Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .
Actually now is a good time to ask, how long are turns? You keep using months, so is a turn a month? How long is it?
 
Vote closed
Scheduled vote count started by Pillowsperky on May 11, 2024 at 6:32 PM, finished with 72 posts and 26 votes.

  • [X] Plan A Nose for Trouble V2
    -[X] The Legacy
    -[X][Ancestry][Half Foreign] One of your parents hailed originally from foreign lands beyond the Empire's borders, be that so close as Kislev or so distant as exotic Cathay.
    --[X] Bretonian
    -[X] Elf- or Dwarf-Friend (Choose either). While not quite the same as an official title from their respective highest nobility, you have earned through good dealings and staunch dedication to knowing their ways, respect from either the Asur of Ulthuan or the Dawi of the Karaz Ankor. You take no Outsider malus when treating with their kind, and trade with them nets 5% additional profit. Unlocks access to the Ambassador's home blueprint.
    --[X] Elf
    -[X] Lucky/Unlucky: You have the most strange luck in the world. Messes way over your head occur like summer storms around you, but by faith in as many imperial gods as you can pray to, you manage to overcome them by sheer luck. Or perhaps Providence? Random Events occur Weekly instead of Every Fortnight, and you receive a 5% bonus to Success chance when rolling to avoid whatever bad things happen during them.
    -[X] Just can't seem to get the nose right: For some reason, no one seems to be able to draw your face to an exacting degree, making it hard to attribute dubious acts back to your person. Reduces Prestige loss from illegal acts being discovered by 10%. Unlocks access to the Colonial Pamphleteer upgrade for the Docks.
    -[X] This Way, To Adventure!: You wanted to be an adventurer yourself, you know? Then you took a governorship to the face. Expeditions you personally -ill advisedly- lead, or at least personally plan, have a 10% higher success chance and a 5% lower duration. Unlocks access to the Adventurer's Booths upgrade for the Tavern.
    -[X] Explorer: Your thirst for knowledge drives you to explore the uncharted lands surrounding your colony. You lead expeditions with unparalleled enthusiasm. Increases the chance of discovering rare artifacts or resources during expeditions by 10%. Unlocks access to the Explorer's Map-Room upgrade for the Colony Library.
    -[X] Sixth Sense: You possess an uncanny intuition, sensing imminent dangers and penetrating masks and illusions with your gaze. Increases the ability to notice lies, see through disguises or magical illusions, and dodge attacks in combat by 10%. Unlocks the Witchseeker Office blueprint.
    -[X] History: Skilled at arms almost as clever as he thought he was and charming enough to make up the different Flynn made friends easily, both among the knights of Bretonia and after a memorable series of drunken duels with a scion of minor elven nobility from the Marienburg enclave. It is advice oft repeated that men should not meddle in the affairs of the elder races, one Flynn did not heed as was his wont with all warnings. He eventually came to fall in love with an elven maiden of surpassing wit and beauty, though unworldly for her years. Here too his luck held more than it had any right to as in the process of attempting to woo the maiden he defeated some manner of wicked elf (the Asur do not speak of such things lightly) so instead of being mocked for his affections or worse he gained a somewhat tragic reputation among the elves of Marienburg. Now off to far off lands and new advantures richer in wisdom, if not trully in caution.
    [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.
    [X] Plan: Adventure Awaits! Huzzah!
    -[X] [Ship Name] Legacy
    -[X] [Ancestry] Half Foreign One of your parents hailed originally from foreign lands beyond the Empire's borders, be that so close as Kislev or so distant as exotic Cathay.
    --[X] Bretonnia
    -[X] [Trait] Etiquette You know how not to make an ass out of himself when dealing with his social equals and superiors... At least most of the time. Perhaps younger you could have done more studying? You treat your Dip as one point higher when interacting with Nobility or the equivalent thereof. Unlocks access to the Diplomat's suite upgrade for the Governor's Manse.
    -[X] [Trait] Elf-Friend. You have made a friend of a truly non-human ally of the empire and learned from them the secrets of not immediately shoving your boot into your tonsils when dealing with them. You take only a 5% outsider malus when performing Diplomatic actions with with their kind, and trade with them nets 5% additional profit. Unlocks access to the Ambassador's home blueprint.
    -[X] [Trait] The Smolder: You are a good looking man and everyone knows it. The Smolder is a pose of yours that takes full advantage of your looks. Count Diplomacy and Intrigue as one point higher when taking Personal actions opposed by those attracted to men. Unlocks the Barber-Groomer blueprint
    -[X] [Trait] Duellist An officionado of combat, you have studied treatise from the martial halls of many masters, and then made up your own fantastic style of stab-cut-thrust-parry-SPIN! You treat your Martial as one point higher for the purposes of Personal Challenges. Unlocks access to the Duelling Arena blueprint.
    -[X] This Way, To Adventure!: You wanted to be an adventurer yourself, you know? Then you took a governorship to the face. Expeditions you personally -ill advisedly- lead, or at least personally plan, have a 10% higher success chance and a 5% lower duration. Unlocks access to the Adventurer's Booths upgrade for the Tavern.
    -[X] Explorer: Your thirst for knowledge drives you to explore the uncharted lands surrounding your colony. You lead expeditions with unparalleled enthusiasm. Increases the chance of discovering rare artifacts or resources during expeditions by 10%. Unlocks access to the Explorer's Map-Room upgrade for the Colony Library.
    [X] [Description] Flynn Ryder was raised on tales of chivalry, romance, and adventure by his Bretonnian mother, and she was only too proud to see him follow in her footsteps as he grew up. Flynn's wanderlust ever led him to new locales where he could make a name for himself and experience all life had to offer, from the spires of Altdorf to the depths of the Drakwald and even the plains of his mother's homeland. During that time, he rescued a noble Asur maiden from the clutches of a wicked elf, and though their following tryst was brief, enduring friendship followed, and thereafter she accompanied Flynn on his journeys. Now Flynn sets food on the shores of the New World, and though hot and humid beyond reason, his governorship there will prove to be his greatest adventure yet.
    [X] Plan A Nose for Trouble V2
    -[X] The Legacy
    -[X][Ancestry][Half Foreign] One of your parents hailed originally from foreign lands beyond the Empire's borders, be that so close as Kislev or so distant as exotic Cathay.
    --[X] Bretonia
    --[X] Elf
    -[X] Lucky/Unlucky: You have the most strange luck in the world. Messes way over your head occur like summer storms around you, but by faith in as many imperial gods as you can pray to, you manage to overcome them by sheer luck. Or perhaps Providence? Random Events occur Weekly instead of Every Fortnight, and you receive a 5% bonus to Success chance when rolling to avoid whatever bad things happen during them.
    -[X] Just can't seem to get the nose right: For some reason, no one seems to be able to draw your face to an exacting degree, making it hard to attribute dubious acts back to your person. Reduces Prestige loss from illegal acts being discovered by 10%. This however does come with the mild mallus of a 5% penalty to Prestige rewards from legal acts when your involvement is not in writing. Unlocks access to the Colonial Pamphleteer upgrade for the Docks.
    -[X] This Way, To Adventure!: You wanted to be an adventurer yourself, you know? Then you took a governorship to the face. Expeditions you personally -ill advisedly- lead, or at least personally plan, have a 10% higher success chance and a 5% lower duration. Unlocks access to the Adventurer's Booths upgrade for the Tavern.
    -[X] Explorer: Your thirst for knowledge drives you to explore the uncharted lands surrounding your colony. You lead expeditions with unparalleled enthusiasm. Increases the chance of discovering rare artifacts or resources during expeditions by 10%. Unlocks access to the Explorer's Map-Room upgrade for the Colony Library.
    -[X] Sixth Sense: You possess an uncanny intuition, sensing imminent dangers and penetrating masks and illusions with your gaze. Increases the ability to notice lies, see through disguises or magical illusions, and dodge attacks in combat by 10%. Unlocks the Witchseeker Office blueprint.
    -[X] History: Skilled at arms almost as clever as he thought he was and charming enough to make up the different Flynn made friends easily, both among the knights of Bretonia and after a memorable series of drunken duels with a scion of minor elven nobility from the Marienburg enclave. It is advice oft repeated that men should not meddle in the affairs of the elder races, one Flynn did not heed as was his wont with all warnings. He eventually came to fall in love with an elven maiden of surpassing wit and beauty, though unworldly for her years. Here too his luck held more than it had any right to as in the process of attempting to woo the maiden he defeated some manner of wicked elf (the Asur do not speak of such things lightly) so instead of being mocked for his affections or worse he gained a somewhat tragic reputation among the elves of Marienburg. Now off to far off lands and new advantures richer in wisdom, if not trully in caution.
 
A short vote: The starting advisor.
Rapunzel. She of the Golden Hair.
Elfin. Ethereal. Extremely good with a frying pan.

This will be a short vote -While I write the Prologue's intro and update the character sheet- to determine her Advisor Slot and how their affectionate relationship manifests, keeping in mind that the Empire is acceptant but extremely wary of elves.

[][Advisor] Choice of Intrigue, Learning or Stewardship - Rapunzel spent over two centuries of her life held captive in a cursed tower by the Witch-Mother Gothel, a false-elf and all-round bitch. A long time to be isolated even for an elf, this time has left Rapunzel bereft of martial skill and lacking in diplimatic mores, but exceedingly good at Secrets, Academics, and Plotting.

[][Relationship] Write In.
May range from Openly and Publically Affectionate to Clandestinely Affectionate. It may be assumed that they get up to some adult shenanigans, but that will be a thing for a later time. (Though the long carriage ride to Marienburg hath gotten a little steamy in places.)
 
[X][Advisor] Intrigue - Rapunzel spent over two centuries of her life held captive in a cursed tower by the Witch-Mother Gothel, a false-elf and all-round bitch. A long time to be isolated even for an elf, this time has left Rapunzel bereft of martial skill and lacking in diplimatic mores, but exceedingly good at Secrets, Academics, and Plotting.

Loyal Spy Mistress best Spy Mistress.

[X][Relationship] Clearly in a relationship but with minimal PDA. I think that suits the board's audience and rules the best tbh and keeps things from steering too far due to shippers.
 
[X][Advisor] Learning - Rapunzel spent over two centuries of her life held captive in a cursed tower by the Witch-Mother Gothel, a false-elf and all-round bitch. A long time to be isolated even for an elf, this time has left Rapunzel bereft of martial skill and lacking in diplimatic mores, but exceedingly good at Secrets, Academics, and Plotting.

[X][Relationship] Clearly in a relationship and publically affectionate.
 
[X][Advisor] Intrigue - Rapunzel spent over two centuries of her life held captive in a cursed tower by the Witch-Mother Gothel, a false-elf and all-round bitch. A long time to be isolated even for an elf, this time has left Rapunzel bereft of martial skill and lacking in diplimatic mores, but exceedingly good at Secrets, Academics, and Plotting.

[X][Relationship] Clearly in a relationship but with minimal public displays of affection.
 
Prologue I-a: The Grand Port of Marienburg.
The Scream of Gulls and bark of port dogs mingled with shouts from fishmongers and hawkers of a thousand wares as your Carriage rolls along through streets continually scluiced clean by an army of cleaners hired for this grand event, the normal city-stench of horse excrement and rotted fish now replaced by the stink of perfume, diluted horse excrement and rotted fish. A salty tang indicates the nearing of the docks, and fluttering ribbons have been hung over the streets in the vein of a grand procession as your pistolkorp and knightly escorts draw in hollering crowds to celebrate.
Before you the vast docks a festooned with a forest of masts and a vast bay of boats, ships and watercraft of all types, the vastest of which are the imperial navy's warships and your own loading colonial ships, all four of them heaving with a stampede of workers that pack in huge bundles of supplies and food.

Your carriage passes by a barrier of glossy-armoured watchmen and into a section of the dock entirely dedicated to your venture, where your colonists will assemble to board the ships and embark in Four Days. Days that you will be spending interviewing a vast line of prospective colonist groups, eager adventurers and potential Advisors to sit on your Colony's board. An entire Tavern, the Compass Rose has been set up as your office and personal home for the next four days, and their staff are prepared to wait on you hand and foot. Or rather, they are prepared to wait upon both You and the beautiful elfin woman now stirring in your Carriage's other side, swaddled under innumerable satin blankets.

The Prologue will consist of Four Days, and in each Day you will have One primary Action to spend all day on, each of which will have their own Sub-Vote (To stop the number of threadmarks from becoming bloated chaos, the Sub-votes will all happen at once, with a plan-vote.)
The Actions Are:
- - Interview Colonist-Groups: You will be presented with groups of Colony Applicants all of which are eager to start a new life in the new world, or at least to escape the old one. You may vote to take on as many or as few of them as you like. Each will come with resources and/or skilled/unique NPCs (unlocking buildings), but keep in mind the limits of your ships and your food.
You have begun with 500 Colonists and 5 Building-Unlocking NPCs, all of which open up the essentials of an initial colony (Farms, Drainage Pumps, Lumber-yards, Granaries, Palisade Walls & Watchtowers, Colonial Barracks, Docks, Governor's Manse, Colonial Libraries, Colonial Bunkhouses.)
Your ships have a maximum capacity of 1000 colonists.

- - Interview Advisors: You will be presented with candidates for Advisor slots, of varying skill-levels and costs, each one with a unique Colony Trait, a Faction, and potentially a Lead-in for a storyline.
Keep in mind that Advisor upkeep is relatively expensive, there are other costs -like purchasing additional building supplies or food, and that Money-Making may well be relatively Scarce in the first month or two.

- - Interview Adventurers & Mercenaries: A colony in the New World needs heroes! It needs defense! You will be presented with Adventurers (And their primary Attribute, which will be how they contribute to Expeditions or Quests) to Hire, some of whom will be connected to Factions, and groups of Mercenaries by which to defend and secure your place in the New World.)
Keep in mind that Mercenaries will take up the same room on your ships that Colonists do, and will consume food while contributing no manpower.

- - Hunt for Leads & Interview Weirdos:
A New-World Colony without goals is a Colony without much hope for riches, and those goals come in the form of Leads, great and weird and wonderful. You will be presented with a bevy of Weirdos and Unique NPCs who will not always join or even remain in your colony, but they will provide Expedition Leads, Information about Lustria, Hints at upcoming Special Events and Potential introductions to Factions.
Some Leads will be time-sensitive, some will be repeatable, some will be available for the forseeable future.

I will be leaving the Rapunzel vote up for 30 minutes after this post, consider that a Moratorium for this one, which will just be a vote on What Order you want to perform these actions in.
 
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I am aware that this seems like a slow way to do the prologue, but please trust me this will be very very important for setting the tone of your colony to come.

And also I need time between each action to write a panoply of options for y'all, in each category.
 
[X][Advisor] Learning - Rapunzel spent over two centuries of her life held captive in a cursed tower by the Witch-Mother Gothel, a false-elf and all-round bitch. A long time to be isolated even for an elf, this time has left Rapunzel bereft of martial skill and lacking in diplimatic mores, but exceedingly good at Secrets, Academics, and Plotting.
[X][Relationship] Clearly in a relationship but with minimal public displays of affection.
 
[X][Advisor] Learning - Rapunzel spent over two centuries of her life held captive in a cursed tower by the Witch-Mother Gothel, a false-elf and all-round bitch. A long time to be isolated even for an elf, this time has left Rapunzel bereft of martial skill and lacking in diplimatic mores, but exceedingly good at Secrets, Academics, and Plotting.

[X][Relationship] Clearly in a relationship and publically affectionate.


An elf on learning is important for one big reason. Figuring out what we find. An elf will have insights that people just won't have. Also yea affectionate.
 
[X][Advisor] Learning - Rapunzel spent over two centuries of her life held captive in a cursed tower by the Witch-Mother Gothel, a false-elf and all-round bitch. A long time to be isolated even for an elf, this time has left Rapunzel bereft of martial skill and lacking in diplimatic mores, but exceedingly good at Secrets, Academics, and Plotting.

[X][Relationship] Clearly in a relationship and publically affectionate.
 
Adhoc vote count started by Pillowsperky on May 12, 2024 at 7:34 PM, finished with 11 posts and 6 votes.

  • [X][Advisor] Learning - Rapunzel spent over two centuries of her life held captive in a cursed tower by the Witch-Mother Gothel, a false-elf and all-round bitch. A long time to be isolated even for an elf, this time has left Rapunzel bereft of martial skill and lacking in diplimatic mores, but exceedingly good at Secrets, Academics, and Plotting.
    [X][Relationship] Clearly in a relationship and publically affectionate.
    [X][Advisor] Intrigue - Rapunzel spent over two centuries of her life held captive in a cursed tower by the Witch-Mother Gothel, a false-elf and all-round bitch. A long time to be isolated even for an elf, this time has left Rapunzel bereft of martial skill and lacking in diplimatic mores, but exceedingly good at Secrets, Academics, and Plotting.
    [X][Relationship] Clearly in a relationship but with minimal public displays of affection.
    [X][Relationship] Clearly in a relationship but with minimal PDA. I think that suits the board's audience and rules the best tbh and keeps things from steering too far due to shippers.


Learning is the Clear Winner for her slot, but we have a tie between Open Public Affection and Minimal Public Affection.
I'll Roll a dice.

1-3 Open Affection.
4-6 Minimal Affection
Pillowsperky threw 1 6-faced dice. Total: 2
2 2
 
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