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.
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.
[] 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.
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.
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.
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.
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