Friendly/Sympathetic Vampires?


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  • Poll closed .
Also how the fuck do I do a gaelic/scottish accent if they're all speaking german?
How you'd normally do an accent, because we're reading in English, not German. The important thing is to focus more on word choice than phonetic spelling, because going overboard on the latter can make it difficult to read. It's an occasional issue when fan works have orks, ogres, and poor people speak.

Doing something with the font is more for a fully different language within an English text. Example: "You are Ylvathoi, imperfect youth."
 
Social: Rocking & Stoned (Eli, Elenia.)

Rocks & Stoned 2

The below text has many mature & sexual themes plus jokes throughout. Skip this chapter if you want to avoid all of them.


You are Flynn Ryder, and Rapunzel is so soft, so smooth and slippery-fun under your hands as you both sink into the smokey detached state of dreamleaf intoxication that seems to make your senses tingle fuzzily yet more intensely in a way which makes you eager to stroke and cuddle, your elven lover rubbing her cheek on your own between long exchanges of kisses.

Yet you must break from the constant stream of loving touches to check on Eli, who stares at you with blush deep and rich on her cheeks while she leans back into Elenia's embrace.
Ideas of all sorts seem good right now, so you can't help but ask in a sloppy warm tone.
"so... Any fun tales from Albion? It's a... It's a stunning mystery, you know? My name is Albish, so I'm told, so I'm endlessly curious about the place."

Eli wriggles in Elenia's gentle snuggle, thinking before she lets out a fuzzy giggle to match your own tone.

"'s an isle of mist and rock, bog and fen, fulla wyrd old magicks an' a buncha ijits who call ourselves Albish, ken? I mean, You know?"

The woman thinks for a moment, idly stroking Elenia's foreleg, then chirps up with a look of grinning chemical courage on her face.
"Would y'all like to hear how I met a giant and slept on his bollocks?"

You lose your cider in a snort, Rapunzel tittering like a madwoman while you answer as calmly as can be managed.
"With an opening like that, how can I say no?"

Eli rumbles out a chortle before starting her tale.
"Well see I was a new speaker, only nineteen summers to my name, ken? I attended yon Beltane on the eve of spring an' found myself sprung on the hooch, the licker an' tipple. Aye?"


Eli continues regardless of your confusion.
"The place buzzed an' rocked to the mists curling chatter I was so out of it, blatherin' to pixies and mynocs while I shimmied around the fire an' made an ijit of myself."

She grins in exulting description.
"So colour me shocked when the rain came, 'spite yon chief speaker, the biggly wiggly hissself, told us that the skies would be clear! Feckin' shite from on high, the mist's gift to ruin our mood. So pissed and pished was I that I fled to the nearest shelter, bleary an' not a thought in my head of what or who I sheltered 'neath."

You could see where this was going as Eli took another toke of smoke and a gulp of cider.

"'What a fine leather hut', I thought to myself! Smells like a painted band's sweat-pit, but it's dry an' warm if'n a wee touch humid."
She gave a giggle.
"You've got hardly a reckonin' of how sloshed I was, aye? Could barely walk, could barely hold my stomach as I crawled onto yon lovely squishy bed, firm an' warm like a stoked mare. I was damned lucky in lookin' back that yon giant was so drunk as I was, aye? Coulda mushed me if'n he itched himself during the night."

You had joined Rapunzel in her snickers during the story, and you can't help but ask now "how did he react in the morning?"

Eli cackled through her answer, accent thick in her riekspiel
"I wouldnae know! I woke with a head fulla hammers an' recognised the big bastards todger when it drooled on me! Morning wood, ken, but more like a Morning Oak Tree, the git! I went lurchin' outta there like a fecking glossy fen-beast to dive intae the nearest stream, an' yon giant only met me later whilst we were makin' barrels of breakfast oats."

You'll admit to losing it as the story came to its conclusion, you and Rapunzel giggling into each other as you harmonized your laughter. Elenia titters, more sober than anyone present, yet she too succumbs to laughing fully as the implications fully touch her.

The centaur woman takes advantage of the quiet of everyone calming down to cuddle Eli closer and hot-cheekedly joke.
"Did you think to tease him with a wink or two? Though I suppose you'd have to bend for it."

Eli voices your own curiosity, the speaker looking up from the snuggle.
"Why bend to wink? Ah can do it standing."

Elenia's confusion palpably grows as she takes a toke then speaks curiously.

"No no, the other winking." Her haunches minutely flex while the centaur waits for her joke to land to no avail.
"Do you call it something else? Flashing your love-button at a man."

Concepts of modesty alien to begin with and forgotten now from dreamweed, the centaur wastes no time in shifting herself to show off her horsey ass, rear legs cocked up as she winks, her clit pulsing in and out of its hood as a thick pink bulb.

Nobody speaks for a long moment as Eli steams herself with blushing, then Rapunzel speaks up with a squeak of curious alarm.
"Yours can move?!"
Before you can halt her, and not that you would in your current easy-giggle stare, Rapunzel flips up her skirt to show her own, instantly flipping your attention to her perfectly sculpted womanhood in a way no other woman will ever manage.

Where Elenia's is firm and thick, meaty walls with a muscled vulva, Rapunzel's elven puss is a sculpted proud thing of slim curves, with a triple layer of delicate labia surrounding an entrance, hiding pulsing rings of firm muscle which line her inner canal.
Her clit, hot pink-red, juts from her hood like a tiny leaf when she is horny, spread out flat yet immobile.

You find yourself rolling a hand along Rapunzel's belly almost by habit, her smile growing all the more heated as she fuides your hand down to the fuzz of her neatly groomed mons, holding it there in a clear signal of 'not yet' while Elenia takes in the apparent revelation of an immobile clit.

"It's so cute!"
Elenia eventually decides while she examines the cleft from a distance, giggling while continuing.
"Though it seems delicate, can your men even make use?"

You can't help but chortle as Rapunzel uses your fingers like a stimulating quill, rolling them around the crest of her mons as you take a puff of more dreamweed and nuzzle into her neck. Your lover reaches down to massage the already turgid bulge of your breeches as she answers.
"My sacred shrine is far more durable than one might imagine, especially in taking my Hero's preferred method~."

You chime in with a half cackle.
"Bending her like a pretzel whilst I give her some mustard."
Elenia barely needs to give you an excuse, giggling "Show me" with Eli's blazing scarlet cheeks cuddled against bronzed centaur tits, before you and Rapunzel turn finger-strokes into foreplay, locking lips and wrestling tongues as you work your lover to frothing.

Then you grip her ankles and loft them, Rapunzel ending up bent up with knees by her head, elvish flexibility on full display when you cross her legs behind her head.


Plap Plap Plap Plap.
You fuck Rapunzel like a workman driving a stake into clay, pounding down into her welcoming drenched softness as you suck on the join of her neck and listen to the signals of her body, the intakes of breath amongst panting huffs and the thousand signs that your hips have found a good line.

Eli and Elenia do not join you and Rapunzel in carnal display, though they do end up exploring each other with fingers.

By the time PLAP PLAP PLAP stops, your body exhausted and slick with sweat as you roll off Rapunzel, you feel utterly spent of seed, drained to a degree unbeknownst until now.

What in Rhya's name were they putting in Dreamweed?


Edit*:I don't know how to make the Spoiler boxes stop multiplying.
Eli Dugan revealed!
Special Quest: 'Menhir Materials' unlocked.

Elenia has decided to stay by your settlement as an envoy for another fortnight!
Quest 'Secrets of Dreamweed' unlocked.


I apologise for nothing. Quest will resume normal functions within a few days.
 
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Seeding. Month 1 - Week 3. 08/6/2395 IC - Quest, Research and Expedition Choices.
The morning of the fourth day in this wonderful week crests and strikes your brow through the exultant framing of your Manse's windows. Your Manse's windows! A proper palace, even if you're currently sleeping in the lobby while the rest is under construction, you're getting a Mansion! Rapunzel is stirring in the silks of a real bed, and you feel the warmth of proper non-tent walls. Woo-hoo!


Expedition Planning: Jungle Goblin Rock'n'Roll

Assisting Advisors: Gus and Else

Goals:

Current Secondary Goals:
  • Navigate to and Contact the Centorean Heartglades - Diplomacy - Risk: 10% Base Difficulty: 10%, Reward: +Relationship with the Centorean Glade-Watchers, A chance to set up a more involved treaty/trade route.
  • Tripartate Markers jungle training (Only available with Pandora the Pioneer among the adventurers) - Learning - Risks: 15% chance of injury. Reward: Unlocks a permanent bonus, lowering risks on expeditions by 5%.
  • Scout outskirts of Unknown Old One ruin – Intrigue - Risks: 15% chance of injury, -Relationship with Undiscovered Amazon Faction - Rewards: Contact with Undiscovered Amazon Faction, New Quest line, unlocked Quest Goals.
  • Map the Ley Lines (Only possible if Else is on the Expedition): Risk: 10% chance of injury, potential new enemy faction, Base Difficulty: 20%. Rewards: Improved Trait for Else, New Treasure 'The Leyline Map(Beginning) for research. Prestige gains if the treasure is displayed.

-[][SecGoals]
The Expedition's primary goal - Martial Role - To cleanse or push away the goblin tribe occupying Else's circle of menhirs.

  • Reward: Else Unlocks more Unique Expedition Goals, Significant potential for magic items, Reward from the Centorean Glade-Watchers.
  • Risk: 25% risk of injury, Base difficulty: 15%
Available secondary goals, based on quest direction (West-South-West) (Choose up to two without penalty. Additional goals will add a week to the expedition for every two goals chosen, rounding up.):

  • Explore the Amaxon's valleys – Learning – Risk: 20% chance of injury – Rewards: New Expedition goals, Potential for treasures.
Resources:
  • Food: 5
  • Money: 10
Reminder: The expedition will require at least 0.5 Food, and it is recommended to take at least 1. Pay for mercenaries and any Adventurers should also be included.

-[][ExpFood]
-[][ExpMoney]
Retinue.
-[][ExpAdventurers]
-[][ExpAdvisors.]
Adventurers & Advisors:
Current Adventurers:
  • Amina bint Malik (Caravan Guard, Martial),
  • Pandora the Pioneer (Trailblazer, Diplomacy, Leader for Centorean Heartglades),
  • Elena Volker (Cartographer, Learning, Leader for Tripartate Markers),
  • Briala Silverleaf (Healer, Learning),
  • Arda Kohring (Amber Wizard, Learning),
  • Wilryn Stark (Warrior Priestess, Martial, 2 Mo),
  • Thyriol Tollendor of Saphery (Journeyman Celestial Wizard, Learning, 2 Mo)
Advisors committed:
  • Gus - Ogress Bodyguard, Martial Advisor
  • Eli - Albish Speaker, Intrigue Advisor

--Total success chance: 107% (90% Centorean Heartglades, 110% Tripartate Markers, 112% Scout outskirts, 60% Map the Ley Lines

Advisors will provide a flat bonus based on their primary attribute, alongside lending more non-numerical advantages. Adventurers will provide bonuses to Expedition rolls based upon the mix taken, as with quests, there will be a primary role, and then advantageous bonuses for each unique role.
A maximum of ten Adventurers can be taken on Expeditions, with an expectation that some will become injured.

The hiring of Temp Advisors -if advisors are commited to the expedition plan, will be handled when the expedition is launched.

Leadership

-Gus, Ogress Bodyguard. Martial Advisor.

The chosen leader of the expedition, an adventurer, will recieve the bonus of a unique trait upon completing the primary goal.
Launch?
[][ExpLaunch] Yes
[][ExpLaunch] No

Quest Choices.

-[][Quests]
--[][QueAdventurer]

A Maximum of five adventurers can be put on any given quest.

The rules for quest success were placed in an earlier post.

Explore: Delve the Deepwood


Imilar has become dedicated to finding signs of her missing kin within these foreign woods and has asked for brave souls to follow their signs, delving the Deepwood's semi-real pathways to pursue the secret of their migration.

Primary Role: Learning.

Rewards


Information about Lustria's deepwood paths and the next quest in this chain.

Further Contact and Potential diplomatic opportunities with the Spirits of the Forest.

Rare Asrai Artefacts.

Risk:

  • 20% chance of injury due to natural hazards or traps
  • 20% chance of adventurers becoming lost in the deepwood for 1d5 weeks on failure.

Retrieval: The Glint of a Gromril-Locked Chest


Deep within a natural cavern formed from the roots of a megadendric tree, sunk into a pool of crystal water, your adventurers have spotted the unmistakable glint of Gromril—a rare and valuable metal used by the Dwarfs. The chest, locked and untouched by time, promises untold treasures. However there have been scaled shapes spotted lurking within the water, and the more wizened of adventurers have pointed out the upturned spike-roots of 'Bear-trap Mangroves' -what in Sigmar is that name- near the entrance. Moving what appears to be a half-ton chest -not even to mention the contents- out of this cavern will be a perilous endeavour.

Primary Role: Intrigue.

Potential Rewards:


  • A Gromril-Locked rune reinforced Chest, likely filled with Dwarf-crafted items and/or valuable metals
  • A dilemma/choice between returning the chest to the Karaz Ankor, for a reward, or using your smithy to break it open in hopes of finding all the more wealth within.
Risk:

  • 30% chance of injury
  • 10% risk of death on failure.



The Relic Bones of a Fallen Behemoth


Your scouting adventurers located this potential prize almost three days travel south, deep into the soft soil of the amaxon's broad flood-forest, in a place that hunters had come back from after reporting hoots and voices in the dark woods.

There the adventurers found -in the midst of a shallow mangrove lagoon- a fallen behemoth, The titanic carapace and scales of an Ancient Bastiladon -a true titan, in life it would have been able to swing that club-tail over the roof of a bunk-house-, all still glossy and firm against the ravages of time.


Yet sadly not against the ravages of greenskins, for the adventurers also reported a small savage orc tribe having taken up residence nearby the beast, slowly carving out bones and pains-takingly hewing the ancient cadaver's carapace with axes as they try to remake the beast into an armory. Surely those bones and the seemingly rot-immune carapace could be better served in Your possession, for at least you would give the giant beast's remains some profitable dignity.

Primary Role: Martial
Potential Rewards:
  • A Mostly intact Ancient Bastiladon skeleton, displayable for prestige.
  • 2-3 Titanic Carapace-Plates, One Titanic club-tail.
    Each Usable as a gift for Grand Cathay, the Empire, The Amber College, Various Lizardmen factions.
    Each Saleable to The Empire, Grand Cathay, The Amber College, Various Lizardmen Factions.
    Risk:
    20% chance of injury.
    5% risk of death on failure.

Retrieval: Amazonian Grave-Trees. All that Gold left Fallow


In the heart of the jungle, your adventurers have discovered a grove of ancient trees and pure redstone markers, each adorned with golden chains, plaques, piles of brooches an other glittering treasures. These grave-trees mark the burial sites of legendary Amazonian nobles, priests and Warriors, according to Pandora when she is asked. Retrieving these riches will require a blatant disregard for the sanctity of these graves and the greed-fuelled bravery to fend off any guardians—be they traps, the horde of swarming reptiles summoned by the wards or deathly magical guardians—incensed by such sacrilege.

Primary Role: Martial

Potential Rewards:


  • A mass of Golden artifacts and jewelry of Amazonian origin
  • Ancient weapons and armor with unique enchantments
  • Access to maps, tomes, scrolls and other uniquely amazonian information secreted in each grave.
Risk:

  • 35% chance of injury from traps or guardians
  • If this act is uncovered, this will severely damage relationships with all Amazon factions.
  • 20% chance of death on failure.

Retrieval: Unctious Sweet-fruits and their Flaming Guardians


Your scouts have discovered a swampy grove of trees bearing unctuous sweet-fruits that Porito De Lucci names 'Scale-Apple' whilst salivating, highly sought after for their minor healing properties, incredible sugar-content -perfect for alcohol making- and delicious taste. However, these trees are fiercely guarded by a warren of territorial Salamanders, notable for their boiling, flaming caustic spit. Gathering these fruits will require both skill and bravery.

Primary Role: Martial

Potential Rewards:


  • Baskets upon baskets of Delectable sweet-fruits with potential healing properties.
  • Possible captured Salamanders and eggs.
  • Rare botanical specimens for trade, growing and study
Risk:

  • 20% chance of injury from Salamander attacks
  • 10% risk of death from failure

Special: Signs of the Eternity Spring


Rapunzel's heart yearns for these waters so that you might share more of her life, and who are you to deny this? Yet she doubts that the Slann, who supposedly know of the spring, will share this potentially sacred location.
Yet there are alternatives.
Your adventurers have shared and corroborated rumours with Rapunzel of a Map, the depiction of Lustria and its sacred locales present within a fallen temple-city's jungle lodge, ruined and sunken into a mysterious cavern.

Primary Role: Learning

Potential Rewards:

  • Further Quest Leads from the map of lizardmen sites.
  • A researchable expedition treasure.
  • Gold, Gems and Lizardmen Trinkets.
Risk:

  • 25% chance of injury
  • 10% risk of death on failure

Repel: Rescue Colonists from the swamp Mega-Boa


A massive Mega-Boa has been terrorizing the swamp regions to your south, devouring wildlife and threatening to disrupt the ecosystem. This enormous serpent now holds your colonists captive, a pair of them stuck up in trees where they have been kept alive only by the grace of a mysterious Screecher Monkey troupe. Branwen was previously injured by the beast, upping its reputation and the necessity of destroying it.

Primary Role: Martial

Potential Rewards:


  • Mega-Boa skin and scales, highly valuable for crafting
  • Mega-Boa blood and bones, highly treasured by Amber Wizards
  • Potential Prestige from displaying the corpse and rescuing your colonists.
Risk:

  • 35% chance of injury
  • 15% risk of death on failure


Retrieve: Secrets of Dreamweed


After your... Encounter with the drug and subsequent hangover Rapunzel and Eli both came to quite like the drug, with both claiming that -even beyond its pleasing narcotics- that it had the effect of heightening one's magical senses when deep within the trance, Eli in particular seems enthused by the concept of growing more and Elenia seemed fine with sharing the location of its home groves. It has however, in the manner of most things in lustria, protectors in the form of territorial viper-fang wasps, so named because of their twin blood-curdlingly large stingers.

Primary Role: Learning

Potential Rewards:

  • Dreamweed seeds, unlocking a new cash-crop for your fields. Porito de Lucci insists that he will be able to do something with juice from the leaves and fruit of the plant.
  • A quest related to the Stegadon.
Risk:
  • 10% chance of injury
  • 10% risk of death on failure



Intrigue: Patrol the Coves (Repeatable)


Klaus was kidnapped by Pirates. Undead bloody pirates, whatever next? Irregardless, you decide to post bounties and direct your mob of adventurers to the task of keeping the shores clear, by patrolling the endless coves and rocky inlets that infest the lustrian coast. Your local vampire hunter, vindicated by recent events, is particularly eager to get in on this one. As is Hektor Schmidt for whatever reason...

Primary Role: Intrigue.
Ludolf Von Hess will give a greater chance at greater rewards, if included.

Potential Rewards


  • Pirate Treasures and whatever smuggled goods they hide.
  • Quests found in the local area, with a chance for encountering other faction's agents.
  • Reward bounties of any notable corsairs.
Risks
  • 20% chance of injury.
  • 15% chance of death -or worse- on failure.
  • This will worsen relations with the Awakened undead pirate faction.



Stable Adventurers can be included at no cost, as they are already hired. Tavern Adventurers will cost 2 Money to hire for expeditions, and 1 money for hiring on quests.
Available Adventurers (Stable)

  • Arda Kohring (Empire, Amber Wizard, Learning): An assertive Amber Wizard, Arda seeks fame and wealth in Lustria. Noble-born, she supports the lower classes as long as she receives her due respect.
  • Bullo Brambledown (Halfling, Knight, Martial) Injured: 1 week
  • Pandora the Pioneer (Estalian, Trailblazer, Diplomacy): An experienced explorer, Pandora returns to Lustria seeking more success. Charismatic and multilingual, she excels at enlisting adventurers and securing sponsors.
  • Johann Klinger (Empire, Dung Collector/Sewer Jack, Martial): Once a peasant dung collector, Johann now excels at waste and pest disposal. Known as the "Shovel Knight," he relocates after a run-in with large rodents and a dead Witch Hunter.
  • Klaus Steinberger (Empire, Former Sewer Guard, Intrigue): A tough, seasoned veteran of the Middenheim sewers.
  • Anwen Starshade (Asrai, Waywatcher, Martial): A skilled archer and scout, has ventured from Athel Loren to explore the wilds of Lustria. She aims to uncover its secrets and protect its natural beauty.
  • Elena Volker (Empire, Cartographer, Learning): A skilled cartographer from Altdorf, seeks to map the uncharted regions of Lustria. Her meticulous nature and keen eye for detail aid her in uncovering hidden paths and lost ruins.
  • Briala Silverleaf (Eonir, Healer, Learning): A skilled healer with unusual elven heritage, seeks rare herbs and healing techniques in Lustria. Her compassion and knowledge of medicine are renowned.
  • Amina bint Malik (Arabyan, Caravan Guard, Martial): A skilled warrior from Araby, now serves as a guard for expeditions in Lustria. Her combat prowess and unwavering loyalty ensure the safety of her charges.
  • Branwen MacLeod (Albish, Painted Warrior, Martial) Injured: 1 week


Available Adventurers (Tavern)

  • Ludolf Van der Zee (Human, Middenlander, Vampire Hunter, Intrigue): A veteran Vampire Hunter from the Drakwald, Ludolf embarked for the New World to investigate the Vampire Coast. Many consider him paranoid, but he insists he's just well-prepared.
  • Wilryn Stark (Human, Middenlander, Warrior Priestess, Martial): A warrior priestess of Verena from rural Middenland, Wilryn seeks lost knowledge in dangerous locales. She enjoys typical Middenlander pastimes and learning about others' histories and cultures.
  • Thyriol Tollendor of Saphery (Asur, Elf, Journeyman Celestial Wizard, Learning): Young and ambitious, Thyriol seeks to train with Tlaxtlan's astromancers to gain prestige and honor his family. His aspirations often cloud his mind.
  • Hektor Schmidt (Human, Scout, Martial): A suspiciously pale man in a long coat with a burnished breastplate, this incredibly skilled fighter seems a bit odd... Quick as a striking viper, stronger than he should be... What a fine scout!
  • Miguel De Luca (Human, Estalian, Estalian Diestro/Highwayman, Martial): Fleeing from the law, Miguel prefers the adventure of robbing Norscans over coaches. Finding Norsca too cold, he heads to Lustria.
  • Jorl One-Eye (Dwarf, Burgher/Shieldbreaker, Martial): Jorl turned from cobbler to warrior after a plague killed his kin. Sworn to slay Nurgle's servants, he now finds himself in Lustria.
  • Dera the Deft (Halfling, Bone Picker/Cat Burglar, Intrigue): Orphaned in Stirland, Dera climbed from the muck to become a skilled cat burglar. Hearing of other halflings in Lustria, she set sail for a fresh start.
  • Professor Wilhelm Ziegenhirte (Human, Wissenlander, Scholar, Learning): Obsessed with proving the existence of subterranean beastmen, Wilhelm was driven from Nuln. He seeks proof in Lustria, even at the risk of his life.
  • Ernst Schicklgruber (Human, Empire, Merchant, Learning): Sent to Lustria by his father to become a merchant, Ernst would rather be a scholar. An optimist, he decides to give it a try rather than mope.
  • Stephen Trevor (Human, Middenlander, Journeyman Priest of Ulric, Martial): Young and headstrong, Stephen seeks to establish Ulric's prominence in the new colony. He respects Sigmarites and hopes to charm an Amazon princess.
  • Borin Ironfoot (Dwarf, Engineer, Learning): Borin, an innovative engineer from Karak Kadrin, travels to Lustria to study and improve upon ancient technologies. He is fascinated by the lost artifacts and machinery rumored to be hidden in the jungles.
  • Alaric von Drakenhof (Human, Witch Hunter, Intrigue): Alaric, a relentless Witch Hunter, has come to Lustria to root out dark magic and heresy. His dedication to Sigmar's cause drives him to cleanse the new colony of any corrupting influences.
  • Grom the Cream (Human, 'Trader', Intrigue): Grom, a "human" trader with a penchant for collecting rare goods - without ever paying for them -, has an unusual painted tint to his skin and a peculiar accent. His sneaky demeanor and oversized hat raise a few eyebrows, but he insists he's just a regular trader seeking fortune in Lustria.
  • Giancarlo Rosetti (Human, Luccini, Treasure Hunter, Intrigue): Giancarlo, a cunning treasure hunter from Luccini, is driven by tales of hidden riches in Lustria. His knowledge of ancient lore and knack for uncovering secrets guide him through the jungle's many dangers.
  • Faris ibn Haroun (Human, Araby, Scholar, Learning): Faris, a scholar from Araby, seeks the mystical secrets and ancient artifacts of Lustria. His expertise in survival and knowledge of arcane traditions make him an invaluable guide.
  • Rajani Chandra (Human, Ind, Mystic, Learning): Rajani, a mystic from the distant land of Ind, comes to Lustria in search of powerful magical artifacts and lost knowledge. Her mastery of mystical arts and spiritual insight guide her through the unknown.
  • Wei Li (Human, Cathay, Celestial Dragon Monk, Intrigue): Wei Li, a Celestial Dragon Monk from Cathay, seeks to prove his combat prowess against the formidable foes of Lustria. His discipline, mobility and mastery of martial arts make him a fearsome warrior and insightful skirmisher.
  • Porg the Runty (Ogre, Maneater, Martial): An ogre bull that is a touch smaller than most, Porg was born scrawny and was thus abandoned in Averland by his mother, dumped on a human village. Raised by humans, the ogre soon grew up thick yet not tall, standing only 8ft tall despite being the breadth of a horse and two men. He later went into mercenary work as a means to feed his enormous appetite, wearing the shield of Averland proudly on his iron gut-plate.

Here is also where you can hire adventurers to your stable, though this will necessitate firing one if all ten slots are filled.
-[][Hire]
-[][Fire]

Research Choices: Land Reclamation.
  • [][Research] Tree Farming - Coppicing is a well-known methodin the empire by which to grow thin staves and recover forest growth, and the bizarre fecundity of Lustria allows for this process to take on a truly staggering speed. Will unlock the 'Coppice' upgrade for the Forester's Lodges, giving extra Money in Jungle slots and Construction Materials in Forested slots. Will also allow the Forrester Lodges to reforest cleared or flooded slots
  • [][Research] Steam Saws - Your dwarven prospectors have been willing to share -with you, not with Rapunzel. Even is she were present to take notes- knowledge of the existence of their fantastical construction machines. Engines of iron and heat that they claim will allow for a grinding advance into the jungle. They're even willing to build one of these monsters for you, though they won't tell or show how exactly it is done, the construction will be a thing of secrecy. Will unlock a money heavy upgrade for the Lumberyard, allowing new slots to be carved out of the jungle as Forests, or fully cleared. This will slowly annoy local spirits.
  • [][Research] Swamp Pontoon roads - The swampland to your south, leading to the amaxon, is a hellish morass that no amount of pumping will ever truly clear, yet with some ingenuity and barrels your beloved Rapunzel has figured out a way to build pontoon roads into it, allowing for said pumps to even be built. Will unlock the Pontoon Road buildings, opening up more Flooded slots for use or drainage.


Please Vote By Plan!
There will be a six hour moratorium on voting, to let people read and discuss.

I'll be doing the quest rolls and all the action rolls in the same update to save on extraneous threadmarks.
Moratorium until the morning GMT
 
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Retrieval: The Glint of a Gromril-Locked Chest

Seems like a good idea, always have dwarfs grateful to you

Repel: Rescue Colonists from the swamp Mega-Boa

Just common sense and being a good person.

Special: Signs of the Eternity Spring

Wife wants it, but I think that it will be easier with leylines mapped and spirits of the jungle on our side

Retrieve: Secrets of Dreamweed

It sounds like something colleges of magic will like if properly tested, but the risks of addiction make me wish to wait for a bit.

Intrigue: Patrol the Coves (Repeatable)

Pirates are bad, and we have to deal with vampire/undead ones, leave them no chance for success.

  • [][Research] Swamp Pontoon roads - The swampland to your south, leading to the amaxon, is a hellish morass that no amount of pumping will ever truly clear, yet with some ingenuity and barrels your beloved Rapunzel has figured out a way to build pontoon roads into it, allowing for said pumps to even be built. Will unlock the Pontoon Road buildings, opening up more Flooded slots for use or drainage.
Draining more swamps is a good idea, irl they are good arable land if properly managed not to mention how it will lower the amount of mosquitoes (probably)
 
The Swamp Pontoon roads are where it's at. We're good on money and construction materials, and not really much reason to be annoying the forest spirits when we've just gotten a bunch more slots we can drain out.

We'll want to do the Relic Bones and Mega-Boa this turn since they're time-sensitive. The cove quest also looks appealing, if only to sic Ludolf on his preferred quarry.

I think we should fire Bullo and replace him with an Intrigue character, since we've got a shortage of them. I'm not sure who, though. Currently I'm leaning towards Dera the Deft since she's a rather different kind of Intrigue character than Klaus.

@Pillowsperky this was left as an artefact:
-[][ExpFood]
-[][ExpMoney]
Retinue.
-[][ExpAdventurers]
-[][ExpAdvisors.]
Adventurers & Advisors:
 
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[X] [ExpLaunch] Yes
[X] [Research] Swamp Pontoon roads

[X] Plan Andres
-[X] [Hire] Dera the Deft (Halfling, Bone Picker/Cat Burglar, Intrigue) (5 Mo)
-[X] [Fire] Bullo Brambledown (Halfling, Knight, Martial) (1 Mo for monthly rate)
-[X] [Quests] The Relic Bones of a Fallen Behemoth
--[X] [QueAdventurer] Miguel De Luca (Diestro/Highwayman, Martial, Leader, 1 Mo), Jorl One-Eye (Burgher/Shieldbreaker, Martial, 1 Mo)
--Total chance of success: 50%. Total cost: 2 Mo
-[X] [Quests] Rescue Colonists from the swamp Mega-Boa
--[X] [QueAdventurer] Anwen Starshade (Waywatcher, Martial, Leader), Johann Klinger (Dung Collector/Sewer Jack, Martial), Dera the Deft (Bone Picker/Cat Burglar, Intrigue), Borin Ironfoot (Engineer, Learning, 1 Mo), Stephen Trevor (Journeyman Priest of Ulric, Martial, 1 Mo)
--Total chance of success: 75%. Total cost: 2 Mo
-[X] [Quests] Secrets of Dreamweed
--[X] [QueAdventurer] Briala Silverleaf (Eonir, Healer, Learning, Leader), Arda Kohring (Amber Wizard, Learning), Pandora the Pioneer (Trailblazer, Diplomacy), Elena Volker (Cartographer, Learning), Amina bint Malik (Caravan Guard, Martial)
--Total chance of success: 75%
-[X] [Quests] Patrol the Coves
--[X] [QueAdventurer] Ludolf Van der Zee (Vampire Hunter, Intrigue, Leader, 1 Mo), Grom the Cream ('Trader', Intrigue, 1 Mo), Hektor Schmidt (Scout, Martial, 1 Mo)
--Total chance of success: 60%. Total cost: 3 Mo
--Total plan cost: 13 Mo

Ok, here's my plan.

1. Fire Bullo, hire Dera. We've got a surplus of Martial we don't need any more and we only have one Intrigue specialist.
2. The relic bones look time-sensitive and we already passed it up once, so let's do it this turn. Miguel because we're robbing people, Jorl because dwarfs don't like greenskins.
3. Unfortunately, can't get the chance of success higher on the mega-boa without putting Pandora on it.
4. Secrets of the Dreamweed is low-risk, so I've assigned the adventurers who are due to go on the expedition at the end of the week.
5. Tavern's gonna rotate adventurers after this week, so best get Ludolf on the anti-vampire action while he's here. I've attached two normal adventurers who aren't anything more than meets the eye: Grom because his skills are relevant to picking up stolen loot, Hektor because he's a scout and he fought vampires before.
 
Voting open until Noon 23rd of June, gmt +0 - Week 3, phase 2
Voting has already passed the moratorium! I'll leep it open until Noon tomorrow.

Be polite! Vote by plan! Andres don't worry your vote still counts.


this was left as an artefact:
The expedition things were left intentionally, in case you peeps wanted to commit more resources or swap adventurers around.

Also woops! I'l add Klaus to the roster soon. Busy irl atm.
 
Ya know? since so far vote is unanimous I will hold mine. And while I agree with mmost of it, I still think we could make use of temp. hire.
otherwise, let's get it rollin.
 
Ya know? since so far vote is unanimous I will hold mine. And while I agree with mmost of it, I still think we could make use of temp. hire.
otherwise, let's get it rollin.
When plans take the lead in quests, it's still fully doable to edit them to incorporate feedback other people have. Who did you have in mind that we should hire?

A Maximum of five adventurers can be put on any given quest. Johanna Kepler has been put in to assist on whatever Klaus Quest is included in the plan, granting a flat 20% bonus to success.
This is definitely an artefact.
 
Voting closed - Week 3, phase 2
Seems fairly unanimous.
I ask for 5 1d100 rolls please, one for each quest and one for Johanna's special action.

Scheduled vote count started by Pillowsperky on Jun 22, 2024 at 6:36 AM, finished with 8 posts and 5 votes.
 
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Alright, looks like the two quests we really wanted to succeed, Mega-Boa and Dreamweed, did succeed. The colonists are rescued, the increasingly deadly mega-boa is dead, and none of our expedition adventurers will roll for death. And Johanna translated the star message on her first try, which was very lucky. Shame Rapunzel won't get a chance to help there though, was looking forward to doing something with Student of Magic.
 
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So anybody rolling for Johanna action cause if not I'm doing it.

Edit: nevermind

Also using cold blooded kindness omake in case there's a serious injury roll/ death.
 
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Injury Rolls!

Also in review of my feelings, I will be reducing the penalty from Death to Serious Injury. Instant Death with no quest-reader input just feels against the adventurous spirit now thst the adventurers have taken on lives beyond fodder. Death will still be possible, but perhaps only after their first serious injury.

*Oh no, a patrol the coves injury.

**Tiz only a flesh wound!

Also wait holy shit. Johanna got it on her first try?!
Pillowsperky threw 4 100-faced dice. Reason: Quest injury (low rolls bad) Total: 153
59 59 57 57 29 29 8 8
Pillowsperky threw 1 100-faced dice. Reason: Patrol the coves. Serious? Total: 94
94 94
 
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