Friendly/Sympathetic Vampires?


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  • Poll closed .
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.
Well, All I'm asking is acting with extrime prejeduce leaving as few vactors for things to go wrong as possible. While sure, mobalizing all our forces is bit counterproductive, to deploy reasonable magical and military cover to make first force to cross us no chance of succes.
"We brought an army, use it" kind of deal.
 
[X] Plan: Jungle Booty
-[X] [Construct]
--[X] Dwarven Smelter (Smithy)
--[X] Forester's Lodge (Jungle) (1)
--[X] Forester's Lodge (Jungle) (2)
--[X] Shallyan Clinic
--[X] 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] Educate Colonists
-[X] [Intrigue] Investigate Cults/Agents:
-[X] [Learning] Investigate/Combat Plague:

[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.

[X] [Research] Shelters
 
And this is why I don't want to set things off with the pirates yet. We're not equipped for it in any way but the most technical sense of trying to throw adventurers at it which is notoriously...finicky >.> Plus, if we do trade with them, and get them talking eventually, the lower level pirates at least, we can possibly find out enough to sick the High Elves on them. For a cut of the loot of course for the information.
 
And this is why I don't want to set things off with the pirates yet. We're not equipped for it in any way but the most technical sense of trying to throw adventurers at it which is notoriously...finicky >.> Plus, if we do trade with them, and get them talking eventually, the lower level pirates at least, we can possibly find out enough to sick the High Elves on them. For a cut of the loot of course for the information.
argenten, adventurers are the way to tackle this kind of issue. This is an exact use case for them, a perfect example of a Quest that adventurers exist to complete. There's no mercenaries we could hire or military force we could raise that would be better suited to dealing with this kind of issue than adventurers, and we prioritised getting adventurers who are good at fighting. If you want to trade with them instead of attacking them, fine, but please don't say we're not equipped to deal with them in any way, because we're as well equipped for this exact job as we could ever be.

I don't think it's good to trade with them. These are deeply bad people and, if all we want to do is get rid of them, it'd be much easier to do so now than after we purposely allow them to entrench.
 
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@Andres
@argenten
Just keep in mind that the specifics (who and how many to send on what quest) of the Quests will be done in a secondary vote, so you will have the opportunity to horse-trade back and forth on this there. You do have a stable of 9 adventurers and quests can have a max of 5 on each, plus you can always hire temps from the tavern if/when that is built.
 
"Rufus's nose never lies, there's some sort of path hidden in these rocks... C'mon boy, sniff it out!"
Rufus' sense of smell is a nice benefit I didn't think of. It certainly fits Klaus' primary attribute being Intrigue.

Of the three adventurers making their way along a broken rockface Bullo was the silent one as he gnawed on a sausage patty, his great billy-ram 'Hammerhorn' snorting and sniffing almost like the leading Rufus.
A great thing about Mootish giant rams is their ability to cross rocky terrain, unique as far as mounts go. I don't expect them to be as fast as a horse on flat terrain, but we're far from the Culchan Plains, so I don't anticipate that ever mattering.

Arda brought up the middle with her long fine-leather boots and styled adventuring gear, the wizard glowering while still expertly stepping over roots and pointing out hazards in a clipped tone.
Getting an amber wizard was certainly a correct choice. They're outdoorsmen, even the more urbane types from Middenheim, and here we see the benefits of that as Arda improves our less rural adventurers' ability to cross rough terrain.

Arda stared between both halfling and man as if they were both equally insane before sighing in concession, twirling a hand toward the hole while drawing a sling out and loading a hard lead bullet.
This is a little interesting to me. Bows are the usual ranged weapon for amber wizards (their symbol is an arrow), but Arda uses a sling. One of the advantages slings have is that they're way more portable than bows, which makes me think she likes to keep her hands free. Since she didn't pull out a sword or anything against Peony, I think she's gotten herself a preference for hand to hand combat, which amber magic is unmatched at enhancing.

The journeyman wizard-woman saw nothing but trouble from doing more than observing and noting this clear smuggler's cove, yet Klaus needed more, his eyes glinting in want as one of the armoured chests got opened to reveal its small space filled by jewel glints and gold glitter. Arda couldn't risk shouting and so she merely bit her bottom lip as Klaus slipped down the steps toward a lone iron chest laid among the innumerable creates, barely congating how suspsicious that was before he knelt to ease open the lid then see the coins inside.
Klaus you dumbass. :facepalm: Arda the MVP as the only sane person there, but Klaus does fully make up for his mistakes later.

Violence erupted like the ball from a cannon, though much as Klaus tensed he was not the target as the pale corsair lunged back to plant her boot's studded heel directly into Arda's gut with a distinct gut-hammering THUD that sent the wizard almost bent-double backward, hitting the rock wall and falling to her knees before vomiting.

[...] He yelped like Rufus himself while flailing to catch the dog, missing the point of the corsair's distraction as she lunged again toward the recovered Arda.

"Ah-ah! No magic!" The porcelain woman jeered.

This time the journeyman wizard was made to shriek as the corsair grabbed her forearm then broke the elbow, saber curling back for an immediately strike before Klaus came in.
Kill the wizard first. Or in this case, disable them. Wizards are powerful, but relatively squishy compared to dedicated fighters, who can use shields and armour (amber wizards can at least use leather, but that's still not the best). Thankfully, we hired an adventurer who's good at guarding her teammates, the caravan guard Amina. I imagine there'll be good synergy between those two.

Then Klaus had to weave his spear as he'd never tried before to keep up a defence against the corsair's blurring saber and relentless cold aggression, her motions smooth like a dancer's as she caught a charging Rufus on her boot-tip before launching the animal at Klaus.
It's impressive Klaus kept up a defence against a vampire when Martial isn't even his best stat. And poor Rufus. :(

Instead the ratter man watched with disgust as the corsair woman -'Captain' Peony Hardwright, though Klaus prefered 'Bitch'- led in a hollow-eyed estalian man using a leash and collar. The woman gave Klaus a cold smile as she purred "I'll be right with you... Let me just stock the larder, and perhaps have a snack."

...Peony licked her blood-stained lips clean as she approached Klaus after her disturbing session of feeding, leaving the Estalian blood-bag to recover with the help of the strange amulet as she traced a finger down her bust and gave the rat-catcher a chilling smile "Now, normally I'd seduce you into serving my purposes... But I'm feeling you are strangely resistant to my particular charms, and my Master has commanded me to wear the most delicate of soft-satin mittens while entreating your little governor to accept his... Investments into your colony's continued financial success. So Torturing you is oddly off the table."

Klaus leaned back so best he could as the captain leaned in and planted a chaste little smooch on his cheek, leaving a stain of copper-scented red as she reached instead behind him, to where Rufus hung in his own little cage.

"So, welcome to your brief stay as my beloved little Bargaining Chip, mortal. Your cute pooch will serve as my messenger, to carry my good tidings and word of your continued survival. And meanwhile I'll work on breaking into your little mind and erasing some of those... Vampiric memories you have of me. Along with the location of our Cove."
[...]
The second was those pirates sending Klaus's Dog back as some sort of 'goodwill' gesture, carrying a letter in his teeth as he marched like a little dog-shaped golem up to your foot. It was a bit disturbing, and Rapunzel seemed especially disgusted by whatever her mage-sight saw.
Peony is a viscerally unpleasant individual. Damn good characterisation of an evil vampire, and a good showcase of why people really don't like them. I really don't her. I really don't want to deal with her except in a martial way.

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.
Where would Flynn's mental health be if not for Rapunzel.

@Andres
@argenten
Just keep in mind that the specifics (who and how many to send on what quest) of the Quests will be done in a secondary vote, so you will have the opportunity to horse-trade back and forth on this there. You do have a stable of 9 adventurers and quests can have a max of 5 on each, plus you can always hire temps from the tavern if/when that is built.
Oh nice, that means we can get another quest this turn. And since my plan's building a smelter, I think it'd be quite appropriate to go after that gromril-locked chest.
 
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More than fine, i feel the main difference is more on the matter of coherent planning being present. The leading plan now wants to mess around with the pump when we have far fewer flooded than forested.

This is another tangent that will mess with what will eventually be an asset i.e. more rice farms, and doubles down on the tavern when we need to stay on top of our population growth [better to have extra housing especially if we are going to trade]

It also not only doubles down on leaving us without at the very least patrols but now neglects intrigue too. It also leaves us without the viewing tower which i already elaborated on the need for.

Also, noticed typo in plan that was having the bunkhouse not be included, it is fixed
 
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More than fine, i feel the main difference is more on the matter of coherent planning being present. The leading plan now wants to mess around with the pump when we have far fewer flooded than forested.

This is another tangent that will mess with what will eventually be an asset i.e. more rice farms, and doubles down on the tavern when we need to stay on top of our population growth [better to have extra housing especially if we are going to trade]

It also not only doubles down on leaving us without at the very least patrols but now neglects intrigue too. It also leaves us without the viewing tower which i already elaborated on the need for.
My plan is coherent. It gets us the resources and space we need to expand, deals with the pestilence we're suffering from right now, and prepares us to take advantage of the explorer-adventurer character we built.

I'm building pumps because we currently have no way to remove forested, and I anticipate that forested slots can be more productive than flooded slots in any case. Dry slots are certainly more productive than flooded slots, with baseline farms providing just as much food as rice paddies, but with upgrades unavailable to rice paddies.

Once we get more population, we'll build more housing. Until we get more population, bunkhouses will only drain manpower and money, and use up construction materials we need to expand.

My plan involves attacking jungle goblins, which directly improves the security of our colony, and we have nothing to aim our intrigue at except the pirates, which my plan will kill anyway.

As for the viewing tower, again, there's absolutely no point in building it this turn. We're getting a reroll this turn whether we built or not, so we should spend our resources elsewhere and build it next turn instead. If you took the viewing tower out of your plan and replaced it with absolutely nothing, we would be better off.

EDIT: Why does your plan still have a granary. We have a granary already!

EDIT2: Your plan still consumes more construction materials than we have!
 
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Excerpts from a Lecture by Professor Adolf von Heydrich of the Department of Natural History at the University of Altdorf regarding the creatures of far off Lustria.
This was a meaty omake I enjoyed reading. It did a good job of fleshing out the continent.

… Contrary to popular belief the jungles of Lustria are not home only to vicious predators, poisonous creatures, and supremely well-armed and highly territorial herbivores. There are creatures in the jungle that are relatively harmless. Perhaps the foremost example of such creatures is the pygmy stegadon. Able to be found from the Culchan Plains in the south to the northern edges of the Isthmus of Lustria, they are among the most widespread inhabitants of the New World. Standing roughly two feet tall and weighing approximately two hundred thirty pounds pygmy stegadons resemble miniature versions of their namesake, albeit lacking horns. They are omnivorous creatures, feeding upon roots, nuts, fruit, and leaves, as well as upon worms, grubs, and carrion. Pygmy stegadons are most proliferant breeders, reaching maturity in six months and laying clutches of approximately three dozen eggs. This rapid breeding is necessary for the survival of the species as they are preyed upon by nearly every carnivorous great lizard of Lustria, as well as most other predators of the continent. The accounts of numerous adventurers claim that the flesh of pygmy stegadons is wholesome and is said to taste like gamey chicken. …
I wonder if we can domesticate these. They're large, relatively harmless, breed quickly, and taste good. The only issue I foresee is that having large numbers of them around will attract large predators, but I think by the time we can begin farming them, we'll be able to handle large predators.
 
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You do need to alter your plan a bit. You have 16 Con mats, and your plan uses 18. Removing the bunkhouse would fix that tho ye.
can do, was more focused on manpower.

okay, added in changes to my plan and made sure to adjust the logic too.

Ended up being able to double down on the tower and add its upgrade which imo is veddy useful and allows us to hopefully have that little bit of edge we'll need for future events as well as rescuing Klaus.

I was also able to add the ambassador's home because Diplomacy is how we'll live or die for a good long while until we become self sustaining and able to defend ourselves.

And speaking of which, was able to add the watch tower to ensure we have a harder time being surprised and that in the advent of an attack, we can throw it off better.
 
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Yeah, can't say I'm remotely impressed with the decision of spending three actions, 2 construct, one advisor, on the drainage pump. Let alone as I've said, trying to speedrun the centaurs while ignoring The Lizardmen first city not to mention still neglecting military AND intrigue.
 
I'm considering changing the second quest in my plan from the Gromril-Locked Chest to Signs of the Asrai, Imilar's quest. It'd advance her storyline and give us more information on local history, as well as make use of the adventurers who won't be able to take part on the cove raid. Doing so would mean taking her off the Centorean diplomacy this turn. Does anyone have any preferences one way or the other?

EDIT: Made the change.
 
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Omake: The Preparation (fairly Canon)


The light of the campfire was burning brightly in the dead of night.

A solitary figure sat on a log right next to the raging inferno. He made sure it would burn nice and long throughout the dark.

He had a lot of work to do.

Johann was in the middle of sharpening his eighth dagger with a whetstone. He was never in a hurry when getting ready for work. This job required a slow and methodical approach, not that he would know what "methodical" means. Preparation is what got him through the Middenheim sewers all those long years and he would not falter here as well. One of the things he's learned is that to always have a backup weapon and a few more backups for that, hidden all over him. Having inspected the blade and checked its sharpness, he nodded with a satisfied grunt and placed it on a piece of cloth spread on the ground before him, right next the rest of his hunting equipment.

It wasn't much: a few pieces of good rope fashioned into snares in order to prevent his pray from escaping the exterminator's grasp. He would tie them to his wrist or belt and unexpectedly snatch his opponent during a scuffle, so that he won't flee. A couple of flasks of extremely flammable liquid he ordered from an alchemist he once saved to burn out any pests from their holes and cleanse the nests in the aftermath. A piece of fungi with a barely flickering spark so that he will always have a source of fire. Of course, there's his secret weapon: small firecrackers, which besides gunpowder, had a special ingredient in the form of some particularly nasty... thing, he picked up from the sewers. After the cracker goes off, it releases a cloud of putrid stench so strong, that no man or beast not used to it would be able to remain in its vicinity for more, than a brief moment. Add a few slowly burning cords, attached to his uniform and mail shirt, which he would light before going into action so that he can prime whatever he needs quickly and he's ready to take on whatever's holding Klaus prisoner.

A small dog was lying and quietly whimpering close to the fireplace, its sad eyes firmly fixed on Johann. The former sewer guard noticed it and a pang of pain hit his heart. He was always a sucker for Rufus' stunt in order to get some treats out of him, but this time it was genuine. Given the circumstances, he couldn't feel anything, but guilty.

He wanted to leave.

He convinced Klaus and Rufus to come along with him.

He wasn't there to protect the damn lummox from himself.

"Damnation!" he spitted out "I shouldn't have let him go on patrol without me..."

Johann once more gazed towards the little terrier close to him. Rufus was giving him a questionable look. Good old Rufus... he was always the smartest of the three of them, or so Johann thought. Never one for bullshit, but a dog of action. He was right, as usual. Pitty won't get them nowhere. Old fashioned violence will.

Having made sure, that his chain mail, bracers and helmet were in the best possible shape, he was just about finished with cleaning his badge, the one of his former office, as well as his gorget. The latter contained but two beautifully hand-crafted letters, "M.S.". Truth be told, Johann found it in the sewers one day and painstakingly worked to return it to its former glory. He knew not how it got there and who was the former owner, but ever since he has adopted the meaning of those letters as "Mandred Skavenslayer" and frequently prayed to him for guidance and strength, for he knew now, that the myth was not all it would seem.

When he was done with the maintenance of his battle kit, Johann reached for a long, mysterious item all cowered in sheets with a long string of rope holding it together. After removing the packaging, Johann gazed at his most treasured and important personal possession: a custom-made shovel of Dawi origin, that was given to him as a reward for saving the life of some merchant's son while he was searching for a supposed long lost hidden tunnel to some Dwarf hold in the Middenheim sewers. All he would have found was certain death, were it not for Johann. As a token of appreciation, his father commissioned this beautiful shovel, more sturdy and resilient than anything a human could ever produce. Besides its unique look, the blade contained a single, intricately cut rune, that always glowed balefully whenever Johann would grasp the tool. Once he got used to that part, he quickly learned that he could work for hours and hours without getting tired while using this shovel, be it shoveling crap, digging ditches or smashing skulls. He therefore utilized it only sparingly, when the need was great, not wanting to lose such a treasure. With the shovel in his hands, the rune came to life and with it, a renewed sense of strength and purpose struck the man.

He knew what he had to do.

What he was made of.

Shoveling skulls was in his blood.

He would get Klaus back safe and sound or he would die trying.

Even if he had to do it alone.​

Ulric willing, tomorrow shall be good day.
 
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Name: Daveth Annearil
Race: Gnome
Career: Merchant
Main Attribute: Diplomacy
Description:
Daveth is a Gnome merchant who traveled all over the Old World for many years. Skilled in the use of Ulgu to hide himself and trick others. He has come to Lustria as a diplomat for his people, who since the founding of the Colleges are becoming preoccupied abaout their position in the Empire, and now some of them seek to migrate far from the reach of the Witch Hunters.
 
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Vote closed
Scheduled vote count started by Pillowsperky on May 31, 2024 at 7:49 PM, finished with 42 posts and 14 votes.

  • [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)
    -[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!
    [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.
    [X] [Research] Shelters
    [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] 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.
    [X] Plan: First Bunkerwatch
    -[X]Construct
    --[X]Celestial Viewing Tower (Construction Cost: 1 unit of manpower, 3 units of construction materials, 5 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
    [X] Plan: Jungle Booty
    -[X] [Construct]
    --[X] Dwarven Smelter (Smithy)
    --[X] Forester's Lodge (Jungle) (1)
    --[X] Forester's Lodge (Jungle) (2)
    --[X] Shallyan Clinic
    --[X] 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] Educate Colonists
    -[X] [Intrigue] Investigate Cults/Agents:
    -[X] [Learning] Investigate/Combat Plague:
 
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