Warhammer Fantasy: A Princess of the Borderlands

2250, Second Half
2250 IC, Second Half

As we advance further into the quest, more mechanics will be made available. This turn, they include random events and the free construction of buildings. See a list of available buildings under the 'Informational' threadmarks category. Feel free to suggest buildings!

Stat Changes:

Population: 991 to 1100.

+30 Children
+30 Farmers
+30 Labourers
+10 Craftspeople
+9 Sailors

Food: 1200 to 2884

Food Production: 100 to 975

Food Consumption: 991 to 1100

Gold: 800GC to 450GC.

Random Events:

Good or Bad: 1d100, no previous event. 51+ Good: 32

Bad Event: 1d100 = 13

As the winter begins to set in, your farmers start to report that some kind of disease is spreading amongst their crops. Not every crop or every farm, but even with prudent measures to contain the spread, you are looking at a reduced harvest.

Reduce Food income by half this turn.

Choose the listed number of actions from each category. Unless stated otherwise, you may choose the same option twice to add another 1d100 to the roll.

Choose 2 Martial Actions:

[x] Send scouts to look for any sources of the ingredients in gunpowder. Being able to locally produce some would cut the cost of your gunpowder-heavy mercenaries. Part of an action chain to enable a new building.

[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.

[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] Scout for pirate bases along the coast: Piracy in the Border Princes is generally a local affair. You might be able to find and attack some of the pirates infesting these waters with ground forces.


Choose 2 Naval Actions:

[x] Protect your fishing boats: If you want to get those fishing boats bringing in fish, they'll need protection in these pirate-ridden waters. Enables you to begin fishing, employing 50 sailors and bringing in 250 Food, but will require an action a turn until the local waters are somewhat safer.

[x] Begin basic anti-piracy patrols: Lurk in the nearby waters and hunt down pirates. Requires 50 Soldiers and enough sailors or Elf Sailors to crew the ships used. Will enable you to fish without an action spent protecting your boats.

[x] Escort trade: Whilst it is generally too dangerous for merchant ships to visit this region, with your troops and Hawkship, you could arrange a trade convoy to Tilea. Sell 500 Food for 500 GC.

Choose 2 Diplomatic Actions

[x] Investigate to the North: You've heard rumours that a Bretonnian Exile rules in this direction.

[x] Investigate to the South: You've heard rumours that a sorcerer of some kind has a tower in that direction.

[x] Launch a Diplomatic Expedition to the Norscans: Take a respectable number of troops and make a peaceful impression on the Norscans to establish that you are not a good target for radiation. Requires two diplomatic actions.

[x] Launch a Diplomatic Expedition to Baron von Wurtmoot: Take your hawkship and a number of notable personages to meet with the good Baron. His island is well situated, and perhaps you can bring him into your sphere of influence.

Choose 1 Stewardship Action.

[x] Construct a Building: Write-in which building and how many of it you want to be constructed. May be selected multiple times.

[x] Begin Enlarging the Piers: You only have so much space for ships and boats to dock at your settlement. You might benefit from enlarging it. Unlocks a new building.

Choose 1 Intrigue Action:

[x] Search the humans for magical potential: Whilst some humans might burn mages, other humans employ them. Whilst Eydis doesn't think they're useful for much, with extended training they might manage some of the more useful cantrips and simple spells - or you could simply keep an eye on them for signs of mutation.

[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.

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] Search for a Diplomat: Surely, there must be someone among these humans who could act as an emissary for you?

[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.

[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.
 
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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.

Sure. Ideas for what we might build, no mechanics, I do not know how you'd like to balance things, just hope it might be inspiring:

Grazing Lands/Herds
  • Sheep/Goats: Produce wool and food
  • Cows Produces food
  • Horses: Might be useful to sustain our cavalry in the long run
Bathhouses: Lowers the chance of plague, increases morale maybe
Bakeries: Might give more food by centralizing production of bread instead of each household having to do it
Guild Hall: Too many to count really, depends on how you want to handle specialist, might give tax or bonuses to actions
Herbalist: Minor (?) Boost to public health. A settlement this large would probably have some kind of herbalist and if not our elves should have some clue about plants
Lumber Camp: Produces wood for construction or sale. If there are beastmen around that means forests and that means wood
Paper Mill: Not sure if any of our elves know know to make it, but if we can it's useful and a nice luxury good
Powder Mills: for when we can make powder. Note: place it far away from from things you do not want exploded, at this level of tech it's not a question of if but when.
School: teaching everyone to read and write might be a bit much for our economy, but higher literacy is helpful in a bunch of specialist fields
Vineyard: Produces wine for sale or consumption, grows well in poor sandy soils which I think is a lot of the soils hereabouts. Not a patch on elvish or even Bretonian wines, but what can you do?
Sewers: Not sure if we have the population density for this right now, but if this ever becomes a town should help lower the risk of plague and improve quality of life
Temples: At the very least we should be able to get one of Myrmidia up and running, I'm sure people already worship on their own but this should be a boost to morale and protection from Chaos
 
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.
Defences: palisades, watchtowers, fortified roadside inns, walls.
Healthcare: baths, sewers, barbershops (for surgery).
Entertainment: gallows, theatres, fighting pits, restaurants, drug dens.
Religion: shrines, monasteries, temples.
Industry: engineer workshop.
Magic: wizard tower.
True culture: giant statues here and there, like you see in Ulthuan in Total Warhammer.

School: teaching everyone to read and write might be a bit much for our economy, but higher literacy is helpful in a bunch of specialist fields
Typically the ones who need to learn literacy don't need schools during this time. Full literacy is definitely too much for our economy, outright counterproductive since if you want to be a good farmer, it's better to learn how to farm than learn the alphabet.

Herbalist: Minor (?) Boost to public health.
Herbalists are the main providers of healthcare for peasants, so they're pretty important, but they don't need special buildings to work. Herbalists work from their houses, same with apothecaries.
 
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[X] Plan Once More with Feeling
-[x] Send scouts to look for any sources of the ingredients in gunpowder. Being able to locally produce some would cut the cost of your gunpowder-heavy mercenaries. Part of an action chain to enable a new building.
-[x] Scout for pirate bases along the coast: Piracy in the Border Princes is generally a local affair. You might be able to find and attack some of the pirates infesting these waters with ground forces.
-[x] Protect your fishing boats: If you want to get those fishing boats bringing in fish, they'll need protection in these pirate-ridden waters. Enables you to begin fishing, employing 50 sailors and bringing in 250 Food, but will require an action a turn until the local waters are somewhat safer.
-[x] Begin basic anti-piracy patrols: Lurk in the nearby waters and hunt down pirates. Requires 50 Soldiers and enough sailors or Elf Sailors to crew the ships used. Will enable you to fish without an action spent protecting your boats.
-[x] Investigate to the North: You've heard rumours that a Bretonnian Exile rules in this direction.
-[x] Launch a Diplomatic Expedition to Baron von Wurtmoot: Take your hawkship and a number of notable personages to meet with the good Baron. His island is well situated, and perhaps you can bring him into your sphere of influence.
-[x] Construct a Building: Decent Dwellings x200
-[x] Search the humans for magical potential: Whilst some humans might burn mages, other humans employ them. Whilst Eydis doesn't think they're useful for much, with extended training they might manage some of the more useful cantrips and simple spells - or you could simply keep an eye on them for signs of mutation.
-[x] Search for a Diplomat: Surely, there must be someone among these humans who could act as an emissary for you?
-[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.
-[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: Sir Helene Carrad

Reasoning

Martial
  • Same logic as last time, we need that powder to keep a significant portion of our forces functional, not just on land but at sea as well since we put those canons on the boats last time
  • The benefits of less piracy are cumulative since we need to pay less upkeep to protect our trade and at the same time the resources that would have been used by those pirates are likely to fall into the hands of more peaceful polities... or us
Naval
  • Need to keep this up especially with food production cut
  • Synergy with the above martial action and we really should not sell food in a bad year, that seems like all kinds of unwise
Diplomacy
  • Get to know a few more of our neighbors, especially the Bretonian since we have someone from that land in our employ now, should make introductions easier
  • We rolled mega-super-duper crit last time, I say we should strike while the iron is hot and see if he wants to join the Wondrous Elf Realm of Prosperous Pops (Name temporary :V )
Stewardship:
  • With the fishing food should hold so this solves the overcrowding problem
Intrigue
  • Only slightly less concerning than humans actively worshiping Chaos, humans inadvertently mainlining Dhar because they do not know better. Thankfully we have some of the few people in the whole of the Border Princes with some hope of fixing that and getting useful mages out of the bargain
Personal
  • Still need a diplomat
  • Food is still an issue, this just cancels out the bad event
  • Curious about her and I want to know if she is good enough to be an advisor
 
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First thought was for a Martial building:

Training Grounds: A facility for your warriors, humans and elves both, to hone their skills for battle, as well as to practice the art of war in small scale fighting. Boosts human troops skills from Green to Disciplined so they last longer in battle, Elves' combat skills don't deteriorate even if they don't practice combat at all.

Also:

Blacksmith Lane: Establishing an area for several Blacksmiths to make their trade. Needed to increase the quality of armor produced, coordinate needed supplies to make armaments and armor, and also contribute to civilians by supplying horseshoes, plows, and the like.
Charcoal Production: Establishing an area to make charcoal. Allows for more efficient blacksmithing (as less fuel is needed with charcoal vs wood), and can cook food and heat homes in winter.

***

@Tekomandor : If we do make friends with the Baron on the island, can it unlock commissioning Dwarfs to build facilities for us at higher quality? Like, Dwarfs can upgrade building Sewers to Fortified Sewers, which can not only handle much greater amounts of waste than our current population is currently generating, but also has anti-Skaven defenses built in?

Using Dwarfs to upgrade facilities (albeit for a high cost I imagine) would be a handy mechanic. I understand we'll probably never establish a Dwarven Quarter of our own (sadly), due to the animosity between Elves and Dwarfs, but we still have gold, and Dwarfs like gold.

***

As for a plan...here's a tentative plan.

[X] Plan: Hitting The Ground Flying

Martial
:
[x] Send scouts to look for any sources of the ingredients in gunpowder. Being able to locally produce some would cut the cost of your gunpowder-heavy mercenaries. Part of an action chain to enable a new building.
[x] Scout for pirate bases along the coast: Piracy in the Border Princes is generally a local affair. You might be able to find and attack some of the pirates infesting these waters with ground forces.
(OOC: Keep pushing for sustaining gunpowder to drop costs and blow up more stuff eventually, and we need to find pirates to end their threat in the long term).

Naval:
[x] Protect your fishing boats: If you want to get those fishing boats bringing in fish, they'll need protection in these pirate-ridden waters. Enables you to begin fishing, employing 50 sailors and bringing in 250 Food, but will require an action a turn until the local waters are somewhat safer.
[x] Escort trade: Whilst it is generally too dangerous for merchant ships to visit this region, with your troops and Hawkship, you could arrange a trade convoy to Tilea. Sell 500 Food for 500 GC.
(OOC: More food, more money, both are needed. If we had an option to hit the Pirates I would have taken it, but O imagine we need to find their bases first, hence the Martial action for it.)

Diplomatic:
[x] Launch a Diplomatic Expedition to the Norscans: Take a respectable number of troops and make a peaceful impression on the Norscans to establish that you are not a good target for radiation. Requires two diplomatic actions.
(OOC: With thousands of Norscans, we need them at minimum neutral to us, at best allies. Getting them onboard with our goals would be a huge strategic boost to consolidating the Border Princes faster/before the next Orc invasion.)

Stewardship:
[x] Construct a Building: Decent Dwellings (100, or 200 gc to pay for them)
(OOC: Our people need to start living in better quality buildings. I will always push for Decent Dwellings as our minimal quality, I will never support Shabby. Our people deserve better.)

Intrigue:
[x] Investigate Another Border Prince: Norscan Settlement
(OOC: While we're engaging in Diplo with them, snooping around and finding out their secrets only makes sense. Two Birds with one stone, and all.)

Personal:
[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] Search for a Diplomat: Surely, there must be someone among these humans who could act as an emissary for you?
[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.
(OOC: Need to keep searching for a diplomat, we need one just to free up time/energy for what we do. And the farm disease thing worries me, more magic to aid it, and studying magic in general, is needed, plus two magic actions may get us more juicy Magic traits.)
 
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[X] Plan: First Impression Follow-Up
-[X] Send scouts to look for any sources of the ingredients in gunpowder
-[X] Scout for pirate bases along the coast
-[X] Protect your fishing boats
-[X] Begin basic anti-piracy patrols
-[X] Investigate to the North
-[X] Launch a Diplomatic Expedition to Baron von Wurtmoot
-[X] Construct a Building: Medium Farms
-[X] Investigate Another Border Prince: Baron von Wurtmoot
-[X] Search for a Diplomat
-[X] Use Magic to Aid Your Farmers
-[X] Spend time with a notable NPC: Sir Helene Carrard

We got a damn good roll with von Wurtmoot, so best strike while the iron's hot. Investigating the person we're sending a diplomatic expedition to is only sensible.

-[x] Send scouts to look for any sources of the ingredients in gunpowder. Being able to locally produce some would cut the cost of your gunpowder-heavy mercenaries. Part of an action chain to enable a new building.
-[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] Scout for pirate bases along the coast: Piracy in the Border Princes is generally a local affair. You might be able to find and attack some of the pirates infesting these waters with ground forces.
Three martial actions here.
 
Sure. Ideas for what we might build, no mechanics, I do not know how you'd like to balance things, just hope it might be inspiring:

Grazing Lands/Herds
  • Sheep/Goats: Produce wool and food
  • Cows Produces food
  • Horses: Might be useful to sustain our cavalry in the long run
Bathhouses: Lowers the chance of plague, increases morale maybe
Bakeries: Might give more food by centralizing production of bread instead of each household having to do it
Guild Hall: Too many to count really, depends on how you want to handle specialist, might give tax or bonuses to actions
Herbalist: Minor (?) Boost to public health. A settlement this large would probably have some kind of herbalist and if not our elves should have some clue about plants
Lumber Camp: Produces wood for construction or sale. If there are beastmen around that means forests and that means wood
Paper Mill: Not sure if any of our elves know know to make it, but if we can it's useful and a nice luxury good
Powder Mills: for when we can make powder. Note: place it far away from from things you do not want exploded, at this level of tech it's not a question of if but when.
School: teaching everyone to read and write might be a bit much for our economy, but higher literacy is helpful in a bunch of specialist fields
Vineyard: Produces wine for sale or consumption, grows well in poor sandy soils which I think is a lot of the soils hereabouts. Not a patch on elvish or even Bretonian wines, but what can you do?
Sewers: Not sure if we have the population density for this right now, but if this ever becomes a town should help lower the risk of plague and improve quality of life
Temples: At the very least we should be able to get one of Myrmidia up and running, I'm sure people already worship on their own but this should be a boost to morale and protection from Chaos
I've updated the buildings list - a few of these are locked behind actions, but most of them are on there! Thank you for the suggestions.
 
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.
This is about 50 years before that novel, so this Helene is an aunt or great-aunt, but yes. Well spotted!
 
To add a few more ideas.

Clay pit
Quarry
Brickworks
Charcoal burner
Ropeworks (fishing and naval affairs need nets)
Shrimp fishery (basically, grab a horse and pull some nets along the beach)
Oyster bank
Trapper/Hunter :
Lookout Tower :
Vault :
We should probably keep our gold coins secure
Orchards
 
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@Tekomandor : for constructing buildings, my plan for instance focuses on building a bunch of decent housing. If those houses are built, does that also include some minimal amount of urban planning? The description of the settlement around the lighthouse seems somewhat ramshackle, so I'm assuming that we're tearing down part of the worst structures and replacing them with decent housing. Does that also come with trying to organize the roads better and planning things out a little better ahead of time?

The reason I'm asking is that even if we're not building defensive walls or laying out a market square yet, we do need to perform some amount of urban planning so we roughly know where we're going to put stuff in the future. This neighborhood over here is for decent dwellings, this road over here is going to be for the blacksmith shop and warehouses, etc. So it does seem that maybe we need an Urban Planning action? Or is it all just take place in the background that's what I'm asking.
 
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So how many buildings can we build per action? I assume it's more than one, given that building a single small farm would be a bit silly.
As many as you can afford.
@Tekomandor : for constructing buildings, my plan for instance focuses on building a bunch of decent housing. If those houses are built, does that also include some minimal amount of urban planning? The description of the settlement around the lighthouse seems somewhat ramshackle, so I'm assuming that we're tearing down part of the worst structures and replacing them with decent housing. Does that also come with trying to organize the roads better and planning things out a little better ahead of time?

The reason I'm asking is that even if we're not building defensive walls or laying out a market square yet, we do need to perform some amount of urban planning so we roughly know where we're going to put stuff in the future. This neighborhood over here is for decent dwellings, this road over here is going to be for the blacksmith shop and warehouses, etc. So it does seem that maybe we need an Urban Planning action? Or is it all just take place in the background that's what I'm asking.
Yeah, you're building things to a more coherent plan.
 
[X] Plan Once More with Feeling

For buildings

Spite of Winds: a poor reflection of what you might see in ulthwan, this tower provides housing, research space, and safe (as much as it can be) training space for 5 mages. It also directs the winds and can be used to amplify spells cast through it, extending them over a small polity.

Essentially a wizards tower, but elvish. Probably only available at the end of an action chain and it isn't that impressive. But it's still a goddam wizard tower.
 
  • 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
So, when would we ever want to build Shabby buildings?

The cost per occupant us tge same, but quality much lesser.
 
So, when would we ever want to build Shabby buildings?

The cost per occupant us tge same, but quality much lesser.
I'm assuming shabby buildings would be very useful if we have a massive influx of population come in very quickly, in that case we would need quantity over quality and we can upgrade later. That's the only reason I can think of anyway, but I'm just another player.
 
I'm assuming shabby buildings would be very useful if we have a massive influx of population come in very quickly, in that case we would need quantity over quality and we can upgrade later. That's the only reason I can think of anyway, but I'm just another player.
That's my point though. Shabby is no faster to build than decent.


If you want to house 100 people in shabby housing, that means you need to build 50 at 1 GC each, for a total cost of 50.

If you do the same in decent, it's 25 at 2 each, for a total cost of 50.

they cost the same per person.
 
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