Warhammer Fantasy: A Princess of the Borderlands

i do wonder what the chaos dawi where doing in this region, was it just a slave raid or did they had a other goal

It was a pirate ship, and at the mouth of the river that feeds Barak Var. Doubtlessly that alone was worth acting as the main impediment to trade here.

That and slave raiding as is the standard practice. The ship was certainly large enough to take on slaves, and the Dawi-Zharr only consider slaves when wealth is a concern
 
Wow, that went great!

Going by the progress we got from the Train Magic action and from the steamship fight, Osydin is 1 progress off from hitting Wizard 2! :cool:
 
For next turn's construction I'm thinking something like

  • 200 Decent Dwellings to provide housing for an extra 800 people (400 Gold). This gets us out of the red and gives us a buffer so we don't have to keep chasing it, not to mention we could have even based pop increases
  • 1 Market for an extra 100 Gold/turn since we have hit 3000 people (200 Gold)
  • 20 Farms to produce another 500 Food (400 Gold). Now that we can do bless the fields with something other than our personal or intrigue actions we can allow for a little slack here, but there is always the chance the apprentices mess up, they are apprentices so we should at least try to keep on top of this.
That is 1100 Gold total which still leaves us with a lot of money. I think we can do both the defenses and the sewage in one go and it makes sense to do so, between the rate we are growing at and the kind of enemies we may soon attract.
 
20 Farms to produce another 500 Food (400 Gold). Now that we can do bless the fields with something other than our personal or intrigue actions we can allow for a little slack here, but there is always the chance the apprentices mess up, they are apprentices so we should at least try to keep on top of this.
I'm sorry to say that this part of your plan might not work. I've just checked the settlement sheet, and with all the recent Vineyards, we only have enough Farmers for 10 Medium Farms. Perhaps build a Second Small Boatbuilder and maybe some Bakeries instead?
 
I'm sorry to say that this part of your plan might not work. I've just checked the settlement sheet, and with all the recent Vineyards, we only have enough Farmers for 10 Medium Farms. Perhaps build a Second Small Boatbuilder and maybe some Bakeries instead?

We could also tear down the shitty small farms so we can use the farmers more efficiently, but yeah the boat-builder is good too.
 
We can optimise with replacing small farms with medium ones but eitherway we need to progress with our building tech tree. We need to go visit some cities to get new blueprints.

Hopefully we can instead jump straight to large farms instead.
 
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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Oh, huh, they had a couple secret daemonships as escort? Nasty, no wonder our reinforcements were delayed.
 
25 x Woodsmen: These skirmishers are armed with a mixture of hunting weapons, supplemented by hand weapons and minimal armour. Though skilled, they are not suitable as line infantry.

100 x Millita: These humans have been marshalled into a capable enough infantry force, armed with pikes and hand weapons. Issued relatively decent armour, if their morale holds they could form the core of a battle line; or defend a wall.
Gold Consumption: 450/turn from mercenary wages. 50gc/turn from Soldier Upkeep. 50gc/turn from Powder Mills. Total: 550gc/turn.

shouldn't our soldier upkeep be at 75, not 50? 2x50 militia (25gc each) +1x25 woodsmen (25gc)
 
Seem like our people want us to build up our army, and i think we should do it. And this seems like it was a big investment by the chaos dawi with all those ships
 
[] Plan draft: Elven standrad of militia
-[] 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.
-[] 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.
-[] 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.
-[] 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.
-[] 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.
-[] 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.
-[] buildings of people who thought a lot more about it than me.
-[] 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.
-[] 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.
-[] Study the Blade: It is always wise to keep one's skills sharp.
-[] 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.


I do not trust Border princes to behave after we did show of force and want to start making militia relalling on mercs in border princes is not sutainable
 
After thinking about it a bit more I think that we should do Royal navy action before the smiths, because we lack sewers and getting elves should wait a bit for that
 
After thinking about it a bit more I think that we should do Royal navy action before the smiths, because we lack sewers and getting elves should wait a bit for that
I think the risks of elven minor smiths being offended by a city without sewers is less important than the risks of the navy being offended.

We just don't have the cash to start trading them for favour yet anyway. Little immediate benefit I think.
 
[X] Plan Building Spree and City Visit
-[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] 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] 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] Trade with Tilea: Now that you have the proper facilities, you may trade with Tilea without an action. Sell 500 Food for 500 GC
-[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] 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: Baron Wurtmoot
-[x] Order Buildings Constructed: 10 Medium Farms (200 Gold) 200 Decent Dwellings (400 Gold); City Walls x4 (2000 Gold); 2xFortified Powder Mill (2000 GP) 3x Stable (60 Gold)
-[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] 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] 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. (Free)
-[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] 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] Spend time with a notable NPC: Anna the Apprentice mage

Reasoning

Martial
  1. We need to get them back to full strength or we are not getting our money's worth out of them
  2. This costs precisely 100 gp which gets us that extra civilian construction and also it buffs up our limited cavalry
Naval
  1. Free action is free, take it
  2. No reason not to take both other naval actions open, we have the slots and the food to spare. I prefer to stock up on gunpowder for now
Diplomacy
  1. We have been putting this off for a long time and now we finally have the room for it in both actions
  2. We should call the good baron in against the vampire next turn when we have the martial actions for it so keep him sweet
Stewardship
  1. Houses farms and the boat-builder to keep up with demands, market because it's cheap and gives money, city walls to full because I have a feeling we are about to be attacked by a vampire, a powder mill for more money and some stables for the new cav
  2. ...on that note we are going to need more money, time to lean on our advantages of being in the good graces of the magical superpower
Intrigue
  1. Keep an eye on that vampire, something tells me he's up to no good and this is the last turn before we turn our attention to him
  2. It's free and a lot of food
Personal
  1. Try to tip that Wizard trait over the edge so we are no longer a journeyman by elven standards and can advance the stat
  2. Finally visit the er... big city for more options on industries, we are going to need to pay for that sewage and walls somehow
  3. Only notable NPC we have not spoken with so far and she should be fun
 
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