Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .
Thoughts on advisors:

[][Ste] Xiao Yun escorts herself in bright and early, the comely cathayan woman presenting herself in a neat marienburg style short gown with an elegant ruff, her almond eyes underscored by a red streak on her amber skin. She presents herself well, laying out a history as a lesser administrator in Cathay's central provinces before her prior lord -one 'Yuan Bo'- gave her leave to take this chance on distant shores. If she is given the chance to help, Xiao Yun assurse, you will find no aspect of her skills in administration wanting, for the training of Yuan Bo, master of stone and steel, has made Xiao an exemplary of management and of maintaining harmony with others.
Ste: 8
Unique Trait: Harmonious Chorus - When taking conjoined Advisor Actions, Xiao Yun lessens all penalties against success by 25%
Hiring Cost: 20 Mo


I don't know how likely we are to do co-joined actions, but it seems like the kind of thing that would come up for large or ambitious actions. I also can't tell how bad those penalties he is mitigating are so eh... I'm just going to consider this guy a baseline to judge the others by

[][Ste] Pieter Azimov steps into your office next as a broad monolith of a man, bedecked in a long coat and and sturdy gloves, his fur lined hat hides a shock of wild short red hair. You stand to greet the man to find he is a deceptively giant individual, easily meeting 7' 3" Rapunzel eye to eye as he exchanges a slight nod with both you and the elf. Pieter's chair creaks as he sits after disrobing his coat, revealing a fine musculature with alabaster skin so pale that it resembles ice shifting like flesh. He introduces himself as the norscan-blooded son of a boyar from the far north of Kislev, trained to make the most of the worst conditions even under the insidious plotting of the dark powers. The man assures you that the warmth of Lustria will not be an issue despite his pale appearance.
Ste: 8
Unique Trait: Reject Corruption -
Pieter passively reduces the chance of Plagues and Corruption spreading by 10%.
Hiring Cost: 20 Mo


This is my favorite for several reasons. Firstly plagues and corruption are the kind of thing that it is far better to prevent rather than cure, especially in a place like a Lustrian Colony. We are basically on our own with the whole of the Great Ocean between us. Secondly the kinds of things one might do to stop the spread of corruption in general are the same ones that we would be disinclined to do given SV's play-style. We do not really want to have to send in the witch hunters to check through the collection of foreigners, mercenaries and religious dissidents that will be making up the colony, they might find things that are not Chaos, but still not to their liking, they might stomp all over someone's culture looking for Chaos etc... The fact that this guy is a foreigner himself is also helpful since we are not having an Imperial impose Imperial norms with a heavy hand, this is just someone who recognizes Chaos and can help mitigate it.

[][Ste] Porito De Lucci enters your office in a shockwave of rich, bitter-buttery perfume with a sweet undertone, though the man himself seems not at-all the type to use such delightful cologne, clad in a short-sleeved doublet that show off chemical burn scars on both arms. He introduces himself as a botanist and alchemist by trade, a maker of botanical tinctures. Though as of late he has become obsessed with the procurement and development of two particular beans, a rich yet bitter native of Lustria known only as 'cacao' and a smooth sweet sister known as 'vanill', both placed on his radar by a spicy yet intoxicatingly moreish drink named 'Xocolatl', shared with him by an Amazonian mercenary in his native port of Luccini.
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%
Hiring Cost: 20 Mo


This guy is a straight growth pick. Since we did not take the Halfling growers he's tempting for the rarely food as much as for the later exotic plants profits.

[][Mar] Gus 'Rockchewer' Stonegut emerges into your office like an oncoming wall of body heat with a suprisingly mild scent, a towering ogre whose steel plated boots make the floor shake with every ponderous and careful step. Though the strangley masked body odour is overshadowed by her gender. You weren't actually sure of female ogres existing, let alone imperial ones with a feathered militia cap and a gut-plate made from what looks like steel banded stone. Her name suits her incredibly strong jawline, and her voice is like an avalanche of gravel wrapped in satin. Gus speaks well in said tone, laying out with slow but clear and intelligent words that she has recently retired from life in the hochland military as an officer's bodyguard, and is looking to put her absorbed command skills to use. She is a powerful force, though brash.
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 10% success chance to the 'Personal Challenge' action, and gives a 10% discount to hiring ogre Mercenaries. However Gus reduces prestige from military victories by 5%,
Hiring Cost: 20 Mo


I know Ogres are going to tempt a lot of people, they are tempting me, but with the way the system works -2 Martial means -8% chance to success which means that at his best, in personal challenges he is 2% better than someone who just has Martial 8 which both of the others have, which leaves 10% discount hiring very tough but hungry troops and a lower assassination chance which does not seem that great in exchange for all the negatives

[][Mar] Klaus Gorograv is a smaller presence than the ogre, certainly, but perhaps no less eye catching due to the sheer volume of his moustache and beard, almost dwarf-like in their grand enormity and level of grooming. He speaks with charisma with about the importance of layered defence, eyes sparkling as he lays out the challenges of defensive works in the environs of lustria and how he intends to meet them. Klaus's degrees are impressive, with top marks from the imperial military academy and a degree from the nuln engineering college. Why he intends to spend his talent in the lustrian hellscape is beyond knowing, though he does confess to earning an ostland noble family's ire due to a duel -fought over an insult to Klaus's beard- gone near deadly.
Mar: 8

Unique Trait: Defense as Mathematics - Klaus reduces the time to research defensive military blueprints by 1 week (to a minimum of 1), and walls grant an additional 5% to defense rolls.
Hiring Cost: 20 Mo


I like this guy, he is solid and he grants a bonus at the thing that eventually turns out to be the bottleneck of a lot of quests, time. Yes, it is just on defensive buildings, but I do not think we will ever be at a point where we do not want more defenses. This is Lustria, there is always something worse out in the jungle or coming in from the sea.

[][Mar] Diego Estevez enters your office like an estalian clone of yourself, with a swaggering stance and a tossed rose toward Rapunzel -who lets it bounce softly off her shoulder without even a look away from her book- before he bows low to you with a sweep of his hat and a spilling of shoulder-length braided blonde hair. He is Diego Estevez, he proclaims to the air, and he will be your Advisor in the art of enlightened defense.
For all his bluster Diego does present some stunning credentials, being an alumni of Magritta's finest tactical and stategic college, a devoted servant of Myrmidia with a commendation from her Righteous spears, and an apparently fine duellist of the sword-and-dagger school
. He is also, despite his gift to Rapunzel, apparently more beloved of men than any poet could put into words.
Mar 8
Unique trait: Defense is an Adventure! -
Adventurers used in the settlement's defense give an additional 2% to defense and attack rolls. Martial rolls for an Expedition that Diego helped to plan treat their attribute as one point higher.
Hiring Cost: 20 Mo

Hey, hey, one charming scoundrel per colony, that's the Rules! Seriously though, this guy feels like we would be doubling down a bit too much on our strengths and not enough focus on just keeping the home base safe.
 
[X] No, Wizards should be put a normal advisor slot.

I'm leaning towards Botanist and Engineer as advisors. The Kislevite has the stewardship credentials and good bonuses, but didn't actually talk about his experience in the field. The Botanist will help double down on growing exotic foods, which is what we want. We definitely need them and Arabyan coffee on the next round. I know tropical plants aren't super exciting, but that will fund the colony. Once funds are secure we can run around fighting vampirants and ratmen.

There's also drugs to consider. Magical and non-magical herbs will be very important. Lustria might even have its own version of the coca, which wouldn't hurt. Tabaco was a mild narcotic too, so there is precedent. Wizards would love the stuff. :p
 
I've added an addendum to the informational post about Militias, Mercenaries and Colony Defence, and have amped up Gus a bit. Her 10% bonus is now a 20%. Meaning she is 12% scarier in a duel than a baseline Mar 8 character.

OK, that makes her more tempting. The thing about warhammer is a lot of really nasty things from Vampires to Chaos to Orcs like to duel and if you can kill them their army is either severely degraded or just not there anymore.
 
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[X] No, Wizards should be put a normal advisor slot.

I'm not so sure we would want to trust the defence of our colony to an Ogre. They make fine troops, sure but subpar leaders. There is also the matter of how our colonists will react to a brute such as her ordering them around. Hell, she may even like it a bit too much someday and start snacking on them or even decide to have a change of management.
 
At the end of the day, I prefer to mitigate the risk of Chaos corruption and plagues. Those are insidious dangers, while invasions and battles are easy to notice.
 
Yeah, I'm leaning plague-reduction and our friendly neighborhood ogre at this point. Reduced assassination and winning duels are solid, and Flynn himself can handle other Martial stuff at need (since he has Martial 8).
 
Took a while but here is my analysis on the 6 advisor.

Xiao Yun is going be good, when we are hosting trade delegations or expeditions which is more common. But it doesn't look like that trait would activate all that often. So she is the worst of the 3. She would combo very well with Diego if we want to go all in on Expeditions.

Pietro has his trait activated all of the time which is good. 10% less chance of corruption and plague is better than nothing but it is still 10%. Stewardship is for growing our colony so we can make money. I would be fine if he was an Intrigue advisor, but characters that are trained to root out corruption and plagues would likely have a better bonus. He is better than Xiao tho.

Purito gives +10% to our food and +20% of exotic plants. Rice is extremely calorie and nutrient dense, having Purito there would compound that benefit. Plus, vanilla and chocolate would likely be our first cash crop that we can sell sustainably. So he is likely to be my pick.

Gus, I think we can afford her and her mercs. We got rice which is really filling, whatever the Ind are bringing, we have Drakwald hunters, and Manaan fishers. Maybe hire her as a Merc instead to be a bodyguard?

Klaus is a more specialized defensive Advisor. We won't have a lot of people to form a big militia early on so relying on static defense to turtle up would allow us to withstand attack much better. Plus, he is a certified Engineer, I am sure he can create a steam pump to drain water from the swamp or something else beneficial.

Diego gets rolling when we have Adventures on our roster. But we can only bring 10, they are fairly expensive, and his talent only gives us a 10% bonus defense and attack, which is nice but not as good as Klaus who can build defensive emplacements that can bring bigger bonuses. Diego is good once we have established our colony and have a steady supply to pump out expeditions. Since we don't, Diego isn't useful. We want to entrench ourselves as quickly as we can, sending out expeditions isn't going to help develop our colony.
 
Prologue II-a2: The Advisors (Diplomacy and Intrigue)
Your take a brief rest between the last round of interviews and the next, slumping into Rapunzel who snickers and then giggles as you nuzzle her neck and then kiss down to the crest of her collarbone, her soft hand wapping your snoot to stop you smooching any lower.
You savour a hug before beginning the next batch of oddities.


[][Dip] Sasyana Sashana slips into your office as a flower in a painted vase, her tone and shade telling you she is from the indish group you have accepted as colonists, her bright smile and ambitious eyes telling that she wishes to come up in the world as more than, she admits freely, the third wife of Bundi the Exile. Sasyana lays out her skills with charm, despite a lack of formal qualifications, and includes in the place of degrees a thick packet of letters, all signed and sent by notable envoys and merchants that her indish group have come across in their travels. As the third wife it was always Sasyana's task to entertain the guests of Bundi and see to their needs, and in doing so build her own web of allies and connections.
Dip: 6
Unique Trait: A letter now and then
- Sasyana will get a 5% bonus to all Diplomacy rolls interacting with Factions above a Friendly level of relationship -Neutral<Connected<Friendly<Close-knit<Allied<Inner Circle-. The colony's faction relationships will also decay 20% slower.
Hiring Cost: 16 Mo

[][Dip] Imilar Entelfrin
is an unusual elf, and you've met enough elves to know, if for nothing else than for the length of her hair. Shaved down to the skin save for a single thin mohawk which is seperated into stripes of colour, a spectrum of hot tones from bright robin-breast red to sunflower yellow. She seems shocked when you correctly name her 'Asrai' instead of 'Asur', and seems content to smile and chirp a little odd eltharin at Rapunzel -which returns a confused look from your lover. Imilar calls herself a 'Speaker under the Boughs' by profession, entreated with the purpose to seek communion with forests and peoples far from her home glades. She is eager, if largely trained by and with the wood elves.
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)
Hiring Cost: 17 Mo

[][Dip] Mater 'Berry' Muffin
is a halfling who lives up to her name, about as sweet and as rounded as her namesake dessert. She enters your office with a whole tray of cookies and a jug of fresh-tapped cider, just to be friendly in the mootish tradition. Rapunzel nibbles on one between sips of cider as Mater lays out her qualifications with a smile. She ran a mootish enclave out in Stirland for 20 years through thin and fat, holding improvised court on disputes between rival villages, mediating famine relief. Her highest peak came from arguing down a marauding band of Ogres who hadn't been paid by the local graf, Mater talked them into only eating the Graf's sheep and none of the villagers who tended them, lubricating her diplomacy with a nice big vat of stew.
Of course then the Graf stiffed Mater on payment too, and so she sold her bakery and cashed in favours to make her way toward a new life.

Dip 5
Unique Trait: Mater's Knack - Mater has a +5% success bonus on diplomacy actions with all factions she has met personally -via envoy or visit-, and she may take a special action Food Parcel to spend 1 food and increase that bonus to 20% for 1 month from time of arrival. When taking an action to Negotiate with Mercenaries, Mater can reduce the cost of their contracts by 10% further than normal.
Hiring Cost: 14 Mo

[][Int] Gertrude von Cumberbatch slips into your office with a furry friend around her shoulders, not dead or stuffed but fully alive and murring as she runs a hand over its fuzzy head. 'Gerard' she introduces him, a trained and 'adorable' Wasteland Swamp-Rat of which she has four, as 'less would be cruel'. Gertrude informs you that she has over a dozen other furry, feathery and scaley little friends within her mini-menagerie, all of them travel sized and with intelligence plus senses to help in her intriguing endeavours. She has, apparently, cultivated her collection for the last few weeks to ensure they are all suitable for the lustrian climate, and to ensure that her previous friends found fair homes amongst the Empire's vast collection of pet loving people.
Her Parrot swears like a sartosan sailor when you're introduced to him, and the feathery bastard somehow knew to do it in Bretonnian.

Intr: 6
Unique Trait: Odd helpers
- Gertrude's collection of pets grant a 15% bonus success chance when taking the 'Detect Corruption/Plague', 'Track Agents/Infiltrators' and 'Investigate Cult' actions.)
Hiring Cost: 16 Mo

[][Int]'Two Nails' Sylvester
enters your room like a true child of shady environments, checking the corners before stepping fully past the door and even looking up to the rafters with a shift of his head, as if trying to catch the shadows there off-guard. He makes the sign of Ranald before sitting, nervously -or piously- tumbling a knucklebone dice over his fingers as he lays out his pitch. He was a former criminal back in Altdorf, a danged good one, and not one of the 'bastards'. Then the steelers caught him, he served his time, and in that time he found Ranald. The god of luck turned Syl's life around in a big way, finding him a sympathetic judge and helping him evade old gang-friends trying to drag him back into the muck. And every dice Syl rolled led him further toward the coast, closer to Marienburg. He arrived in the city on the day your carriage arrived to the docks, and isn't that just fate calling?
Intr: 7
Unique Trait: Ranald's Blessing - Sylvester's repentant nature and devotion to Ranald grant him a 10% bonus to Intrigue rolls whenever he is opposed, and a further 10% bonus during Intrigue rolls caused by Random Events.
Hiring Cost 18 Mo

[][Int] Else von Stein
slips into your office like a wraith in her large and ill-fitting cloak, her large and oddly luminous eyes twitchy as she takes her seat and seems hesitant to talk for a moment, introducing herself briefly by another name before shifting to her far more familiar riekspiel one. Her accent is odd, thick in odd places and soft yet twisty on the palate. She speaks with conviction as to her qualities as a woman to spot threats, to see the 'weft and weave' of coming treachery. Her skin has odd lines of pale blue in places, like faded tattoos, in particular around her eyes in a barely-gone knot. You catch her stumbling on the names of gods a few times, her lips making unfamiliar shapes before she pauses to recall the Empire's pantheon. Rapunzel tugs your arm as Else sweats in her chair, your lover murmuring that she recognises the odd foreign words spoken by the suspicious woman as Albish of all tongues.
Albion has attractively muscled and painted women on it? -Your previous encounters with tales of Albish mercenaries gave impressions of druids built like muddy twigs- You wonder if this one is simply travelling to meet her sisters, the Amazons.

Intr: 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.
Hiring Cost: 16 Mo

The Wizard Vote is still ongoing until the morning of 17/05/24. All of these advisors are subject to change. They are being posted for discussion/critique purposes and pre-planning. Consider the Wizard Vote as a long moratorium.
 
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[][Dip] Sasyana Sashana slips into your office as a flower in a painted vase, her tone and shade telling you she is from the indish group you have accepted as colonists, her bright smile and ambitious eyes telling that she wishes to come up in the world as more than, she admits freely, the third wife of Bundi the Exile. Sasyana lays out her skills with charm, despite a lack of formal qualifications, and includes in the place of degrees a thick packet of letters, all signed and sent by notable envoys and merchants that her indish group have come across in their travels. As the third wife it was always Sasyana's task to entertain the guests of Bundi and see to their needs, and in doing so build her own web of allies and connections.
Dip: 6
Unique Trait: A letter now and then
- Sasyana will get a cumulative 5% (capping at 15%) bonus to Diplomacy rolls with factions that she has previously interacted with, so long as she interacts with the faction within four weeks of the last. The colony's faction relationships will decay 10% slower.
Hiring Cost: 16 Mo

This looks like a good all around diplomat, as long as we show some kind of focus on a faction we can get quite a large bonus and we do not lose relations as fast. Given that we do not have a diplomatic focus I think she makes the most sense

[][Dip] Imilar Entelfrin is an unusual elf, and you've met enough elves to know, if for nothing else than for the length of her hair. Shaved down to the skin save for a single thin mohawk which is seperated into stripes of colour, a spectrum of hot tones from bright robin-breast red to sunflower yellow. She seems shocked when you correctly name her 'Asrai' instead of 'Asur', and seems content to smile and chirp a little odd eltharin at Rapunzel -which returns a confused look from your lover. Imilar calls herself a 'Speaker under the Boughs' by profession, entreated with the purpose to seek communion with forests and peoples far from her home glades. She is eager, if largely trained by and with the wood elves.
Dip: 6
Unique Trait: Speak for the Trees
- Imilar recieves a +10% bonus to rolls during actions interacting with elven factions, and with factions associated closely with the forests. She however will take a -15% malus on rolls interacting with dwarven factions. Imilar also reduces the time taken by Diplomatic actions contacting other factions on the lustrian continent by 1 week (to a minimum of 1)
Hiring Cost: 17 Mo
I'm going to get this out of the way first -15 is a lot. For the purposes of talking to dwarfs she has a diplomacy of 2.5. If we take her we should resolve to never talk to another dwarf. That said she has better than max base diplomacy dealing with Elves Amazons and Lizardmen. I would be tempted by her except for the fact that... we area already damn elf-y by imperial standards what with Rapunzel being... more than an advisor. I think choosing her will have more than the obvious impacts and not in a good way

[][Dip] Mater 'Berry' Muffin
is a halfling who lives up to her name, about as sweet and as rounded as her namesake dessert. She enters your office with a whole tray of cookies and a jug of fresh-tapped cider, just to be friendly in the mootish tradition. Rapunzel nibbles on one between sips of cider as Mater lays out her qualifications with a smile. She ran a mootish enclave out in Stirland for 20 years through thin and fat, holding improvised court on disputes between rival villages, mediating famine relief. Her highest peak came from arguing down a marauding band of Ogres who hadn't been paid by the local graf, Mater talked them into only eating the Graf's sheep and none of the villagers who tended them, lubricating her diplomacy with a nice big vat of stew.
Of course then the Graf stiffed Mater on payment too, and so she sold her bakery and cashed in favours to make her way toward a new life.

Dip 5
Unique Trait: Mater's Knack - Mater has a +5% success bonus on diplomacy actions with all factions she has met personally -via envoy or visit-, and she may take a special action Food Parcel to spend 1 food and increase that bonus to 20% for 1 month from time of arrival. When taking an action to Negotiate with Mercenaries, Mater can reduce the cost of their contracts by 10% further than normal.
Hiring Cost: 14 Mo
Cool and all but this feels a bit too specialized for my liking. The hardest diplomacy rolls are likely to been before we can arrange any visits so Berry makes it harder to get her to the point where her specific bonuses apply

[][Int] Gertrude von Cumberbatch slips into your office with a furry friend around her shoulders, not dead or stuffed but fully alive and murring as she runs a hand over its fuzzy head. 'Gerard' she introduces him, a trained and 'adorable' Wasteland Swamp-Rat of which she has four, as 'less would be cruel'. Gertrude informs you that she has over a dozen other furry, feathery and scaley little friends within her mini-menagerie, all of them travel sized and with intelligence plus senses to help in her intriguing endeavours. She has, apparently, cultivated her collection for the last few weeks to ensure they are all suitable for the lustrian climate, and to ensure that her previous friends found fair homes amongst the Empire's vast collection of pet loving people.
Her Parrot swears like a sartosan sailor when you're introduced to him, and the feathery bastard somehow knew to do it in Bretonnian.

Intr: 6
Unique Trait: Odd helpers
- Gertrude's collection of pets grant a 15% bonus success chance when taking the 'Detect Corruption/Plague', 'Track Agents/Infiltrators' and 'Investigate Cult' actions.)
Hiring Cost: 16 Mo

Cheap and good against corruption? She is really nice at dealing with what is likely to be our main concern for much of the early game and that is what matters right now. We can get more bonuses later from buildings and improvements of advisors etc... but a strong plague or a hidden cult in the first handful of turns will make this just another cautionary tale about why you do not settle in Lustria.


[][Int]'Two Nails' Sylvester enters your room like a true child of shady environments, checking the corners before stepping fully past the door and even looking up to the rafters with a shift of his head, as if trying to catch the shadows there off-guard. He makes the sign of Ranald before sitting, nervously -or piously- tumbling a knucklebone dice over his fingers as he lays out his pitch. He was a former criminal back in Altdorf, a danged good one, and not one of the 'bastards'. Then the steelers caught him, he served his time, and in that time he found Ranald. The god of luck turned Syl's life around in a big way, finding him a sympathetic judge and helping him evade old gang-friends trying to drag him back into the muck. And every dice Syl rolled led him further toward the coast, closer to Marienburg. He arrived in the city on the day your carriage arrived to the docks, and isn't that just fate calling?
Intr: 7
Unique Trait: Ranald's Blessing - Sylvester's repentant nature and devotion to Ranald grant him a 10% bonus to Intrigue rolls whenever he is opposed, and a further 10% bonus during Intrigue rolls caused by Random Events.
Hiring Cost 18 Mo


This guy is tempting... but he would be even better in the mid game when our concern is Harkon sending spies to tell when the trade ships go out and not in the early game when our main concern is not dying to plague and cults. Still thanks to Finn's luck we are going to be generating a lot of random events which means that the blessing is even more powerful than it would otherwise be.

[][Int] Else von Stein slips into your office like a wraith in her large and ill-fitting cloak, her large and oddly luminous eyes twitchy as she takes her seat and seems hesitant to talk for a moment, introducing herself briefly by another name before shifting to her far more familiar riekspiel one. Her accent is odd, thick in odd places and soft yet twisty on the palate. She speaks with conviction as to her qualities as a woman to spot threats, to see the 'weft and weave' of coming treachery. Her skin has odd lines of pale blue in places, like faded tattoos, in particular around her eyes in a barely-gone knot. You catch her stumbling on the names of gods a few times, her lips making unfamiliar shapes before she pauses to recall the Empire's pantheon. Rapunzel tugs your arm as Else sweats in her chair, your lover murmuring that she recognises the odd foreign words spoken by the suspicious woman as Albish of all tongues.
Albion has Women on it? Attractively muscled and painted women? You wonder if this one is simply travelling to meet her sisters, the Amazons.

Intr: 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.
Hiring Cost: 16 Mo

This is a mystery box, unless I am much mistaken that is a full on Truthsayer on a mission which could be very good or very bad depending on how it goes. She is good against cults too so it's not like there's no utility
 
Hhm she could be agent sent by the lizardmen ruling Albion to sniff out whats the new colony all about and if there a threat to the lustrian lizardmen cause people basically follow the lizardmen as there liege lords. Though that's speculation on my part.

Uh...what? I cannot find or remember any references to lizardmen ruling Albion. What's your source?

I'm going to get this out of the way first -15 is a lot. For the purposes of talking to dwarfs she has a diplomacy of 2.5. If we take her we should resolve to never talk to another dwarf. That said she has better than max base diplomacy dealing with Elves Amazons and Lizardmen. I would be tempted by her except for the fact that... we area already damn elf-y by imperial standards what with Rapunzel being... more than an advisor. I think choosing her will have more than the obvious impacts and not in a good way

In fairness, Flynn can do some diplomacy himself in an emergency. Having a narrow field where our advisor is ineffective isn't a dealbreaker. I still prefer either other option on Diplomacy, but it's not 'we can never talk to the Dwarves' kind of bad.
 
Wait, is the previous vote abaout the advisors already closed? I didn't see any notification
The advisor's vote hasn't started yet, and the vote about Wizards has not yet closed. The wizard vote will be ongoing until tomorrow morning, at which point I'll either be adding a potential wizard to these categories, making a category of wizards or adding some Wizards to the future votes for mercenaries.
 
[][Dip] Imilar Entelfrin is an unusual elf, and you've met enough elves to know, if for nothing else than for the length of her hair. Shaved down to the skin save for a single thin mohawk which is seperated into stripes of colour, a spectrum of hot tones from bright robin-breast red to sunflower yellow. She seems shocked when you correctly name her 'Asrai' instead of 'Asur', and seems content to smile and chirp a little odd eltharin at Rapunzel -which returns a confused look from your lover. Imilar calls herself a 'Speaker under the Boughs' by profession, entreated with the purpose to seek communion with forests and peoples far from her home glades. She is eager, if largely trained by and with the wood elves.
Dip: 6
Unique Trait: Speak for the Trees
- Imilar recieves a +10% bonus to rolls during actions interacting with elven factions, and with factions associated closely with the forests. She however will take a -15% malus on rolls interacting with dwarven factions. Imilar also reduces the time taken by Diplomatic actions contacting other factions on the lustrian continent by 1 week (to a minimum of 1)
Hiring Cost: 17 Mo

Okay, while the malus with dwarfs is bad, 8 think her utility when dealing the Lustrian natives and Elves more than compensate for it.

[][Int] Gertrude von Cumberbatch slips into your office with a furry friend around her shoulders, not dead or stuffed but fully alive and murring as she runs a hand over its fuzzy head. 'Gerard' she introduces him, a trained and 'adorable' Wasteland Swamp-Rat of which she has four, as 'less would be cruel'. Gertrude informs you that she has over a dozen other furry, feathery and scaley little friends within her mini-menagerie, all of them travel sized and with intelligence plus senses to help in her intriguing endeavours. She has, apparently, cultivated her collection for the last few weeks to ensure they are all suitable for the lustrian climate, and to ensure that her previous friends found fair homes amongst the Empire's vast collection of pet loving people.
Her Parrot swears like a sartosan sailor when you're introduced to him, and the feathery bastard somehow knew to do it in Bretonnian.

Intr: 6
Unique Trait: Odd helpers
- Gertrude's collection of pets grant a 15% bonus success chance when taking the 'Detect Corruption/Plague', 'Track Agents/Infiltrators' and 'Investigate Cult' actions.)
Hiring Cost: 16 Mo

[][Int] Else von Stein
slips into your office like a wraith in her large and ill-fitting cloak, her large and oddly luminous eyes twitchy as she takes her seat and seems hesitant to talk for a moment, introducing herself briefly by another name before shifting to her far more familiar riekspiel one. Her accent is odd, thick in odd places and soft yet twisty on the palate. She speaks with conviction as to her qualities as a woman to spot threats, to see the 'weft and weave' of coming treachery. Her skin has odd lines of pale blue in places, like faded tattoos, in particular around her eyes in a barely-gone knot. You catch her stumbling on the names of gods a few times, her lips making unfamiliar shapes before she pauses to recall the Empire's pantheon. Rapunzel tugs your arm as Else sweats in her chair, your lover murmuring that she recognises the odd foreign words spoken by the suspicious woman as Albish of all tongues.
Albion has Women on it? Attractively muscled and painted women? You wonder if this one is simply travelling to meet her sisters, the Amazons.

Intr: 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.
Hiring Cost: 16 Mo

I absolutely want to take them both, they are too useful to have to pass up and aren't too costly. We can take more than one, right?
 
Uh...what? I cannot find or remember any references to lizardmen ruling Albion. What's your source?



In fairness, Flynn can do some diplomacy himself in an emergency. Having a narrow field where our advisor is ineffective isn't a dealbreaker. I still prefer either other option on Diplomacy, but it's not 'we can never talk to the Dwarves' kind of bad.
Konquata
In the wake of the Albion campaign around 2520 IC, the Slann rediscovered the island and the treasures of the Old Ones that were left behind there at the ruined temple-city known as the Forge of the Old Ones. Determined to not allow the relics to fall into the wrong hands, Lord Mazdamundi of the Second Spawning and Nakai traveled to Albion via the Geomantic Web. Using their magic to create a new jungle and maintain the mist that hid the island, the Lizardmen founded a new temple-city there, the first since the Great Catastrophe.

It was called Konquata, the Place of Resistance.

From the wiki yeah it hasn't happened yet cause I got the time mixed up again. But yeah Albion is important to the lizardmen they just need to find it and remember it's importance and the people of Albion have sworn to protect it and I believe it's also important place for the geomantic web.
 
it's also important place for the geomantic web.
The Slann are already very much aware of Albion, and are intensely aware of its importance as a geomantic locus. Their non-involvement on Albion was essentially a millenia-long experiment to see if the warmbloods could be trusted not to fuck it up too badly.

Then ShadowDick the Whiny-Prince happened, crap got corrupted, and the Slann essentially threw up their big froggy hands while saying "Well clearly that didn't fucking work, Warmbloods always shitting the bed. I guess we have to go sort that bullshit out now."

We can take more than one, right?
You cannot take more than one in a single slot, unfortunately, but the non-chosen advisors will -unless you specifically vote to boot them from the colony- still be lurking around providing Expedition-leads and Quest-bait to progress their own personal storylines.
 
"Well clearly that didn't fucking work, Warmbloods always shitting the bed. I guess we have to go sort that bullshit out now."
To be fair to Albion they did managed to keep it secured until Old belakor came along and ruined it for the protectors of the leyline also I just checked there's also some good aligned giants also protecting Albion right now cause belakor ain't here yet and I think there the sky titan variety that escaped the ogre genocide of the there kind and they probably still follow the orders of the old ones they along with the lizardmen were the foremost servents of the old ones before the catastrophe.
 
Imilar Entelfrin is an unusual elf, and you've met enough elves to know, if for nothing else than for the length of her hair. Shaved down to the skin save for a single thin mohawk which is seperated into stripes of colour, a spectrum of hot tones from bright robin-breast red to sunflower yellow. She seems shocked when you correctly name her 'Asrai' instead of 'Asur', and seems content to smile and chirp a little odd eltharin at Rapunzel -which returns a confused look from your lover. Imilar calls herself a 'Speaker under the Boughs' by profession, entreated with the purpose to seek communion with forests and peoples far from her home glades. She is eager, if largely trained by and with the wood elves.
Dip: 6
Unique Trait: Speak for the Trees
- Imilar recieves a +10% bonus to rolls during actions interacting with elven factions, and with factions associated closely with the forests. She however will take a -15% malus on rolls interacting with dwarven factions. Imilar also reduces the time taken by Diplomatic actions contacting other factions on the lustrian continent by 1 week (to a minimum of 1)
Hiring Cost: 17 Mo
This one. Action economy is king, and that action time reduction is the crown she wears. She also gives us a real good bonus with lizardmen, elves, and Amazons, all people we're really interested in talking with. The best to combo with our adventures. She has 1 more Diplo than Mater and her bonuses apply all the time. I think having another elf around for Rapunzel to talk to would be a nice bonus as well.

'Two Nails' Sylvester enters your room like a true child of shady environments, checking the corners before stepping fully past the door and even looking up to the rafters with a shift of his head, as if trying to catch the shadows there off-guard. He makes the sign of Ranald before sitting, nervously -or piously- tumbling a knucklebone dice over his fingers as he lays out his pitch. He was a former criminal back in Altdorf, a danged good one, and not one of the 'bastards'. Then the steelers caught him, he served his time, and in that time he found Ranald. The god of luck turned Syl's life around in a big way, finding him a sympathetic judge and helping him evade old gang-friends trying to drag him back into the muck. And every dice Syl rolled led him further toward the coast, closer to Marienburg. He arrived in the city on the day your carriage arrived to the docks, and isn't that just fate calling?
Intr: 7
Unique Trait: Ranald's Blessing - Sylvester's repentant nature and devotion to Ranald grant him a 10% bonus to Intrigue rolls whenever he is opposed, and a further 10% bonus during Intrigue rolls caused by Random Events.
Hiring Cost 18 Mo
This one is an easy pick. Has the highest Intrigue, which is a good start. He's got a bonus to opposed rolls which is very good, because if he's being opposed by someone, we REALLY don't want him to fail. A +20% bonus is very big and combos well with our luck trait.
 
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