Warhammer Fantasy: A Princess of the Borderlands

We do have a Small Boatbuilders Guild. No Brewery though, Breweries are worse than Lumber Camps(though Lumber Camps might get shut down in case of attacks).
But Breweries produce this all-important drink, that farmers and townsfolk yearn for after a hard day's work. Especially in times, when water can be more deadly, than beer. Makes you think from where the Inn gets its supply (1 Inn for a town of 4k people? :V).
 
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[X] Tor Lacelomar

I do feel the need to ask, have we ever built an Aerie for our eagle knights? I know we have capacity in the lighthouse, but if we ever want a hope in hell of ever getting More eagle knights i figure building a proper Aerie is a must.

Until we either figure out a way to get a breeding population of eagles or some means of getting more from Ulthuan there is no reason to build more capacity, same reason why we did not build more stables before we got horse herds.
 
Fair. Entirely fair.

I admit i want to build one just because of that completionist spirit, but understandable.

I still think we need more Inn's, Markets, and a Real gods damn Brewery to help deal with any potential incoming morale issues should we suffer set backs.

That and expand the army. We need More Troops if we want any hope of tackling that Necromancer/Vampire. Those will Always be a pain yo.
 
Armories are usually only built when worries of war abound. We just nuked the biggest local pirate, now all we need to deal with are the generic riff raff, actual ork freebooters from the opposite bank, Sartosan Pirates, and Druchii Corsairs. Much more manageable compared to a Chaos Dwarf Daemon Dreadnought.
 
So when were are in Akendorf, should we look for skilled people to hire so we build more advance buildings? could also look for people to join our town
 
I admit. Of all the things i want out of visiting Akendorf, connections with the rest of the Border Princes, making an effort to see about getting a land trade connection through Black Fire Pass, seeing who's up for a bit of vampire smiting…

Personally i just really want to get some Ogre Mercenaries. They may be the hungriest boys around, but they are Worth they're weight in gold for how effective they are in fights.
 
Hey uh. I may be alittle stupid, but i just checked the settlement tab.

Our settlement already has a name. Tor Sar'Than.

I guess that was just a placeholder name for the lighthouse?


Edit: Also i just realized we have neither a Brewery for beer, nor a Small Boatbuilders Guild to start filling up our pier with fishing ships and/or making ships for sale. I figure we need to build that if we want any hope of expanding it eventually.

That, and given how big our city is getting, i think we may wish to buy a few more Inn's to take the slack up for the only one we have currently.


Edit2: last thing, given we took out the Chaos Dwarf pirates, our next biggest enemy is going to be the vampire who stole the elf armor. I think we are going to need a Lot more soldiers under arms to go pick a fight with that one.
That's the name of the old high elf settlement that the lighthouse used to belong to.
 
2253, Second Half New
2253 IC, Second Half

Stat Changes
:

Population: 3166 to 3841.

+182 Children
+10 Elf Children
+696 Farmers
-182 Labourers
+20 Eonir Warriors
+20 Elf Craftsmen
+10 Elf Farmers

Food: 8735

Food Production: +3700

Food Consumption: 3166 to 3841

Gold: 2480GC to 1070GC

Random Events:

1d100, 50+ for a good event. 1d100 = 44, Bad Event

Event Severity = 1d100 = 58

A strange blight has taken hold amongst your crops this season. At first, you thought it a natural phenomenon from these strange lands, and then in a moment of alarm some machination of Chaos. But whilst the affected crops are tained with dhar, it is not the work of the ruinious powers... rather, the dhar has the scent of aged bone and dusty tombs. It seems the vampire's agents are afoot.

-1000 Food produced this turn.

Petition:

With your victory over the Daemonship, and especially your seeming ability to call upon the Phoenix King's navy for aid, you now present both a threat and an opportunity for many in the border princes. Still, with but one settlement you will only ever be so threatening. Whether by conquest, diplomacy, or other means, those of a higher influence are waiting for you to expand beyond Tor Lacelomar.

Within three turns, gain control of another settlement.

The Visit to Akendorf, continued...

"... The Exarch of Tor Lacelomar," Captain Hochstrasse finishes, his glower - and your lofty title (bestowed on you by a real monarch) causes the functionary to cower.

"My humblest apologies, your highness. A thousand pardons. Will you be paying the Prince a visit?" he asks. You nod to the captain.

"Her Highness will, when she is satisfied with her other business in the city, grace the Prince's Palace with her presence," the captain says.

With that bit of entirely satisfying formality out of the way, Captain Hochstrasse stays behind to oversee the unloading (and protection) of the very valuable cargo. Ten of his halberdiers, under the command of the steadiest of their number, split off to provide a guard for you.

"If you'll forgive me, Your Highness, it feels as though you're guarding us, more like," the sergeant says.

"Ah, but you look impressive and can keep a crowd clear, so you shall be earning your pay yet," you reply.

You spend some time wandering from merchant factor to trading house to marketplace, taking stock of what goods it might make sense to purchase from Akendorf rather than ship in from elsewhere. There are a few of note - the guns brought down via Black Fire Pass are superior, at least to your untrained eyes, than the ones available in Tilea. There are even a few of the strange 'engineering' contraptions. These are of no interest to you, being all imprecise and unreliable, but they may be of interest to your troops.

[x] Establish a Connection with a Gun Merchant, 250GC

[x] Establish a Connection with an Engineer, 500GC

There are distilleries here that do not produce medicinal products, but drinks intended for consumption. They are of a strength comparable to elfwine, but made from fermented grains. Whilst the sample you tried was... bracing, the economic benefits are obvious. The ability to "store" grain effectively indefinitely in a distilled liquid form would do wonders for both your export economy and your ability to stockpile food. The horse traders in the city cannot boast such fine base stock as your own herds, and so you see little use for them... but there is a man who claims to be an "exotic animal trader". Thankfully he does not possess any creatures whose freedom you would be honour-bound to slay him for, but he does possess a number of juvenile demigrphys, and allegedly a number of tame breeding pairs.

[x] Acquire the equipment and personnel needed for a distillery, 250GC

[x] Establish a Connection with the Exotic Animal Trader, 250GC

Also, one can find a much greater variety of unusual mercenaries in Akendorf. The Border Princes are a place for those down on their luck, desperate, or ambitious enough to try to seize a petty crown by force. There are bands of ogres, exiled Bretonnian knights looking for redemption, wizards of questionable quality, and even a band of Indish elephant riders.

[x] Establish a Connection with the Mercanries in Akendorf, 250GC

After your tour of the town, covering most of the relevant parts save those too infested for dwarves, you head towards the palace of the so-called 'Prince' of Akendorf. It is a fine keep, and clearly what the city was built around, but you can see how the new luxury is at odds with the old practicality. The guards are dressed in the ostentatious Sigmarite fashion, with gaudy cloth, black munitions plate, and huge wave-bladed two-handed swords.

Inside, every attempt has been made to disguise that the primary purpose of this building remains to defend the prince against an unruly populous. The gold is thin and worn away in places, and the tapestries and paintings are of only average quality.

The Prince himself receives you. Whilst he might rule several settlements and the largest human city in the Border Princes, you are really a Princess. The legitimacy is more irresistible than the sweetest wine.

You are treated to an excellent meal, courtesy of the Prince's halfling cooks, and see several notables of his realm during it. They seem, save one, very interested in you. They ask about the daemonship, about your place in Ulthuan's Royal Line (luckily, you now know the proper analogy to make Sigmarites understand). Though slightly disappointed that you are not in line to become Phoenix King, the age of your title and its meaning was awe enough for them. The single Imperial Dwarf there merely glowered at you, muttering about the 'dammned Elgi' all through dinner.

As you leave the city behind the next dawn, the early morning wind in the sails of your hawkship, you think that you have truly become a figure of note in the Border Princes now.


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.


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.

[x] Patrol the Skull River: Your forces now have effective control over the Black Gulf. While you do not have the men or the ships to maintain a permanent presence in the Skull River, you could keep it free of pirates for a few weeks, allowing you to establish a semi-regular sea-trade route to Akendorf beyond what your own ships can support.

Choose 2 Diplomatic Actions

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

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

[x] Attempt to Vassailze Another Border Prince: You are now considered a power in the region, and other settlements may wish to swear themselves to your cause in exchange for protection and opportunities for profitable trade you represent. DC varies by Prince. Only single-settlement factions may be vassalized at this time.

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] 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.

[x] Enchant an Item: With a source of elf-crafts to work as a base from, Eydis could produce an enchanted item. Simple by High Elf standards, it would be a boon in battle or a gift beyond value.

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. Now does not take an action.

[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] 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.

[x] Ponder Blackpowder: Captain Hochstrasse's Long Rifle is a most curious device, not at all like the crude and inaccurate weapons you have otherwise seen making use of blackpowder. Perhaps there is something to the technology.
 
Draft v6
[X]Plan Princess to Queen Pipeline
-[X]Martial
--[X]Invest in better equipment for your militia x 2
-[X]Naval
--[]Trade with Wurtmoot Island:500 Gunpowder
--[X]Trade with Marienburg
--[X]Patrol the Skull River
-[X]Diplomatic
--[X]Attempt to Vassailze Another Border Prince x 2:Ulrik
-[X]Stewardship
--[X]Order Buildings Constructed:
---[X]100 Medium Farms
---[X]Sewage System 4000/4000
---[X]City Walls
--[X]Establish a supply depot for the Royal Fleet
-[X]Intrigue
--[X]Train Your Human Students
-[X]Personal
--[X]Study Magic
--[X]Use Magic to Aid Your Farmers
--[X]Ponder Blackpowder
-[X]Establish a Connection with an Engineer, 500GC
-[X] Establish a Connection with the Exotic Animal Trader, 250GC
-[X]Establish a Connection with the Mercanries in Akendorf, 250GC
 
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Draft v3
[]Plan Princess to Queen Pipeline
-[]Martial
--[]Invest in better equipment for your militia x 2
-[]Naval
--[]Trade with Marienburg
--[]Patrol the Skull River
-[]Diplomatic
--[]Attempt to Vassailze Another Border Prince x 2:Ulrik
-[]Stewardship
--[]Order Buildings Constructed:
---[]130 Medium Farms
--[]Establish a supply depot for the Royal Fleet
-[]Intrigue
--[]Train Your Human Students
-[]Personal
--[]Study Magic
--[]Use Magic to Aid Your Farmers
--[]Ponder Blackpowder
-[]Establish a Connection with an Engineer, 500GC
-[] Establish a Connection with the Exotic Animal Trader, 250GC
-[]Establish a Connection with the Mercanries in Akendorf, 250GC
A more ambitious building plan? More sewers and walls?
 
Is it possible to contact the dwarfs of Barak Varr and tell them of the dwarven ruins and get an agreement to explore together? It is wishful thinking but they are the true major power in the area and getting a no hostile relationship with them is for the best.
 
[X] Plan Elf Princess and Fantasy Vikings Go Vampire Slaying
-[X] Akendorf
--[X] Establish a Connection with a Gun Merchant, 250GC
--[X] Acquire the equipment and personnel needed for a distillery, 250GC
--[X] Establish a Connection with the Exotic Animal Trader, 250GC
--[X] Establish a Connection with the Mercanries in Akendorf, 250GC
-[X] Martial
--[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] Naval
--[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. [Sell Both]
--[x] Patrol the Skull River: Your forces now have effective control over the Black Gulf. While you do not have the men or the ships to maintain a permanent presence in the Skull River, you could keep it free of pirates for a few weeks, allowing you to establish a semi-regular sea-trade route to Akendorf beyond what your own ships can support.
--[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] Diplomacy
--[X] Attempt to Vassailze Another Border Prince: You are now considered a power in the region, and other settlements may wish to swear themselves to your cause in exchange for protection and opportunities for profitable trade you represent. DC varies by Prince. Only single-settlement factions may be vassalized at this time. The Noscans [x2]
-[X] Stewardship
--[X] Construct: 175 Decent Dwellings (350GC) 1 Herbalist + 1 Bathhouse (200GC) 1 Eonir Orchard (1000GC) 2 Elf Workshops (2000GC) 3500 Capacity Sewage System (2900GC) 5 Small Fishing Boats (50GC), 1 City Walls (500GC)
--[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. [Keep All]
--[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.
-[X] Intrigue
--[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] Personal
--[x] Study the Blade: It is always wise to keep one's skills sharp. x2
--[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. Now does not take an action.
--[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.

Reasoning
Akendorf
  1. We already have gunpowder production that is a good start to eventually starting out our own industry with it
  2. We not only have a lot of grain we can also expand grain production greatly with magic
  3. Given that we were just talking about monstrous cavalry that takes advantage of our elf knights I think this is a good idea
  4. And finally I think it would make sense to grab mercs while we can. It cost 2 AP to come here so we should take as much as we can afford
Martial
  1. That vampire is starting to get on my nerves and I do not think we should give him more time to prepare.
Naval
  1. Free money is free money
  2. This promises to allow a long term trade connection, which is always a good thing to parley a temporary advantage into
  3. Worked out great the last time and we have the food to spare, as long as we keep using magic for the task
Diplomacy
  1. Finishes our petition and gives us more warriors to fight the undead with, win/win . With two actions we will be rolling 2d100 which makes it very likely we can pull it off
Stewardship
  1. This is @Chanceseal's plan minus one city wall, it takes advantage of those elves to get us a lot of money going forward
  2. No reason not to, we are going to need more food and we have the people to put on the boats
  3. And this is the only proper stewardship action we have
Intrigue
  1. Hopefully this will help us catch that damn vampire
Personal
  1. Since we broke though the ceiling for magic use it makes sense to focus a bit on the martial side of things especially as we would be going vampire hunting
  2. Need to do this for the economy to work well, especially with the food loss Edit: thankfully it is free so we can also squeeze in some magic training
  3. And this is the magic. We can do more talking when we do not have a vampire hunting campaign on the horizon
 
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Any plan with guns get my vote. It's one of the more cost-effective weaponry we can train our troops in.

Plus the vision of Gun wielding elves would be awesome. The awesome firepower of guns with the unnatural agility, grace, and precision of an elf will be a fear inducing sight for our enemies.

(BLACKPOWDER FANTASY BABY!!!!)
 
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