Warhammer Fantasy: A Princess of the Borderlands

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[Shit Houses Detected]

Do not resist you will be improved. :V
We have the technology. We will rebuild you: harder, better, faster, stronger. :V

Also we need to free the thralls and give them land. Quite apart from slavery being morally awful this is a breeding ground for cults.
Some little things, like migration, have to be also addressed. Former slaves will want to return to their homes, far away from here, others will probably stay and a good portion might want to... migrate to our town. Hell, the latter is something the whole Norscan population might consider, since it has a higher standard of living and is richer. This may cause tensions between the lower classes, but also between us and the Norscan elite, since we are depopulating their place and making it weaker.
 
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We have the technology. We will rebuild you: harder, better, faster, stronger. :V


Some little things, like migration, have to be also addressed. Former slaves will want to return to their homes, far away from here, others will probably stay and a good portion might want to... migrate to our town. Hell, the latter is something the whole Norscan population might consider, since it has a higher standard of living and is richer. This may cause tensions between the lower classes, but also between us and the Norscan elite, since we are depopulating their place and making it weaker.

I think it would be best to keep the Norscans in their own town, it allows us to control more land, but apart from that agreed. We are also going to have to build them bathhouses and herbalists, sewers if we have the money.
 
I think it would be best to keep the Norscans in their own town, it allows us to control more land, but apart from that agreed. We are also going to have to build them bathhouses and herbalists, sewers if we have the money.
Of course it would be better.

I'm talking about people moving in on their own. We would have to pass laws barring such migration or limiting its scope.
 
Of course it would be better.

I'm talking about people moving in on their own. We would have to pass laws barring such migration or limiting its scope.

Oh, no reason to limit migration. If nothing else I do not think the farmers will lightly move off their lands or the nobles out of their nice houses. With that being the case the inkeepers and craftsmen will also stay at least in part.
 
or jsut try and improve living conditions there fast enough that not too many poeple are willing to leave behind everyone they know for slightly better living conditions
These people already did it once and can do it again just as easily.

Besides, Norscan mentality does allow a lot of travelling, be it for raids, trade or settling new lands.
 
2253, Campaign Against the Vampire Part I New
2253, Campaign Against the Vampire Part I

The undead abomination to your North remains an ever-present threat, especially after the discovery that it was behind the sabotage of your crops. Luckily Eydis destroyed its agent, but that was only a vampiric thrall - nowhere near the power of the actual vampire. Given its long-established position, the vampire has likely been able to acquire a great number of corpses to use as troops - in addition to whatever foul necromantic beasts or subject vampires it might be able to call on.

Thus, the task of destroying it cannot simply be left up to you, Eydis, and a strike force carried on eagleback. For one thing, many necromantic beasts fly according to the scroll you've read. Isha help you if it has a zombie dragon under its command - even a direct hit from one of Captain Hochstresses' cannons might fail to wound it.

You will need substantial forces to destroy the vampire. Ideally, all they will have to do is hold back shambling hordes of undead, but simple zombies or skeletons are the least of the creatures it will have raised. Wights - fallen warriors returned to life with fell power - are more than a match for most human infantry. Various monsters and spirits can prove intractable challenges.

That is not to say it is hopeless. You have several serious advantages that most other Border Princes would not: you have the aid of Eydis, an Archmage of the White Tower. Her ability with all eight winds, as well as high magic, would be a decisive weapon in its own right, let alone her superlative ability to dispel the magical workings of others. Your own magical skill is extremely impressive for human lands, and your enchanted blade will slay spirits as easily as the living. You have Lady Ortiz and Sir Carrad, both of whom have powerful blessings especially suited towards fighting the undead.

And, if all else fails, you have a pair of cannons. You've yet to see a vampire that can survive a direct hit from a cannonball.

What forces do you bring to combat the vampire? See the character/settlement sheet for the listing, and please vote by plan. Remember to include notable characters you want to bring along.

[x] Write In Plan


With what forces you will bring to bear, you must then consider the defence of your two towns. Tor Lacelomar has strong walls, but to muster the skilled warriors of Langarheimr you will have to reduce its defence from the sea. Your won naval forces might be redeployed to cover the loss of longships.

Do you redeploy your ships to cover Langarheimr?

[x] Yes, Redeploy

[x] No, Don't Redeploy


Then, you must consider who will lead the defence at each location. Jarl Ulfric has suitable seconds aplenty, but many of your officers will be of considerable use to the battle against the vampire.

Lady Ortiz is a skilled priest, but she is a Tilean noblewoman and much of your human subjects respect her blood and her clear divine approval. Sir Carrad is another noblewoman, but she is your best fighter, save yourself. Captain Hochstresse is your best officer, being very capable at organising supply trains and the like, and there is only so much he can do before you set out.

Who do you leave behind to command the defence of Tor Lacelomar?

[x] Write In


On the eve of your departure, you find Eydis waiting by the balcony of your chambers in the lighthouse. She wears her day robes of midnight blue silk, not the enchanted ones she wears to battle. She holds a goblet of wine in one hand, and a scroll in another.

"Eydis?" you ask.

"Oh, Osydin. I'd've knocked, but you weren't in," she says.

"I don't remember you ever knocking after you learnt how to magic locks open," you say.

"Ah, that is true. I've received a most concerning letter," she says. Your eyes widen, slightly.

"Most concerning?"

"Apparently, the Tower thinks this is not the best use of my time," she replies.

"Eydis, your help has been invaluable, and to my oldest friend here has been worth far more than that, but this is not your exile," you say softly.

"No, it is yours. The exile of my dearest friend, the one to whom I owe my life a dozen times over. I did not even think of letting you come to this wasteland alone, nor will I leave now."

"Surely it wears on you, living with these humans? Eating their squalid food, drinking their sorry excuse for wine? The smell alone!"

"Far more on you, my friend. You are the one awash with noble blood, whereas I am from somewhat more common stock. If you could get used to it, 'sea-elf', then how could I not?" Eydis asks.

"I do not know why I was sent here. I try to divine what scheme the King has in mind, what I am meant to do, but a part of me worries..." you say, barely able to say the last thought aloud.

"That you have been sent here to die in ignominy? I do not think His Highness has that in his designs for you, my dear. No, I sense the wheels of history in motion, prophecy and fortune. If this place is to be House Ytha'Sethai's end, it will not be a quiet one," Eydis says, her voice strong and steady.

"But it need not be your end."

"No... but each time we risk ourselves for men, for the world, it is our end. Each time we defend the vortex, each time we sail out to fight the Ruinious Powers... that is our end. I do not know if our people can survive the forces that assail us. But if this is to be our end, if defending this world is what we spend our last embers of strength on - then I say let us breathe them to life, one last time," Eydis says, and now her voice blazes with conviction.

"If this is to be our end... wake every slumbering dragon. Rouse all the hosts of Ulthuan, and let our cities lie empty. Paradise was lost to us with the sundering, and the world with the coming of chaos. Let the hosts of Ulthuan march to defend the world one last time, and etch our names into history so none forget the Asur," you reply. You find strength in the words, a fire that you had lost since that dreadful night.

'Kinslayer', they called you. You will erase that shame, and you will end the saga of your house not in shame, but in glory.
 
Actually, there is; it's called Bretonnia.
We are not in Bretonnia. Nor do they have any meangful levers over us bar just skipping straight to violence. And given that the Lady has something to do with elves* I doubt they would casually skip to that step over a single individual.


* Lady explicitly being Lileath is End Times and therefore does not count, but some sort of elf connection is well established from long before some GW executive first got the " genius" idea that grew into the ET.
 
We are not in Bretonnia. Nor do they have any meangful levers over us bar just skipping straight to violence. And given that the Lady has something to do with elves* I doubt they would casually skip to that step over a single individual.


* Lady explicitly being Lileath is End Times and therefore does not count, but some sort of elf connection is well established from long before some GW executive first got the " genius" idea that grew into the ET.
The lore is a bit wonky on that, since in some sources (the rpg, mostly) the Lady is a raging misogynist who'll never accept female knights (now, that's stupid since Repanse is a cahracter that exists).

More relevant, a knight must be noble, so their house must remain noble, and revoking titles is a temporal power and something that'd be done if someone was openly a woman and a knight.

And finally, though it's not relevant to our conversation, but to what started it, telling a knight "yo, go get married to that Norscan dude who has several wives" is a bad and insulting idea.
 
The lore is a bit wonky on that, since in some sources (the rpg, mostly) the Lady is a raging misogynist who'll never accept female knights (now, that's stupid since Repanse is a cahracter that exists).

It's possible that this is "propaganda" spread by Bretonnian Nobility, due to them wanting to keep Nobility as "male-only" business
 
The lore is a bit wonky on that, since in some sources (the rpg, mostly) the Lady is a raging misogynist who'll never accept female knights (now, that's stupid since Repanse is a cahracter that exists).
My personal headcanon to square that circle is that the "only males" thing is purely Brettonian culture and not from the Lady. However, the Lady makes no exceptions in her demand for chivalry, which means no lying or deceiving, and that includes women pretending to be men. So she's fine with blessing openly female knights like Repanse, but most of the secret women knights of Brettonia remain ineligable, which just falsely reinforces the "males only" thing for the average Brettonian.
 
I think lady Ortiz makes sense as regent. With two high mages to hand we are going to need her divine miracles the least, they would be nice to have but not essential and she knows how hold down the fort.
 
[X] Plan Ortiz Regency
-[X] Regent: Lady Ortiz
-[X] Deploy all Heroes beside Lady Ortiz and Anna to the campaign
-[X] 5 x Eagle Knights: These elite Elvish knights ride to battle on the back of Great Eagles, sentient birds larger than even the greatest horses. Armed with lances and elfbows, they are masters of the air and suitable as both light and heavy cavalry.
-[X] 25 x Longbowmen: These exiled Bretonnians are skilled woodsmen and archers and have mastered their enormous longbows.
-[X] 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.
-[X] 25 x Light Cavalry: These troops fight from horseback with blackpowder pistols and sabres, capable of acting as scouts, harassing forces, and scattering enemy light infantry. They have little use against a wall of pikes. They wear a cuirass, a thick coat, and a helmet.
-[X] 5 x Warrior Priests of Myrmidia: Blessed with a form of magic by their divine patrons, these elite warriors are clad in full plate and wield sacred war-spears
-[X] 40 x Estalian Pikemen: These skilled infantry are well armed and well armoured, with long pikes and munitions plate. Their will is famously iron, and bar true terror will stand their ground. [MERCANRY]
-[X] 10 x Estalian Freelances: These knights are skilled heavy cavalry, capable of thundering charges and acting as an armoured bulwark on foot. [MERCANARY]
-[X] 20 x Estalian Handgunners: Armed with matchlock handguns, these lighter troops are trained to support their pike-wielding comrades, though they're not bad in melee; most carry swords and are clad in light armour. [MERCANRY]
-[X] 40 x Imperial Handgunners: Hailing from the shattered ruins of Sigmar's Empire, these handgunners bear slightly more advanced muskets, though they are less capable in melee. [MERCANRY]
-[X] 20 x Imperial Halberdiers: These hardened troops are armoured in munitions plate and weild deadly halberds, their heavy polearms better suited towards fighting armoured or monstrous opponents when compared to pikemen. [MERCANRY]
-[X] 2 x Imperial Cannons & Crew: These war machines are the height of advancement and are capable of punching holes into fortress walls or opposing infantry formations with equal ease. [MERCANRY]
-[X] 20 x Imperial Light Cavalry: These impetuous young riders are armed with sabers and pistols, and armoured with contempt and bluff coats. Fast and deadly, they are likely to wither under any sort of return fire. [MERCANRY]
-[X] 40 x Borderlands Huscarls: These Norscan warriors are the elite forces of Langarheimr, equipped with imported plate armour and armed with enormous axes. They are deadly line or shock infantry, and are even mad enough to fight boarding actions in solid steel plate armour.
-[X]15 x Mounted Nobles: These are the most elite warriors of Langarheimr, equipped like the Huscarls but fighting from horseback. They often act as officers but can be gathered for a devastating cavalry charge. They are however not the most skilled horsemen, and often fight dismounted.
-[X] 120 x Norscan Warriors: These skilled warriors are equipped with chainmail, shields, steel helmets, spears, and hand-axes or swords. Their favoured tactic is to form a shieldwall, though they are practised at other formations.
-[X] Redeploy Anna the Apprentice to Langarheimr for the duration of the campaign
-[X] Yes, Redeploy


Reasoning
  1. With two high mages to hand we are going to need her the least, she is good for morale, skillful at command and has magic beside.
  2. If we get flyers the eagle knights are out only backup in the air
  3. Get some of out homegrown troops some experience, I left the Eonir home to provide some elites to back up the militia if it should be necesary and also because I do not want them do die unnecessarily when they have just mook level gear. Elves are not mooks for our armies
  4. Ortiz can provide any divine magic necessary in our absence, these will be vital in shoring up morale in the face of undead. Our mages can't be everywhere
  5. The mercenaries are still our main line of battle, I took all of them bar thirty light infantry which should be helpful on the walls if it came to it. If anything attacks our capital cavalry isn't going to have the numbers to sally out anyway, they just need to hold out
  6. As for the Norscans I took most of their professional troops and all of their nobles since those are going to want to fight while living behind all their militia with enough Huscarls to stiffen the lines
  7. Anna the apprentice isn't ready for combat, but she might actually be useful as magic support backing up the wise woman and her apprentices. She has more magical skill from a better tutor while Norscan Granny has managed to live long enough to see old age as a non-Chaos magic user in Norsca which should cover them if they need magic
  8. I think it makes sense to redeploy as a point of basic feudal obligation, also we will be pulling a lot of their warriors being able to hold off attack from the sea if it comes is vital
 
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[X] Plan Ortiz Regency

Good enough, will probably vote on other plans too thou.

If we wanted to really stack things We would keep our prodigous officer home as well to manage the sea logistics.
But for better or worse, this makes sence so far. Love the one problem at a time approuch.
 
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