Warhammer Fantasy: A Princess of the Borderlands

Which is why it is a long-term goal.

That said being known to train humans in magic without them becoming crazy could get us several people interested in using magic safely, IIRC Volans was born right around this time somewhere in the Borderlands. If he decides to come to us for tutelage in two decades or so we would have one of the best human Light Wizards ever, and once Teclis convinces Magnus to allow human wizards trained by elfs we might be able to contribute several already trained ones to the war against Chaos and the founding of the colleges of magic. Eydis being considered one of the founders of human magic traditions would be quite the achievement for her.

Small note, he would not be a light wizard, if he follows the same path as canon at least, he would be a guy with very good mage sense and a will of iron that made him not touch the magic at all. He could then be trained in any Wind.
 
Which is why it is a long-term goal.

That said being known to train humans in magic without them becoming crazy could get us several people interested in using magic safely, IIRC Volans was born right around this time somewhere in the Borderlands. If he decides to come to us for tutelage in two decades or so we would have one of the best human Light Wizards ever, and once Teclis convinces Magnus to allow human wizards trained by elfs we might be able to contribute several already trained ones to the war against Chaos and the founding of the colleges of magic. Eydis being considered one of the founders of human magic traditions would be quite the achievement for her.
New objective: get a strong enough force to have the empire give Averland to us in exchange for mages.
 
Ideally, we should create a national identity for our little colony. A sense of pride can go a long way to boost cohesion in and out of the battlefield, as well as diminishing the risk of rebellion.
 
Ideally, we should create a national identity for our little colony. A sense of pride can go a long way to boost cohesion in and out of the battlefield, as well as diminishing the risk of rebellion.
This is the Borderlands
There are peoples here who would stab each other over which villages back in the Empire they came from
You can make them coexist but you can't make them unite
 
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Border Princes's area is effectively "Wild South" of The Empire.

You can literally become "Border Prince" by stabbing four sticks into the ground, and until anyone else comes an (most probably) kills you, this is "your land"
 
Border Princes's area is effectively "Wild South" of The Empire.

You can literally become "Border Prince" by stabbing four sticks into the ground, and until anyone else comes an (most probably) kills you, this is "your land"
That and backstabbing is common enough, that even a Skaven would feel right at home here. Like I said, the most common way of succession is being removed from the board by one of your own, besides a stronger opponent.

This is basically a bandit heaven, were the guy/girl with the biggest stick makes the rules.
 
Honestly, like "Loyalty is its own Reward" has "Potential Foes" and "Mercenary Mage Quest" has "DoW/Warbands", I feel that it would be interesting if we could make "Potential Neighbours" in this Quest
 
This is the Borderlands
There are peoples here who would stab each other over which villages back in the Empire they come from
You can make them coexist but you can't make them unite
Hence why we should try, to prevent our people stabbing each other. It would obviously not be done quickly, but it would do wonders for our life expectancy and that of our colony.
 
Hence why we should try, to prevent our people stabbing each other. It would obviously not be done quickly, but it would do wonders for our life expectancy and that of our colony.

We do have the advantage that our leader is charismatic, hard to kill, and doesn't age as fast as humans do, so for the first few settlements that should be enough. After that we do need something. Maybe focus on the fertile fields? "With us you won't starve!" is a bit basic as far as slogans go, but seems like a good start everyone could agree on.
 
Pre-planing: (it should be noted that I'm assuming my corrections were correct, if they turn out not to be, I'll redo this post)

I'm predicting 22 Child Dice, 10 Immigration Dice (though I'm oft off about how many Immigration Dice it's going to be), 1 Elf Child Die and 1 Elf Immigration Die.
That gives me 744,5 population growth on average for Tor Lacelomar.
We'll get ~2751 net food(counting new small boats but not counting trade action) so we don't need to build more farms.
But how much of a surplus, how much of a food stockpile should we try to build? I'd like some discussion on that.

If Langarheimr gets immigration, then I'm predicting 12 Child Dice and 5 Immigration Dice so 378,5 growth. 65 Decent Dwellings would cover that.
The 10 new Small Boats(if we can get the sailors for them) should keep the food production in the positives, if with a smaller surplus(from 190 to 62).(I'm assuming we can't get Magical Aid to Farmers here, if we can our numbers are way better) How much of a surplus should we try to build? How much of a stockpile?


This is my plan for getting infrastructure up to our standards.
Our standards being:
full coverage of Herbalists and Bathhouses,
no Shabby Dwellings,
Housing with minimal overcrowding for our population including the population growth that shows up after our vote,
Capacity of Walls above our population including growth,
Sewers above the population (maybe it should also include the growth but I'm skimping 1000gc this way).

Tor Lacelomar
50 Decent Dwellings (100gc)
1 Herbalist+Bathhouse (200gc)
1 Sewer [3500+1000 Capacity] (1000gc)
0.5 Wall [5000+500 Capacity] (250gc)
5 Small Boats (50gc)

Langarheimr
250 Shabby Dwellings replaced with 125 Decent Dwellings (250gc)
65 Decent Dwellings(130gc)
2 Herbalists (200gc)
2 Bathhouses (200gc)
3 Sewers [3000 Capacity] (4500gc)
3 Walls [3000 Capacity] (1500gc)
10 Small Boats (100gc)

100+200+1000+250+50+250+130+200+200+4500+1500+100
Total: 8480gc

Pricey, a big investment into Langarheimr. Still needs income increasing added.


Our budget, according to my spreadsheet, for next turn is 7845gc without accounting the trade actions.
 
We do have the advantage that our leader is charismatic, hard to kill, and doesn't age as fast as humans do, so for the first few settlements that should be enough. After that we do need something. Maybe focus on the fertile fields? "With us you won't starve!" is a bit basic as far as slogans go, but seems like a good start everyone could agree on.

A vampire head on a spike would be very useful either way. For those who have moral objections to such things 'look at what a scary monster we killed' for those without such objections 'look at what a scary monster we killed.' :V

Our budget, according to my spreadsheet, for next turn is 7845gc without accounting the trade actions.

And loot from the vampire, hopefully he has money we can steal.
 
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Making a wall and sewers for our second settlement is probably a good investment, yeah. Wanna standardize that sort of hygiene concern and the more fortifications the border princes have for various gribblies to break on the better.
 
A vampire head on a spike would be very useful either way. For those who have moral objections to such things 'look at what a scary monster we killed' for those without such objections 'look at what a scary monster we killed.' :V
Make sure to encase it in silver and engrave symbols of Morr upon it.
Making a wall and sewers for our second settlement is probably a good investment,
Hard to disagree with hygene and sanitation. Safety is a good motivator. Wonder if we could just 'buy' thralls from norscans?

In the end important part is progress being visible and expiriencable. Plus visitors. Those are always usefull, if sometimes problematic.
 
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