Friendly/Sympathetic Vampires?


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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:

We wouldn't grow food or chop down trees to supply the Old World with potatoes or softwood. It's to supply the Empire with resources it can't get in the Empire, not without importing it from another power. It's not about simply developing land. It's about securing a domestic supply of products for the Empire.

Modern Major General includes Botanist to explicitly investigate new plant species that we could grow, harvest, and ship back. In addition to special magical or alchemical herbs, there's also regular tropical crops that the Empire desires. Tropical hardwood is extremely important in building higher quality equipment, instruments, furniture, and ships. That's an immediate civilian and military function of logging and forest farms on Lustria.

There's the potential for tropical crops too, like citruses, bananas, coffee, sugar, tobacco, spices, etc. The Empire can grow sugar beets, honey, and fruits to produce sugar in lesser quantities, but sugar cane imported from Araby or Cathay would supply the colony with a tiddy income. The downside being the high demand for labour of course. Fruits and spices may be a better source of income. It's not as flashy as magical artifacts, but nutmeg and cinnamon is worth its weight in gold in the Empire.

Interpreter gives us a leg up in knowing other human cultures to a degree, including Tilean, Estalian, Bretonnian, and Arabyan. All of which have far more extensive knowledge of Lustria than the Empire does. It'd be easier to recruit them, deal with them, and possibly learn from them, especially since it unlocks Polyglot as a potential trait in the future. I agree that Elf Friend would be invaluable, so not including it is a bit of a hit I acknowledge.

However, by focusing on non-tomb raiding sources of income we can subvert the need, or rather desire, to raid tombs and inevitably piss off the locals. Trainer and Logistical Experts ensures that the local militia will be well trained and well supplied, which is vital in defending the colony. We can't rely on a core of a few gold hungry explorers to carry an expedition to success, especially when we have no native allies on the landmass to bolster our manpower, like Cortez did.

We're a colonial governor after all, not a conquistador led expedition. We need to set up a base of operations that can support expeditions and commercial interests in the region.
 
I'd probably set it that You'd only need 25 ogres to produce 1 manpower, being mostly useful for uncomplicated tasks (Ogres are not that dumb, but they are often very uncaring for minute details or cautious approaches), but they would eat a full 1 food per week in doing so, or 4 x the amount that men would eat.

This is efficient in 'food per amount of work done', but then there is the consideration that Ogres require special housing, handling, and become practically unmanageable in large numbers.
 
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I will have to ask that you add a Description section to your plan. Just a history of this Flynn, with perhaps a note on where he got the name (It could be self-chosen or simply a strange survivor of older mixing with Bretonnia). Feel free to include little quest hooks or secondary NPCs like Adventurer!Flynn's Elfin beau -who will more than likely be his given Starting Advisor-, and importantly a driving motivation that pushed his acceptance of the governorship -even if said motivation is more a scandal which pushed his parents to find him a nice isolated task where he can gain prestige for the family name without stepping on the toes of his family heir.
 
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We wouldn't grow food or chop down trees to supply the Old World with potatoes or softwood. It's to supply the Empire with resources it can't get in the Empire, not without importing it from another power. It's not about simply developing land. It's about securing a domestic supply of products for the Empire.

Modern Major General includes Botanist to explicitly investigate new plant species that we could grow, harvest, and ship back. In addition to special magical or alchemical herbs, there's also regular tropical crops that the Empire desires. Tropical hardwood is extremely important in building higher quality equipment, instruments, furniture, and ships. That's an immediate civilian and military function of logging and forest farms on Lustria.

There's the potential for tropical crops too, like citruses, bananas, coffee, sugar, tobacco, spices, etc. The Empire can grow sugar beets, honey, and fruits to produce sugar in lesser quantities, but sugar cane imported from Araby or Cathay would supply the colony with a tiddy income. The downside being the high demand for labour of course. Fruits and spices may be a better source of income. It's not as flashy as magical artifacts, but nutmeg and cinnamon is worth its weight in gold in the Empire.

Interpreter gives us a leg up in knowing other human cultures to a degree, including Tilean, Estalian, Bretonnian, and Arabyan. All of which have far more extensive knowledge of Lustria than the Empire does. It'd be easier to recruit them, deal with them, and possibly learn from them, especially since it unlocks Polyglot as a potential trait in the future. I agree that Elf Friend would be invaluable, so not including it is a bit of a hit I acknowledge.

However, by focusing on non-tomb raiding sources of income we can subvert the need, or rather desire, to raid tombs and inevitably piss off the locals. Trainer and Logistical Experts ensures that the local militia will be well trained and well supplied, which is vital in defending the colony. We can't rely on a core of a few gold hungry explorers to carry an expedition to success, especially when we have no native allies on the landmass to bolster our manpower, like Cortez did.

We're a colonial governor after all, not a conquistador led expedition. We need to set up a base of operations that can support expeditions and commercial interests in the region.

I agree with some of the stuff you say here, interpreter us valuable when speaking to other peoples. It is also something I think we can get from advisors, especially if we are minded to hire locally.

Botanist on the other hand is somewhat more dubious. It is the year 2391 as the Empire of Sigmar counts time. More two thousand years before the birth of Sigmar, the High Elves, a global thalassocracy had colonies at the site of practically every city in the old world. They had access to Lustria for two thousand years of uncontested dominance. The 'Columbian Exchange' has already happened and it was done by elves when the ancestors of the Empire were trying to figure out bronze.

Trying to grow sugar is... not really workable, the reason it worked out IRL is slavery. There is no getting around that, slavery made sugar plantations economically viable and again this is in a world with no sea monsters and no dark elves.

'Raiding tombs' is a bit of an uncharitable perspectives when talking about the Old Ones, we do not know what they were (literally in the Empire they are usually thought of as a metaphor for the elf gods) and they certainly do not have tombs one can go raid. Lizardmen also have no tombs as far as we know unless you are talking about Relic Priests and... well that is a bit like trying to steal away Nagash from Cripple Peak and call it treasure. No one was proposing that. There are whoever cities in the jungle empty of all but skaven and monsters made from the taint of the Great Incursion long ago. As long as we do not take the Golden Plaques the Slann are not going to care about the things in there because the Slann do not care about material things worth a damn.
 
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A note on Exotic Plants, The Culchan Plains and the Natural Magic of Lustria
slavery made sugar plantations economically viable
I will make a single note here on the economic viability of exotic crops, and that is Magic.

If you guys end up planting your colony in the right location, near the Amaxon river's delta, you'd have access to dense flows of natural life-tinted geomantic magic. The likes of which will make growing basically any crop you can clear space for -and clearing space is the big issue, as most of the Lustrian coast beyond the Culchan Plains is dominated by Swamps and Walls of Jungle- grow with remarkable fecundity.

The Culchan Plains -on that note- are an area of wide and relatively open grasslands with a relatively moderate climate, making them fairly enticing for arable land and for colonial efforts, which is something of a trap considering that getting to them means you'd be in direct competition with the Estalians, right next to the Vampire Coast, and under the incredibly judgmental reach of Itza.

Most of Lustria exudes the same ghyran-dominated magic, the Amaxon is merely a concentrated stream, and that same fecundity does also apply to the jungle and its fauna. The most ghyran rich section of the coast is called the 'Creeping Jungle' because (within my canon) the forest there grow like bamboo, rapidly reclaiming any areas left fallow for even a few days.

In short, Sugar and other Expensive Exotic botanicals can certainly be grown in a Lustrian settlement, the struggle is clearing and keeping the land in which to do so.
 
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I will make a single note here on the economic viability of exotic crops, and that is Magic.

If you guys end up planting your colony in the right location, near the Amaxon river's delta, you'd have access to dense flows of natural life-tinted geomantic magic. The likes of which will make growing basically any crop you can clear space for -and clearing space is the big issue, as most of the Lustrian coast beyond the Culchan Plains is dominated by Swamps and Walls of Jungle- grow with remarkable fecundity.

Most of Lustria exudes the same ghyran-dominated magic, the Amaxon is merely a concentrated stream, and that same fecundity does also apply to the jungle and its fauna. The most ghyran rich section of the coast is called the 'Creeping Jungle' because (within my canon) the forest there grow like bamboo, rapidly reclaiming any areas left fallow for even a few days.

In short, Sugar and other Expensive Exotic botanicals can certainly be grown in a Lustrian settlement, the struggle is clearing and keeping the land in which to do so.

That sounds like it would need a magical solution and the only people I can think of with any knowledge of wide scale magical engineering are the elves (wood elves as much as high)...

Maybe it's worth being friends with them ;)
 
Inb4 @Fission Battery flips the script and has their Description include Rapunzel the Elf too, but this time She is the lunatic adventurer instead of Flynn, slottting in as the Martial/Intrigue advisor. He rescued her from the tower by hiring a party of other idiots to break in and give her adventurer gear back.

Sigmar Damn It. Thinking about Ogres has made me realise I missed a fantastic opportunity for a Pun Trait.
Ogres, My Lord.
I'll use it for an event.
 
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I will have to ask that you add a Description section to your plan. Just a history of this Flynn, with perhaps a note on where he got the name (It could be self-chosen or simply a strange survivor of older mixing with Bretonnia). Feel free to include little quest hooks or secondary NPCs like Adventurer!Flynn's Elfin beau -who will more than likely be his given Starting Advisor-, and importantly a driving motivation that pushed his acceptance of the governorship -even if said motivation is more a scandal which pushed his parents to find him a nice isolated task where he can gain prestige for the family name without stepping on the toes of his family heir.

Ah, my mistake, I'll correct that now.

I agree with some of the stuff you say here, interpreter us valuable when speaking to other peoples. It is also something I think we can get from advisors, especially if we are minded to hire locally.

Botanist on the other hand is somewhat more dubious. It is the year 2391 as the Empire of Sigmar counts time. More two thousand years before the birth of Sigmar, the High Elves, a global thalassocracy had colonies at the site of practically every city in the old world. They had access to Lustria for two thousand years of uncontested dominance. The 'Columbian Exchange' has already happened and it was done by elves when the ancestors of the Empire were trying to figure out bronze.

Trying to grow sugar is... not really workable, the reason it worked out IRL is slavery. There is no getting around that, slavery made sugar plantations economically viable and again this is in a world with no sea monsters and no dark elves.

'Raiding tombs' is a bit of an uncharitable perspectives when talking about the Old Ones, we do not know what they were (literally in the Empire they are usually thought of as a metaphor for the elf gods) and they certainly do not have tombs one can go raid. Lizardmen also have no tombs as far as we know unless you are talking about Relic Priests and... well that is a bit like trying to steal away Nagash from Cripple Peak and call it treasure. No one was proposing that. There are whoever cities in the jungle empty of all but skaven and monsters made from the taint of the Great Incursion long ago. As long as we do not take the Golden Plaques the Slann are not going to care about the things in there because the Slann do not care about material things worth a damn.

The Columbian Exchange doesn't change the fact that the Empire wants domestic supplies of tropical resources. Araby and the Southern Realms can grow Lustrian crops, but the Empire itself can't. Tropical hardwoods are also extremely useful. They're good for rifles, furniture, precision tools, instruments, ships, buildings, etc. The stronger harder wood provides more consistent quality in wooden products. Plus there's always a demand for fashionable lumber.

While slavery was used as an essential part of real life sugar cane production, it can work without it. It just takes a bit longer to avoid killing people like an assembly line of death. The end product even with higher labour costs than Araby or Tilean sources should still fetch a decent price in Imperial markets. It can also be used to produce rum, molasses, and other by products that are a higher quality than sugar beets can. The Imperial Wizard Colleges are popping off too, so an alchemist could help set up efficient production stills for sugar cane.

It's not glamorous, but a plantation growing spices or fruits can earn a tidy profit. People rented pineapples to show them off at parties. We can be the pineapple dealer for the Empire. Domestic rates that are cheaper than Asuran, Arabyan, or Tilean products. :p
 
Also jade mages probably can make plantations easier.

Well it's not about the growing. It's about the harvesting and processing.

Sugar cane requires a lot of labour consuming steps to process into sugar grains, or other products. It's still entirely possible to do this without killing multiple people a day. Cotton needs to be picked individual then separated and processed. Also possible to do without slavery and turn a profit. Jade Mages would help in keeping soil healthy though. That's very useful.
 
I did have a preference for playing the merchant, but given the name and stats we've got: I'll be honest I just want to play a Flynn Rider Warhammer governor at this point. To that end I find it a little bit of a shame that neither of the leading plans have "The Smolder" in them. Could we take a negative trait to add it to "A nose for trouble mk. 2"?. Said plan also doesn't have family friend so hopefully our Elf!Rapunzel will be available to hire in the prologue.

If we place "our" Flynn as being in a similar spot to the Flynn at the end of the movie then he's solidly a good guy - and much wiser than he was- but he is hardly a good civic manager. I think it could be cool to take this ex-rapscallion adventurer and kind of "turn him into" the Modern Major General over the course of the quest. Complete/add on to his character arc from the movie by letting him learn how to be a good king (or governor in this case).
 
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also doesn't have family friend
Family Friend is an automatic trait that All Flynns will have, due to Standing as Low Nobility.
That is a good point tho.

@DragonParadox
@Fission Battery
@Andres

All of you keep in mind and check your plans to make sure.
Family Friend is an automatic trait, obtained from your Standing, and does not count toward your number of Picked traits.
Your plans should have 6 traits + Family Friend.
 
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Family Friend is an automatic trait that All Flynns will have, due to Standing as Low Nobility.
That is a good point tho.

@DragonParadox
@Fission Battery
@Andres

All of you keep in mind and check your plans to make sure.
Family Friend is an automatic trait, obtained from your Standing, and does not count toward your number of Picked traits.
Your plans should have 6 traits + Family Friend.

I knew it was locked, did not include.
 
WFRP 4e: Winds of Magic, page 81
If a crop is devastated by pestilence the people are likely to pray to Sigmar and Rhya but the authorities might contact the Jade College for magical aid. The Jade College treats these requests rather judiciously as they resent being seen as the farmers of the Empire and will only respond to very extreme or decidedly supernatural blights. It is still a common enough job, however, for the aspiring Jade Wizard, to travel to assist those who work the land.
When it comes to the kind of Jade Wizard willing to travel to another continent, getting them to do farm work may be a tough sell. Dealing with the Creeping Jungle presents an interesting enough magical challenge, but boosting sugar production would be banal.
 
Family Friend is an automatic trait that All Flynns will have, due to Standing as Low Nobility.
That is a good point tho.

@DragonParadox
@Fission Battery
@Andres

All of you keep in mind and check your plans to make sure.
Family Friend is an automatic trait, obtained from your Standing, and does not count toward your number of Picked traits.
Your plans should have 6 traits + Family Friend.
My bad, thought that was the kind of trait you could take more than once. Fixed.
 
I feel like a religious related trait would be fitting, given how religious the Empire is. Maybe something that adds a church to the colony or priest to starting crew. I'm gonna hammer out my own proposal for fun. Flynn's Intrigue stat is really bad, like atrocious. This man is almost physically incapable of lying with the most honest face possible and no knowledge on how to hide secrets. That rest of the stats are solid.

It's more like Flynn get in so many life and death perils that he decided to memorize the basic prays of as mamy Imperial gods he can just to be in the safe side. He has no idea if his strange luck is something that just happens to him or is divine providence. He don't know if he's blessed or curse and which one is worst.
 
A note on Expeditions, Quests, Adventurers and Advisors.
For those of you who want to keep such in mind for the coming prologue, where you will have the opportunity to pick up Advisors, Adventurers and Expedition Leads, I'll lay out my current plans for those systems, with criticism both expected and wanted.

Advisor slots, once filled, are effectively additional specialist actions during each turn, and as such are quite expensive monetarily to maintain, costing 1 Money per month, per point over 4 in their Slot's primary attribute. So an 8 Intrigue Spymaster will cost 4 gold per month, Yowch! Even with a starting fund of 350 gold, that's pretty steep.
This cost can, of course, be mitigated by several things, like the construction of the Colony Council building (Representing offices and a meeting point for your advisors) which will add a 10% cost reduction on to your already existing Family Friend Discount, calculating the percentage based on the collective upkeep of all advisors at the end of each month (just to make the math easier on me).

Adventurers, meanwhile, represent a collective of gold-rabid danger-hungry heroic units who can be assigned to small Quests -representing single or small two-three person groups pursuing small local objectives, such as rescuing shipwreck survivors or driving off a farm-harassing group of cold ones- for a small cost in Money to represent Flynn writing up and issuing a bounty, or they can be assembled into Long, carefully planned five-to-ten person Expeditions, with multiple objectives and a longer range. Adventurers will mostly be transitory, with a fresh batch of generic idiots rotating through the Tavern every fortnight, but they can be retained cheaply at 1 Money per Month per hero, with a maximum 'Stable' of 10.

Expeditions will generally fall into Four categories, though these are not entirely distinct or mutually exclusive:
Diplomatic: Where the adventurers will be tasked with addressing some issue or threat faced by a prospective ally or ally Faction, or with making contact in the name of the colony with a known but yet un-contacted Faction, this is also the form of expedition to set up trade and negotiate deals. This has been altered and merged with Trade.

Military:
A purely hostile expedition with a mind to purge or cleanse some known threat, this Expedition can also be to raid a known faction or to set up a forward base from which to mount later attacks.

Discovery: Where the adventurers are tasked with scouting out a region or known location to determine what resources, artefacts, treasures and/or contactable Factions are there.

Retrieval: Where the adventurers are given either a set of items or a quota of exotic or rare resources to gather, maybe even both with multiple drop-offs. This type also categorizes when the adventurers are used to grab or escort an important NPC to or from the colony.

Most Quests will deal with the aftermath of events on short-term basis, and most Expeditions are repeatably generic, however this is not always true, and Leads can be found, given by NPCs or come during events that will grant the option for Special Expeditions, usually with regard to a unique opportunity or time-sensitive task.

Quests will usually be handled in the turn results with only one or two rolls, bar important or special ones.

Expeditions will usually get their own Threadmark, and require voting plus multiple rolls.
 
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