Friendly/Sympathetic Vampires?


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[Warhammer Fantasy: Colony Quest] Your Prize is Responsibility.
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A CK2 inspired - in some parts- Quest to plant the Empire's flag on Lustrian shores, securing a foothold for Imperial Humanity. Delve into the secrets of the interior and risk scaly wrath, Look outward to secure the waves against chaotic marauders, look along the coast to secure the new world's wealth via trade with other colonial efforts.
Yet All Importantly, secure Prestige for yourself and for your family.
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Character Creation I - Basic Information and Base Attributes.
The Year is 2395 IC, and an imperial auction has ended! Rejoice, for your family has purchased the Writ and Responsibility, along with the potential Prestige, of establishing an Imperial Colony in the New World. Go Forth, honorable servant, bring Faith, Steel and Gunpowder to distant shores!

The slatted windows of your armoured carriage rest against your cheek as your convoy traverses from Altdorf to the grand port of Marienburg, travelling under the auspicious watch of Reiksguard and outriders from the 12th Imperial Pistolkorps. Today you have gone from a mere scion of your family to an imperial governor; tasked, burdened and privileged to plant a flag upon the shore of distant Lustria, establishing an official Imperial Foothold in the new world.
Your name is
[][Name][Write in], You are a
[][Gender]Woman
[][Gender]Man

of
[][Standing]High Nobility. Your family hails from imperial blood or from among the family of an Elector Count, or from amongst the family of a Magister-Lord; with deep connections to the seats of imperial power and an an ability to bend the ears of those within high seats. Your family's patriarch or matriarch deigned to bid for this governorship on a whim, and your mildly disposable nature as the 5th son/daughter has left this incredibly dangerous task in your hands. Your old family's purse-strings are held tight, but their high status has guaranteed that you will not be without favours to call in.
Begins with Low Funds, Medium Building Resources, Medium Food, High Favours.
Unique Colony Trait: Friends in High Places - Purchases made with Favour (From Imperial & Imperial Allied Sources) are 10% cheaper.
Unique Personal Trait: Protected Person - You begin with the Bodyguard trait (Beginning the story with a small squad of dedicated protectors)

[][Standing]Low Nobility. Your family hails from lower nobility; the grafs, barons, counts and other titled nobles which make up the empire's vastly varied governance and the bulk of their military command. You are the scion of one family amongst these dozens, a 3rd son/daughter whose success or failure will have vast implications on your family's coming fortunes. Not able to generate the high favours of a more powerful dynasty or the huge funds of a merchant empire, your family's holdings are still large enough to endow your colonial efforts with enough to promise a steady start, and connections to a trading house of sprawling connections.
Begins with Medium Funds, Medium Building Resources, Medium Food, Medium Favours.
Unique Colony Trait: Horse Trading - +1 slot when searching for colonial advisors, advisor upkeep is 5% cheaper.
Unique Personal Trait: Guiding Servant - You begin with the Family Friend trait (Beginning the story with an Advisor already hired)

[][Standing]The Gentry. Your family hails not from old blood and the established families of power, but from the newly ennobled among the empire's upper-middle ranks of citizens. Whether you are the scion of an estate manager or a landed knight the point is that your family is new to the ranks of entitled power, hungry for power or prestige. Your family got lucky in success at the imperial auction, purchasing your governorship at a price some might find suspicious, given your family's middling favour in the eyes of longer-established dynasties. Regardless, you are the 2nd son or daughter of your line, only one below the heir, and as such no expense has been spared in your personal preparation or securing prospective colonists, though this has left the expedition poorer for construction materials.
Begins with Medium Funds, Low Building Resources, High Food, Medum Favour.
Unique Colony Trait: Advertised Establishment - Your colony begins with 1 additional Manpower, the cost to import skilled colonists is 10% cheaper.
Unique Personal Trait: Educated Scion - You begin with the Crafter trait (Beginning the Story with a trade skill, unlocking access to related blueprints.)

[][Standing]A Merchant Dynasty. Your family is a noble house or blue-blooded in any way beyond distant or unprovable relatives, though it could be argued that your vitae has a certain gilded tint. Your governorship was secured by the sheer wealth your family can bring to bear, their connections at markets across the old-world being enough to earn them a seat at an auction typically reserved for those with blood in the imperial game of state. This huge wealth has required a certain appreciation among your family for the lurid and darkened underbelly of the Empire's markets, whether or not you choose to embrace it, and an upstart family of merchants has certainly soured the mouth of some in the courts of imperial power.
Begins with High Funds, Medium Building Resources, Medium Food, Low Favour.
Unique Colony Trait: Friends in Low Places - Begin the story with access to the Imperial Grey Market, Purchases made from the Grey Market are 10% cheaper.
Unique Personal Trait: Commercial Knack - You begin with the Merchant trait (Beginning the Story with the Mercantile skill, unlocking access to the Trade Docks and Counting House blueprints.)
And your future approaches.

Base Attributes: Decided via point-buy from a pool of 21 pts. Maximum starting value is 8 in any given attribute.
The attributes are: Diplomacy, Martial, Stewardship, Intrigue, Learning
Example Attribute Array [][Attributes] Dip: 4, Mar: 5, Ste: 4, Int: 4, Lea: 4

The system of Attribute Rolls will be a simple Roll-under d100, with each point in an attribute contributing 4% to a base 40% to succeed (before difficulty & maluses)
This system is subject to change based on suggestions or discovered difficulty

To keep Spreadsheeting down to a manageable level for this quest, all resources have been collated into four simple pools -Money (MO), Building Resources (BR), Food (FD) & Favour (FV)- and two tracking 'health bars' -Population (Pop) & Prestige (Pre)- to keep an eye on, with the number of Actions per week decided by the manpower derived from Population (100 Pop = 1 Manpower)
Please Vote By Plan
Example Plan
[]Plan Doofenschmirtz
-[][Name] Lord Doofenschmirtz of the Tristate Baronry
-[][Standing] The Gentry
-[][Attributes] Dip: 4, Mar: 1, Ste: 4, Int: 5, Lea: 8
Next Step: Traits & Ancestry.

Apologies if this thread posts incorrectly, this is my first time.
 
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Character Sheet. - Flynn Ryder.
You are Flynn Ryder , A man of the Low Nobility. Your family hails from the grafs, barons, counts and other titled nobles which make up the empire's vastly varied governance and the bulk of their military command. You are the scion of one family amongst these dozens, a 3rd son whose success or failure will have vast implications on your family's coming fortunes. Not able to generate the high favours of a more powerful dynasty or the huge funds of a merchant empire, your family's holdings are still large enough to endow your colonial efforts with enough to promise a steady start, and connections to a trading house of sprawling connections.
Your attributes are:
Diplomacy 5 ,
Martial 8 ,
Stewardship 4 ,
Intrigue 1
Learning 3

Your
Ancestry Is Half Foreign, One of your parents hailed originally from Bretonnia.
Your traits are:
  • Elf-Friend. You have made a friend of a truly non-human ally of the empire and learned from them the secrets of not immediately shoving your boot into your tonsils when dealing with them. You take only a 5% outsider malus when performing Diplomatic actions with with their kind, and trade with them nets 5% additional profit. Unlocks access to the Ambassador's home blueprint.
  • Lucky/Unlucky: You have the most strange luck in the world. Messes way over your head occur like summer storms around you, but by faith in as many imperial gods as you can pray to, you manage to overcome them by sheer luck. Or perhaps Providence? Random Events occur Weekly instead of Every Fortnight, and you receive a 5% bonus to Success chance when rolling to avoid whatever bad things happen during them.
  • Just can't seem to get the nose right: For some reason, no one seems to be able to draw your face to an exacting degree, making it hard to attribute dubious acts back to your person. Reduces Prestige loss from illegal acts being discovered by 10%. This however does come with the mild mallus of a 5% penalty to Prestige rewards from legal acts when your involvement is not in writing. Unlocks access to the Colonial Pamphleteer upgrade for the Docks.
  • This Way, To Adventure!: You wanted to be an adventurer yourself, you know? Then you took a governorship to the face. Expeditions you personally -ill advisedly- lead, or at least personally plan, have a 10% higher success chance and a 5% lower duration. Unlocks access to the Adventurer's Booths upgrade for the Tavern.
  • Explorer: Your thirst for knowledge drives you to explore the uncharted lands surrounding your colony. You lead expeditions with unparalleled enthusiasm. Increases the chance of discovering rare artifacts or resources during expeditions by 10%. Unlocks access to the Explorer's Map-Room upgrade for the Colony Library.
  • Sixth Sense: You possess an uncanny intuition, sensing imminent dangers and penetrating masks and illusions with your gaze. Increases the ability to notice lies, see through disguises or magical illusions, and dodge attacks in combat by 10%. Unlocks the Witchseeker Office blueprint.
  • Family Friend: You have friends everywhere, or at least your family does, and one even agreed to come on this glorious venture! Begin the story with an Advisor already hired. Unlocks access to the Colony Council blueprint.
  • Unique Colony Trait: Horse Trading: +1 slot when searching for colonial advisors, advisor upkeep is 5% cheaper.
Your Personal History: Skilled at arms and almost as clever as he thought he was, yet charming enough to make up the difference, Flynn made friends easily; both among the knights of Bretonnia and -after a memorable series of drunken duels- with a scion of minor elven nobility from the Marienburg enclave. It is advice oft repeated that men should not meddle in the affairs of the elder races, one Flynn did not heed as was his wont with all warnings.
He eventually came to hear of and fall in love with an elven maiden of surpassing wit and beauty, one still curious of the world after being caught in tragic circumstances within a cursed tower for many years, though unworldly for her seeming age.
Here too his luck held more than it had any right to as in the process of attempting to woo themaiden he defeated some manner of wicked elf (the Asur do not speak of such things lightly) so instead of being mocked for his affections or worse he gained a somewhat tragic but heroic reputation among the elves of Marienburg and the minstrels of Bretonnia. Now off to far off lands and new advantures richer in wisdom, if not truly in caution.
 
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Colony Sheet.
The Imperial Colony of Preisdorf.
Colony Governor: Flynn Ryder.
Colony Advisory Board:
  • Diplomacy - Imilar Entelfrin - Dip 6
    Unique Trait: Speak for the Trees
    - Imilar recieves a +10% bonus to rolls during actions interacting with elven factions, and with factions Close-Knit or better with the Spirits of the Forests. She however will take a -15% malus on rolls interacting with dwarven factions. Imilar also reduces the time taken by Diplomatic actions, though only those interacting with Factions Allied with the Spirits of the Forests, by 1 week (to a minimum of 1)
  • Martial - Gus 'Rockchewer' Stonegut - Mar 6
    Unique Trait: An Ogress, milord -
    Requires an additional 1 Mo as upkeep, Assassination attempts against Gus and other Advisors sleeping in the same building take a 20% Penalty. Gus adds a 20% success chance to 'Personal Challenge' actions that she takes, and gives a 10% discount to hiring ogre Mercenaries. However Gus reduces prestige from military victories by 5%,
  • Stewardship - Porito De Lucci - Ste 8
    Unique Trait: Botanical Specialist -
    Porito passively increases the harvests of food by 10% (by a minimum of 1) and of Exotic Plants by 20%
  • Intrigue - Else von Stein - Int 6
    Unique Trait: Visionary Guidance
    - Else's visions -which she insists are merely 'hunches'- grant her flashes of foresight, providing a +10% bonus to Intrigue rolls when countering the efforts of Cults and enemy agents (heroes). Additionally, her uncanny awareness grants a passive -10% penalty to enemy assassination and sabotage attempts.
  • Learning - Rapunzel Desonne - Lea: 8
    Unique Colony Trait: Student of Magic -
    A learned elf in many respects, Rapunzel possesses the spark of magic yet not the training, her draining and Isolation by the evil Gothel leaving her stunted in comparison to even an elven apprentice. She can perform small ghyrannic incantations and cantrips, but even a journeyman human from the imperial colleges would outmatch Rapunzel in many aspects except Theory. Unlocks the Arcane Study upgrade for the Governor's Manse.
  • Wizarding - Johanna Kepler - Lea 8
    Unique Trait: Observer of the Heavens -
    As a celestial journeyman Johanna can read premonitions of the future events and weather from the sky. Once per fortnight you may choose to reroll the Random Event rolled, based only on the name and a three word description.Unlocks the Celestial Viewing Tower blueprint and Celestial Observatory upgrade for it.
    Summary of initial Population
Total Upkeep - 19 Mo/Month

Summary of population.
  • 875 Humans
  • 50 Halflings
  • 75 Dwarves
Summary of Important Folk (Group Leaders.)
Bauer Haydn, Aufseherin Moira, Holzfäller Garrick, Kornmeister Tullius, Hauptmann Thorne, Feldwebel Reed, Hafenmeister Quinn, Archivar Emily, Vorarbeiter Brock, Flussschiffer Clayton, Schoffe Luffen, Jaeger Polk, Siltgraf Tillerman, Froca the Fat, Matron Klare Wasquelle, Bundi the Exile, Maire Fromo, Prospector Copperhead, Lesser Administrator Xiao Yun

Groups:
Averland Agriculturals, Wasteland Drainage Engineers, Nordland Dockworker , Hochland Preservers, Ostland Builders, Wissenland Engineers, Talabecland Builders, Stirland Scholars Guild, Middenland Lumberers Ostermark Borderers, Drakwald Refugees, Manaanites, Mootian Herders, The Shallyan Dove, Cathayan Entourage, Fallen Raj Indish Honest Mousillioners, Copperhead's Prospector Company

Summary of Unlocks
  • Forester's Lodge
  • Shrine of Manaan
  • Giant Goat Field
  • Shallyan Clinic
  • Jade Rice Paddy
  • Smithy
  • Farms
  • Drainage Pump
  • Lumber-yard
  • Granary
  • Palisade Wall
  • Watchtower
  • Colonial Barrack
  • Docks
  • Tavern
  • Colonial Library
  • Colonial Bunkhouse.
  • Governor's Manse
  • Council Chambers
  • Ambassador's Home
  • Witchseeker Office
  • Celestial Viewing Tower

  • Mastiff Kennel (Watchtowers)
  • Storm-watcher (Docks)
  • Giant Guard-Ram (Giant Goat Field)
  • Dispute Mediator (Colonial Bunkhouses)
  • Indish Raised Farm (Farms)
  • Longbow Militia (Colonial Barracks)
  • Dwarven Smelter (Smithy)
  • Adventurer's Booths (Tavern)
  • Colonial Pamphleteer (Docks)
  • Explorer's Maproom (Colonial Library)
  • Celestial Observatory (Celestial Viewing Tower)
  • Arcane Study (Governor's Manse)
  • Chilli Vines (Farms, Indish Raised Farms)

  • Built Buildings.
    • 2x Rice Paddies
    • 2x Colonial Bunkhouses
    • Lumber Yard
    • Docks
    • Smithy
    • Colonial Barracks
      • Longbow Militia

Adventurer Stable.
  • Arda Kohring (Empire, Amber Wizard, Learning): An assertive Amber Wizard, Arda seeks fame and wealth in Lustria. Noble-born, she supports the lower classes as long as she receives her due respect.
  • Bullo Brambledown (Halfling, Knight, Martial): A famed ram rider from Mootland, Bullo seeks adventure in Lustria. Long of eyebrow and fond of drink, he gets along well with dwarfs.
  • Pandora the Pioneer (Estalian, Trailblazer, Diplomacy): An experienced explorer, Pandora returns to Lustria seeking more success. Charismatic and multilingual, she excels at enlisting adventurers and securing sponsors.
  • Johann Klinger (Empire, Dung Collector/Sewer Jack, Martial): Once a peasant dung collector, Johann now excels at waste and pest disposal. Known as the "Shovel Knight," he relocates after a run-in with large rodents and a dead Witch Hunter.
  • Klaus Steinberger (Empire, Former Sewer Guard, Intrigue): A tough, seasoned veteran of the Middenheim sewers, Klaus now seeks new challenges in Lustria. Accompanied by his tiny but incredibly vicious terrier, Rufus, he hunts down the most dangerous pests.
  • Anwen Starshade (Asrai, Waywatcher, Martial): A skilled archer and scout, has ventured from Athel Loren to explore the wilds of Lustria. She aims to uncover its secrets and protect its natural beauty.
  • Elena Volker (Empire, Cartographer, Learning): A skilled cartographer from Altdorf, seeks to map the uncharted regions of Lustria. Her meticulous nature and keen eye for detail aid her in uncovering hidden paths and lost ruins.
  • Briala Silverleaf (Eonir, Healer, Learning): A skilled healer with unusual elven heritage, seeks rare herbs and healing techniques in Lustria. Her compassion and knowledge of medicine are renowned.
  • Amina bint Malik (Arabyan, Caravan Guard, Martial): A skilled warrior from Araby, now serves as a guard for expeditions in Lustria. Her combat prowess and unwavering loyalty ensure the safety of her charges.
  • Branwen MacLeod (Albish, Painted Warrior, Martial): A Painted Warrior from Albion, strikes a distracting pose in her topless armour, her skin coated with intricate and enchanted Woad Tattoos. Her experience in fighting with the mists and marshy terrain of Albion serves her well in Lustria.

Researchable Treasures.
The Map of the Forgotten City.
The Luminous Orchid Bloom.
An Amber Arrow.

Tradeable Treasures.
2 Asrai Artworks
'Blessed Cold One Eggs.'
 
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A note on lore.
The Amazons are very old lore
To Clarify a bit about the Amazons and other such old lore:

For the sake of making this quest a bit more interesting -and to flesh out the overly grimdark, somewhat homogenous and quite barren Lizard/Orc/Skaven saturated Lustria at the end of Warhammer Fantasy's lifecycle- I will be using quite a lot of GW's older and often quite diverse lore, with some modifications to fit it within my own head-canons and views. This will include some significant alterations to basic or only lightly described tidbits of lore, and it will mean that the continent of Lustria -deep, dark and mysterious- will hold a lot of things to be discovered beyond stinky rat-furries, psychotic cockney mushrooms and Jurassic Park obessed scalies.

A few spoilers tidbits, for the curious.

Clippity Cloppity, these horse-halfed people Supervise Asrai Property...
Sneeky Snakemen seen slithering in sunlit swamps, more at 11...
Amazons? Not just post carriers, they're the full package.
Strange Fish Found, No Owner tagged.
 
Current Tally - Vote will be left up for 24hrs.
The Current Clear Leader is Flynn Ryder, with Helmut trailing, followed by Doof.
I'm leaving the vote up for a full 24 hrs.


Adhoc vote count started by Pillowsperky on May 10, 2024 at 7:26 PM, finished with 60 posts and 21 votes.
  • 14

    [X] Plan Daring Do
    -[X] Name: Flynn Ryder
    -[X][Gender] Man
    -[X][Standing] Low Nobility
    -[X] [Attributes] Dip 5: , Mar 8: , Ste 4: , Int 1: , Lea 3:
  • 3

    [x]Plan Doofenschmirtz: slight change
    -[x][Name] Lord Heinz von Doofenschmirtz
    -[x][Standing] The Gentry
    -[x][Attributes] Dip: 3, Mar: 3, Ste: 4, Int: 5, Lea: 7
  • 4

    [X] Plan Midas Come Again
    -[X] Name: Helmut Becker
    -[X][Gender] Man
    -[X] [Standing] A Merchant Dynasty
    -[X] [Attributes] Dip: 2 Mar: 2 Ste: 8 Int: 2 Lea: 7
  • 1

    [x] Plan I Jane, You Slann
    -[x] [Name]: Jane Porter
    -[x] [Gender]: Woman
    -[x] [Standing]: High Nobility
    -[X] [Attributes] Dip: 5, Mar: 3, Ste: 4, Int: 2, Lea: 7
  • 1

    [X]Plan Doofenschmirtz
    -[X][Name] Lord Doofenschmirtz of the Tristate Baronry
    -[x][Standing] The Gentry
    -[X][Attributes] Dip: 4, Mar: 1, Ste: 4, Int: 5, Lea: 8
  • 1

    [X] Plan Conquistador
    -[X] Name: Ludolf Van der Zee
    -[X][Gender] Man
    -[x][Standing] The Gentry
    -[X] [Attributes] Dip: 5 Mar: 7 Ste: 4 Int: 3 Lea: 2
 
About Sexuality, Slavery and Imperial Morals.
On a note about Sexuality, Slavery and Imperial Morals.

As one might have noticed this quest has been tagged as 'Mature', and it has been with a reason beyond allowing a little more leeway in describing the vulgar, often obscene aspects of life in Imperial Society; You will, for example, be able to construct a brothel in your colony. I am a writer with a dirty mind, and the Mature tag will allow me a bit more wiggle room, even though I shall promise that this quest will never become open smut.
I'll save my horniness in that regard for the side-stories.

In this and in many other ways I will be writing the morals and sexuality of the empire as tolerant, particularly in that homosexuality is regarded as a norm not worthy of any particular note.

In the same way other forms of bigotry will be given only a passing glance in my writing, imperial society has acceptance for many peoples of many walks of life -even if they do have a huge range of colourful names for them- and their acceptance of other cultures -so long as the Empire benefits or at least does not lose out- is a well established fact.

I bring this up also because I expect at some point for the question of Slavery to come up, especially around the Amazons and their interactions with Skeggi/Estalian Conquistadors, and I wish to deal with that subject maturely. With communication and clear information, starting now.

Imperial Law states that slavery is illegal, and while I will allow for moral flexibility on certain fronts, I am not here to rewrite the invention of Chattel Slavery in mirror of the real world's own new-world ventures.
For that reason Slavery will not become an option in-quest, as -in IC justification- the Empire's colonists simply would not tolerate its spread or open existence.

In fact there may be quests rewarding the support of abolitionism in Araby and in the Estalian colonies where the allowance of 'indentured servitude' are far more lax.
 
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Character Creation I - Basic Information and Base Attributes. Vote Complete!
And that's a Wrap for the first step!

I think Flynn has handily won the pot, perhaps we'll see the others if he dies/as advisors.

Now to make a metric f**kton of traits. If anyone has suggestions for traits -in the vein of those given by Standing -Aka a small (5-10%) Bonus to a thing, and a building unlock-, send them to me or post them here.
Scheduled vote count started by Pillowsperky on May 10, 2024 at 12:35 PM, finished with 91 posts and 33 votes.
 
Character Creation II - Ancestry, Traits, & Misc.
You are Flynn Ryder , A man of the Low Nobility. Your family hails from the grafs, barons, counts and other titled nobles which make up the empire's vastly varied governance and the bulk of their military command. You are the scion of one family amongst these dozens, a 3rd son whose success or failure will have vast implications on your family's coming fortunes. Not able to generate the high favours of a more powerful dynasty or the huge funds of a merchant empire, your family's holdings are still large enough to endow your colonial efforts with enough to promise a steady start, and connections to a trading house of sprawling connections.
You begin this story with Diplomacy 5 , Martial 8 , Stewardship 4 , Intrigue 1 and Learning 3

The vast and stinking port of Marienburg looms ahead, the vast bulk of four huge vessels primed and already in their docks, being loaded with supplies and people to take with you to the New World.
Only one ship will remain in your service as a dedicated supply-vessel for your nascent colony, the
[Ship Name][Write In], a glorious Warship turned transport that will surely make any norscan opportunists wet their britches.
But just in case the mostly fake cannons don't work , the emperor has spared a squadron of wolfships to patrol the sea-route between the Old and New World, just until you can amass a protective navy of your own.

You'll begin this story with
350 Money (MO), 35 Building Resources (BR), 35 Food (FD) & 35 Favour (FV)-
Your Base Population -before the recruitment prologue- is 500 people, granting a total of 5 Manpower per Week and requiring 5 food per week.
Your Starting Prestige is 50. Falling below 10 Prestige is a danger, reaching 0 is grounds to have your Governorship audited and possibly revoked.


Yet as your mind drifts over the nitty-gritty of what you begin with, your mind drifts over who you are and where you came from.
Are you:
[][Ancestry][Pure Imperial] Both of your parents hail from the Empire's provinces, and the conservative majority in the houses of power appreciate that in a small way. +5% Success chance to Diplomatic actions when dealing with the Imperial Nobility faction.
[][Ancestry][Half Foreign] One of your parents hailed originally from foreign lands beyond the Empire's borders, be that so close as Kislev or so distant as exotic Cathay.
-[][Write In] From what foreign realm of man did your Parent hail? Which Parent was it? It must be a feasible culture of non chaos-aligned humans. Cathay, Ind, Nippon, Araby, Estalia, Tilea, Kislev, Bretonnia & Free Norscan are all acceptable. +5% to success chance to Diplomatic actions when dealing with said Faction.

And who are you? What makes you Tick?

Select 6 traits from the list, or with Write Ins (Written in Traits are subject to QM scrutiny and veto. Keep any mechanical bonuses to within 5% for ongoing benefits or 10% for infrequent, or 1 point in a relevant attribute.)

Additional Traits can be selected up to 7, so long as they have an accompanying negative trait.

Format the vote as below:

[][Traits]
-[][Trait][Write In]

Trait List:

Dip:
- Interpreter: Flynn has tangled tongues and chatted with enough drinking buddies to befriend people from many foeign shores and learn the trade-tongues. Gain a +5% bonus to success chance when employing Diplomatic Actions against Traders from Cathay, Ind, Kislev, Bretonnia, Araby, Estalia, Tilea and Ulthuan -a malus may apply due to other factors with elves-. (Leads to advanced trait polyglot) Unlocks access to the Trade Lexicon upgrade for the Colony Library.

- Etiquette You know how not to make an ass out of himself when dealing with his social equals and superiors... At least most of the time. Perhaps younger you could have done more studying? You treat your Dip as one point higher when interacting with Nobility or the equivalent thereof. Unlocks access to the Diplomat's suite upgrade for the Governor's Manse.

- Elf- or Dwarf-Friend (Choose either). You have made a friend of a truly non-human ally of the empire and learned from them the secrets of not immediately shoving your boot into your tonsils when dealing with them. You take only a 5% outsider malus when performing Diplomatic actions with with their kind, and trade with them nets 5% additional profit. Unlocks access to the Ambassador's home blueprint.

- Family Friend: You have friends everywhere, or at least your family does, and one even agreed to come on this glorious venture! Begin the story with an Advisor already hired. Unlocks access to the Colony Council blueprint.

-Carouser: If you can get a drink into someone's hand and a laugh in their throat then you've made a buddy, if you can do this for an evening you've made a friend, your personal touch makes all the difference. The Success chance of diplomatic advisor actions is increased by 10% When you're helping. Unlocks access to the Governor's Tavern upgrade for the Tavern.
The Smolder: You are a good looking man and everyone knows it. The Smolder is a pose of yours that takes full advantage of your looks. Count Diplomacy and Intrigue as one point higher when taking Personal actions opposed by those attracted to men. Unlocks the Barber-Groomer blueprint
Mar:
- Trainer Your colony's defenders shall not want for guidance! Whether you take an interest in the intricacies of drill or if you simply have a knack for inspiring the best, you're a badass and you can whip them into shape. When an advisor takes the Train Militia action, you increase their gains by 25%. Unlocks access to the Drill Yard blueprint.

- Duellist An officionado of combat, you have studied treatise from the martial halls of many masters, and then made up your own fantastic style of stab-cut-thrust-parry-SPIN! You treat your Martial as one point higher for the purposes of Personal Challenges. Unlocks access to the Duelling Arena blueprint.

- Bodyguard You do not stand alone, never without a guarding body at your side when danger is near. A warm body to throw at your enimies and debt collectors is always welcom. You begin the story with a small squad of dedicated bodyguards, though their nature may vary based upon ancestry, you can be assured that they will be stubborn and stout fighters dedicated to your defence. Unlocks access to the Honor Guard Barracks upgrade to the Governor's Manse.

- Tactician:
Your strategic insights are invaluable in times of conflict, especially when you can pay attention long enough to actually tell people about them. Increases your Learning by one point when taking the 'Strategic Planning' action. Unlocks access to the War Planning office upgrade for the Militia Barracks.

- Paymaster Taking tips from the writings of those whom manage the dogs of war, you are a deft hand at negotiating mercenary agreements in your favour, especially with a drink and a smouldering look. The upkeep of hired Mercenaries is 5% cheaper, and a Dip roll against their paymaster can add a 10% discount to their initial hiring cost. Unlocks access to the Mercenary Tavern blueprint.
Ste:
- Economist: Your understanding of how money flows is a knack you can't fathom, but it's kept you in pocket more than a few times. You gain a 5% bonus to all income generated by your colony's taxation and dock tariffs. Unlocks access to the Tax Records Office blueprint.

- Logistics Expert: Your meticulous planning ensures efficient resource management and distribution. These are the buzzwords you've learned to parrot to make your father stop bugging you about accounting, and it seems to work! Decreases the time it takes for resources to reach their destination by 10%. Unlocks access to the Warehouse District upgrade for the Docks.

- Frugal: You are adept at stretching resources to their maximum potential, like the last strand of meat in the sausage casing, you know just how to rub it out... That came out wrong. Reduces building construction and maintenance costs by 10%. Unlocks access to the Architect's Office upgrade for the Governor's Manse.

- Merchant: You know the markets like the back of your hand, and you can count a purse of crowns by jingling them in your palm, as you've done many times when wandering to the tavern in hopes of pissing away the gold at gambling. Increase the yield from long term Trade Routes by 5% and from single-time Trade Expeditions by 10%, unlocks access to the Trade Dock upgrade for the Docks
Int:
- Grey Marketeer: You operate in the shadows of legality, trading in goods and services that fall outside the bounds of conventional commerce. Your connections with underworld figures and black market syndicates allow you to obtain rare or illicit goods at a discount. Gain access to the Grey market. Increases profit margins from grey market 5% and reduces the risk of legal interception by 10%. Unlocks access to the Smuggler's Den blueprint.

- Just can't seem to get the nose right: For some reason, no one seems to be able to draw your face to an exacting degree, making it hard to attribute dubious acts back to your person. Reduces Prestige loss from illegal acts being discovered by 10%. This however does come with the mild mallus of a 5% penalty to Prestige rewards from legal acts when your involvement is not in writing. Unlocks access to the Colonial Pamphleteer upgrade for the Docks.

- Spy: Your network of informants and agents is extensive, allowing you to gather intelligence that bit faster. Decreases the duration of Intrigue actions by 5%. Unlocks access to the Secret Meeting Room upgrade for the Governor's Manse

- Blackmailer:
You have a knack for uncovering others' dirty secrets and using them to your advantage.
The Favour cost of the 'Blackmail' Intrigue action is 10% cheaper. Grants access to the Hidden Records upgrade for the Governor's Manse.

- This Way, To Adventure!: You wanted to be an adventurer yourself, you know? Then you took a governorship to the face. Expeditions you personally -ill advisedly- lead, or at least personally plan, have a 10% higher success chance and a 5% lower duration. Unlocks access to the Adventurer's Booths upgrade for the Tavern.

- Sixth Sense:
You possess an uncanny intuition, sensing imminent dangers and penetrating masks and illusions with your gaze. Increases the ability to notice lies, see through disguises or magical illusions, and dodge attacks in combat by 10%. Unlocks the Witchseeker Office blueprint.

- Paranoid: It's not paranoia if they're really after you. Powerful men have many enemies, and you prefer to exercise extreme caution in everything you do. By taking every reasonable precaution, and many unreasonable ones, to protect your person. Whether it's sleeping with a knife under your pillow, having a taster for every meal, or filling your office with booby traps. You treat your Intrigue as one point higher for the purposes of uncovering plots against you and escape assassination attempts or ambushes. Unlocks the Thiefcatcher watchpost blueprint
Lea:
- Scholar: Your dedication to learning extends beyond the norm. You are well-versed in history, philosophy, and science, providing valuable insights into various aspects of colony management. Increases research speed by 10% Unlocks access to the Academic's Archive upgrade for the Colony Library.

- Naturalist: You have a deep interest in the local flora and fungi, allowing you to guide expeditions toward valuable plant resources or medicinal herbs more easily. Increases exotic plant & fungi yields from expeditions by 10%. Unlocks access to the Botanical Study-House blueprint.

-Explorer: Your thirst for knowledge drives you to explore the uncharted lands surrounding your colony. You lead expeditions with unparalleled enthusiasm. Increases the chance of discovering rare artifacts or resources during expeditions by 10%. Unlocks access to the Explorer's Map-Room upgrade for the Colony Library.

- Crafter
You have always had a knack for working with your hands and mind on some trade or crafting skill, and you can lend that mind -along with connections to other skilled persons, to the colony's success. Begin the story with a trade skill -Masonry, Carpentry, Smithing, Glassmaking, Brewing, Weaving, etc., and unlock access to Advanced crafting buildings for that Trade.
-Lucky/Unlucky: You have the most strange luck in the world. Messes way over your head occur like summer storms around you, but by faith in as many imperial gods as you can pray to, you manage to overcome them by sheer luck. Or perhaps Providence? Random Events occur Weekly instead of Every Fortnight, and you receive a 5% bonus to Success chance when rolling to avoid whatever bad things happen during them.

(As a note, all of the buildings unlocked via these traits can and probably will be unlocked later on, via actions and events and research. Having the trait just unlocks them from the get-go.)

Finally, how do you see yourself and your past?

[][Description][Write In.]
A decently detailed but not overly florid backstory would be apprectiated.

Please Vote By Plan.


There is a 4 Hour Moratorium on voting for discussion and Trait creation, after which the Vote will be up for 18 hours. Include the url Link to any pictures you want to associate with your plan.
 
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A note on timing and the seasons
Just as a note on timing and the seasons, you have reminded me.

The date of your planned departure for the new world is right at the birth of the Old World's summer, in the belly of Sigmarzeit. The crossing will be assuredly calm weather -according to the Asur and the presage of the celestial college-, and you will arrive in the beginning of Central Lustria's Dry Season, which lasts until well into the Old World's winter, in the midst of Ulriczeit. Guaranteeing a few months of lee before the wet season and potential floods arise.

Do not fear freezing in Lustria, instead fear the rushing monsoon.

Also keep in mind that Flynn skills will only be one facet of survival here, you'll also have his pre-hired Advisor to help, along with anyone you pick up in the prologue.

Food and water is an absolute must, yes.
 
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