2 Herbalists (200 Gold) 2 Baths (200 Gold) 1 Market (200 Gold) Total 1890 Gold
-[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] 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.
-[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.

Reasoning

Martial
  1. We know what's going on now, time to deal with this problem before it gets any worse.
  2. 50 Troops, especially low quality ones are not that much of a garrison force, get them to at least 100
Naval
  1. We need to get rid of this thing if we are going to send ships out to Tilea, which we should since we should also arm the ships while we can
  2. We need to trade or we are leaving 600 GC in wine profits on the table.
  3. Finally sell more food to the Imperials because it is a free action and we need the money
Diplomacy
  1. You can never have too many wizards on hand. I was tempted to go with the Imperials again, but I'm concerend that that action may have a malus due to being repeated
  2. Since we need two diplo actions to talk to the Norscans might as well take this, see what there is to see
Stewardship
  1. No reason not do take this action seeing as we have a petition
  2. Once more we need more food and we certainly need more houses, if not quite as many as I had hoped we'd have. Build a pier for the new boats and also herbalists and bathhouses so that our booming population does not come down with a case of the galloping Nurgle-shits
Intrigue
  1. Need to start on getting the humans not to explode
Personal
  1. Need to take this because of the way diplomacy shakes out
  2. We found those ruins last turn, might as well see what's in there
  3. Still need to make food for the populace

Anyway, thoughts on this plan. I'm a bit afraid that this plan spreads our focus's way too far.

In one turn, it plans

1. An assault on an Ork Port
2. An attack on the steam ship, which we know is hanging out somewhere completely different. Which relies entirely on the Hawkship, and our and Eydis's personal involvement, because our other ships can't catch it
3. A diplomatic visit to some Imperial place
4. A negotiation with a wizard, who our main character doesn't actually like
5. An exploration of Elvish ruins, requiring Eydis or our MC to get personally involved
6. The magicing of the fields, which again requires Eydis or our MC to get personnally involved
7. The Training of apprentices, which is noted as preventing Eydis from doing any other duties.

So, that's

1 action that would greatly benefit from Eydis and the MC's presence
1 action that requires both Eydis and our MC's presence
2 actions that require our MC's presence
2 actions that require either Eydis or the MC's presence
1 action that requires all of Eydis's attention
 
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So much immigration... An isle of stability in Warhammer is attractive, I guess.

An Island of stability in the Border Princes even more so, this place has a constant trickle of the desperate, the ambitious and the mad showing up, but at the back of their minds they all know nothing can last in here. The last long lasting city that was not Barak Var in these parts was Strygos before the Empire was a thing. Stability in the Border Princes is more distant from the 'present day' of this world than the reign of Ramses the Third is from us IRL

1 action that would greatly benefit from Eydis and the MC's presence
1 action that requires both Eydis and our MC's presence
2 actions that require our MC's presence
2 actions that require either Eydis or the MC's presence
1 action that requires all of Eydis's attention

I'm not sure what the concern is here. All of these are legal actions mechanically and a turn is six months long.
 
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I'm not sure what the concern is here. All of these are legal actions mechanically and a turn is six months long.
My worry is that just because something might be mechanically viable, doesn't mean we won't cop a narratively justified malus.

There's also the risk of compounding failure. A bad roll on the ruins, or one of the earlier battles, can mean that we're suddenly heading into that "very dangerous" steamship hunt mission wounded.
 
My worry is that just because something might be mechanically viable, doesn't mean we won't cop a narratively justified malus.

There's also the risk of compounding failure. A bad roll on the ruins, or one of the earlier battles, can mean that we're suddenly heading into that "very dangerous" steamship hunt mission wounded.

Then the GM would inform us

As for the possibility of being wounded sure, but we cannot just keep putting the action off endlessly especially as we have no action to hold off those orcs. I think the risk of orcs running wild is worse that the risk of an elf princess getting wounded doing some light exploration and shopping.
 
I'm not sure what the concern is here. All of these are legal actions mechanically and a turn is six months long.

And it doesn't matter, because...

[] 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.

I hadn't realized until somebody else pointed it out, but by a plain reading of the option, your plan commits to a clash with a dwarf sorcerer with the team's dedicated spellcaster staying home to teach the potential apprentices discovered.
 
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And it doesn't matter, because...

[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.

I hadn't realized until somebody else pointed it out, but by a plain reading of the option, your plan commits to a clash with a dwarf sorcerer with the team's dedicated spellcaster staying home to teach the potential apprentices discovered.

That just means she cannot take another intrigue action but will be able to take ones on future turns even though she will still have an apprentice. I mean hell this is a valid action with take human students.

[] 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] Build 35 Medium Farms (700 Gold) 220 Decent Dwellings (440 Gold) 1 Small pier (150 Gold) 2 Herbalists (200 Gold) 2 Baths (200 Gold) 1 Market (200 Gold) Total 1890 Gold
Anywayy, last minor nitpick. I suspect this building list is from when you still included arming the ships in your plan, because it leaves 800 ish gold on the table.

A boatbuilders guild and dock might worthwhile, to further expand trade.
 
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