Warhammer Fantasy: The Shield of the South

[X] Male

[X] Kniaz Vladimir Rukov

[X] Fortune Builder: +6 Stewardship, +1 Martial, +1 Learning, -1 Piety

[X] Intelligent +1 All, genetic (2pt)
 
[X] Male

[X] Kniaz Vladimir Rukov

[X] Fortune Builder: +6 Stewardship, +1 Martial, +1 Learning, -1 Piety

[X] Intelligent +1 All, genetic (2pt)

Edit:
[X]Attractive +2 Diplomacy, genetic (1pt)
[X] Shy -2 Diplomacy
Attractive and shy cancel each other out but Attractive is genetic so it´s a net plus

Right, we're the Merchant Prince of Erengrad.
 
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[x] Fortune Builder: +6 Stewardship, +1 Martial, +1 Learning, -1 Piety

[x] Female

[x] Kniaz Katriana Kuznetsov

[x] Intelligent (+1 All, genetic)

[x] Adventurer (+2 Martial)
 
[X] Male
[X] Kniaz Vladimir Rukov

[X] Fortune Builder: +6 Stewardship, +1 Martial, +1 Learning, -1 Piety

[X] Intelligent +1 All, genetic (2pt)
[X]Attractive +2 Diplomacy, genetic (1pt)
[X] Shy -2 Diplomacy
Attractive and shy cancel each other out but Attractive is genetic so it´s a net plus
 
[X] Male
[X] Kniaz Vladimir Rukov

[X] Fortune Builder: +6 Stewardship, +1 Martial, +1 Learning, -1 Piety

[X] Intelligent +1 All, genetic (2pt)
[X]Attractive +2 Diplomacy, genetic (1pt)
[X] Shy -2 Diplomacy
 
[X] Female

[X] Kniaz Vasilya Schuskov

[X] Charismatic Negotiator: +6 Diplomacy, +1 Piety, +1 Learning, -1 Martial

[X] Charitable +2 Diplomacy (1pt)

[X] Kind +3 Diplomacy - 1 Intrigue (1pt)

[X] Trusting -2 Intrigue (-1pt) (Sidenote, it's appeared twice.)

[X] Attractive +2 Diplomacy, genetic (1pt)

Erengrad is the second largest trade hub in the old world. It's also one of the few with elven quarters. (it doesn't apply in quest, need to work on that)

We should push the 'gate to Kislev' aspect as hard as possible and work to negotiate for the good of everyone.

I want to unite every human nation behind Kislev, and rebuild the country as a strong shield.

Basically this.
 
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Since we're ruling Erengrad, have some info.

Erengrad was founded as Norvard by the Ungols before the Gospodar Migration. Tzarina Shoika realized its conquest was essential to the unity and prosperity of the emerging nation of Kislev and captured the city, drove out the Ungols, and then rebuilt and repopulated it as the Gospodar port of Erengrad.

The city prospered, attracting traders from across the Old World and even Elves from across the ocean. It also attracted more dubious elements and soon became notorious as a place where one could set up any sort of deal within a day or two of arriving. While it's true that one could buy anything at Marienburg eventually, it takes longer to make contacts there than at Erengrad. Pirates found it was much easier to sail to Erengrad than to pretend to be legitimate in order to sneak into other ports. This clientele made Erengrad rough but also kept it wealthy.

Since we're playing in 2300, the Boyars haven't been practically replaced by the guilds yet. Which is good for us.

The city has three basic areas: The Harbour, the Low City and the High City.

The natural harbour is decent, but has one flaw: A large area of shallow water between the open sea and the city proper. This led to the construction of large piers into the bay, with other construction following to be closer to the ships. The area is firmly middle class, mostly due to the costs of building in the area are high because to the difference of tides being 12 feet, causing the wooden building material needing replacement every few years. Most of the buildings are raised 15 feet above sea level, just to be sure. Other notable things in the areas are: The temple of Manaan, which is shaped like a boat, the Harbourmaster's office (One of the most powerful positions in the city), the Tilean Quarter (Complete with temple of Myrmidia and with 5000 residents) and the Hag House, where the Hag witches reside and plot to return the city to its Ungol roots. The city also relies on Imperial warships and private merchant vessels for naval protection, we'll have to change that in the future and set up a proper navy. We might even be able to wring out concessions from the Tzar.

The Low city is the poorest part of the city and faces the constant danger of flooding from two sources, unusual high tides (a few times a year at random with flooding lasting a few hours) and the river Lynsk (When the snow melts during the spring, flooding can last days). Notable locations include: The Bretonnian Quarter, The Cannoneer's Compound (One of the few cannon manufactories outside of Nuln, famous for the Erengrad Cannon, which is cheaper and lighter than its Imperial counterparts and an ideal ship-based cannon. Only place in the old world were anyone can drop of a bag of gold and leave with a cannon.), the Temple of Verena (due to rampant corruption (the bribery kind) and the large gang presence in the city they aren't very popular (giving them patronage would cost us in the short term, but might be useful in the long run.) and lastly the Grand Market, prone to flooding and a place where someone with the right connections could get their hands on Chaos goodies, we'll need to clean up the place badly.

The last part of the city is The High City. It holds the second largest Elven Quarter in the Old World, the Imperial Quarter (Includes Imperial Consulate), the Carriers (Merchants) Guild, the Goldsmiths (Goldsmiths, Bankers and moneychangers) Guild, the Shipwrights (All other craftsmen) Guild, it's the weakest of the three guilds politically, but has the most members.

The Temples of Dahz (Notable for its light reflecting decoration), Shallya (Richly decorated due to some "ask no questions" healing, but still serving everyone faithfully), Tor (Just an empty tower since he has no cult) and Morr (A huge graveyard that drains the life of anyone in it and kills undead, Lore of death, Morr and Dark are immune and resting a full night negates the effect.) Ursun hasn't had his resurgence yet and is mostly replaced by Ulric and Taal in this time period.

The final two notable buildings are Frosthome, a tower made of Ice magic and the home of the city's Ice witches. And our home, the Castle, located at the divide between Low and High Town and serves as a fortress along the northern wall.

The map is from 2522 so we live in the Old Castle in the north instead of the new one located near the guilds.

With us starting after the Great War of Chaos we have the reign of Kattarin the Bloody (Either a Lahmian or a von Carstein depending on source) to look forward to in 7 years. We might be able to use that to boost our position.
 
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Since we're ruling Erengrad, have some info.

Erengrad was founded as Norvard by the Ungols before the Gospodar Migration. Tzarina Shoika realized its conquest was essential to the unity and prosperity of the emerging nation of Kislev and captured the city, drove out the Ungols, and then rebuilt and repopulated it as the Gospodar port of Erengrad.

The city prospered, attracting traders from across the Old World and even Elves from across the ocean. It also attracted more dubious elements and soon became notorious as a place where one could set up any sort of deal within a day or two of arriving. While it's true that one could buy anything at Marienburg eventually, it takes longer to make contacts there than at Erengrad. Pirates found it was much easier to sail to Erengrad than to pretend to be legitimate in order to sneak into other ports. This clientele made Erengrad rough but also kept it wealthy.

Since we're playing in 2300, the Boyars haven't been practically replaced practically replaced by the guilds yet. Which is good for us.

The city has three basic areas: The Harbour, the Low City and the High City.

The natural harbour is decent, but has one flaw: A large area of shallow water between the open sea and the city proper. This led to the construction of large piers into the bay, with other construction following to be closer to the ships. The area is firmly middle class, mostly due to the costs of building in the area are high because to the difference of tides being 12 feet, causing the wooden building material needing replacement every few years. Most of the buildings are raised 15 feet above sea level, just to be sure. Other notable things in the areas are: The temple of Manaan, which is shaped like a boat, the Harbourmaster's office (One of the most powerful positions in the city), the Tilean Quarter (Complete with temple of Myrmidia and with 5000 residents) and the Hag House, where the Hag witches reside and plot to return the city to its Ungol roots. The city also relies on Imperial warships and private merchant vessels for naval protection, we'll have to change that in the future and set up a proper navy. We might even be able to wring out concessions from the Tzar.

The Low city is the poorest part of the city and faces the constant danger of flooding from two sources, unusual high tides (a few times a year at random with flooding lasting a few hours) and the river Lynsk (When the snow melts during the spring, flooding can last days). Notable locations include: The Bretonnian Quarter, The Cannoneer's Compound (One of the few cannon manufactories outside of Nuln, famous for the Erengrad Cannon, which is cheaper and lighter than its Imperial counterparts and an ideal ship-based cannon. Only place in the old world were anyone can drop of a bag of gold and leave with a cannon.), the Temple of Verena (due to rampant corruption (the bribery kind) and the large gang presence in the city they aren't very popular (giving them patronage would cost us in the short term, but might be useful in the long run.) and lastly the Grand Market, prone to flooding and a place where someone with the right connections could get their hands on Chaos goodies, we'll need to clean up the place badly.

The last part of the city is The High City. It holds the second largest Elven Quarter in the Old World, the Imperial Quarter (Includes Imperial Consulate), the Carriers (Merchants) Guild, the Goldsmiths (Goldsmiths, Bankers and moneychangers) Guild, the Shipwrights (All other craftsmen) Guild, it's the weakest of the three guilds politically, but has the most members.

The Temples of Dahz (Notable for its light reflecting decoration), Shallya (Richly decorated due to some "ask no questions" healing, but still serving everyone faithfully), Tor (Just an empty tower since he has no cult) and Morr (A huge graveyard that drains the life of anyone in it and kills undead, Lore of death, Morr and Dark are immune and resting a full night negates the effect.) Ursun hasn't had his resurgence yet and is mostly replaced by Ulric and Taal in this time period.

The final two notable buildings are Frosthome, a tower made of Ice magic and the home of the city's Ice witches. And our home, the Castle, located at the divide between Low and High Town and serves as a fortress along the northern wall.

The map is from 2522 so we live in the Old Castle in the north instead of the new one located near the guilds.

With us starting after the Great War of Chaos we have the reign of Kattarin the Bloody (Either a Lahmian or a von Carstein depending on source) to look forward to in 7 years. We might be able to use that to boost our position.

Keep in mind, a fair number of these aren't going to exist yet. For example, the elves have only just started to establish diplomatic relations with the old world, and won't have set up their quarter yet. Similarly, black powder has yet to be introduced to Kislev, and the Erengrad cannon has not been invented. Of course, you will have opportunities to change some of that.
 
Keep in mind, a fair number of these aren't going to exist yet. For example, the elves have only just started to establish diplomatic relations with the old world, and won't have set up their quarter yet. Similarly, black powder has yet to be introduced to Kislev, and the Erengrad cannon has not been invented. Of course, you will have opportunities to change some of that.
Pretty sure Realm of the Ice Witch says that the first Erengrad cannon was cast more than 200 years ago (from canon that is), but I guess the exact date up to your interpretation. The Cannoneer's Compound should be around though, Marienburg has had cannons since around 1500 IC and has been sinking rival navies/merchants ever since. Combined with the relyance on the Empire/Merchants for its protection and because it would have taken a while for them to deviate from the Imperial design, I'd really be a strange timeline otherwise.
 
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Pretty sure Realm of the Ice Witch says that the first Erengrad cannon was cast more than 200 years ago (from canon that is), but I guess the exact date up to your interpretation. The Cannoneer's Compound should be around though, Marienburg has had cannons since around 1500 IC and has been sinking rival navies/merchants ever since. Combined with the relyance on the Empire/Merchants for its protection and since it would have taken a while for them to deviate from the Imperial design, I'd really be a strange timeline otherwise.

Kislev is first said to have been introduced to black powder weapons in the Great War against Chaos, and the first handgun reigments were founded about fifty years after. Whether that includes cannons or not isn't exactly clear, but I'm going with them not having them yet.
 
[X] Male
[X] Kniaz Vladimir Rukov

[X] Fortune Builder: +6 Stewardship, +1 Martial, +1 Learning, -1 Piety

[X] Intelligent +1 All, genetic (2pt)
[X]Attractive +2 Diplomacy, genetic (1pt)
[X] Shy -2 Diplomacy
 
Hmm, I wonder if we could eventually dredge out and deepen the harbor. Making it accessible to a much wider range of ships would greatly increase the amount of trade we could do.

Also I don't see the point of grabbing Shy and Attractive when all it gets us is the chance for our children to have it. Feels pointless.
 
[X] Male
[X] Kniaz Vladimir Rukov

[X] Fortune Builder: +6 Stewardship, +1 Martial, +1 Learning, -1 Piety

[X] Intelligent +1 All, genetic (2pt)
[X]Attractive +2 Diplomacy, genetic (1pt)
[X] Shy -2 Diplomacy
 
One final vote which I forgot to include before, what faith do you follow? Major faiths in Erengrad currently include Dazh, Tor, Taal, and Ulric, but if you can make a good case for another I'd consider it. No your piety is not low enough to worship Chaos.
 
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[X] Ranald

Because if we're in a city that has already forsaken bureaucratic integrity, I don't see why we could not harness our governmental corruption to more productive things. Like, er, corrupting our enemies' administrations?

It would be a wonderfully heretical trainwreck to see at least.
 
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One final vote which I forgot to include before, what faith do you follow? Major faiths in Erengrad currently include Dazh, Tor, Taal, and Ulric, but if you can make a good case for another I'd consider it. No your piety is not low enough to worship Chaos.
Can we worship Arianka?

Considering that her prison is supposed to be in Kislev, Praag specifically, and is supposedly watched over and guarded by her followers, we'd be pretty close to the hotspot of her religion. Further, this is in particular a great spot for a follower of hers as if any of the key's or any info on the keys is to pay in or out of Kislev's borders we'd be in the position to find out about.

Having us be worshipers of Arianka would make this quest unique as it's not something that's been covered at all before. It gives us a unique, long term quest in finding the keys to her prison that is completly new grounds and promises to be incredibly novel and interesting.

I think it would be a lot of, what do you say?

In case I'm not awake when you close the vote I'm gonna vote now,

[x] Arianka

Completely understand if you turn this down.
 
Besides the gods mentioned, here are some other Kislevite Gods. Kalita and Salyak.

Kalita

Kalita is the Kislevite approximation of Handrich, the Empire God of merchants and money. However, since gold is the metal of Dazh and silver of Tor, Kalita is associated less with money and more with trade goods and materials. His symbol is the horse or the pony, laden with barrels and crates. Kalita watches over caravans and trade routes, ensuring the goods reach their destination, the roads are not closed by blizzards, and the wheels of commerce continue to turn—something not at all
reliable in the harsh climate of the north. Kalita is only worshipped in the cities and even then only by merchants. He has no temples or any real cult to speak of, and he is only remembered by small symbols or statues on the desks and walls of the counting houses and guildhalls. He is usually depicted as a wealthy, young nobleman and is considered a member of Dazh's court. He appeals to Dazh to hold the snows or darkness at bay for that extra hour or day of travel. Sometimes he is successful; sometimes he is not. Thus, the saying "to trust in Kalita" implies a risky business venture.

Salyak

Salyak is the Kislevite God of healing and comfort and bears much in common with Shallya of the Empire. Like Shallya, Salyak is depicted as a woman in white or a white bird, and those of her order are charged to tend to the sick whenever possible. Salyak is more of a mother of mercy than a maiden, however, and intercedes less than her Empire counterpart. Salyak teaches common sense and sound care but will not save those whose time has come. Most prayers to Salyak come from young mothers and nursemaids. Salyak knows how to calm a baby to sleep, how to make sure he eats and sleeps well, and watches over him to make sure he grows up to be a great warrior. Salyak also knows how to dull the pain or remove a shattered limb when the boy grows up and comes back from battle. "Salyak's Mercy" is the name of a drink given to dying soldiers; it is a mix of koumiss, mandrake, and hemlock that ensures they die quickly and without pain. Temples to Salyak are mostly found in cities, where there is some access to the requirements of her ministrations and some chance of them working. Uniquely for Kislev, Salyak's priests can be either male or female. In general, the males tend to the soldiers, while the females work as nursemaids. Some say the priestesses of Salyak are responsible for raising the next generation of Kislev's warriors and, thus, are vital to the land holding out against Chaos.

[X] Ranald

Because if we're in a city that has already forsaken bureaucratic integrity, I don't see why we could not harness our governmental corruption to more productive things. Like, er, corrupting our enemies' administrations?

It would be a wonderfully heretical trainwreck to see at least.
Let's not do that.

Theft and Death
Kislev and the Empire are ancient allies and know much of each other's culture. However, Kislev simply cannot understand some things, such as the Empire's worship of Morr and Ranald. In Kislev, death is a harsh reality that is never far from anyone's mind. The idea of revering it or pretending there is something beyond it is distasteful to the Kislevites. Likewise, the Kislevites have no time for the idea of venerating those who steal. However, visions and dreams often feature a dark figure in a cowl—who brings death—and his trickster companion. In oblast folklore, they are known respectively as Misery and Misfortune.
 
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