Warhammer Fantasy: A Princess of the Borderlands

The thing is the last DC was 100 to get anything. Given that there are only so many ruins physically there I suspect the next one would be even higher. We are starting to hit the point where poking ruins is not as worthwhile

Agreed on the skirmishers, but I'd like to get two sets of them since 25 people just feels too few to send out say scouting in the woods in Warhammer. If they hit even a small warband of beastmern they are screwed. 50 feels safer and more reasonable,
[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.

We should have a +53 modifier, not sure where the +3 came from in the dice roll.

We are actually quite good at ruin raiding . And the last DC check was only 75. How good the loot is is another matter entirely, our modifier last time was +21.
 
Last edited:
We should have a +53 modifier, not sure where the +3 came from in the dice roll.

We are actually quite good at ruin raiding . And the last DC check was only 75. How good the loot is is another matter entirely, our modifier last time was +21.

I mean the martial action to look for ever more ruins.

[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.

Taking a personal to poke the dwarf treasure we found is a whole 'nother kettle of fish
 
We're likely to have our income boosted by about 1000 GC courtesy of that plan. That's not exactly chump change.

The Horse Farms and Powder Mill aren't exactly slow to provide returns either. They pay for themselves within a year after all. What's more, from a long-term perspective we're significantly more limited in terms of population than GC. It's why we do Medium Farms instead of Small Farms, and both the Powder Mill and Horse Farms are significantly more labor-efficient than the Vineyards once you factor in the need for additional Medium Farms.
I quite agree we need to solve our income issues, while it isn't quite a problem yet it is one that will be as more expensive projects commence. I do have to disagree with the powder and horse farms being slow. They are extensive projects in a developed nation. Horses assuming you can purchase the initial stock to breed (not chump change) will take 5ish years to produce solid war horses, if it is a focus on work horses perhaps a year but they are too different not to specialize on one or the other. So it's a large initial investment that will pay itself off, but not quickly enough to justify it without a solid plan of action and a way to defend it from all comers.

As far as a powder mill goes, it is a massive undertaking that I would love to see done, but it is way too specialized for now. In WHF the only consistent quality powders are spoken for by the respective powers that create them. (Estalia, Karaz Ankor and the Empire). Everything we've been told is that it is a worthwhile investment as there are dozens of poor quality manufacturers out there, that makes stuff that will blow up your hand. To recruit the people knowledgeable enough to build a powder mill away from a polity not already creating it will be a difficult task. Then you have to get your recipe right (as I highly doubt anyone is going to sell us there quality recipe) which will take time, then you have to scale up production.
Even assuming we could accomplish that quickly, which it's more like a 5-10 year process. Because of the volatile nature of black powder, it couldn't be inside the walls which means an outpost, something that valuable wouldn't be just targeted by chaos or greenskins, but other parties in the border princes. A surprise raid take everything and run wouldn't be out of the question, and relatively achievable even with great eagles. So as cool as it would be to be able to make our own powder, I don't see it being possible until our ground floor infrastructure and political organization is settled.
 
I quite agree we need to solve our income issues, while it isn't quite a problem yet it is one that will be as more expensive projects commence. I do have to disagree with the powder and horse farms being slow. They are extensive projects in a developed nation. Horses assuming you can purchase the initial stock to breed (not chump change) will take 5ish years to produce solid war horses, if it is a focus on work horses perhaps a year but they are too different not to specialize on one or the other. So it's a large initial investment that will pay itself off, but not quickly enough to justify it without a solid plan of action and a way to defend it from all comers.

As far as a powder mill goes, it is a massive undertaking that I would love to see done, but it is way too specialized for now. In WHF the only consistent quality powders are spoken for by the respective powers that create them. (Estalia, Karaz Ankor and the Empire). Everything we've been told is that it is a worthwhile investment as there are dozens of poor quality manufacturers out there, that makes stuff that will blow up your hand. To recruit the people knowledgeable enough to build a powder mill away from a polity not already creating it will be a difficult task. Then you have to get your recipe right (as I highly doubt anyone is going to sell us there quality recipe) which will take time, then you have to scale up production.
Even assuming we could accomplish that quickly, which it's more like a 5-10 year process. Because of the volatile nature of black powder, it couldn't be inside the walls which means an outpost, something that valuable wouldn't be just targeted by chaos or greenskins, but other parties in the border princes. A surprise raid take everything and run wouldn't be out of the question, and relatively achievable even with great eagles. So as cool as it would be to be able to make our own powder, I don't see it being possible until our ground floor infrastructure and political organization is settled.
Eh, we have a gameplay and narrative segregation here. Yeah, narratively, all that makes sense.

But narratively, wine ranks also don't produce a proper harvest until the third year, and ours worked within 6 months.
 
A consideration about building a stable human magical tradition is that we don't have to rely on our own population. If it becomes known we can do it nobles and wealthy merchants from across the southern Empire, Tilea, and Estalia will be wanting to smuggle their magically talented children to us.

This isn't just a martial benefit for us, but it can potentially become a big diplomatic advantage, as it's like fostering, some of those we teach will stay and fight for us, and others will return home and owe us for saving their lives, sanity, and souls. Magical talent seems to some degree to be hereditary, which means those we teach will be predisposed to have magical children who will need teaching in turn.
 
A magical school is not really in our capability. We are not Teclis, we have neither the theoretical ability nor practical ability to build the colleges of magic. The money, mono wind environment, the manpower, and our own lack of mastery in enchanting, are all lacking.
 
A magical school is not really in our capability. We are not Teclis, we have neither the theoretical ability nor practical ability to build the colleges of magic. The money, mono wind environment, the manpower, and our own lack of mastery in enchanting, are all lacking.

We do not have to be Teclis, we are not working on a timeline of 'Asavar Kul is attacking next year and our students have to help fight him'. We can do with time what he did with 'being a kid genius'.
 
We do not have to be Teclis, we are not working on a timeline of 'Asavar Kul is attacking next year and our students have to help fight him'. We can do with time what he did with 'being a kid genius'.

If it comes to it, as we get wealthier we can probably hire elven enchanters to come and build things like mono-Wind environments for us. We're already becoming a stop off point for elven shipping, which means the merchant princes of Lothern are going to want to stay on our good side, and they have house mages and contacts.
 
I am more curious to learn which Arcane Language our human students are using. Because language the Colleges use is also a creation of Teclis.
 
I am more curious to learn which Arcane Language our human students are using. Because language the Colleges use is also a creation of Teclis.

Presumably they're learning in Anoqeyån. I imagine they Teclis' first students did as well, as inventing a conlang is a lot of work, even for Teclis, and feels like the kind of thing he'd have done after the war as an optimisation to make his Reikspeil speaking students learn faster, as they don't need the complexity and subtly of Anoqeyån for the magic they're performing.

Our human population probably speak various languages, Tilean, Bretonnian, Reikspeil, and possibly Estalian at home, and I'd image a creole hybrid of these to each other. They're probably picking up some horribly mispronounced Eltharin loan words as well.

This makes coming up with a conlang even harder, so we may stick with Anoqeyån. We may even have to resort to things like creating magic items that help them learn it before they get locked into a single wind.
 
Teaching Anoqeyan to humans is not a sustainable idea. We need to grind some Asur favours and hire some actual mages, above our pitiful level.
 
Teaching Anoqeyan to humans is not a sustainable idea. We need to grind some Asur favours and hire some actual mages, above our pitiful level.

Er... why? We are not teaching anyone magic, Eydis is and she's an archmage, knows high magic and everything. Granted she is a bit insane what with trying to teach Osydin high magic through the ancient art of YoLo, but I think you need that as an elf mage to even consider teaching humans to begin with.
 
Last edited:
Eydis' approach appears to be 'some of you may fall into the Aethyr and be eaten by daemons before you master your magic, but if I did nothing all of you are doomed so any percent of daemon chow lower than 100% is a great success.' :V
 
Eh, we have a gameplay and narrative segregation here. Yeah, narratively, all that makes sense.

But narratively, wine ranks also don't produce a proper harvest until the third year, and ours worked within 6 months.
Very true, but wine can be explained through our magic. Considering how much time we have spent channeling Ghyran I can understand the winery being up and running fast, near everyone knows the basics of producing alcohol, and the time period this is mimicking if you didn't have at least one person able to make drinkable alcohol in the village it wasn't a village.

Horses it is a matter of breeding which Ghur could most likely help get it down to a reasonable time frame, we haven't shown any great affinity like we have Ghyran (I am aware this is because we haven't really had a need to do so). A powder mill is raw science and technique though, there aren't really any magic shortcuts we could take outside of sensing that the metal could stand up to the process to make blackpowder. Not to mention we wouldn't have much to add to it as Elves haven't really ever been shown to use it, and nothing jumps out in my head to even say they have an understanding past the basics.
 
Horses it is a matter of breeding which Ghur could most likely help get it down to a reasonable time frame, we haven't shown any great affinity like we have Ghyran (I am aware this is because we haven't really had a need to do so). A powder mill is raw science and technique though, there aren't really any magic shortcuts we could take outside of sensing that the metal could stand up to the process to make blackpowder. Not to mention we wouldn't have much to add to it as Elves haven't really ever been shown to use it, and nothing jumps out in my head to even say they have an understanding past the basics.

Breeding domesticated horses would also be Ghyran. Ghur is nature red in tooth and claw.
 
Ghyran is the Wind influencing breeding and fertility, Ghur doesn't have spell associated with it.
I guess, I was viewing it as the wind of beasts able to influence beasts, more able to get them to breed and favorable traits seen more often. I don't think that Ghyran has any way to speed up the process? Honestly not to sure if they're is a magic way to speed up breeding. I was looking at Ghur in they can encourage traits such as strength and able to if not bond, influence them to do the horizontal tango with the horses with traits we want.
 
I guess, I was viewing it as the wind of beasts able to influence beasts, more able to get them to breed and favorable traits seen more often. I don't think that Ghyran has any way to speed up the process? Honestly not to sure if they're is a magic way to speed up breeding. I was looking at Ghur in they can encourage traits such as strength and able to if not bond, influence them to do the horizontal tango with the horses with traits we want.

Fertility is Ghyan, does not matter if it is of beasts, yeasts or trees. Ghur is instinct, so you cannot use Ghur on a tree though you can use Ghyan. Hysh is revelation and faith so it can be used to enhance the thinking of sapients not so much animals.
 
I guess, I was viewing it as the wind of beasts able to influence beasts, more able to get them to breed and favorable traits seen more often. I don't think that Ghyran has any way to speed up the process? Honestly not to sure if they're is a magic way to speed up breeding. I was looking at Ghur in they can encourage traits such as strength and able to if not bond, influence them to do the horizontal tango with the horses with traits we want.
Ghyran has this spell:
  • Spring Bloom - Concentrates the power of life magic in one area or being. The wizard can affect either a plot of land the size of a farmer's field or one living being of any race. A field will literally burst with life, and the next harvest is guaranteed to be abundant. If cast on a living being, conception will occur within a month if all other normal conditions (i.e. breeding) are met.[1e]
Ghur has afaik no spells linked to fertility.
 
Ghyran has this spell:

Ghur has afaik no spells linked to fertility.
Huh, like I said I wasn't to sure on the ghyran spells, that would certainly speed things up. Yet we would still have to wait for the offspring to mature, that cuts my predicted time frame from 5-7 years to 3-5 assuming the initial breed goes perfect. A horse takes roughly one and a half years until breeding maturity. So unless the first 2 go perfect its still not exactly a fast money maker. More feasible than before, but I don't think we should put money in it yet.
 
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.
 
Back
Top