Friendly/Sympathetic Vampires?


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Omake: Kill the Wizard First (Canon)
Kill the Wizard First


2394 IC, somewhere in the Drakwald

Ghur howls in Arda's ears as a heady mix of fear and aggression floods her thoughts. With spear in hand, she desperately fends off a gor leader as its minions bear down on the guards of the baron's daughter she was assigned to escort. The scent of filth and bloodlust overwhelms her sense of smell as the heavily muscled beastman swings its crude axe at her again and again, and it takes all of Arda's focus to keep moving as instinct screams at her to kill it kill it kill it. Her legs burn with exertion as she manoeuvres around trees and over rocks to keep it from closing as she stabs out with her spear, drawing blood with every third strike where its armour doesn't protect it.

Instinct lets her move without thinking, frequent practice drills having turned martial techniques into automatic action. At last she scores a pair of telling blows, first stabbing through the wrist of its weapon hand and then plunging her spear through a weak spot in its chest armour. It dies too slowly though, and before she can react, it leaps forward and tackles her to the ground. The beastman opens its mouth to tear out her throat, only for someone to yank its head back and punch a sword through its neck.

The guard helps Arda up and the wizard apprentice prepares to rejoin the fight, only to find the rest of the assailants dead or gone, the guards having prevailed over the lesser beastmen. A cantrip lets Arda shake off the blood that spilled on her so she could look presentable when she rejoins the group. When they reach the coaching inn, she boasts of her valour as she drowns the last of her jitters in alcohol. The next day, her master arrives and, once they have privacy, hugs her apprentice and talks to her about the fight.

"'Kill the wizard first'," Herfjötur summarises, "it's what our enemies do when they fear our power. I'm impressed by how well you applied your training, apprentice. You kept your cool and survived against a stronger fighter until your allies rescued you. All your hard work paid off."

"I'm alive after all," says Arda as she bristles at the praise.

"That you are," says the master wizardess, clapping the smaller southern woman on the shoulder. "Now come, Ulric willing we'll make it back to Middenheim before the solstice. If Old Bloodbark's in, I reckon I could twist his arm into getting you something nice before you head off to Lustria."

2395 IC, Preisdorf

After telling the governor about what happened, Arda goes through her belongings and withdraws a healing potion, Bloodbark's gift, swaddled in cloth to cushion it. She'd planned to save it for later, but she can't use her sling with one arm and otherwise deeply dislikes having a broken bone. Arda downs the potion and immediately the pain radiating from her elbow transmutes into intense but painless heat.


I'll cool it on the omakes now. Been making too much.
 
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Seeding. Month 1 - Week 2. 01/6/2395 IC
You are Flynn Ryder, Governor of the new Imperial Colony of Preisdorf and it is up to you to Decide where your people's destiny lies. In fortune, or in death upon this hostile land?

Yesterday has simply not been your day, with the debacle of Klaus's kidnapping by Pirates (of all things, pirates) fresh in your mind along with the confusion of Else's apparent magic and Imilar's confusingly complex relationship to the Centaur. You bury your face in Rapunzel's bosum as dawn's light breaks upon your room, marking the start of a grand and hopeful new week...

You deeply appreciate your elfven lover's lips, her cuddles, her warmth and comfort in this utterly strange time.


You have 5 Manpower Available.
You have 2 Personal Actions to spend.
You have 5 Advisor Actions available
.
You have a treasury of 139.5 Mo
You have 32 Food in Storage (rounding down). Base Spoilage rate of 5%
You have 16 Construction Materials available.

You have 21 Building slots available, 6 are Flooded. 12 are Forested.

You have a trade route with the Centorean Glade-Stewards exchanging 2 Food for 4 Money per week.
[] [Construct]


  1. Ambassador's Home:
    • Construction Cost: 1 unit of manpower, 2 units of construction materials, 1 Mo.
    • Maintenance Cost: 0.25 Manpower units per week, 0.25 Mo per week
    • Output: Increases Diplomacy by 5%.
  2. Celestial Viewing Tower:
    • Construction Cost: 1 unit of manpower, 3 units of construction materials, 5 Mo.
    • Maintenance Cost: 0.25 units per week, 1 Mo per Week
    • Output: Allows Johanna to predict the Event for the week ahead, though the choice to reroll will wait until that week's action choices.
  3. Colonial Bunkhouse:
    • Construction Cost: 2 units of manpower, 4 units of construction materials, 1 Mo.
    • Maintenance Cost: 0.5 Manpower units per week, 0.5 Mo per week
    • Output: 1 Mo per week, Provides better housing for 500 colonists, improving overall morale. Increases the chance of civil unrest decreasing by 10%.
  4. Colonial Library:
    • Construction Cost: 1 unit of manpower, 2 units of construction materials, 1 Mo.
    • Maintenance Cost: 0.5 Manpower units per week, 0.5 Mo per week
    • Output: Increases Learning by 5%, generates 2 Mo per week.
  5. Council Chambers:
    • Construction Cost: 1 unit of manpower, 3 units of construction materials, 5 Mo.
    • Maintenance Cost: 0.5 Manpower units per week, 0.5 Mo per week
    • Output: Provides housing for Advisors, Adjoins the Governor's Manse, Grants a 10% reduction in Advisor Upkeep costs and a 5% success bonus on conjoined actions. Generates 10 Prestige on finishing.
  6. Drainage Pump:
    • Construction Cost: 1 unit of manpower, 1 units of construction materials, 1 Mo.
    • Maintenance Cost: 0.5 Manpower per week, 0.5 Mo per week
    • Allows the Flooding or Drying of 0.25 slots per week
  7. Farm:
    • Construction Cost: 1 unit of manpower, 2 units of construction materials, 1 Mo.
    • Maintenance Cost: 0.5 Manpower per week, 0.5 Mo per week
    • Output: 5 food per week, only active on Dry land.
  8. Forester's Lodge:
    • Construction Cost: 1 unit of manpower, 4 units of construction materials, 3 Mo.
    • Maintenance Cost: 0.5 Manpower units per week
    • Output: 1 Mo per Week and 3 food per Week (Forested). 3 Mo per week and 1 food per week (Jungle)
    • Only Active in Forested and Jungle slots.
    • Reduce the chance of landborne surprise attacks succeeding by 5% (up to a cap of +15%).
  9. Giant Goat Field:
    • Construction Cost: 1 unit of manpower, 3 units of construction materials, 2 Mo.
    • Maintenance Cost: 0.5 units per week, Manpower
    • Output: 3 Food + 1 Mo per week.
  10. Governor's Manse:
    • Construction Cost: 1 unit of manpower, 5 units of construction materials, 5 Mo.
    • Maintenance Cost: 0.5 Manpower units per week, 0.5 Mo per week
    • Output: Increases Stewardship by 5%, generates 2 Mo per week. Generates 15 Prestige upon finishing, Increases prestige gains from other sources by 5%.
  11. Granary:
    • Construction Cost: 1 unit of manpower, 3 units of construction materials, 1 Mo.
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Can hold 60 units of Food, will spoil a base 5% per week.
  12. Jade Rice Paddy:
    • Construction Cost: 1 unit of manpower, 3 units of construction materials, 1 Mo.
    • Maintenance Cost: 0.5 Manpower per week, 0.5 Mo per week
    • Output: 5 food per week, only active on Flooded land.
  13. Lumber-yard:
    • Construction Cost: 1 unit of manpower, 4 units of construction materials, 1 Mo.
    • Maintenance Cost: 0.5 Manpower per week, 0.5 Mo per week
    • Output: 3 construction materials per week, plus 2 for each Forester's Lodge (up to a cap of four lodges).
  14. Palisade Wall:
    • Construction Cost: 1 unit of manpower, 3 units of construction materials
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Adds 60 Defense Health to each quadrant (atop a base of 10)
    • Adds +20% to Defense rolls, 5% to Attack Rolls.
  15. Shallyan Clinic:
    • Construction Cost: 1 unit of manpower, 2 units of construction materials, 3 Mo.
    • Limit of 1
    • Maintenance Cost: 0.25 Manpower units per week, 0.5 Mo per week
    • Reduces the chance of Plagues Spreading by 15%. Increases the success chance of combating/detecting plagues by 10%.
  16. Shrine of Manaan:
    • Construction Cost: 1 unit of manpower, 4 units of construction materials, 3 Mo.
    • Limit of 1
    • Maintenance Cost: 0.25 Manpower units per week, 0.5 Mo per week
    • Decreases the damage of seaborne attacks by 20%, Increases the food output of the Docks by 2.
  17. Tavern:
    • Construction Cost: 1 unit of manpower, 2 units of construction materials, 1 Mo.
    • Maintenance Cost: 0.5 Manpower units per week, 0.5 Mo per week
    • Output: Generates 2 Mo per week. Functions as a Recruitment Ground for Adventurers. Reduces Unrest Chance by 10%, Increases chance of unrest decreasing by 10%.
  18. Watchtowers:
    • Construction Cost: 1 unit of manpower, 2 units of construction materials
    • Maintenance Cost: 0.5 Manpower per week, 0.5 Mo per week
    • Reduces casualties from Surprise Attacks and Sabotage by 25%
    • Adds 10% to Attack and Defense Rolls.
  19. Witchseeker Office:
    • Construction Cost: 1 unit of manpower, 2 units of construction materials, 1 Mo.
    • Maintenance Cost: 0.25 Manpower units per week, 0.25 Mo per week
    • Output: Increases Intrigue by 5%.

  1. Adventurer's Booths (Tavern):
    • Construction Cost: 0.5 Manpower, 1 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Increases the success chance of Quest and Expedition rolls by 5%.
  2. Arcane Study (Governor's Manse):
    • Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Gives a 15% bonus to researching Expedition Treasures.
  3. Celestial Observatory (Celestial Viewing Tower):
    • Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Increases the success chance of rolls during events and Event-caused Quests by 10%.
  4. Chilli Vines (Farms, Indish Raised Farms)
    • Construction Cost: 1 Manpower, 1 unit of construction material. 1 Mo
    • Maintenance Cost: 0.25 Manpower per week.
    • Reduces the Food Output by 3, adds 4 Mo per week.
  5. Colonial Pamphleteer (Docks):
    • Construction Cost: 0.25 Manpower, 1 units of construction materials, 1 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Reduces Prestige losses by 25%, increases Prestige Gains by 25%.
  6. Dispute Mediator (Colonial Bunkhouses):
    • Construction Cost: 0.25 Manpower, 1 units of construction materials, 1 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Increases the chance of civil unrest decreasing by an additional 10%.
  7. Dwarven Smelter (Smithy):
    • Construction Cost: 0.5 Manpower, 4 units of construction materials, 2 Mo
    • Maintenance Cost: 1 Manpower per week, 0.5 Mo per week
    • Effect: Increases the construction Material output of the Smithy by 2, and the Money output by 2. Allows the exploitation of metal ores discovered nearby by quests or expeditions.
  8. Explorer's Maproom (Colonial Library):
    • Construction Cost: 0.25 Manpower, 1 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Increases the success chance of Discovery and Retrieval Expeditions by 10%.
  9. Giant Guard-Ram (Giant Goat Field):
    • Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Reduces Food Loss from looting by 15%, Grants 10 Defense Health to one Quadrant during siege.
  10. Indish Raised Farm (Farms):
    • Construction Cost: 2 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Increases food output by 2 per week. Activatable in Forested slots.
  11. Mastiff Kennel (Watchtowers):
    • Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Reduces the success chance of Landborne surprise attacks and sabotage by an additional 10%.
  12. Storm-watcher (Docks):
    • Construction Cost: 0.25 Manpower, 2 units of construction materials, 1 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Decreases the success chance of seaborne surprise attacks by 15%.
Use
-[][Manpower] if you want to take manpower out of any buildings for this week.


Except where listed, Building benefits -Except for resource outputs- do not stack.

Research Options from last week.

You may choose One.
[] [Research] Shelters.
Dug-in basements for the bunkhouses, lined with wooden beams and ventilated with modified drainage pumps, these bunkers provide a safe place even if the house above is lit aflame. Unlocks the 'Bunker' upgrade for the Colonial Bunkhouses, reducing Population Losses from Looting and Raiding by 10%, or 25% if all Colonial Bunkhouses are upgraded.
[] [Research] Armoury.
With the smithy up and running the production of arms and armour is possible, though outfitting the militia with consistent and standardized weapons will take a dedicated place to store, make and maintain them. Unlocks the Armoury Blueprint, a structure that increases the damage dealt by Colony attacks and sally-outs by +5 (currently 1d10+7)
[] [Research] Earthworks:
DIfficult as it is to dig, the Lustrian soil's claggy nature makes for ruinously difficult berms and ditches once they are painstakingly made. Unlocks the 'Earthworks' upgrade for Palisade Walls, reducing the damage to defense HP taken by 20%



[] [Flynn] Begin planning Expedition: Flynn sets out by himself or with specified advisors to plan a long-ranged and multi-objective Expedition, plotting if it is for Exploratory, Diplomatic, Military or Treasure-Seeking goals.

Current Expedition Lead previews.
Diplomatic: Anacoa Snakemen, Skinks of Itza, Centorean Glade-Stewards.
Military: Jungle Goblin Rock'n'Roll.

[] [Flynn] Send out Quest Bounties:
Flynn sets bounties to sicc adventurers on the trail of issues and opportunities, whether it is to Discover resources or areas of interest, Explore areas of interest, Retrieve artefacts located by Research, Exploration or Events, or Repel threats.

Current Quest Lead previews.
[Imilar] Explore: 'Signs of the Asrai'
Retrieval: 'The Glint of a Gromril-Locked Chest.'
Retrieval: 'Amazonian Grave-Trees. All that Gold left Fallow'
Retrieval: 'The Relic-Bones of a fallen Behemoth'
Retrieval: 'Unctious Sweet-fruits and their Flaming Guardians'
Repel: 'Cold One Clever Girls in the Bushes.'
Repel: 'Mega-Boa in the Swamp.'
Special: Rescue Klaus! (3 Weeks left.)
Special: Ransom Klaus! (3 Weeks left.)



Quest and Expedition choices will be in a follow-up vote.



[] [Flynn] Hold a Public Forum: Effect: Engage with the colonists directly to hear their concerns and boost morale, Reduces Unrest. Additionally, gain valuable feedback that may reveal hidden issues or opportunities. Difficulty: 5%

Diplomacy Advisor

  1. [] [Diplomacy] Send Diplomatic Offer to Known faction: The Diplomacy advisor spends this week negotiating a trade agreement with a known faction. Alternately may request Expedition leads or Quests. - Base Difficulty 10%. Reply may take multiple weeks depending on faction location.
  2. [] [Diplomacy] Mediate Disputes: The Diplomacy advisor intervenes in local disputes among colonists to maintain peace and order. Successfully mediating disputes can nullify the effects of Colonial Unrest traits and undo the work of agents sowing chaos. - Base Difficulty 5%
  3. [] [Diplomacy] Secure Alliances: The Diplomacy advisor works to secure alliances with factions, upping their relationship with the colony. - Base Difficulty 15%. Reply may take multiple weeks depending on faction location.
Current Diplomatic Options Known:
Centorean Glade-Stewards (Contact time: N/A)
Anacoa Snakemen (Contact delay: 1 week [reduced by Imilar]
Skinks of Itza: (Contact delay 3 weeks.)

Martial Advisor

  1. [] [Martial] Train Militia: The Martial advisor spends this week training the local militia, improving their combat skills and readiness. This action boosts the colony's defense and attack rolls. - Base Difficulty 5%
  2. [] [Martial] Patrol Perimeter: The Martial advisor leads patrols around the colony's perimeter to deter and detect potential threats. Reduces the risk of surprise attacks. - Base Difficulty 10%
  3. [] [Martial] Fortify Defenses: The Martial advisor oversees the construction and reinforcement of defensive structures. Temporarily enhances the colony's defense HP in all quadrants by 3 per Martial Attribute.. - Base Difficulty 10%
  4. [] [Martial] Call up the Militia: The martial advisor calls in the militia, summoning them to defend the colony from attack. Specify Non-Essential buildings from which to summon manpower.
Stewardship Advisor

  1. [] [Stewardship] Improve Construction: The Stewardship advisor focuses on improving the colony's work gangs in constructing buildings. This action can provide an extra Manpower in Construction. - Base Difficulty 10%
  2. [] [Stewardship] Optimize Food Management: The Stewardship advisor reviews and optimizes the colony's food storage, reducing spoilage by 2% per Ste point or by 1 per Ste point, whichever is greater. - Base Difficulty 5%
  3. [] [Stewardship] Expand Agriculture: The Stewardship advisor oversees the agricultural and production areas, increasing food and Mo production by 10%+1% per Ste point, per week. - Base Difficulty 10%
  4. [] [Stewardship] Educate Colonists: The Learning advisor spends the week educating the colonists, improving their resistance to outside corruption and assists in preventing infections, decreases the chance of plague spreading by 5%+1% per Ste point. Also reduces the damage from certain plague or weather related events. - Base Difficulty 5%
Intrigue Advisor

  1. [] [Intrigue] Investigate Cults/Agents: The Intrigue advisor gathers intelligence on potential threats and opportunities within and around the colony. Provides up to 4 pieces of information about cults or agents, one of which may be false. - Base Difficulty 5%
  2. [] [Intrigue] Sabotage infiltrators: The Intrigue advisor conducts sabotage operations on two infiltrated agents or groups, potentially hindering their efforts or ousting them. - Base Difficulty 10%, may be an opposed check.
  3. [] [Intrigue] Monitor Corruption: The Intrigue advisor investigates and monitors corruption within the colony, aiming to root out dishonest officials and improve governance. Will potentially highlight important NPCs who have been turned by enemy agents and will return the number and severity of corruptions seeping into the colony. - Base Difficulty 10%, may be an opposed check.
  4. [] [Intrigue] Combat Corruption: The advisor attempts to push back on some forms of corruption before they can further take root. Will halt the spread of corruptions and push back one known group's by 50+5 per Int point, at the cost of 1 population per 10 corrupted population cleansed – Base Difficulty 10%, may be an opposed check
Learning Advisor

  1. [] [Learning] Conduct Research - Blueprints: The Learning advisor conducts research into technology, building structures and potential engineering solutions. Potentially unlocking new blueprints or Upgrades. - Base Difficulty 10%
    - Available Research Avenues: Defense, Land Reclamation, Naval, Industrial, Morale.
  2. [] [Learning] Conduct Research - Expeditions: The Learning advisor conducts research into Expedition treasures and the subsequent leads, opening up further quests and Expeditions down the storyline. - Base Difficulty 10%
  3. [] [Learning] Investigate/Combat Plague: The advisor investigates to locate potential plagues or to combat known plagues, may potentially uncover other forms of corruption. – Base Difficulty 10%
  4. [] [Learning] Archive Historical Records: The Learning advisor compiles and preserves records and knowledge on a located Exotic botanical or mineral resource, Increasing the success chances of Discovery and Retrieval Expeditions or Quests within the month by 10%+1% per Lea point. - Base Difficulty 10%





Flynn has 2 social actions to spend this week. Who would you like to talk to, and about anything in particular?

Please have this as a seperate plan-vote, because everyone has their favourites.

Available options this week.


[][Social] The Advisors are always up to counsel.

-[] Write in: Which advisor, and if there is anything in particular you want Flynn to ask about, mention or say.

[][Social] One of the Faction Envoys currently nearby/Staying in the Colony.

-[] Leafspeaker Elenia. Write in if there is anything in particular you want Flynn to ask about, mention or say.

-[] Write in if there is anything in particular you want Flynn to ask about, mention or say.

[][Social] One of the Adventurers.

-[] Write in if there is anything in particular you want Flynn to ask about, mention or say.



Flynn can use his actions to attempt or cojoin with any advisor action.

During cojoined actions both Flynn and the Advisor roll against their attributes, allowing two chances at success.

The Magic advisor can be deployed to give any Advisor's actions a large bonus, equal to 20%, but at a small 1% risk of harming the Magic Advisor
.



Current Event: Adventurer Missing!

Reroll? Already used.



Expeditions and Quests will be decided in a seperate Sub-vote

Please vote by Plan.

Apologies if this seems haphazard, this is my first proper quest.

Suggestions and critique are always welcome

2 Hour Moratorium before voting, for discussion and planning.
 
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Oh this looks like it has potential. Also QM, if you want a book recommendation that I think will help, look up the omnibus of "The Adventures of Florence and Lorenzo.". It's about a Bretonnian minor noble and his manservant getting into some pretty entertaining antics, the first of which is a sojourn to Lustria to avoid a debt collector AND get the loot to pay it off.

I am also heartened to see that people are taking to heart that you don't touch the golden plaques because the moment you do Geography becomes OPTIONAL.

gonna make up a plan but wanted to make this post now that I'm done catching up/lurking.
 
[X] Plan: First Bunkerwatch
-[X]Construct
--[X]Celestial Viewing Tower (Construction Cost: 1 unit of manpower, 3 units of construction materials, 5 Mo.)
--[X]Watchtowers (Construction Cost: 1 unit of manpower, 2 units of construction materials.)
--[X]Forester's Lodge (Construction Cost: 1 unit of manpower, 4 units of construction materials, 3 Mo.)
--[X]Ambassador's Home ( 1 unit of manpower, 2 units of construction materials, 1 Mo.)
--[X] Granary (
Construction Cost: 1 unit of manpower, 3 units of construction materials, 1 Mo.)
--[X]Celestial Observatory (Celestial Viewing Tower(Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo)
-[X] [Research] Shelters.
-[X] [Flynn] Begin planning Expedition: Diplomatic, Skinks of Itza
-[X] [Flynn] Send out Quest Bounties: Special: Ransom Klaus! (3 Weeks left.)
-[X] [Diplomacy] Send Diplomatic Offer to Known faction: Skinks of Itza
-[X] [Martial] Patrol Perimeter:
-[X] [Stewardship] Improve Construction:
-[X] [Intrigue] Investigate Cults/Agents:
-[X] [Learning] Investigate/Combat Plague:
-[X]Magic: Aid Diplomatic offer to Skinks of Itza



[X]Plan: Lizard Learning
-[X][Social]
--[X] Leafspeaker Elenia. Go with Rapunzel and Imilar to get as much information to prepare both your expedition and diplomatic venture to Itza. Focus on the hard rules to follow when dealing with the skinks as well as anything that might help improve the odds of continued positive relations.
-[X][Social]
--[X] Rapunzel. Both for cuddles and to see what, if anything, her people have recorded that she can recall about their efforts in Lustria and the lands nearby it. Anything that can help you keep your people safe and happy is important.






====================================================================================================================

Logic for the Plan

So for the construction I initially put up a wishlist that had 9 manpower needing so I had to triage and this is the result.

The viewing tower I consider vital because what you don't know can kill you IRL, let alone in a setting like warhammer fantasy, so the sooner we get the chance to have a heads up on the event to be able to roll with the punches, the better. We got a spell yeeter, let's take full advantage.

Edit: Ended up putting the upgrade for the tower as well due to that increased chance for events and event based quests, which I think the Klaus stuff includes, and we'll want to ensure that events go our way as much as possible regardless.

Bunkhouse because we live in junglerot central so best to get our people some quality shelter, also the sooner we get that up and running the sooner we can put our research in Shelters to good use so we don't suffer from raids as much. Sadly the Bunkhouse costed a weee bit too much in building materials and since we have 2 of them, not as vital. Still want to get more so we can just move people into them vs having them tenting.

The forester's lodge ended up winning out of the three food options I wanted to put (the others being manaan shrine and rice paddies) because it provides the most food thanks to all our forested tiles AND synergizes well with the nice item on the list. It also provides money which is important.

The next item is the Lumberyard, a building that will mesh well with our forester's lodge and get us vital construction materials we'll need to keep being able to build. Like the Bunkhouse I wanted to do this but sadly needed to adjust it for other options due to building material concerns.

Edit Ended up being able to add the ambassador's home which I consider important as without diplomacy we're just not going to last long term AND it should hopefully help with the lizardmen expeditions if only a little bit.

I was also able to put in the watchtowers a turn sooner than I anticipated, which will be very helpful for the future by both boosting our defense and attack AND synergizing with the forester's lodge to reduce surprise attack effectiveness.


Assuming that the advisor action takes place immediately, I put in the granary, as the less food waste we have, the better, especially in an environment like Lustria. My first impression was that it would take place next turn but Im willing to hope for the better. The downside is the risk that it fails and we don't get the manpower but that's why I have flynn on it.

For Research, shelters. Odds are the dice are going to have us be caught offguard by a raid at some point so the less we suffer from them the better.

For flynn actions, setting up a diplomatic expedition to Itza is imo vital to our colony's survival because we NEED the approval of the lizardmen if we're going to be more than a quick slash and burn cash grab, and Itza has some HEAVY weight to it that could make all the difference.

We also need to get back Klaus and imo, we cannot afford to fight magic pirates right now. It burns me to pay tribute vs spending in defense but we don't have the military yet. Plus they want to trade and we could use that too. We're on our own in a lot of ways so we need to pick our battles.

For the advisors

Tying in with our expedition, sending a diplomatic offer to Itza seems the best bet, we don't have any serious issues in our colony atm and we need time to build up with the Centaurs, let alone the skinks of Itza, so better to just see what we can do to stay on the local good side of Itza.

For Martial, we need all bodies working on building as much as possible so gathering militia seems a nogo, we don't have any serious defenses yet to fortify, and training seems like it'd be useful but we need to keep our perimeter secure as we don't have a lot of watching measures available.

For stewardship, we got limited manpower so we need to use our advisor to boost it up asap as the more we do it early on, the more it will hopefully let us snowball by getting even one more building done than we otherwise would have, for example being able to build the Tavern this turn as i wanted to, or the Rice paddies or Shrine of manaan.

For intrigue, might as well get started on preventative measures since we really don't have anything else to point our advisor at although I am open to suggestions.

For Learning, we GOTTA keep on top of the disease front imo, we are too small to be able to afford to NOT take really good care to avoid disease outbreaks.

Put our mage on making sure that the expedition goes as well as possible, also might make a diff for preventing people from poking things that REALLY shouldn't be pokified.

For Socials, i went with getting as much info out of our local centaur ambassador for things to go well with Itza and making sure we get the extra manpower from the stewardship action.

Also turns out i mistook how the social works so I added in cuddling with Rapunzel and seeing what the high elves have on the region.

Hope this format works.
 
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This quest has spoiled me, because 2 days without an update left me missing it. It's so fun. Seriously though there's no problem if you want to slow the pace down for whatever reason.

I'm happy to see the alphabetisation! Though I think the Colonial Barracks and Longbow Militia should be taken off the lists since we can only have one of each.

Definitely want to rescue Klaus. We have the perfect build for this kind of mission, from the Adventurers we hired to the Martial Advisor on our payroll to Flynn's own skillset. They have booty that should be our booty. Also, the vampire creeps me the hell out and I want her to cease in every way. EDIT: We also have a wizard, which is pretty handy.

Bunkhouse because we live in junglerot central so best to get our people some quality shelter, also the sooner we get that up and running the sooner we can put our research in Shelters to good use so we don't suffer from raids as much.
We already have enough bunkhouses to house everyone.

[X]Plan: Lizard Learning
-[][Social]
--[] Leafspeaker Elenia. Go with Rapunzel and Imilar to get as much information to prepare both your expedition and diplomatic venture to Itza. Focus on the hard rules to follow when dealing with the skinks as well as anything that might help improve the odds of continued positive relations.
-[]Cojoin Action: Improve Construction
-[]Magic: Aid Diplomatic offer to Skinks of Itza
This plan is invalid. Social plans are pure social. For gameplay actions, you'll want to use the gameplay plan. You're also missing a second social action.
 
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Seriously though there's no problem if you want to slow the pace down for whatever reason.
I don't truly want to slow down, I'm mostly being pushed too by my wish to keep things fairly balanced and interesting. Coming up with quests and events is hard effort yannow?
I think the Colonial Barracks and Longbow Militia should be taken off the lists
Good point! I shall edit the list.

look up the omnibus of "The Adventures of Florence and Lorenzo."
Than you for the recommendation! I'll give that a read, and haha yeah I'm glad that most of the voters have been thus-far averse to grabbing at suspicious cursed gold.
 
Most Lustrian colonies fail, and we're on our way to that fate because our Money expenses are ludicrously higher than our Money income. We need to solve that as soon as we can.

Buildings are naturally part of that, but we built our character to be an explorer, not a manager. A big part of our Money income will be and has to be from expeditions and adventurer actions. With the colony set up, we should start on that.

[X] Plan: Jungle Booty
-[X] [Construct]
--[X] Drainage Pump (1)
--[X] Drainage Pump (2) (Improve Construction)
--[X] Forester's Lodge (Jungle)
--[X] Shallyan Clinic
--[X] Tavern
--[X] Adventurer's Booths (Tavern)
--[X] Dwarven Smelter (Smithy)
--Total cost: 6 Manpower, 16 Construction Materials, 13 Money
-[X] [Flynn] Begin planning Expedition (Military: Jungle Goblin Rock'n'Roll, with Gus and Else)
-[X] [Flynn] Send out Quest Bounties (Special: Rescue Klaus!, +20 Magic Advisor. Explore: 'Signs of the Asrai')
-[X] [Imilar] 'Signs of the Asrai'
-[X] [Stewardship] Improve Construction (Drainage Pump)
-[X] [Learning] Investigate/Combat Plague
-[X] [Magic] Aid Rescue Klaus!

The main thrust of this plan is to make us money, particularly through quests and expeditions, which is what the tavern, booths, and smelter are for.

Forester's Lodges give the highest ratio of Money income to Money/Manpower upkeep, on top of providing Food, Construction Materials, and protection. I can't build more than one due to manpower and construction material constraints, but together with the smelter and lumber-yard, it'll provide us with a total of 7 construction materials next turn. With the manpower upkeep we'll accrue this turn, we simply won't be able to build as much, so I think 7 will be adequate for our needs. Though I am hoping that ore/metal expeditions give us construction materials too.

The Shallyan Clinic is because of this:
to say nothing of the epidemic of small rashes and maladies that have already sent the Shallyans into overwork.
This is an early warning and we really shouldn't sleep on it. Besides the issues these maladies cause, especially if they get worse, our medical system is already overloaded, which means we'll be in big trouble if a more serious disease comes along.

The reason why I want to continue talking to the Glade-Stewards is this:
At the initial meeting Elenia offers a few simple exchanges, she cannot justify more at this most early state of diplomacy.
If we improve our relationship with them, we'll be able to get more trade with them. Since they have an Envoy so close by, they're ideal trade partners. This is only the second week, so there's no big rush to talk to the Anacoans or Itzans, especially since the distance means that trade isn't as easy.

[X] Plan: Life in Lustria
-[X] [Social] The Advisors are always up to counsel.
--[X] Rapunzel. Talk about adjusting to life in Lustria, and hopes for the future.
-[X] [Social] One of the Adventurers.
--[X] Pandora the Pioneer. Talk about adventures, including her Lustrian adventures.

I think this is an appropriate social plan for this week, now after Flynn and everyone else have settled in. Since we're going to start going on expeditions now or soon, which will be a big part of Flynn's life, talking to someone who has experience in that would be good.

[X] [Research] Shelters

EDIT: Put Flynn, Gus, and Else on the goblins since Quests are for adventurers while Expeditions are for Flynn. Johanna will still be there to help the adventurers out. I don't think we have to worry about any Intrigue stuff right now, so no reason not to get Else there, especially since she's the one who got us the lead and this relates to her goals.

EDIT2: Replaced a forester's lodge with a pair of drainage pumps because we only have 3 non-forested, non-flooded slots left. We need to dry out some of those flooded slots if we want to continue expanding. That does mean taking the Stewardship advisor off Educate Colonists, but between Rapunzel and the Shallyans, I think we'll be ok on the disease front.

EDIT3: Added another quest since each quest takes a max of 5 adventurers.
 
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[:V] Lustrian Heirs
-[] [Social] The Advisors are always up to counsel.
--[] Rapunzel: Plaplaplaplaplap
--[] Rapunzel: get pregnant get pregnant GET PREGNANT

Work on the sprogs Flynn! We need them heirs!

[X] Plan: Jungle Booty

[X] Plan: Life in Lustria

[X] [Research] Shelters

Secure the jungle, Loot the vampires!
 
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[X] Plan: Jungle Booty
-[X] [Construct]
--[X] Dwarven Smelter (Smithy)
--[X] Forester's Lodge (Jungle) (1)
--[X] Forester's Lodge (Jungle) (2)
--[X] Forester's Lodge (Jungle) (3) (Improve Construction)
--[X] Shallyan Clinic
--[X] Tavern
--[X] Adventurer's Booths (Tavern)
-[X] [Flynn] Begin planning Expedition: Military, Rescue Klaus!, with Gus and Johanna
-[X] [Flynn] Send out Quest Bounties: Rescue Klaus!
-[X] [Diplomacy] Secure Alliances (Centorean Glade-Stewards)
-[X] [Stewardship] Improve Construction
-[X] [Intrigue] Investigate Cults/Agents
-[X] [Learning] Investigate/Combat Plague
Just a heads up, I removed the third Forester's Lodge and Adventurer's Booths after I found out that we didn't have enough Construction Materials for them.

The viewing tower I consider vital because what you don't know can kill you IRL, let alone in a setting like warhammer fantasy, so the sooner we get the chance to have a heads up on the event to be able to roll with the punches, the better. We got a spell yeeter, let's take full advantage.
I'm a strong advocate for a viewing tower, which is why I included it in my plan for the previous turn, but best to do it next week because we'll get a reroll this turn with or without the tower.

-[X] [Stewardship] Improve Construction:
There's no need for this in your plan, since it only uses 5 manpower.
 
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adjusted my plan for the assumption that the advisor action gives the manpower now. also fixed the socials.

I have many concerns about the plan jungle booty, not in the least it is, imo, chasing at nothing and going nowhere. We're going to need to clear the forests so doubling down on forester lodges is going to be a short term boost at best, the dwarven smelter is good but that's better done next turn after we get more of the basics set up, same for the shrine. The tavern is nice but we have more immediate needs to take care of. Food, lodging and security and THEN we get the booze out.

Picking a fight with the pirates this soon on our colony's founding is just begging for regular sea raids assuming we even pull it off. We would be removing a potential trade partner that we can ill afford atm, and have no assurance that the heroes we can send can handle the piratess that took him on.

It also has no martial action at all, which considering we DO need to at least keep an eye on our perimeter is foolish to the point of self sabotage.

Educate isn't bad at least but that's something to do after we've gotten everything set up so that we aren't basically living in tents on what we can hunt and fish. First things first, getting walls up for all of our people and a secure line of all resources before we worry about homework.

The pursuing the alliance with the centaurs is immensely jumping the guns as we still need to interact with them a lot more, learn more of their goals, their priorities, and their needs to be sure we CAN work with them long term for an alliance. and tbh, making an alliance with them is moot if we do not get in good with the real rulers of the continent.

We just got handed the chance to make first contact with the lizardmen peacefully, something even the High friggin Elves botched if you know the lore.

The socials are meh, mainly due to either being something that Flynn and Rapunzel can and would be doing offscreen, and the poking at the adventurer about said adventures imo is superceded by contact with locals that have existed here for centuries and the chance to, I will say it again, make good with the lizardmen.

Say what you will about my plan but at least it IS a coherent and logically laid out plan that sets things up for the short term AND long term future.

I urge the thread to consider this in their decision making.
 
[X] Plan: First Bunkerwatch
-[X]Construct
--[X]Celestial Viewing Tower (Construction Cost: 1 unit of manpower, 3 units of construction materials, 5 Mo.)
--[X}Colonial Bunkhouse (Construction Cost: 2 units of manpower, 4 units of construction materials, 1 Mo.)
--[X]Forester's Lodge (Construction Cost: 1 unit of manpower, 4 units of construction materials, 3 Mo.)
--[X]Lumber-yard (Construction Cost: 1 unit of manpower, 4 units of construction materials, 1 Mo.)
--[X] Granary (
Construction Cost: 1 unit of manpower, 3 units of construction materials, 1 Mo.)
-[X] [Research] Shelters.
-[X] [Flynn] Begin planning Expedition: Diplomatic, Skinks of Itza
-[X] [Flynn] Send out Quest Bounties: Special: Ransom Klaus! (3 Weeks left.)
-[X] [Diplomacy] Send Diplomatic Offer to Known faction: Skinks of Itza
-[X] [Martial] Patrol Perimeter:
-[X] [Stewardship] Improve Construction:
-[X] [Intrigue] Investigate Cults/Agents:
-[X] [Learning] Investigate/Combat Plague:


[X]Plan: Lizard Learning
-[X][Social]
--[X] Leafspeaker Elenia. Go with Rapunzel and Imilar to get as much information to prepare both your expedition and diplomatic venture to Itza. Focus on the hard rules to follow when dealing with the skinks as well as anything that might help improve the odds of continued positive relations.
-[X]Cojoin Action: Improve Construction
-[X]Magic: Aid Diplomatic offer to Skinks of Itza

Quick question: Could we mobilize militia to deal with Pirates? set up an ambush during exchange or simply have them nearby in case rescue op fails?
 
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-[X]Construct
--[X]Celestial Viewing Tower (Construction Cost: 1 unit of manpower, 3 units of construction materials, 5 Mo.)
--[X}Colonial Bunkhouse (Construction Cost: 2 units of manpower, 4 units of construction materials, 1 Mo.)
--[X]Forester's Lodge (Construction Cost: 1 unit of manpower, 4 units of construction materials, 3 Mo.)
--[X]Lumber-yard (Construction Cost: 1 unit of manpower, 4 units of construction materials, 1 Mo.)
--[X] Granary (
Construction Cost: 1 unit of manpower, 3 units of construction materials, 1 Mo.)
-[X] [Research] Shelters.
We already built a granary, and your plan spends more construction materials than we have.

I have many concerns about the plan jungle booty, not in the least it is, imo, chasing at nothing and going nowhere. We're going to need to clear the forests so doubling down on forester lodges is going to be a short term boost at best, the dwarven smelter is good but that's better done next turn after we get more of the basics set up, same for the shrine. The tavern is nice but we have more immediate needs to take care of. Food, lodging and security and THEN we get the booze out.

Picking a fight with the pirates this soon on our colony's founding is just begging for regular sea raids assuming we even pull it off. We would be removing a potential trade partner that we can ill afford atm, and have no assurance that the heroes we can send can handle the piratess that took him on.

It also has no martial action at all, which considering we DO need to at least keep an eye on our perimeter is foolish to the point of self sabotage.

Educate isn't bad at least but that's something to do after we've gotten everything set up so that we aren't basically living in tents on what we can hunt and fish. First things first, getting walls up for all of our people and a secure line of all resources before we worry about homework.

The pursuing the alliance with the centaurs is immensely jumping the guns as we still need to interact with them a lot more, learn more of their goals, their priorities, and their needs to be sure we CAN work with them long term for an alliance. and tbh, making an alliance with them is moot if we do not get in good with the real rulers of the continent.

We just got handed the chance to make first contact with the lizardmen peacefully, something even the High friggin Elves botched if you know the lore.

The socials are meh, mainly due to either being something that Flynn and Rapunzel can and would be doing offscreen, and the poking at the adventurer about said adventures imo is superceded by contact with locals that have existed here for centuries and the chance to, I will say it again, make good with the lizardmen.
My plan's goals are directed and straightforward, based on a problem I identified here and then reiterated in the plan post. We need Money, my plan gets us Money, as well as accomplishing other important goals.

The Forester's Lodges provide a bounty of resources and benefits which we need now and in the future. We have many building slots available to us, including Forested slots, which the Forester's Lodges don't touch since they're Jungle instead of Forested. The Dwarven Smelter provides us Money and Construction Materials, which are the basics you say we need, as well as a means to profit from expeditions and quests, which is what we optimised our character for. The Tavern provides Money, which we need to not go broke within the next two months, and will let us build Adventurer's Booths later, which is very good for us since, again, we optimised our character for expeditions and quests.

We have enough food income to cover our entire population and enough in storage to feed our population for three weeks with no food income at all. We already built housing for everyone in the first week. For security, again, we got Colonial Barracks and Longbow Militia in the first week. I think you should investigate the actions we did on the first week, because much of your reasoning seems invalid in the face of them.

The vampire we're dealing with is very nasty and I want nothing to do with her. We can expect our adventurers to be able to deal with her and her men. She only has a dozen or so crew, which is well within what our adventurers and wizard advisor can handle. We overstocked on Martial heroes to deal with this exact sort of problem, and now it's time to reap the benefits of our good decisions.

We are presently dealing with diseases that are overloading our nominal medical system, so the Shallya shrine and medical actions are fully appropriate right now. A wall is good later, but our barracks will suffice until then. I agree that we should get resources, but my plan is better than your plan at getting us those resources.

The action Secure Alliances does exactly what you say we should do: interact with them more and learn more about them. It's the "boost relationship" action, nothing more.

Making good with the lizardmen is good, but this is the second week, talking to Itza really isn't urgent. The vast majority of colonies don't interact with Itza even after years of existence. We'll talk to them in due time, but right now we need resources and to deepen our relationship with people who are loads more relevant to the fate of our colony.

Flynn and Rapunzel might talk about the things in my social plan off-screen, but I want to see it on-screen. I like them and want to see them talk about stuff. Similarly, unlike the locals, Pandora is a fellow adventurer, so having Flynn exchange stories with her would be fun, and more directly mirrors the Expeditions he'll be going on.

EDIT: Speaking of things that'll happen off-screen, I'm very sure that we'll scrape as much information on Itza as we can before we head over there as part of the normal actions. Choosing social actions to do that just means we'll see that scraping on-screen rather than off-screen, and I'd prefer to read about other things.

EDIT 2: I've swapped out a forester's lodge for a pair of drainage pumps to get us more building slots.
 
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Could we mobilize militia to deal with Pirates?
Not really, as these are not a large army that the Militia could actually be mobilized to fight, they are like a Dozen-some assholes hiding in a hidden cave that is two days walk through the jungle away from the colony.

A large force of militia would be too unwieldy, and there is every chance that the smuggling pirates would either just leave, or that they would use their ship's cannons and swivel-guns to blast apart the militia as they came down the narrow cave in 3s and 2s.
 
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