Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .
So, here's a plan idea:

[] Plan Agriculture, Animals, and No Assassinations
-[][Ste] Porito De Lucci
-[][Mar] Gus 'Rockchewer' Stonegut
-[][Dip] Imilar Entelfrin
-[][Int] Else von Stein
-[][Wiz] Konrad Geznur


Total Price: (20 + 20 + 17 +16 + 22 =) 95
Upkeep Costs: (4 + 3 +2 + 2 + 4 =) 15

The basic idea here is to maximize our defenses against assassination with Gus and Else (which seems really important), and focus on agriculture, animal acquisition, and dealing with nature-related factions with the other options. This does mean that if we run into Dwarfs, Flynn himself will need to handle the Diplomacy, and he might need to fill in on certain Martial actions as well, but those are both things he's well suited to do, so it seems solid.

The upkeep is also pretty workable, IMO, though that's true of most valid plans.
 
[] Plan Wonders of Nature
-[][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

-[][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 20% success chance to 'Personal Challenge' actions that she takes, and gives a 10% discount to hiring ogre Mercenaries. However Gus reduces prestige from military victories by 5%,
Hiring Cost: 20 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]'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
-[] [Wiz] Konrad Geznur
emerges from the shadows of your office like a prowling panther, startling you out of your distracting -and headache soothing- smooches with Rapunzel. The unusually subtle amber journeyman relates how none but his master, Magister Simone, seem to believe in his goals. For Konrad is enthused with the belief that each clade of animal on Mallus have in them inherent inherited aspects which lead back to a natural progenitor. An Ur-Beast. A pure font of Amber magic which stamps their clade's form onto the world's magical sphere. He seems to desire nothing less than to find them, and Rapunzel at least shrugs and nods when he calls Lustria the housing of many primordial beasts. Though on the subject of Ur-beasts she remains mum.
Unique Trait: Ur-Beast Hunter - An expert in identifying every clade of animal known to man, and an expert in reading the physiology of the unknown, Konrad improves the chance of all Quest and Expedition rolls to Identify, Capture or Repel Rare and/or Exotic beasts by 30%.
Unlocks the Amber Glade blueprint and Exotic Beast Pen upgrade for it.

Reasoning
  1. Plans are some of the most valuable things out there and also a buff to food might save us in the early days, especially given now many colonists we have.
  2. The thing about personal combat is warhammer is that some of the nastiest things out there, Chaos warriors Beast Lords, orcs and vampires are inclined to take duels and once one of them dies their army is either degraded or not there anymore. Given that this plan is also stocking up on advisers I think it makes sense to guard against assassinations as well
  3. As cool as the elf might be, cost reductions are valuable and between the elf girlfriend and the wizard I do not think we want to be even more strange to the average Imperial
  4. Thanks to Flynn's luck we are going to be getting twice as many random events, which makes that trait twice as valuable as it otherwise would be. On top of that opposed rolls are likely to be among the most dangerous intrigue rolls
  5. I am tempted by the Celestial for the synergy but I just think the Amber has too good of a synergy with being in Lustria. The Imperial Zoo is going to be paying through the nose for some of this stuff
Total Cost: 94 Mo.
Total Upkeep: 17 Mo.
 
I would heavily advise checking in on other people posting similar plans and negotiating/discussing melding them. Many times people with very similar goals have lost votes due to one or two differences in the details.
 
The basic idea here is to maximize our defenses against assassination with Gus and Else (which seems really important), and focus on agriculture, animal acquisition, and dealing with nature-related factions with the other options. This does mean that if we run into Dwarfs, Flynn himself will need to handle the Diplomacy, and he might need to fill in on certain Martial actions as well, but those are both things he's well suited to do, so it seems solid.

The upkeep is also pretty workable, IMO, though that's true of most valid plans.

But this way we are giving up a big bonus for detecting Plagues and Corruption, that seems more important than maximizing anti-assassination defenses.

As cool as the elf might be, cost reductions are valuable and between the elf girlfriend and the wizard I do not think we want to be even more strange to the average Imperial

Begin in the good graces of Ulthuan is absolutely a good thing, and increasing the chances of good relations witb High Elf merchants is too good to pass up.

Also, Imilar can help us with our relations with Lizardmen and Amazons. And considering we are basicaly in their backyard, that feels like something we should absolutely do, unless we want to have lots of troubles in the near future.
 
Begin in the good graces of Ulthuan is absolutely a good thing, and increasing the chances of good relations witb High Elf merchants is too good to pass up.

Also, Imilar can help us with our relations with Lizardmen and Amazons. And considering we are basicaly in their backyard, that feels like something we should absolutely do, unless we want to have lots of troubles in the near future.
There is also the matter of the Asur fleets roaming the oceans. Besides merchants, the Sea Guard can offer protection whenever we might have trouble if they happen to be close by, being the world's foremost naval power. It would be wise to stay in their good graces, so that we maintain a vital link to the home country.
 
But this way we are giving up a big bonus for detecting Plagues and Corruption, that seems more important than maximizing anti-assassination defenses.

Getrude instead of Else is definitely defensible, but I think the anti-assassination and opposition to enemy heroes is probably worth going with Else instead. That said, I might well throw your plan an approval vote if it's looking like it's either that or some other plan.
 
-[][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
I really think you should swap her out for Imilar. Even if it makes us look a little more strange, Imilar provides big benefits for befriending elves, Amazons, and lizardmen, all people we really want on our side, and two of them are particularly prickly so the diplo bonus is especially helpful. The action time reduction would also be great for coordinating and working with forest allies. She has great synergy with Porito and Konrad, giving us truly excellent ability to turn the jungle into an ally instead of an enemy. Since we'll be adventuring a lot in the jungle, that is fantastic.
 
I know people are excited about Konrad, but there's something important we should keep in mind:
Please keep in mind that wizards, and indeed all advisors, are far more than their traits. They all have their manias and their own little quest-lines. None of them are traps, precisely, but some of their consequences will be troublesome.
Konrad's skills are naturally excellent, but his obsession could end up proving a pretty big problem, especially if he ends up wanting to study certain sacred animals and causes a diplomatic incident with lizardmen, Amazons, or the sacred animals in question.

Johanna is honestly very excellent in the personality department. She seems sensible and dependable, and she even gets along with Rapunzel! If we get her, we can simply enjoy her presence without worrying that she'll cause us issues. Her trait is nothing to sneeze at either; we really don't want to deal with the results of nat 1s on random event rolls in a place like Lustria.

He's not a nurgle boy! He's just a little... Unhinged about getting access to the Ghyranic Font of Lustria.

He would get into a few arguments with the Shallyans though, given their mistrust regarding healing magic and his mislike of their 'lacking' official medical qualifications.
My mistrust for Ivahn deepens. "lacking official medical qualifications", bah! I've seen their temple in Helmgart, I know they've got reams upon reams of medical texts. They're the leading mental health experts in the Old World, and some are even chemists.
 
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But this way we are giving up a big bonus for detecting Plagues and Corruption, that seems more important than maximizing anti-assassination defenses.



Begin in the good graces of Ulthuan is absolutely a good thing, and increasing the chances of good relations witb High Elf merchants is too good to pass up.

Also, Imilar can help us with our relations with Lizardmen and Amazons. And considering we are basicaly in their backyard, that feels like something we should absolutely do, unless we want to have lots of troubles in the near future.
I really think you should swap her out for Imilar. Even if it makes us look a little more strange, Imilar provides big benefits for befriending elves, Amazons, and lizardmen, all people we really want on our side, and two of them are particularly prickly so the diplo bonus is especially helpful. The action time reduction would also be great for coordinating and working with forest allies. She has great synergy with Porito and Konrad, giving us truly excellent ability to turn the jungle into an ally instead of an enemy. Since we'll be adventuring a lot in the jungle, that is fantastic.

I hear you guys, some good points so new plan with associated costs

[X] Plan Wonders of Nature V2
-[X][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

-[X][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 20% success chance to 'Personal Challenge' actions that she takes, and gives a 10% discount to hiring ogre Mercenaries. However Gus reduces prestige from military victories by 5%,
Hiring Cost: 20 Mo

[X][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
-[X][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
-[X] [Wiz] Konrad Geznur
emerges from the shadows of your office like a prowling panther, startling you out of your distracting -and headache soothing- smooches with Rapunzel. The unusually subtle amber journeyman relates how none but his master, Magister Simone, seem to believe in his goals. For Konrad is enthused with the belief that each clade of animal on Mallus have in them inherent inherited aspects which lead back to a natural progenitor. An Ur-Beast. A pure font of Amber magic which stamps their clade's form onto the world's magical sphere. He seems to desire nothing less than to find them, and Rapunzel at least shrugs and nods when he calls Lustria the housing of many primordial beasts. Though on the subject of Ur-beasts she remains mum.
Unique Trait: Ur-Beast Hunter - An expert in identifying every clade of animal known to man, and an expert in reading the physiology of the unknown, Konrad improves the chance of all Quest and Expedition rolls to Identify, Capture or Repel Rare and/or Exotic beasts by 30%.
Unlocks the Amber Glade blueprint and Exotic Beast Pen upgrade for it.

Total Cost: 97 Mo.
Total Upkeep: 19 Mo.
 
I know people are excited about Konrad, but there's something important we should keep in mind:

Konrad's skills are naturally excellent, but his obsession could end up proving a pretty big problem, especially if he ends up wanting to study certain sacred animals and causes a diplomatic incident with lizardmen, Amazons, or the sacred animals in question.

Johanna is honestly very excellent in the personality department. She seems sensible and dependable, and she even gets along with Rapunzel! If we get her, we can simply enjoy her presence without worrying that she'll cause us issues. Her trait is nothing to sneeze at either; we really don't want to deal with the results of nat 1s on random event rolls in a place like Lustria.

That's probably fair enough. Still, I'm torn, so two plans:

[X] Plan Agriculture, Animals, and No Assassinations
-[X][Ste] Porito De Lucci
-[X][Mar] Gus 'Rockchewer' Stonegut
-[X][Dip] Imilar Entelfrin
-[X][Int] Else von Stein
-[X][Wiz] Konrad Geznur


As discussed above.

[X] Plan Agriculture, Event Mitigation, and No Assassinations
-[X][Ste] Porito De Lucci
-[X][Mar] Gus 'Rockchewer' Stonegut
-[X][Dip] Imilar Entelfrin
-[X][Int] Else von Stein
-[X][Wiz] Johanna Kepler


The same plan, but subbing out Konrad for Johanna, which is fair enough, as an idea.

Both have identical prices and upkeep costs:
Total Price: (20 + 20 + 17 +16 + 22 =) 95
Upkeep Costs: (4 + 3 +2 + 2 + 4 =) 15
 
Getrude instead of Else is definitely defensible, but I think the anti-assassination and opposition to enemy heroes is probably worth going with Else instead. That said, I might well throw your plan an approval vote if it's looking like it's either that or some other plan.

We already would have anti-assassination defense thanks to Gus. Doubling down on it seems pointless.

[X] Plan Lustrian Resources
-[X][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

-[X][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 20% success chance to 'Personal Challenge' actions that she takes, and gives a 10% discount to hiring ogre Mercenaries. However Gus reduces prestige from military victories by 5%,
Hiring Cost: 20 Mo

-[X][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
-[X][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
-[X][Wiz] Konrad Geznur
emerges from the shadows of your office like a prowling panther, startling you out of your distracting -and headache soothing- smooches with Rapunzel. The unusually subtle amber journeyman relates how none but his master, Magister Simone, seem to believe in his goals. For Konrad is enthused with the belief that each clade of animal on Mallus have in them inherent inherited aspects which lead back to a natural progenitor. An Ur-Beast. A pure font of Amber magic which stamps their clade's form onto the world's magical sphere. He seems to desire nothing less than to find them, and Rapunzel at least shrugs and nods when he calls Lustria the housing of many primordial beasts. Though on the subject of Ur-beasts she remains mum.
Unique Trait: Ur-Beast Hunter - An expert in identifying every clade of animal known to man, and an expert in reading the physiology of the unknown, Konrad improves the chance of all Quest and Expedition rolls to Identify, Capture or Repel Rare and/or Exotic beasts by 30%.
Unlocks the Amber Glade blueprint and Exotic Beast Pen upgrade for it.
 
[X] Plan: The Will to Shape Fate
-[X] [Ste] Porito De Lucci
-[X] [Mar] Gus 'Rockchewer' Stonegut
-[X] [Dip] Imilar Entelfrin
-[X] [Int] 'Two Nails' Sylvester
-[X] [Wiz] Johanna Kepler

Total Price: (20 + 20 + 17 + 18 + 22) = 97
Upkeep Costs: (4 + 2 + 2 + 3 + 4) = 15

I want to get Johanna and Sylvester together to really turn Flynn's luck trait into an asset. A reroll is fantastic, because it keeps the nastiest events from happening to our colony - whether plague, animal, Chaos, weather, etc. - and improves odds of good events happening. The +20 to intrigue events is pretty darn good too, because bad intrigue events are some bad news, especially when we're at Intrigue 1.

Johanna is also by far the best wizard personality-wise. We can depend on her to do her job, she won't cause us any troubles or crises, and we instantly acquire a new friend for Rapunzel, which may proceed into magical tutelage fairly smoothly. Personality's gonna matter a lot with wrangling wizards, and that speaks a lot in Johanna's favour.

[X] Plan Agriculture, Event Mitigation, and No Assassinations
 
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When posting plans, I'd like to ask if the options can be abbreviated, rather than posted in full. Otherwise it makes the page very big and makes it difficult to compare plans.
 
[X] Plan: The Winning Team
-[X] [Ste] Porito De Lucci
-[X] [Mar] Klaus Gorograv
-[X] [Dip] Imilar Entelfrin
-[X] [Int]'Two Nails' Sylvester
-[X] [Wiz] Johanna Kepler

97 up front / 18 upkeep

I prefer to keep Ogres away from positions of responsibility. Plus, precognitions and Ranald's luck are very welcome in any RNG based setting.
 
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Konrad's skills are naturally excellent, but his obsession could end up proving a pretty big problem, especially if he ends up wanting to study certain sacred animals and causes a diplomatic incident with lizardmen, Amazons, or the sacred animals in question.
Konrad is well read on matter of not poking the giant possible magical cold blooded death machine the size of House. So worry averted also most sacred animals of lustria are Uber dangerous that could kill any idiot trying to capture them.
Not to spoil, but Konrad is possibly one of the best humans you can obtain to warn y'all about sacred animals (and other exotic beasts), due to his access to the Amber College's records and his quite uncommon obsession with studying them.
Many Amber journeymen, and indeed Amber Magisters, forgo paper records and ignore the records to saturate themselves all the deeper within the amber beast wind.

Konrad, in contrast, will be spending most of his upkeep on 1: Maxing out his requests for Amber Archival material, and 2: Posting Archival Materials back to Altdorf so they don't cut him off.

The trick will be getting his nose out of his studies to actually give that warning.
 
Konrad is well read on matter of not poking the giant possible magical cold blooded death machine the size of House. So worry averted also most sacred animals of lustria are Uber dangerous that could kill any idiot trying to capture them.
I'm certain he can warn us, but that post gives us an example of how he may end up not giving us that warning. The post also reaffirms his obsession with studying those sacred animals, which I can easily see pivoting into unwise decisions that can cost us. I'd much rather have Johanna turn a nat 1 dread saurian attack/Nurgle Rot outbreak/typhoon/pirate invasion into anything except those things, reliably and without issue.
 
So I've read the thread mark on Lizardmen, but I do need to ask. Could we get far enough into the good graces of the local scaly bois to earn the title Lizardfriend? Or (and I know very well this ones ambitious) make progress to bring the Lizards into the Ordertide with the Dawi and Asur?
 
So I've read the thread mark on Lizardmen, but I do need to ask. Could we get far enough into the good graces of the local scaly bois to earn the title Lizardfriend? Or (and I know very well this ones ambitious) make progress to bring the Lizards into the Ordertide with the Dawi and Asur?
The former yes, the latter is already completed. They're the most order of the ordertide, and believe warmbloods to have a role in the Great Plan.
 
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