Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .
Prologue I-c: The Colonists.
Relaxing in your office, you decide to address the biggest elephant in the room, being the Colonists, first of all. There are hundreds waiting for their chance to make a new life and/or escape their old one, and you are the guardian at that gate. Rapunzel takes a seat in the room's corner as, in pairs or by themselves, the representatives of each group are shepherded in to make their cases. First to be presented are those from the Empire, and then from the known realms of man, and then are finally the strange-folk, those beyond expectation.


[] Drakwaldian Refugees: They come to you represented by their Alderman and his scarred ward, hopes buoyed by your apparent priorities. The alderman introduces himself as Luffen, and the young man beside him -skull riven by the parallel scars of some beast's claws- as Polk, the leader of their village's primary profession, or at least that of their former village. For their village had sat in the dark sump of the drakwald and made its income from pelts, game and charcoal, dangerous trades that made their lives short. Only three years ago their village was destroyed utterly by a tide of beastly mutants, and since then they have made do as nomadic rovers, selling their huntsmen's skills and their prided hunting hounds. This large segment of surviving villagers intends to join this colony and then send for their families if the colony proves lucrative and stable.
There are 100 humans in this group, and their joining will unlock the Forester's Lodge blueprint, along with a Mastiff Kennel Upgrade to the Watchtowers.


[] The Talabheim Devotees: These 'official' priests of Taal and Rhya are from Talabheim and are put ahead of many colonists by your preference for hunters and farmers, as their flock -gathered from across the empire on their route to Marienburg- contains dozens of people from such trades. All of whom gather behind Father Klein and Mother Flamm. Oddly there is tension in this group after meeting another pack of pious colonists, the ones scheduled just after them, but both the Priests leading these colonists insist the tension is merely new beliefs meeting a resurgence of the old. There is, oddly, a distinct Taalian majority amongst the flock, nonetheless.
There are 50 humans in this group, and their joining will unlock the Shrine of Taal & Rhya blueprint and the Taalian Fieldwatcher upgrade for Farms


[] The Rhyan Devoted: Not officially ordained by the recognised cult of Taal & Rhya, so much as a formal cult exists for that set, this group of women, represented by a broad woman named Melhurst Dunhelm nonetheless present themselves as primarily followers of the mother-goddess, forgoing any mention of Taal beyond acknowledgement of him as their deity's lover. They say they are not monotheists or deific supremacists, for such extreme heresy begets death, instead this group insist that they merely push back on the widespread belief across the empire -beyond Talabecland- that Taal is the primary deity of the pairing, with Rhya his submissive subordinate.
There are 50 humans in this group, their joining will unlock the Rhyan Midwife Clinic and Rhyan Nursery blueprints.


[] The Sigmarite Procession: Arrive into your office with, if not arrogance, at least a noticeable amount of presumption. Their leader, a bald and scarred priest named Krieger, presents the blueprints for his shrine with few words, only an assurance that should he and his procession not be accepted into this first wave, then he will be simply be there with the next.
There are 50 humans in this group. Their joining will unlock the Witchfinder Office and Shrine of Sigmar blueprints.


[] The Ulrican Pack: The Ulrican priest who enters your office, Ulmen Haufhaus is a clear example of an old wolf who does not know how to die, only held back from adventuring by his extreme age and from advisorship by his dedication to the pack he leads. Missing an arm, an eye, an ear and a chunk of one hip, the crooked-walking priest still gives the aura of a man who'd rip out your throat with his teeth if pushed. His mass of colonists give the same impression.
There are 50 humans in this group. Their joining will unlock the Shrine of Ulric blueprint and Ulrican Sparring pit upgrade for the Colonial Barracks.


[] Manaan Mass: You're aware that there are already priests of the sea-god on the ships already for this colonial venture, but none seem willing to part with the waves and settle down besides this man named Siltgraf Tillerman and his flock of faithful sailors, who seem eager to meet the challenge of praying to Manaan and supporting the growth of a Colony on such a notoriously tempestuous coast.
There are 50 humans in this group. Their joining will unlock the Shrine of Manaan and Storm-watcher upgrade for the Docks.


[] The Halflings' Herd: You've never seen goats this big in your life -almost the size of a riding pony, by Taal!- though to be fair you are no great connoisseur of goats, at least not off the plate. The leader of the band of hairy-footed folk that herd them is called Froca the Fat and he lives up to that too. They came here in the hopes that the famed fertility of Lustria can support such omnivorous goats so well as their Mootish woodland & grasses.
There are 50 Halflings in this group. Their joining will unlock the Giant Goat Field blueprint and Giant Guard-Ram upgrade for it.


[] Mootish Migrants: Famed might be the halflings love of food, second only to their skill in making it. But you are still quite surprised to see so many of them this far from home. Looking for ingredients for the next Grand Feast claims their oddly young 'elder' Pate Proudfoot. You get the sense that he may have made some boasts a mite too big for his britches and how he's looking to back them up, yet all his halflings seem willing to work long and hard for their exotic supper.
There are 75 halflings in this group. Their joining will unlock the Halfling Cookhouse blueprint and add 2 food to the colony.

[] Altdorf 'Volunteers': The best that can be said about the company of poachers, pickpockets and petty criminals who showed up from Altdorf is that they look to be in possession of all their limbs and most of their teeth. They look glad... you think at the prospect of not serving the labor they owe the empire in the large penal colony of Leopoldheim and the Goaler just wants to get them off his hands so they all agree up and down that this is a voluntary agreement, pay no mind to the guards over yonder.
There are 50 humans in this group. Their joining will unlock the Colonial Jail blueprint and Work-Gang upgrade for it.

[] The Shallyan Doves: Approaching with care and more respect than any group thus far, the doe-eyed Shallyan matron Klare Wasquelle assures you that her flock of healers, speakers and caretakers will ask for little and give much, if only for the chance to deny the plaguemaker his due and Morr too many early deaths. Life, as she says, is too precious to waste.
There are 50 humans in this group. Their joining will unlock the Shallyan Clinic blueprint and the Dispute Mediator upgrade for the Colonial Bunkhouses.

[] An Eastern Entourage: Escorted to this distant port by Monks who have hung back to be interviewed as mercenaries, this small band of rural cathayans speak passable riekspiel but are represented primarily by lesser administrator Xiao Yun, a comely woman who introduces her colonists, and argues their merits, before abstaining to come back later as an Advisor candidate. Her band bring with them jade rice from distant cathay, that they claim will grow exceptionally well in the wet, warm swamp-soil of Lustria. Their rice-paddies are, so claimed, a way to grow their crops in land that is literally flooded.
There are 50 humans in this group. Their joining will unlock the Jade Rice Paddy and add 1 food to the colony.


Survivors of a fallen Raj: The next band of hopefuls to enter is a man of dusky skin and necklaces bearing two dozen holy symbols, each one carved from bone, stone or copper. He introduces himself as Bundi the Exile, and introduces his group as indish refugees from a now ruined raj -a word for something akin to a kingdom-, all of whom know the peculiarities of jungle farming from a lifetime of experience. He and his group have brought all the wealth they could find as tribute.
There are 75 humans in this group. Their joining will unlock the Indish Raised Farm upgrade for Farms, and add 10 money to the colony.


[] Freed from the desert: Another group of foreign folk have come seeking a new life under the Empire's wing, and these ones even claim not to be refugees. Their Spokesman, Jun-Abn Brawin, merely wishes for his group of twitchy former arabyan citizens to find a new home, one so far from the port of Copher's reach as it is possible to get. He is backed up by a dusky woman in modest linen garb named Harrier Beduma, who adds that their group will add value in the form of 'secretly' acquired seeds for Qahwa, a stimulating bean whose brewed juices enhance the mind. It will surely grow well in lustria and sell well to the empire.
There are 50 humans in this group. Their joining will unlock the Qahwa Upgrade for Farms and the Cofii House upgrade for the Docks.


[] Honest Labour m'Lord: Approaching you with a linen cap in hand, the leader of this mob of bretonnians speaks as if selling pack-mules more than people, downcast and hungry for the breadcrusts if you'd be so kind as to spare them. They are serfs fleeing a brutish lord who would have worked them to death in cursed fields in dark Mousillon, and so they know -the man promises- how to work with muddy and marshy soil ridden with nasty things of all kinds. Moreover they bring pigs for the larder and stoutly built bows. Fine for peasants to work in their own defense.
There are 50 humans in this group. Their joining will unlock the Longbow Militia upgrade for the Colonial Barracks. They have brought 2 Food for the colony.

[] Stout fellows: A group of dwarves present their spokesman with no ceremony, and the given lead presents his case with even less, eyes hidden by thick smoke-glass goggles and face obscured by a beard the size of his entire torso. He is Prospector Copperhead, and he leads his group to join this colonial expedition in hopes of finding mineral wealth hidden in the hot continent's swampy earth. He and his group will pull their weight, he assures you, and he is sure that you'll be shocked at the metals one can pull from sand and bogs.
There are 75 Dwarves in this group. Their joining will unlock the Smithy blueprint and the Dwarven Smelter Upgrade for it.

Please vote by Plan.
The Ranaldian, Verenian and Myrmidian Priests have all decided to come for Advisorship or as Adventurers instead.

You have begun with 500 Colonists and 5 Building-Unlocking NPCs, all of which open up the essentials of an initial colony
(Farms, Drainage Pumps, Lumber-yards, Granaries, Palisade Walls & Watchtowers, Colonial Barracks, Docks, Governor's Manse, Colonial Libraries and Colonial Bunkhouses.)
Your ships have a maximum capacity of 1000 colonists.

3 hour Moratorium on Voting, to let y'all discuss and plan your plans. If anyone has any Write-in suggestions they'd super-duper want, give me a mention and I'll consider them.
 
Last edited:
Have only given it a brief skim through but I have to say that these guys look like a must have.

Survivors of a fallen Raj: The next band of hopefuls to enter is a man of dusky skin and necklaces bearing two dozen holy symbols, each one carved from bone, stone or copper. He introduces himself as Bundi the Exile, and introduces his group as indish refugees from a now ruined raj -a word for something akin to a kingdom-, all of whom know the peculiarities of jungle farming from a lifetime of experience. He and his group have brought all the wealth they could find as tribute.
There are 50 humans in this group. Their joining will unlock the Indish Raised Farm upgrade for Farms, and add 10 money to the colony.

Edit: These guys could be highly profitable if we are able to get the coffee plantations/estates running.
[] Freed from the desert: Another group of foreign folk have come seeking a new life under the Empire's wing, and these ones even claim not to be refugees. Their Spokesman, Jun-Abn Brawin, merely wishes for his group of twitchy former arabyan citizens to find a new home, one so far from the port of Copher's reach as it is possible to get. He is backed up by a dusky woman in modest linen garb named Harrier Beduma, who adds that their group will add value in the form of 'secretly' acquired seeds for Qahwa, a stimulating bean whose brewed juices enhance the mind. It will surely grow well in lustria and sell well to the empire.
There are 50 humans in this group. Their joining will unlock the Qahwa Upgrade for Farms and the Cofii House upgrade for the Docks.
 
Last edited:
instead this group insist that they merely push back on the widespread belief across the empire -beyond Talabecland- that Taal is the primary deity of the pairing, with Rhya his submissive subordinate.
I have a quote from WFRP 4e: Archives of the Empire Volume 3, which is the sourcebook with a dedicated chapter to Rhya. Page 67:
In the southern Empire, Rhya is treated with the utmost respect, particularly in rural Stirland. The other breadbasket provinces, Averland and Wissenland, draw much of their prosperity and influence from fruitful orchards and dairy farms. The southern nobility respect the priestesses and holy sites of Rhya more than any others in the Empire — the memory of failed harvests hangs heavy over even the most uncaring ruler.

In the eastern Empire, Rhya's worship is associated with and subsumed into the cult of Taal. The people of Talabecland, Ostermark, and Ostland relegate her to a role subservient to her consort's more politically-influential cult. Priestesses within the eastern Cult of Taal and Rhya sometimes bristle at their position and have occasionally retreated into older, more primal religious practices, away from the eyes of the priests of Taal.

The provinces of the populous west treat Rhya as a rustic goddess, revered in her place. In the Suden Vorbergland, she is given special regard because the locals believe the region's flourishing population have been blessed by Rhya. In the Reikland she is associated with Dyrath, a goddess from the Hägercrybs. Dyrath may be an aspect of Rhya, one of her handmaidens, or another fertility goddess entirely.

Worship of Rhya is more rarefied in the cold provinces of the north, where it is harder to eke life from the land. Nordlanders who live close to the Laurelorn Forest practice an archaic form of worship, which they believe is closer to how the Earth Mother was revered by the first people in the Empire. In the forests of the north, Rhya is occasionally venerated as Haleth, a patron of hunting.
It's specifically in the eastern Empire where Rhya is seen as subordinate to Taal. In the eastern Empire, it's the Cult of Taal and Rhya, and everywhere else, it's the Cult of Taal and the Cult of Rhya.

In general, I'd advise caution when using WFRP 2e where women are concerned. That edition of the RPG had sexism problems (and racism problems), and how it handled Rhya was part of it. (Somehow 3e was even worse.) 4e is entirely fine in that regard.
 
Last edited:
Ok so... why not take all of them? I mean there are some tensions, we probably do not want Taal and Rhya religious arguments if we can help it and there is a case to me made for not taking Sigmarites and Ulricans, but otherwise...

@Pillowsperky what does it cost us to take these people?
 
what does it cost us to take these people?
Food per week per hundred people, and also room for Mercenaries.

and Each group should be at least 50+ peeps, so I don't think you can fit them all.

I'm aware that the belief is not that widespread. It is, however, widespread enough for this one group of Rhya worshippers to have gathered up and minorly schismed over it. They do not possess the omniscience to know exactly how widespread the belief is, and for dedicated worshippers of Rhya, any amount of spreading that their patron deity either does not exist or is entirely subservient to their equal, is worth kicking up some level of fuss.
 
Last edited:
Since we are gonna take the drakwald folk with us synergies them with the ulricans would be preferable

Also we should probably take all the folk outside the empire because all there bonuses are great for us in the long term.

And lastly let's get the dawi cause there always great and also count as fighters.

Ok numbers roughly
Drakwald: 100
Ulrican: 50
Cathay: 50
Ind:75
Araby: 50
Dawi: 75
Makes: 400 hundred total which leaves from atleast two more to fill spaces so either the other faiths or saving it for mercs.
 
Correct me if I'm wrong, but I seem to recall that "traditional" cereal crops like wheat and barley tend to do poorly in wet tropical environments but rice can thrive, so these guys should be useful.

[] An Eastern Entourage: Escorted to this distant port by Monks who have hung back to be interviewed as mercenaries, this small band of rural cathayans speak passable riekspiel but are represented primarily by lesser administrator Xiao Yun, a comely woman who introduces her colonists, and argues their merits, before abstaining to come back later as an Advisor candidate. Her band bring with them jade rice from distant cathay, that they claim will grow exceptionally well in the wet, warm swamp-soil of Lustria. Their rice-paddies are, so claimed, a way to grow their crops in land that is literally flooded.
There are 50 humans in this group. Their joining will unlock the Jade Rice Paddy and add 1 food to the colony.
 
[] Stout fellows: A group of dwarves present their spokesman with no ceremony, and the given lead presents his case with even less, eyes hidden by thick smoke-glass goggles and face obscured by a beard the size of his entire torso. He is Prospector Copperhead, and he leads his group to join this colonial expedition in hopes of finding mineral wealth hidden in the hot continent's swampy earth. He and his group will pull their weight, he assures you, and he is sure that you'll be shocked at the metals one can pull from sand and bogs.
There are 75 Dwarves in this group. Their joining will unlock the Smithy blueprint and the Dwarven Smelter Upgrade for it.

These could be a good idea, it could allow us to produce weapons in the colony instead of keeping importing them and the long wait for ships to cross the ocean.

Also for mining as well.

[] Drakwaldian Refugees: They come to you represented by their Alderman and his scarred ward, hopes buoyed by your apparent priorities. The alderman introduces himself as Luffen, and the young man beside him -skull riven by the parallel scars of some beast's claws- as Polk, the leader of their village's primary profession, or at least that of their former village. For their village had sat in the dark sump of the drakwald and made its income from pelts, game and charcoal, dangerous trades that made their lives short. Only three years ago their village was destroyed utterly by a tide of beastly mutants, and since then they have made do as nomadic rovers, selling their huntsmen's skills and their prided hunting hounds. This large segment of surviving villagers intends to join this colony and then send for their families if the colony proves lucrative and stable.

Experienced hunterz is also a good choice and comes with a upgrade for the watchtowers. Also colonies in RL were sometimes made from people seekimg for new opportunities after tragedies.

[] Freed from the desert: Another group of foreign folk have come seeking a new life under the Empire's wing, and these ones even claim not to be refugees. Their Spokesman, Jun-Abn Brawin, merely wishes for his group of twitchy former arabyan citizens to find a new home, one so far from the port of Copher's reach as it is possible to get. He is backed up by a dusky woman in modest linen garb named Harrier Beduma, who adds that their group will add value in the form of 'secretly' acquired seeds for Qahwa, a stimulating bean whose brewed juices enhance the mind. It will surely grow well in lustria and sell well to the empire.

Bit of a gamble with this since cofee or cofii never gain much attraction in the Empire in cannon, but who knows maybe it will change woth beans cultivated in Lustria.

However Araby people engage in piracy and the high elves forbidden them from expanding west aka Lustria, it's likely these are deniable assets of a merchant guild or noble house that's trying to bypass elven restrictions.
 
[] The Talabheim Devotees: These 'official' priests of Taal and Rhya are from Talabheim and are put ahead of many colonists by your preference for hunters and farmers, as their flock -gathered from across the empire on their route to Marienburg- contains dozens of people from such trades. All of whom gather behind Father Klein and Mother Flamm. Oddly there is tension in this group after meeting another pack of pious colonists, the ones scheduled just after them, but both the Priests leading these colonists insist the tension is merely new beliefs meeting a resurgence of the old. There is, oddly, a distinct Taalian majority amongst the flock, nonetheless.
There are 50 humans in this group, and their joining will unlock the Shrine of Taal & Rhya blueprint and the Taalian Fieldwatcher upgrade for Farms


[] The Rhyan Devoted: Not officially ordained by the recognised cult of Taal & Rhya, so much as a formal cult exists for that set, this group of women, represented by a broad woman named Melhurst Dunhelm nonetheless present themselves as primarily followers of the mother-goddess, forgoing any mention of Taal beyond acknowledgement of him as their deity's lover. They say they are not monotheists or deific supremacists, for such extreme heresy begets death, instead this group insist that they merely push back on the widespread belief across the empire -beyond Talabecland- that Taal is the primary deity of the pairing, with Rhya his submissive subordinate.
There are 50 humans in this group, their joining will unlock the Rhyan Midwife Clinic and Rhyan Nursery blueprints.
I don't think it'd be wise to take both of these. Of the two, I think we should go with the latter and purse a farming build over a hunting build, because the Colonist opportunities we have for it are better.

[] Draft Plan
The Rhyan Devoted
The Ulrican Pack
Manaan Mass
The Halflings' Herd
Mootish Migrants
An Eastern Entourage
Survivors of a fallen Raj
Stout fellows


This has just about everything we need. For food, we have the Rhyans, the halflings, and the foreigners. Fighters from Ulric, sea from Manaan, and very important metalworking from the dwarfs. Can't be founding a colony without metal stuff. Also, damn did we get lucky in finding dwarfs who are apparently ok with us despite our relationship with Rapunzel.

Abstaining from coffee because if we're going to be trading in luxury goods, I think it'd be better to go with native stuff. Abstaining from Sigmar because these are the anti-wizard types, and there might be friction with the Ulricans.
 
[] Plan Cooking with Fire
-[] Mootish Migrants: Famed might be the halflings love of food, second only to their skill in making it. But you are still quite surprised to see so many of them this far from home. Looking for ingredients for the next Grand Feast claims their oddly young 'elder' Pate Proudfoot. You get the sense that he may have made some boasts a mite too big for his britches and how he's looking to back them up, yet all his halflings seem willing to work long and hard for their exotic supper.
There are 75 halflings in this group. Their joining will unlock the Halfling Cookhouse blueprint and add 2 food to the colony.

-[] Survivors of a fallen Raj: The next band of hopefuls to enter is a man of dusky skin and necklaces bearing two dozen holy symbols, each one carved from bone, stone or copper. He introduces himself as Bundi the Exile, and introduces his group as indish refugees from a now ruined raj -a word for something akin to a kingdom-, all of whom know the peculiarities of jungle farming from a lifetime of experience. He and his group have brought all the wealth they could find as tribute.
There are 75 humans in this group. Their joining will unlock the Indish Raised Farm upgrade for Farms, and add 10 money to the colony.

-[] Stout fellows: A group of dwarves present their spokesman with no ceremony, and the given lead presents his case with even less, eyes hidden by thick smoke-glass goggles and face obscured by a beard the size of his entire torso. He is Prospector Copperhead, and he leads his group to join this colonial expedition in hopes of finding mineral wealth hidden in the hot continent's swampy earth. He and his group will pull their weight, he assures you, and he is sure that you'll be shocked at the metals one can pull from sand and bogs.
There are 75 Dwarves in this group. Their joining will unlock the Smithy blueprint and the Dwarven Smelter Upgrade for it.

-[] Drakwaldian Refugees: They come to you represented by their Alderman and his scarred ward, hopes buoyed by your apparent priorities. The alderman introduces himself as Luffen, and the young man beside him -skull riven by the parallel scars of some beast's claws- as Polk, the leader of their village's primary profession, or at least that of their former village. For their village had sat in the dark sump of the drakwald and made its income from pelts, game and charcoal, dangerous trades that made their lives short. Only three years ago their village was destroyed utterly by a tide of beastly mutants, and since then they have made do as nomadic rovers, selling their huntsmen's skills and their prided hunting hounds. This large segment of surviving villagers intends to join this colony and then send for their families if the colony proves lucrative and stable.
There are 100 humans in this group, and their joining will unlock the Forester's Lodge blueprint, along with a Mastiff Kennel Upgrade to the Watchtowers.

-[] The Ulrican Pack: The Ulrican priest who enters your office, Ulmen Haufhaus is a clear example of an old wolf who does not know how to die, only held back from adventuring by his extreme age and from advisorship by his dedication to the pack he leads. Missing an arm, an eye, an ear and a chunk of one hip, the crooked-walking priest still gives the aura of a man who'd rip out your throat with his teeth if pushed. His mass of colonists give the same impression.
There are 50 humans in this group. Their joining will unlock the Shrine of Ulric blueprint and Ulrican Sparring pit upgrade for the Colonial Barracks.

-[] Freed from the desert: Another group of foreign folk have come seeking a new life under the Empire's wing, and these ones even claim not to be refugees. Their Spokesman, Jun-Abn Brawin, merely wishes for his group of twitchy former arabyan citizens to find a new home, one so far from the port of Copher's reach as it is possible to get. He is backed up by a dusky woman in modest linen garb named Harrier Beduma, who adds that their group will add value in the form of 'secretly' acquired seeds for Qahwa, a stimulating bean whose brewed juices enhance the mind. It will surely grow well in lustria and sell well to the empire.
There are 50 humans in this group. Their joining will unlock the Qahwa Upgrade for Farms and the Cofii House upgrade for the Docks.


Total
+375 people
+10 Gold
+2 Food

Blueprints
Halfling Cookhouse
Indish Raised Farm
Dwarven Smelter
Forester's Lodge
Mastiff Kennel
Shrine of Ulric
Ulrican Sparring pit
Qahwa

Cofii House


Reasoning
  1. These guys are great because they pay for themselves and another 125 people on top of that food wise
  2. Actually know how to farm in the jungle? SOLD! Seriously it is hard to even describe how different tropical and temperate farming can be. We are going to have a lot of confused imperials to start with. Lets make sure we don't have a lot of dead imperials
  3. Literally the best miners we could get in a land where good steel is what not only keeps us from being stabbed by Norscans, but also what keeps us from being swallowed by the jungle
  4. Used to fighting the forest tooth and nail. Someone has to protect those halfling growers
  5. Another dual use party of colonists that will help keep us alive. Mercenaries fight for gold, colonists with skill at arms are the basis of a colonial militia that is actually loyal to Flynn and co.
  6. Coffee is a wonderful long term investment that we are unlikely to stumble upon if we do not take it now
 
I definitely think we should grab the manaan people. Having our own group off the get go is just great, mostly because if our ships/trade/routes are screwed, we are definitely screwed.

[] Manaan Mass: You're aware that there are already priests of the sea-god on the ships already for this colonial venture, but none seem willing to part with the waves and settle down besides this man named Siltgraf Tillerman and his flock of faithful sailors, who seem eager to meet the challenge of praying to Manaan and supporting the growth of a Colony on such a notoriously tempestuous coast.
There are 50 humans in this group. Their joining will unlock the Shrine of Manaan and Storm-watcher upgrade for the Docks.
 
We should also be aware of chosing too many religious groups with different gods at the same time.

The colony still young to survive religious disputes, specially since we going to have to pick sigmarites soon, Sigmar is the state religion of the Empire and it would not for a Empire colony to not have them.
They will push the issue if leave them alone for too long.
 
[] The Halflings' Herd:
[] Mootish Migrants
A pony-sized goat would provide more meat, hair, and milk, and could be used for farming. Of course, you could have them pull carts or chariots, right?

And the most important thing in colonization is food, and these buildings can replenish it, providing more efficient food consumption or additional happiness for the colonists.


[] Stout fellows
Dwarves are excellent warriors and stonemasons, and since we're exploring for minerals, aren't they also excellent blacksmiths?

Plus, dwarves are very loyal and helpful once you give them your trust, so wouldn't they be a great addition to any conflicts you might have in your colony?



Well if you can suggest, can you suggest the following immigrants?

1.Shallya priests or devotees
Plagues and indigenous diseases are very common in the colonies, so we would need healers and medical personnel, and they could be fair and respectful arbiters of any disputes that arise in the colonies.
Benefits: Increased Disease Resistance, Discontent and Dispute Mediation, Healer
Disadvantages: no combat power, refusal to act ruthlessly

2.Bretonnia
The Bretonnian serfs are happy with little because of the knights' wealth, and one of them is an excellent archer, so hunting in the colony will help with food supply and keep discontent levels down.
Benefits: Discontent suppression, early food boost, quality ranged troops
Disadvantages: different culture and language, outdated agriculture

3.Small Frontier Corps
A small, seaworthy vessel owned by the colony that can sail the oceans, but which demands a clear say in the colony and whose members cannot be identified in detail.
Benefits: more food and supplies, colony-owned ships, and various other benefits determined by the dice.
Disadvantages: possible disagreements early on, unclear control, various disadvantages as determined by the dice


I am a Korean living in South Korea and wrote this article through a translator, so please forgive me if the context is awkward.
 
@Pillowsperky do we have a chance to procure some stolen artifacts of the lizardmen perchance to give either to them or the amazons cause a good impression to them likely would grant us foodstuffs and lustrian liquors and cactus wine and maybe future knowledge on what plants that are lucrative in the area and maybe ask for the ability to gain some tamed animals from there stables cause both the Amazon's and the lizardmen have livestock likely ostriches and terror birds and likely domesticated giant insects for farming.

Also are there any cannibal tribes roaming around in lustria hopefully as nod to the super old and super not fit for modern audiences pygmies of lustria.
 
the general Ulrican position on Sigmarism being the state religion
Legally the Empire has no state religion, that would be deific supremacism, and that's heresy. It's a pantheon, and all the cults are represented equally. Or Else.

In practice...

Look what I'm saying is that y'all should make the two old priests have a pit-fight for the spot.

Also, added the Bretonnians and Shallyans.
 
@Pillowsperky do we have a chance to procure some stolen artifacts of the lizardmen perchance to give either to them or the amazons cause a good impression to them likely would grant us foodstuffs and lustrian liquors and cactus wine and maybe future knowledge on what plants that are lucrative in the area and maybe ask for the ability to gain some tamed animals from there stables cause both the Amazon's and the lizardmen have livestock likely ostriches and terror birds and likely domesticated giant insects for farming.
First, that's one hell of a run on sentence. Second, the Lizardmen likely consider possessing any artifacts that they actually care about to be a kill on sight offence.
 
From the Colombo expedition they left the artifacts and some skaven slaves on the beach where they landed and used a cannons to signal where they are and a troop of skinks found them and carried the items and skaven off and returned with food and drinks as thanks for returning them and that started and it was transcribed by skinks themselves stone plaques. And that started Colombos journey to tlaxtlan to meet with the mage priests for trade.
warhammerfantasy.fandom.com

Marco Colombo

"A small gesture can change destiny." —Marco Colombo[8] Marco Colombo,[1a][2a] sometimes spelled Marco Columbo in the Empire,[4][7a] is best known as the Tilean explorer originally from Remas who "discovered" the continent of Lustria in the New World, although it was really discovered centuries...
 
A note on Lizardmen, Trinkets and Pygmies.

Okay so to kinda let out how I'm planning to write the Lizardmen, I'm essentially going to be treating them -with the kinda exception of Some Skinks and all Slaan- like biological meat-robots. Sapient Meat-robots, with some degree of flexibility, but quite Rigidly Defined in their purposes and limits.

And by limits I mean that there are some very rigid unseen rules on When, Why and Where they will kill you, and it's not always entirely intuitive. They do not, for example, actually care about the majority of objects within their abandoned or ruined temple cities. It's why adventurers can -if they are very very very lucky- slip into said cities and carry out gold and silver by the sack-load.

The lizardmen will kill adventurers that they find trespassing, but with the exception of sacred objects or those belonging to the Slann or the Old Ones, they will not care at all if they see you carrying that shit around outside of the temple city's boundaries.
They will reward people who actively go out of their way to return Lizardmen Property to the active temple cities, as shown with mr Columbo, but again it will be a -by their internal metrics- a minimal reward for the majority of artefacts.
Returning those Sacred, Old One or Slann artefacts is what would get you some serious rewards, especially if you take them from Abandoned or Cursed cities that the lizardmen cannot or will not go into themselves, but to effectively return them your intent must be very very clear and honest from the start.
Slann are smarter than humans by a fucking gigantic degree, in a lot of ways, so they can and will smell bullshit if you go into an abandoned temple-city under false pretenses.

However it is, indeed, possible to give said pretences. If you manage to make diplomatic contacts with the Lizardmen, then it would be possible to very carefully start asking for permission to enter the ruined/abandoned/cursed temple cities to recover their sacred treasures, and that would award you some support and big rewards.
And recovering Lizardman sacred treasures from people who have stolen them and then returning them to the Temple-Cities would be a big feather in the cap, to state the obvious.
What's difficult is the road to get there, because it is one that requires perfect honesty and pure intentions from start to finish.
 
Last edited:
Are there any limitations? Because at first glance, it looks like we're free to pick everyone.
I shoulda posted a reminder.
You only have space for 500 more colonists. You already have 500 aboard, with a max of 1000 people.
Also a reminder that from the moment that the colony is planted you will be taxed 1 food per 100 people, every week. Every 100 people is an extra manpower, which will help build the colony up faster, but still something to consider.

There are ways to forage and gather up food even without farms, and you can always purchase more food to be delivered -at a fairly steep cost-.
 
Last edited:
So about skinks they live as long as humans barring heroes blessed by the slann, old ones, or sotek or just badass enough to survive the realm of chaos for ten thousand and fighting a endless guerilla war against the demons until they spit him out cough oxyotl cough.


Also found a neat wiki on skink biology and ecology here could be useful to help flesh out the skinks

Skinks

World Anvil is a worldbuilding tools platform and community for writers, RPG storytellers and worldbuilding lovers
 
[] Plan Cooking with Fire
-[] Mootish Migrants: Famed might be the halflings love of food, second only to their skill in making it. But you are still quite surprised to see so many of them this far from home. Looking for ingredients for the next Grand Feast claims their oddly young 'elder' Pate Proudfoot. You get the sense that he may have made some boasts a mite too big for his britches and how he's looking to back them up, yet all his halflings seem willing to work long and hard for their exotic supper.
There are 75 halflings in this group. Their joining will unlock the Halfling Cookhouse blueprint and add 2 food to the colony.

-[] Survivors of a fallen Raj: The next band of hopefuls to enter is a man of dusky skin and necklaces bearing two dozen holy symbols, each one carved from bone, stone or copper. He introduces himself as Bundi the Exile, and introduces his group as indish refugees from a now ruined raj -a word for something akin to a kingdom-, all of whom know the peculiarities of jungle farming from a lifetime of experience. He and his group have brought all the wealth they could find as tribute.
There are 75 humans in this group. Their joining will unlock the Indish Raised Farm upgrade for Farms, and add 10 money to the colony.

-[] Stout fellows: A group of dwarves present their spokesman with no ceremony, and the given lead presents his case with even less, eyes hidden by thick smoke-glass goggles and face obscured by a beard the size of his entire torso. He is Prospector Copperhead, and he leads his group to join this colonial expedition in hopes of finding mineral wealth hidden in the hot continent's swampy earth. He and his group will pull their weight, he assures you, and he is sure that you'll be shocked at the metals one can pull from sand and bogs.
There are 75 Dwarves in this group. Their joining will unlock the Smithy blueprint and the Dwarven Smelter Upgrade for it.

-[] Drakwaldian Refugees: They come to you represented by their Alderman and his scarred ward, hopes buoyed by your apparent priorities. The alderman introduces himself as Luffen, and the young man beside him -skull riven by the parallel scars of some beast's claws- as Polk, the leader of their village's primary profession, or at least that of their former village. For their village had sat in the dark sump of the drakwald and made its income from pelts, game and charcoal, dangerous trades that made their lives short. Only three years ago their village was destroyed utterly by a tide of beastly mutants, and since then they have made do as nomadic rovers, selling their huntsmen's skills and their prided hunting hounds. This large segment of surviving villagers intends to join this colony and then send for their families if the colony proves lucrative and stable.
There are 100 humans in this group, and their joining will unlock the Forester's Lodge blueprint, along with a Mastiff Kennel Upgrade to the Watchtowers.

-[] The Ulrican Pack: The Ulrican priest who enters your office, Ulmen Haufhaus is a clear example of an old wolf who does not know how to die, only held back from adventuring by his extreme age and from advisorship by his dedication to the pack he leads. Missing an arm, an eye, an ear and a chunk of one hip, the crooked-walking priest still gives the aura of a man who'd rip out your throat with his teeth if pushed. His mass of colonists give the same impression.
There are 50 humans in this group. Their joining will unlock the Shrine of Ulric blueprint and Ulrican Sparring pit upgrade for the Colonial Barracks.

-[] Freed from the desert: Another group of foreign folk have come seeking a new life under the Empire's wing, and these ones even claim not to be refugees. Their Spokesman, Jun-Abn Brawin, merely wishes for his group of twitchy former arabyan citizens to find a new home, one so far from the port of Copher's reach as it is possible to get. He is backed up by a dusky woman in modest linen garb named Harrier Beduma, who adds that their group will add value in the form of 'secretly' acquired seeds for Qahwa, a stimulating bean whose brewed juices enhance the mind. It will surely grow well in lustria and sell well to the empire.
There are 50 humans in this group. Their joining will unlock the Qahwa Upgrade for Farms and the Cofii House upgrade for the Docks.


Total
+375 people
+10 Gold
+2 Food

Blueprints
Halfling Cookhouse
Indish Raised Farm
Dwarven Smelter
Forester's Lodge
Mastiff Kennel
Shrine of Ulric
Ulrican Sparring pit
Qahwa

Cofii House


Reasoning
  1. These guys are great because they pay for themselves and another 125 people on top of that food wise
  2. Actually know how to farm in the jungle? SOLD! Seriously it is hard to even describe how different tropical and temperate farming can be. We are going to have a lot of confused imperials to start with. Lets make sure we don't have a lot of dead imperials
  3. Literally the best miners we could get in a land where good steel is what not only keeps us from being stabbed by Norscans, but also what keeps us from being swallowed by the jungle
  4. Used to fighting the forest tooth and nail. Someone has to protect those halfling growers
  5. Another dual use party of colonists that will help keep us alive. Mercenaries fight for gold, colonists with skill at arms are the basis of a colonial militia that is actually loyal to Flynn and co.
  6. Coffee is a wonderful long term investment that we are unlikely to stumble upon if we do not take it now

Any chance we can add the Giant Goats and the Healers to the plan?

Or are we waiting for the next turn to see if we can find even more exotic colonists?
 
Back
Top