In our world, the "nature of feudalism" is a highly debated phrase over whether such a concept is useful/true/valid.
Luckily in whf we have feudal Bretonnia which is caricature taken to ten.
Does the ruler of our little Tor have a clear defined relationship with the phoenix throne? Perhaps, but it is not a feudal one, in WHF flavor. We have not answered the Phoenix King's call to arm. We don't pay him tribute/taxation (yet). His laws in Ulthuan do not apply here. We flaunt his norms (human subjects, elves applying magic to their benefit, use of black powder.) His navy may have helped us out, but no one saw that and the elven bureaucracy is not the phoenix king.
We are better considered one more adventurer/exile with state backing in the borderlands. This relationship is anything but clear and well defined (anathema to elves).
Perhaps, but it is not a feudal one, in WHF flavor. We have not answered the Phoenix King's call to arm. We don't pay him tribute/taxation (yet). His laws in Ulthuan do not apply here. We flaunt his norms (human subjects, elves applying magic to their benefit, use of black powder.)
In our world, the "nature of feudalism" is a highly debated phrase over whether such a concept is useful/true/valid.
Luckily in whf we have feudal Bretonnia which is caricature taken to ten.
Does the ruler of our little Tor have a clear defined relationship with the phoenix throne? Perhaps, but it is not a feudal one, in WHF flavor. We have not answered the Phoenix King's call to arm. We don't pay him tribute/taxation (yet). His laws in Ulthuan do not apply here. We flaunt his norms (human subjects, elves applying magic to their benefit, use of black powder.) His navy may have helped us out, but no one saw that and the elven bureaucracy is not the phoenix king.
We are better considered one more adventurer/exile with state backing in the borderlands. This relationship is anything but clear and well defined (anathema to elves).
Elves are perfectly capable of making clear points, it's just you need good mastery of the language to do so.
Also there is no law in Ulthuan that says you cannot have human subjects. Per the Teclis and Tyrion novels Lothern is filled with indentured human servants, elves sell minor magical objects all the time to anyone who will buy them. Black powder is fine to sell and use there too, they just don't use it generally because bows work better when you have an elf's lifetime to practice.
Elves are perfectly capable of making clear points, it's just you need good mastery of the language to do so.
Also there is no law in Ulthuan that says you cannot have human subjects. Per the Teclis and Tyrion novels Lothern is filled with indentured human servants, elves sell minor magical objects all the time to anyone who will buy them. Black powder is fine to sell and use there too, they just don't use it generally because bows work better when you have an elf's lifetime to practice.
To be fair, that is a law, that only concerns Lothern, the city being a special case. Hell, even Dwarfs are present there, since it is a large trading hub. Outsiders are strictly forbidden from setting foot anywhere else in Ulthuan without special dispensation (and even then it's mostly granted to high ranking diplomats).
To be fair, that is a law, that only concerns Lothern, the city being a special case. Hell, even Dwarfs are present there, since it is a large trading hub. Outsiders are strictly forbidden from setting foot anywhere else in Ulthuan without special dispensation (and even then it's mostly granted to high ranking diplomats).
True Lothern is an exceptional city for Ulthuan, happily we are not living in Ulthuan, more like Elf-Town in Mairienburg and there are plenty of humans there who prefer elf law to the local human law.
Trade is always good. Might have to hire a middle man for Trading with Karak Ankor.
How hard would it be to dig a tunnel through Black mountains similar to river of Echos?
Why do people want the new options so much? We just visited the place, its not going away, we may take time settling things down that we already started. Sure its potential, but if we keep starting new things we wont get shit done.
Its important to stick to investments.
To be fair, that is a law, that only concerns Lothern, the city being a special case. Hell, even Dwarfs are present there, since it is a large trading hub. Outsiders are strictly forbidden from setting foot anywhere else in Ulthuan without special dispensation (and even then it's mostly granted to high ranking diplomats).
I'm pretty sure that's actually fanon. A few years back the author of another well-regarded Warhammer quest* searched canonical sources for that ban and found absolutely zilch. They then did some clever googling and discovered that the oldest fanon mention of said ban was some weird High Elf RP thing.
*I think it was Lonkas, but don't quote me on that.
Why do people want the new options so much? WE just visited the place, its not going away, we may take time settling things down that we already started. Sure its potential, but if we keep starting new things we wont get shit done.
Its important to stick to investments.
Not sure what you mean? The purchases? Because coming here has a 2AP cost and I'd rather not pay it again later to get stuff than we can just get now and have available.
Not sure what you mean? The purchases? Because coming here has a 2AP cost and I'd rather not pay it again later to get stuff than we can just get now and have available.
... why would we? we can delagate, and employ messangers to make arrengments....
Preety sure those will remain aviable even if we pick nothing this turn.
2 AP cost is more about diplomacy of it, charting the way, meeting people, getting intel on what's aviable ect. We know our options now.
... why would we? we can delagate, and employ messangers to make arrengments....
Preety sure those will remain aviable even if we pick nothing this turn.
2 AP cost is more about diplomacy of it, charting the way, meeting people, getting intel on what's aviable ect. We know our options now.
With the broadening of trade routes and the ever-larger influx of immigrants, Tor Lacelomar has begun to require more and more lumber. Whilst you would prefer all-stone construction for reasons of strength and safety from fire (humans not knowing the various cantrips to fireproof wood), the fact of the matter was that you had plentiful wood and only limited access to high-quality stone.
Thus, several merchants have pooled funds to open new lumber camps, manned by a number of immigrants from the fractured realms of Sigmar's Empire.
As your attractiveness as a trading port grows, so too does your merchant class. They invest in setting up new marketplaces to serve the newly constructed areas of the town, as well as funding the construction of some more suitable housing for themselves.
Akendorf Results
Your trip to Akendorf was an expensive one, spending over a thousand golden crowns (equivalent, as your coin is generally a mixture of Elvish, Tilean, and Sigmarite gold, all of varying sizes and quality). Despite the cost, you are satisfied with the result. You have forged connections with a number of useful contacts and established yourself as a true figure of power within the Border Princedoms.
The holds of your merchant ship are full of various samples and items you procured directly. From the various merchants of Akendorf, you have a trio of juvenile demigrpyhs, twenty-five "long rifles" like the kind the good captain favoured, as well as a number of skilled distillers and their equipment.
The demigrpys are interesting beasts. Not true Griffons, they were still fearsome in battle. The juveniles were already the size of horses, and would grow larger still. You are unsure as to who should ride them, exactly. The humans put them to two main uses - in small units as shock cavalry, and as mounts for officers. Whilst very power as cavalry, their ability to stiffen a rank of halberds or pikes was notable.
You, of course, had no interest in riding one. Galerion was as fine a partner in battle as any true-griffon, let alone these stunted, flightless examples.
Then there were the mercenaries. Whilst you had made no contracts during your time in Akendorf, the sheer variety was of interest to you. The Indish elephants in particular offered a capability that would be difficult to acquire elsewhere, as did the various bands of ogres. With your surplus of food, feeding them should hopefully remain an easy task.
Your hawkship, being far lighter and more agile than your lumbering merchant ships, is best suited to patrol the Skull River. Also, as Captain Hochstrasse has reminded you, you do not have to pay to resupply its "guns", whereas you may as well be melting down gold each time you fire the cannons on your merchant ships.
Still, your crew are glad of the action, and with their speed and firepower - capable of breeching even the armour of a daemonship - they make efficient work of the pirates. Still, they are but one ship along a long river - their deterrent effect might last six months, at most.
Unlocks New Trade Actions for 1 Turn, may be repeated.
Exceeded DC by 100, 4 levels of success. Critical Success! +40 to Oddity Roll
Oddity Roll: 1d100 = 67+40 = 107
Your merchant ships carry a cargo of elf-crafts, gunpowder, wine, and preserved food to Marienburg. They enjoy good winds, only the occasional attack by pirates, and even manage to capture a small pirate ship intact on the return leg. But all of that pales next to the prize they found in Marienburg.
The markets of Marienburg contain many strange and exotic items, including things that might never be for sale normally. It also hosts a thriving black market, which none of your people attend. Obviously. But, one enterprising young crewwoman did happen to be nearby when a black market auction was broken up by the city's forces. In the chaos, she escaped with a rare treasure indeed - a unicorn foal, held in a cage and sentenced to be auctioned off for reagents.
Though the crewwoman's gender enabled her to carry the foal without danger, her lifestyle has left her less than suited towards actually riding it. So, to reward Katerine Adelhof, you have named her the captain of the captured pirate ship, and given her an elf-crafted cutlass enchanted with minor spells, giving her a supernatural awareness of the wind whilst at sea.
You were unsure what to do with the unicorn foal, until she made her way right over to Sir Carrad. That did not surprise you - with the blessing her lady had given her, her male persona in armour would not scare the unicorn away. Though it is too small to ride into battle now, it will soon prove a fearsome mount and incomparable companion in battle.
Gain 1 x Small Pirate Ship, Sir Carrad gains the trait Unicorn Rider (+10 Prowess, +2 Degrees of Ward Save. Sir Carrad now has Battlefield-Scale Prowess!)
[x] Attempt to Vassalize Another Border Prince: The Norscans
You head towards the Norscans yourself, with Sir Carrad alongside you and Eydis in company. It is only a brief trip, and Anna is capable enough to mind the apprentices for a few days, so you think it is an acceptable risk. Eydis will cast blessings to reveal any marked by the dark gods (such blessings may be counteracted by complex magic, but you doubt any of these Norscans are the equals of the Cult of Pleasure back on Ulthuan).
The memories that thought drags are up are like a white-hot knife in the back, but you keep your composure. None here save your knights, your hawkship's crew, and Eydis know of the crimes committed by your father. None save them know you as a Kinslayer, as the almost-assured end of your house.
You are escorted by your Eagle Knights, all of you travelling on eagleback. It makes an impressive sight as you come in to land outside of their town, the thralls and freemen alike in the fields gazing up in awe. Galerion lands, and you climb off along with Sir Carrad and Eydis. The other Eagle Knights remain mounted, their ithilmar plate and barding gleaming in the midday sun.
Their Jarl, Ulfric Sea-Farer, emerges out of the wooden walls to meet with you. He is accompanied by only two of his personal guard - fierce Norscan warriors clad in imported Estalian plate and wielding massive axes - which you think to be a sign of respect.
"Hail, Osydin Daemonslayer, and be welcome in my lands," Ulfric says and you smile slightly at the name they have bestowed upon you.
"My thanks for your hospitality, Ulfric Sea-Farer," you say, and with a small nod he bows his head and invites you through his gates. The six of you walk up the slight slope towards the keep. It had once been the keep of a Sigmarite, but the Norscans had clearly found it abandoned and paid decent gold to see it rebuilt. In fact, you would say the new stone bares the foul hallmark of Dwarvish work.
His hall is well kept, though not rich. Wisely, he has spent coin on importing good steel and strong walls, rather than shows of status he could not afford. His wise women - an old withered crone and a gaggle of young girls - bow to you, their souls marked by the use of magic. Not, though, by the use of Dhar - at least not the intentional use of it. Their clumsy blending of Winds has attracted small motes of it, but they remain free of the hold of Chaos.
Sir Carrad speaks to some of his war-leaders, taking their measure. Whilst you intend to negotiate yourself this time (for one thing, you speak fluent Norscan), her own blessings would be of great use if you do stumble across hidden worshipers of Chaos.
"They say you are a Wise Mother of the South," Ulfric says quietly as you sit in his hall. 'Wise Mother' is a term used by Norscans to refer to a powerful sorceress not devoted to the FOur, so it is not an inaccurate title.
"Perhaps. But among my people, I am but a journeywoman in such arts. And, if I understand your traditions correctly, I do serve my Gods. Just not the ones who haunt the North," you say. Ulfric nods his head.
"I have heard tales of your people's magics, Daemonslayer. I thought them to be mere tales, though now I believe each and every one. The gods you speak of... they are different to the ones worshipped by the humans of these lands, are they not?"
You pause for a moment. Ulfric is no devout Sigmarite, no fanatic. He might appreciate a small measure of truth.
"I am not so sure of that. Perhaps some are different - we have no Sigmar, of course - but others..." you say.
"Whatever they are, elf-lord, they grant you power. You are a blessed woman, but one who can also wield the Winds. Long have we searched for such gods, who would not call on us to abandon the very rites that carried us safely away from the lost North," Ulfric says.
"Then perhaps we have a common cause, Ulfric Sea-Farer. You know I remain loyal to my King, that I have his support. I have not come to these lands to seek fortune or fame, for I have no need of them for that. My house fought in the first coming of Chaos, and our seat predates the breaking of the world. I have come to these lands for one purpose, to forge them into a shield for the realms of man from the forces of Chaos," you say.
"You have come to ask me to bend my knee to you, Daemonslayer?" he asks. His voice is steady, uncoloured by surprise or anger.
"I have," you say.
"And would you ask us to cast out our wise women, to raise temples to your gods? To speak your tongue?"
"I ask only that you forswear the Ruinous Powers, that you give them no worship, their followers nothing but steel. What say you, Jarl Ulfric Sea-Farer?"
"You are a mighty warrior, a cunning general, and a wise woman. I could ask for no better Queen," he says softly. He lowers himself to one knee and holds out his sword.
"I am no Queen, Jarl Ulfric. There is but one true Queen amongst the Elves. She is Chosen by Isha, her line unbroken since before the coming of Chaos. To look upon her radiance would mean either death or revelation for you. But I will accept your sword, for I know the hand holding it to belong to a man of worth. If you require a royal title, I really am a Princess" you say.
"Aye, Your Highness. Listen, all of you! Our years of searching are over! We have found a new lord, one who shall protect us from the dark! Swear your loyalty to Princess Osydin Daemonslayer, or you are no man of my clan!" Ulfric bellows. All of them and women in the hall turn, and one by one they begin to swear their loyalty, and that of their children, their thralls, and their own smaller clans to you.
"Listen well, men of Norsca. You have come South to escape the Four and their hold over your home. I see no evidence of their taint on your souls. But their servants are skilled at hiding from even witchsight. Eydis, a great mage of my people, will cast blessings upon your lands to drive even the most well-hidden of their servants from his hiding place. Any who attempts to stop her will be considered one of those servants!" you order, and there is quickly a guard organised from her. Not only the Jarl's men, but many notables offer their own warriors as well.
Eydis goes from door to door, casting a blessing to reveal the taint of Chaos. A few hidden cultists are found, but true to their word the Norscans cut them down.
Afterwards, Eydis speaks a few words to their singular, ageing wise woman - she warns her and her apprentices not to mix the winds of magic, lest they draw the gaze of the dark gods. They are dubious of this, but none can doubt her power, and so the old woman promises that her apprentices will not learn of such spells. In return, Eydis promises to teach them her way of magic (or at least what she is teaching her human apprentices).
You oversee the opening of more permanent trade routes, patrols on the road between Langarheimr and Tor Lacelomar, and other such business. You also are made aware of exactly what forces Jalr Ulfric and his various sworn vassals can muster both in terms of longships and men. You note that their horses are sad examples of the creatures, either brought from Norsca or traded to them only begrudgingly.
Thus, a simple gift of a dozen horses from your own herds in enough to grant the Jarl and each of his sworn lesser nobles a far finer mount than any they have even seen before. You also gift the Jarl a new sword, a longsword made by one of your freshly arrived Elvish smiths and lightly enchanted by Eydis. She imbues it with Hysh, leaving the steel golden-hued and giving it great power against all the foul things of the aether and the earth.
New Settlement: Langarheimr!
New Vassal: Jarl Ulfric Sea-Farer
Construction of the sewage system and Tor Lacelomar's walls continues apace, as you invest the profits of your new gunpowder trade into constructing workshops and planting orchards for your new Eonir subjects. You also purchase more fishing boats from your boatbuilders, and maintain the pace of construction for housing.
The elvish workshops are located within the walls of the lighthouse, whilst the orchard is located on prime farmland close to the walls - so that it might be as well defended as possible. Though your human farmers complain at the purchase of the land, they accept it when they see that they will be given new farmland, not made to buy it from you with the gold they were given for their old land.
You taste the first fruit of the orchard, and you are nearly brought to tears. After years of human produce, this is as close as you've come to the fruit of Ulthuan; to the food of your childhood.
Establishing a supply depot for the Royal Fleet is no easy task. Establishing supplies of salted or smoked meat, pickled vegetables, preserved fruits, and long-lasting biscuits is easy enough. Establishing supplies of eagle-claw bolts and starwood is far harder. It takes a few letters to Lothern (and word of your victory against the strange dwarvish daemonship) before the Sea-Lord agrees that such a stockpile makes sense
You will not get anywhere near the 'market' price on even the supplies you are contributing to the stockpile, but the Navy will appreciate the safe harbour and resupply. That, and it will make Tor Lacelomar a natural stop for Elvish merchants.
Eydis finds the source of the crop failures - a lesser vampire lurking in the town. Though she encounters it at night, she summons a sword of sunlight and carves her way through the creature's skeletal bodyguard. It attempts to call on necromantic magic, but is a fumbling child attempting to defeat a master of the art. Its spells amount to nothing but scattered power, and Eydis annihilates it with a blast of rainbow-hued High Magic.
[x] Study the Blade x2
DC 75 = 2d100 + 32 (Osydin's Prowess) + 5 (Eagle Knight of Eataine) + 5 Sword of Hoeth = 75+42+32+5+5 = 159
Exceeded DC by 75, 3 Extra Degrees fo Success!
You spar against the only swordswoman capable of giving you an interesting match in Tor Lacelomar that is not one of your knights - Sir Carrad. Her Lady gives her strength and speed beyond her own admirable conditioning and a degree of protection.
The two of you form a whirlwind of steel and ithilmar, your blades only blurs to those watching. You move with swiftness beyond any mortal man, and were any of the human onlookers to attempt to step into the fight, they would surely have been slain in moments.
Each of you shows deadly cuts, and you drill one another on the strikes that are sure to end any man... or even any beast, if one has the strength and the skill.
Gain +3 Prowess, Gain +3 Progress for Monster Slayer. Sir Carrad gains +3 Progress toward Virtue of Heroism.
[x] Study Magic
DC 150 = 1d100 +32 (Magic) + 40 (Eydis's Magic) + 15 (Mage of the White Tower III) = 3+30+40+15 = 78
Failed by 50, two degrees of failure. Mistcast!
Blessing of Lileath Activated: 3 rerolled into a... 26. Failed by one degree of success. No Miscast
Your attempt to learn more of High Magic does not go well - Eydis is called away by an emergency with the apprentices whilst you are mid-cast, and it is only by the blessing of Lileath that you did not suffer a major miscast.
Still, where a human would suffer a minor miscast, you were able to control the energy of the failed spell and prevent any serious consequences.
Eydis returns, and upon hearing of your miscast pronounces that you will need more study before any further progress can be made in your practical casting.
Study Magic locked for 1 turn.
The Campaign vs the Vampire will be posted in its own updates, with votes. I will update the settlement sheet with Langarheimr, but it will take a little bit. I will post in the thread when it's updated.
That went reasonably well. Hopefully with that supply depot in place and the Navy visiting from time to time with their mighty ships, besides merchants, the immigration trickle of Elves shall increase.
Is Ulfric married or not and if not when having him and Carrad together will make the norscan loyalty stronger. Plus hopefully, their children will be monsters of combat.
Is Ulfric married or not and if not when having him and Carrad together will make the norscan loyalty stronger. Plus hopefully, their children will be monsters of combat.
Is Ulfric married or not and if not when having him and Carrad together will make the norscan loyalty stronger. Plus hopefully, their children will be monsters of combat.