Warhammer Fantasy: A Princess of the Borderlands

The bad rolls were not so bad and ho boy the good rolls were very good :)

Too bad we did not get a diplomat, but we can retry so that is fine. Actually wait a sec @Tekomandor is Sir Helene any good as a diplomat? I mean she is a Bretonian noble, they do tend to teach their kids to lead and inspire.
She is very charming. How well she may be suited to the complex plots of Elvish nobility is left up to your imagination.
 
The random encounter roll? Lower is worse there, so the stronger encounters are there.

BTW was anything left from those trolls usable? I vaguely remember potions made with troll blood are worthwhile. Or do we need infrastructure before killing monsters gives us reagents? Odds are good we are never going to have too many worthwhile mages beyond what we have now so maybe alchemy and the like might even the playing field a little.
 
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Damn some of these rolls are almost making me paranoid as to when the shoe will drop :V

A little more seriously, we're off to a great start. Some of those critical successes, whew. Earning traits earlier than I thought. I'll admit, the Border Princes aren't exactly my favorite part of warhammer---no dislike, just nothing to draw me in---but this leaves me interested in seeing how things will play out, and what will rise against us.
 
So we managed to snag a Bretonian Knight. Neat. Not picking up those otherBreton's earlier seems like a wise choice at this point honestly.

Especially the Ogres, they eat like nothing else. Are we in the Black on food from the fishing and especially the magic crit? Or do we need even more farms?
 
So we managed to snag a Bretonian Knight. Neat. Not picking up those otherBreton's earlier seems like a wise choice at this point honestly.

Especially the Ogres, they eat like nothing else. Are we in the Black on food from the fishing and especially the magic crit? Or do we need even more farms?

We are almost in the black:

Food production: 975

Food Consumption: 991

Either way though we want to have some give, not just be on the edge so I think we should use next turn's stewardship action to get more farms up so that pop growth, natural and from immigration does not catch us off guard. At the end of the day I think we might be the most secure polity in the region, even more so than the baron with the canons since we have a strong military force, mages to deal with esoteric dangers and outside contacts. Once the news gets out a certain kind of people (exiles without much in the way or resources or martial training are going to start flocking to us)
 
Damn some of these rolls are almost making me paranoid as to when the shoe will drop :V

A little more seriously, we're off to a great start. Some of those critical successes, whew. Earning traits earlier than I thought. I'll admit, the Border Princes aren't exactly my favorite part of warhammer---no dislike, just nothing to draw me in---but this leaves me interested in seeing how things will play out, and what will rise against us.
The shoe dropped on my poor TOW Sea Patrol list. Should've tabled some Wood Elves and instead failed every important charge, including rolling 3 total to chase down a double-mage glade rider bus.

But more seriously, traits are a little easier to earn early on - the general rule of thumb is the more traits you have, the harder it is to earn them. As to opposing forces... there are a lot of candidates. Orcs, humans, dwarves, Chaos warbands... all four at the same time with silly hats. And, of course, in a more literal sense, the shoe drops on Turn 100 if we make it there.
 
The shoe dropped on my poor TOW Sea Patrol list. Should've tabled some Wood Elves and instead failed every important charge, including rolling 3 total to chase down a double-mage glade rider bus.

But more seriously, traits are a little easier to earn early on - the general rule of thumb is the more traits you have, the harder it is to earn them. As to opposing forces... there are a lot of candidates. Orcs, humans, dwarves, Chaos warbands... all four at the same time with silly hats. And, of course, in a more literal sense, the shoe drops on Turn 100 if we make it there.
Oof.

That makes sense, for traits. I think I quite like it. Wouldn't be too fun if they kept coming so easy, depending on the grace of the dice gods. And that sounds like quite the list! I'm looking forward to seeing them in action.
 
I must admit, i would very much like to start either setting up proper defenses, or some kind of expansion to our force multipliers. This is the Border Lands, and i am genuinely amazed some random threat didn't try to hit our settlement already.
 
I must admit, i would very much like to start either setting up proper defenses, or some kind of expansion to our force multipliers. This is the Border Lands, and i am genuinely amazed some random threat didn't try to hit our settlement already.

Narratively if we did not hit those trolls they would have probably hit us, by the same metric we still have two neighbors to check, we do not know how sane they may be.
(yes I do consider fighting us insane for anyone who set up shop here. We have two proper elven mages, one of them a master)
 
She is very charming. How well she may be suited to the complex plots of Elvish nobility is left up to your imagination.
An elven diplomat may struggle with humans but a human one will doubtlessly with elves. We might need to pull in some favours to get a widely travelled and worldly elf being away from an established elven quarter. Can we find out potential favour prices for such an action if possible?
 
We are almost in the black:

Food production: 975

Food Consumption: 991

Either way though we want to have some give, not just be on the edge so I think we should use next turn's stewardship action to get more farms up so that pop growth, natural and from immigration does not catch us off guard. At the end of the day I think we might be the most secure polity in the region, even more so than the baron with the canons since we have a strong military force, mages to deal with esoteric dangers and outside contacts. Once the news gets out a certain kind of people (exiles without much in the way or resources or martial training are going to start flocking to us)

I almost wonder if a quest that has specific food output per building should be rolling for seasons and soil fertility (or such agriculture output modifiers). But matching up turn and seasons may be too complicated.
 
with a heraldic surcoat consisting of a white unicorn on a field of blue.
I am Sir Helene Carrard, and my noble father, Baron Cyricus Carrard
Oh hey, I recognise this! They're from Lords of the Lance, the new Bretonnia book that came out a little while ago. There Helene was a pegasus knight and, as far as I'm aware, wasn't a Carrard, just a side character. Neat to see her here and interested to see the new take on her.
 
List of Available Buildings
List of Available Buildings

This post lists the buildings that may be constructed with stewardship actions, or that your subjects might build independently. If you have an idea for something that might reasonably be possible in the fantastical early-modern world of Warhammer Fantasy, feel free to make suggestions. New buildings will also be added to this list if unlocked by actions.

Dwellings:
  • Shabby Dwellings: These ramshackle wooden buildings will keep their occupants out of the rain, but not much else. Provides Shelter for 2 People, 4 if overcrowded. Costs 1GC to build.
  • Decent Dwellings: These well-made wooden homes are not fancy, but most commoners across the Old World would be grateful for such a home. Provides shelter for 4 people, 8 if overcrowded. Costs 2 GC to build.
  • Quality Dwellings: These houses are made from brick, stone, and other high-quality materials. Often containing either a well-todo family and their staff or multiple families, they are the hallmark of a prosperous city. Provides shelter for 2 Nobles and 12 People. Costs 20 GC to build.
  • Noble Dwellings: These mansions and estates are sweeping edifices of greed, power, and pride. Capable of housing entire Noble families and their company-strength force of servants, retainers, and guards. Provides shelter for 8 Nobles and 100 People. Costs 200 GC to build.
Farms:
  • Small Farms: These are worked by a single family. They employ 2 farmers and produce 4 food. Costs 2 GC
  • Medium Farms: These are worked by multiple families, all of whom pool their efforts. They employ 5 farmers and produce 25 food. Costs 20 GC
  • More efficient farming might be unlocked by actions or events.
  • Vineyard: These specialised farms transform Food into wine, a valuable commodity. Costs 100 food/turn to operate, but generates 300GC/turn if any trade action is taken, or trade routes are secure enough not to require one. Employs 20 Farmers. costs 100GC to build.
Military:
  • Armoury: This collection of craftspeople, storage space, and records-keeping can support up to 100 soldiers. Unsupported soldiers cost double in wages. Cost 10GC
  • Stable: This includes not only the physical stable but also the horses and workers necessary to keep your mounted troops in mounts. Can support 10 Mounted Troops. Unsupported soldiers cost double in wages. Cost 20GC
  • Aviary: This is a place for Great Eagles to live comfortably, and the facilities to maintain their special barding and saddles. Can support 5 Eagles, unsupported troops cost double in wages. Costs 500GC
  • Fortified Powder Mill: This complex is separated from your settlement by some distance, for safety reasons, and thus needs its own protection. Inside its walls, it contains all the facilities necessary to produce gunpowder on a large scale. Costs 1000GC, produces 200 Gunpowder/turn, and has an ongoing cost of 50GC/turn. With 1 gunpowder for each troop requiring it, the costs of gunpowder dependant troops are cut in half. Gunpowder may also be sold as a trade good.
  • City Walls: No city can truly be considered defended without a set of thick stone walls, built to withstand baleful daemonfire and cannonfire alike. Costs 500gc/1000 population, may be built in segments (creating defended and undefended portions of the settlement.
Naval
  • Small Piers: These can act as a home port for 25 boats and 3 ships. Costs 150GC
  • Medium Piers: These can act as a home port for 200 boats and 12 ships. Costs 500GC.
  • Small Boatbuilders Guild: This hub of skilled craftsmen can manufacture 5 fishing boats per turn at a price of 10GC/boat. Excess boats can be sold off to trading partners for 20GC. Costs 200GC. Employs 20 Craftspeople.
  • Small Docks: These buildings allow for the rapid unloading and loading of small merchant ships. Allows Minor Trade Actions. Costs 500GC. Employs 20 Labourers.
  • Medium Docks: These buildings allow for the rapid unloading and loading of merchant ships. Allows Moderate trade Actions. Costs 1200GC. Employs 200 Labourers.
Economic:
  • Inn: This building offers accommodation, meals, and drinks. It is often a vibrant centre of economic activity. Generates 50GC/turn, costs 200GC to build. Employs 10 Labourers.
  • Brewery: This building brews beer, and also represents various distillation efforts. When there is a food surplus, generates 200GC/turn if a suitable trading partner has been found. Costs 500GC to build. Employs 20 labourers.
  • Market: This building opens up internal trade, and allows your subjects to sell things to one another much more efficiently. 1 per 1000 People, generates 100GC/turn. Costs 200GC to build.
  • Bakeries: These buildings centralise the production and distribution of bread, using better-constructed ovens and more skilled bakers to efficiently transform wheat into bread. Employs 5 Labourers, Produces 20 Food. Costs 20GC.
  • Lumber Camp: These buildings are constructed at some distance from your settlement and turn local forests into much more saleable lumber. Given the supernatural resilience of this world's forest, you are unlikely to run out of them. Whilst profitable, these buildings are vulnerable to monsters and other threats. Generates 200GC/turn, costs 400GC to build. Employs 40 labourers.
Other:
  • Herbalist: Whilst herbalists generally work out of their own homes in human societies, this represents the Elvish practice of constructing specific buildings for public health purposes. Additionally, it also allows enough efficiency that they may spend some time teaching others their art. Employs 5 Herbalists, will convert labourers or farmers to Herbalists at a rate of 1/turn. +20 Bonus to checks to avoid plague or disease if 1 Hebalist is constructed per thousand population. Costs 100GC.
  • Temple of Myrmidia: While many gods are worshipped amongst your subjects, the only true priest you know of - the Lady Ortiz - is a devotee of the Southern goddess of war. Employs 5 Priests, converts farmers or labourers to Priests at a rate of 1/turn if not enough exist within the settlement. Supports a force of 5 Warrior-Priests, a specialised form of troop and negates 10 Morale Loss/turn. Costs 500GC.
  • Bathhouses: These public bathouses are common across many cultures, and are good for improving public health and morale. Employs 20 Labourers, adds +10 to checks to avoid plagues or disease if one exists for every 1000 population. Costs 100GC.
  • Horse Herd: This is a specific sort of grazing land, dedicated to rasing horses for both commercial and military use. Employs 20 Farmers, generates 200 GC, and allows the local recruitment of mounted troops. Costs 400GC.
  • Sewage System: This system of below-ground tunnels and pipes was designed in the elven tradition, though adapted for the area and the unskillful nature of human artisans. Still, it will be far more hygienic than your current arrangements. Costs 1000gc/1000 population, if sewer system capacity exceeds the city's population it will result in population growth receiving a 25% bonus (as less of your population dies of disease). You will also gain bonuses on rolls relating to public health, and Nurgle cults will be substantially hindered.
 
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If you have an idea for something that might reasonably be possible in the fantastical early-modern world of Warhammer Fantasy, feel free to make suggestions
The big thing would be temples and churches and what not.

Not sure if you want to get in the details with wells, baths and general warehouses, granaries, mills, a powder storage tower, a good chunk of land dedicated to the commons, ...
 
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