Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .

A religion focused trait centred around a particular god of the empire would be perfectly fitting if you want to propose one!

But if you want to save your traits, part of the prologue will be picking up extra population and -essentially- quest hooks/Blueprint unlocking minor NPCs. Some of whom will be representatives from each major imperial cult.

All of the Gods of the Empire want a piece of the pie, when it comes to a new and officially backed colony, so they'll all be sending at least a priest to get their foot in the door and set up a shrine
A religion focused trait could simply unlock a bigger/better shrine for that one god.
 
Last edited:
[X] Plan: Modern Major General
-[X] [Ship Name] Grey Manhound
-[X][Ancestry][Pure Imperial] Both of your parents hail from the Empire's provinces, and the conservative majority in the houses of power appreciate that in a small way. +5% Success chance to Diplomatic actions when dealing with the Imperial Nobility faction.
-[X] Interpreter: Flynn has tangled tongues and chatted with enough drinking buddies to befriend people from many foeign shores and learn the trade-tongues. Gain a +5% bonus to success chance when employing Diplomatic Actions against Traders from Cathay, Ind, Kislev, Bretonnia, Araby, Estalia, Tilea and Ulthuan -a malus may apply due to other factors with elves-. (Leads to advanced trait polyglot) Unlocks access to the Trade Lexicon upgrade for the Colony Library.
-[X] Trainer: Your colony's defenders shall not want for guidance! Whether you take an interest in the intricacies of drill or if you simply have a knack for inspiring the best, you're a badass and you can whip them into shape. When an advisor takes the Train Militia action, you increase their gains by 25%. Unlocks access to the Drill Yard blueprint.
-[X] Economist: Your understanding of how money flows is a knack you can't fathom, but it's kept you in pocket more than a few times. You gain a 5% bonus to all income generated by your colony's taxation and dock tariffs. Unlocks access to the Tax Records Office blueprint.
-[X] Logistics Expert: Your meticulous planning ensures efficient resource management and distribution. These are the buzzwords you've learned to parrot to make your father stop bugging you about accounting, and it seems to work! Decreases the time it takes for resources to reach their destination by 10%. Unlocks access to the Warehouse District upgrade for the Docks.
-[X] Frugal: You are adept at stretching resources to their maximum potential, like the last strand of meat in the sausage casing, you know just how to rub it out... That came out wrong. Reduces building construction and maintenance costs by 10%. Unlocks access to the Architect's Office upgrade for the Governor's Manse.
-[X] Naturalist: You have a deep interest in the local flora and fungi, allowing you to guide expeditions toward valuable plant resources or medicinal herbs more easily. Increases exotic plant & fungi yields from expeditions by 10%. Unlocks access to the Botanical Study-House blueprint.
-[X][History] Flynn Ryder was an unusual name for an usual man of his rank and birth within the Empire. The 3rd son of a lower noble family he was nonetheless afforded a good education for his rank, assisting his family in managing the estate while preparing for military service. His family pulled some strings to get him a post as an officer at a military academy. While a safe career path that provided invaluable experience, it left him feeling that he had missed out. He'd seen only a few life threatening fights with beastmen and greenskins during his years in the military. That's why when governorship went to auction, he pressed his family to bid for it. He relished at the opportunity to put his skills to work in service to the Empire in a high risk, high reward situation. Flynn Ryder would succeed where others had failed.

Okay, so this is less swashbuckling than the other plans proposed, but I wanted to try to do a different angle on the high martial governor. It's a bit of a well rounded approach focused on making the colony profitable in multiple ways. We need to turn a profit without pissing off the locals. It means he's less likely to go tomb raiding for fun and get into fights with lizardmen, which I understand some people want and that's valid. I wanted to put forward a plan that played against the type.

Cause we're a colonial governor, running off to raid tombs means we aren't running the colony.

Pure Imperial to double down on being an Imperial Noble. Interpreter to give trade and diplomatic bonus with other colonies, so we aren't completely flatfooted when dealing with non-Imperials. We got more ties in the Empire to call upon if anything goes wrong, like a plague from a tropical disease.

We know Lustria has a lot of valuable crops, mundane and magical, so learning about them to grow, use, and sell is another source of income. Naturalist could also mean learning what's toxic and maybe producing antidotes. That's potentially useful when dealing with tropical diseases. Which may be a bigger killer than lizardmen or raiders.

Trainer, Economist, and Logistics gives the feel that he knows how to actually run a military or militia group, rather than stand in the front swinging a sword. Plus bookkeeping and better supplies means more money and supplies to run the colony.

Frugal gives a solid construction bonus. Unlocking the Architect Office is good too. We can draw nice straight street lines on the map and maybe build a sewer system. That'd be useful, given the aforementioned tropical diseases. Cholera and Yellow Fever outbreaks are bad for our colony.
 
Last edited:
[X] Plan: Adventure Awaits! Huzzah!

[X] Plan A Nose for Trouble V2

Simply want something more adventurous, even if it is a bit more ill-advised. Making this into another quest from the perspective of some bureaucrat stuck in his office is not my idea of fun.
 
My big question of the moment is 'how many dwarves make a manpower'
100 Humans = 1 manpower.
So should it be
50 Dwarves = 1 manpower?
or
25 Dwarves = 1 manpower?

And the same question with regard to Halflings.
 
50 Dwarves and maybe 125 to 150 Halflings? Re: Halflings it really depends on what they're doing I think.
 
My big question of the moment is 'how many dwarves make a manpower'
100 Humans = 1 manpower.
So should it be
50 Dwarves = 1 manpower?
or
25 Dwarves = 1 manpower?

And the same question with regard to Halflings.

If the question was how many dwarfs make a manpower in a dwarf hold I'd say something like 25 due to the efficiency of their millennia of underground self sufficiency in a hostile world while gathering some of the greatest accumulations of wealth in the history of the planet. However if this is in the context of us getting some Imperial dwarfs for our colony I'd say 75 dwarfs, a bit more efficient than humans just because they can work harder for longer, but without that cultural backlog of efficiency

Halflings work at just 100, there is nothing about them that makes them more efficient than humans. If the Empire were at a lower level of tech I would even say make them less efficient, but as is there are plenty of jobs that need nimble fingers rather than strong backs.
 
Last edited:
Just noticed this;

People have to remember Flynn Ryder name is too English for the Empire and Bretonnia, Albion is analogous to a more savage Britain but it would make sense if his family were from there following the naming convention. Also the Empire has a port city in there so it's not out there some people take Albiose naming convention instead of the typical Imperial.

Also @DragonParadox the QM update some of the trait descriptions to be more... Flynn, as a example duelist mentions he create his own style of sword fighting.

The thing is, the year is 2395 IC per the first post, Albion in the Old World, known from the stories of a handful of explorers over the millennia who happened to make it through the mists. Someone taking an Albionese name would be like someone in the European Middle ages taking a name from 'the Kingdom of Prester John', they would literally have to make it up

I did notice, I like lucky better for the character. We are going to the land of weird shit, maximizing the number of weird things for good or ill and our ability to deal with the ill seems like it will pay off more and be more fun than more skill with a sword.
 
Someone taking an Albionese name
Actually, point of order, Albish giants and their handlers, along with their fenbeasts and painted warriors are some of the more well known Dogs of War, though 'well known' here means 'bandied about by adventurers, sellswords and tavern dwellers', . So it could be that Flynn picked up his own choice of name from hearing one such wild tavern tale.

Albion is an isolated land of unknown mists and magic, yet Albionans do leave it from time to time.

That said, it seems like a suitably Bretonnian name considering their closer proximity to the isle itself.

Though you do raise a point about this being quite a bit into the past before the tabletop timing of Warhammer Fantasy, in a time when exploration beyond the old world is in its infancy. Magnus the Pious only died 20ish years ago.
 
Last edited:
Actually, point of order, Albionan giants and their handlers, along with their fenbeasts and painted warriors are some of the more well known Dogs of War, though 'well known' here would mean 'bandied about by adventurers, sellswords and tavern dwellers'. So it could be that Flynn picked up his own choice of name from hearing one such wild tavern tale.

It's also entirely possible that Flynn's ancestry includes a mention of a man named 'Flynn', and that his family line has the odd middle-name 'Ryder' knocking about, from a time when some noble scion way back when buggered a woman/man from the woad island.

Albion is an isolated land of unknown mists and magic, yet Albionans do leave it from time to time.

Though you do raise a point about this being quite a bit into the past before the tabletop timing of Warhammer Fantasy, in a time when exploration beyond the old world is in its infancy. Magnus the Pious only died 20ish years ago.

Yeah that last bit is my point, Belakor has only been corrupting Truthsayers for 91 years at the outside, he could not have started before the end of the Great War in 2304 since he was busy being the Chaos Gods whipping boy and crowning Kul at the time and the actual campaign Shadows over Albion does not kick off until 2492, a hundred years from quest start. I do not think it took the Truthsayers and Dark Emissaries two hundred years to gather forces so I had assumed the mists were still up. Then again if we posit the protection falling slowly it could be that there was a trickle of Albionese in the wider world over that century which would have lead to Flynn's name.
 
there was a trickle of Albionese in the wider world over that century which would have lead to Flynn's name.

I'll take that as a compromise and as a bit of lore for this fic. Albish names and a bit of their lexicon will have leeched into Northern Bretonnia over time as curious Albish warriors (and their more adventurous giants as dogs of war) have wandered from the misted isle.
Emissaries (not dark emissaries, the uncorrupted druid type) have also wandered out very very sparingly to check on the few ley-connections still present in Barrows and Old forests across the old-world, wherever the beastmen have yet to corrupt them fully.

Adding to that is the very last remnants of the gallic-expy tribal blood still present in the Brettish supermajority, with a few olde-tongue words and names bouncing up along family lines through the centuries.
 
Last edited:
An Argument for Adventure
A) Lustria is not South America, despite how the map of the Warhammer world looks and all the neat Easter Eggs you can find all over the place the situation we find ourselves in is vastly different from what faced by European Colonists during the Age of Exploration. Not only is this particular continent inhabited by a superpower that could atomize any attempts at Old World Colonization with a flick of its scaled tail if only the Slann will wake and pay the least attention, but the nations of the Old World are far from the premier naval powers of the world. That title goes to the Asur and the Druchi the second of which want to make us all slaves and the first of which knows more about the continent we find ourselves on, its resources and its dangers than anyone else we are likely to meet.

In short elf-friend is very useful in the long run more so than the ability to rapidly expand and grow on a continent where thoughtless expansion could get us all killed by lizards.

B) There are things out there that no amount of logistical skill will help you with. So OK, we cannot really cut back large swaths of the jungle and grow large amounts of agricultural products or build an industrial base to compete with the Old Wold, they have plenty of forests to cut down in the Old World, closer to home. Then what is economically viable for us to get back to the Empire and justify this colony existing. I think it breaks down into three categories:
  1. New plants and animals
  2. Precious metals and similar mineral wealth
  3. The treasures of the Old Ones
These are all things we are go on expeditions for, or plan them. It is not a matter of slow and steady wins the race. I do not think we are going to justify the existence of this colony on the other side of the Druchi-haunted Sea-monster infested ocean by developing land. If the Empire wanted to carve developed land out of forests, well it has plenty do forests right next door that are not filled with tropical diseases:
 
Last edited:
My big question of the moment is 'how many dwarves make a manpower'
100 Humans = 1 manpower.
So should it be
50 Dwarves = 1 manpower?
or
25 Dwarves = 1 manpower?

And the same question with regard to Halflings.
75 dwarves = 1 manpower. 100 halflings equal to 0.5 manpower (HALFlings), ogres are 50 per 1 manpower.
 
If we're discussing physical labor then ogres should count for far more then just twice their number in humans given their superior physical abilities. Mind an individual ogre probably also eats far more then two humans, so it evens out.
 
Last edited:
Back
Top