Other than the obvious military applications, I can't help but wonder if we can't make vaporware vehicles for other things.
Would be awesome if we can't make our own kinda Shredder or something to seriously cut back forests, which in a sad twist is arguably a good thing since full of goblins, beastmen and other terrible things, to things like farming or road paving machines.
Vaporcycles will basically kinda like motorized bikes or motorcycles at best which would make them some of the best messengers in Empire.
Would be awesome if we can't make our own kinda Shredder or something to seriously cut back forests, which in a sad twist is arguably a good thing since full of goblins, beastmen and other terrible things, to things like farming or road paving machines.
And...a crit is already a crit, when it comes to regular turns. The breaching levels and thresholds of combat turns are when going above and below the normal meter matters most.
So, if anything, you probably wouldn't want a crit on something you're adding +40 to, because it would mean that's a crit that wasn't received elsewhere that could have used it more.
And...a crit is already a crit, when it comes to regular turns. The breaching levels and thresholds of combat turns are when going above and below the normal meter matters most.
So, if anything, you probably wouldn't want a crit on something you're adding +40 to, because it would mean that's a crit that wasn't received elsewhere that could have used it more.
So I have a thought...a possibly insane and ludicrous thought but a thought nonetheless. The latest Blackstone Fortress expansions mention a zoat vessel trapped in the fortress and the fortress was noted to have been made by the old ones which got me thinking. I know fantasy and 40k are not officially connected anymore according to GW but the Zoats do appear in both settings...so what if the Zoats are the mutated chaos twisted mortal descendants of the Old One's who didn't ascend to godhood? It would explain the vessel's presence and also explain why the tyranids couldn't fully assimilate them as according to the new canon the zoats seem unconnected to the Tyranids.
So I have a thought...a possibly insane and ludicrous thought but a thought nonetheless. The latest Blackstone Fortress expansions mention a zoat vessel trapped in the fortress and the fortress was noted to have been made by the old ones which got me thinking. I know fantasy and 40k are not officially connected anymore according to GW but the Zoats do appear in both settings...so what if the Zoats are the mutated chaos twisted mortal descendants of the Old One's who didn't ascend to godhood? It would explain the vessel's presence and also explain why the tyranids couldn't fully assimilate them as according to the new canon the zoats seem unconnected to the Tyranids.
considering the Zoats don't worship or follow chaos and are so good at life magic that elves seek them out for apprenticeships I doubt it , also a theory of my own I think the Zoats are a race created specializing in life magic/biomancy by the old ones meant to act as assistants or aids in their endeavors to create and shape life across the universe
-[]Festermarsh:
-[] Blastweave Upgrading
-[] Scouts For Launching:
-[]Greatship 4:
-[]Arming Albion – Charity:
-[]Seeding The Future – Profit:
-[]An Open Hand:
-[] Apple Expansions:
-[]Seeding Drills:
-[] Vapor Tanks
-[] The Other Two Cannon Types:
-[] A Cataloguing Of Radicals
-[] Examining Your Enemies:
-[] Helping Sabine:
-[] Engineering Aid
-[] By Zealots Be Purged
-[] Be Sure
-[] Donating Funds:
-[] Let Logan Go:
-[] Name the Newborn: Octaine
-[] Ask The Amber:
--[] Yes, Ask Them
-[] Elven Expertise:
--[] Laurelorn
GM Note: Remember, don't skim. Especially the Radical section >.> Also I've not made any Front Page edits yet, so...know I'm aware of that.
Turn 36 Results
2340 IC
Military: Stephan von Raukov is a quiet yet experienced mercenary soldier, but his dedication to Ostland and family is unquestionable. He strongly believes in honor, preserving the lives of your own fighters, and unconventional tactics. (Choose 2):
Making The Wolfways: The Temple of the Iceborn Flame begins construction this year. You will have to carve paths to it, not just for the supplies but also for the pilgrims who will no doubt be coming to see it. It is time for a violent carving and uprooting through the forests. In the triangle between Smallhof, Ferlangen, and Bohsenfels is where the site lies, and so you will need three different roads. It will be somewhat profitable given that you'll have felled trees for sale afterwards. But damned if it won't be hard. It's many, many miles of forest. You'll start with the first path you carved up, reinforcing it, preparing it, before getting to the others. Ogres will have to be utilized in considerable number for this, but you're sure they'll be happy to be paid for the work. The name of 'Treebreaker' is one that Urgdug was recently granted by his peers due to them suddenly remembering his efforts in Nordland long ago, and one that has already been taken up by others. You'll have help from the Ulricans you'll be letting in at least, so there's that. Cost: 1,000. Time: 3 Years. Reward: Proper paths cut through the trees leading from Smallhof, Ferlangen, and Bohsenfels towards the Temple of the Iceborn Flame. Beastmen/goblins/bandits/etc. curtailed further from forest. Chance of Success: 75% In Progress. Will Complete Next Year
- Required: 25. Rolled: 96. Critical Success!
Someone employed a rather significant number of ogres on a limited basis to carve the roads and paths through the forest at high speed. There was no finesse to it, and very little care. But by Sigmar – or perhaps Ulric would be a better choice of God to swear by in this instance – they were fast and they were thorough. The trees were outright brutalized, the ogres pushing aside the trees, uprooting them and throwing them aside, all while contracted workers absconded with the fallen wrecks not to the lumber yards as you would have initially assumed, but up to the nascent temple itself to be used in its construction! The roads were carved, wide and strong, and a rudimentary paving has been put into place as well. Yes, the forest is known to obscure and warp paths on occasion, but these are roads now, not mere game trails that disappear. A number of bloodsedges had to be uprooted, but the ogres apparently cooked them up in pots and ate them all. A few small beastmen warherds and greenskin mobs were hunted down and killed as well by the removal of their safe havens, followed by the Army of the Forest detachments guarding the workers hunting them down.
It was Sabine. Sabine is the one who did it. In turn, she has been publically lauded by the Cult of Ulric for her charitable and pious actions. It is a rare thing for someone heavily involved in mercantile matters to gain accolades from the Cult of Ulric. That is…mostly likely why Sabine did it. She used her own money, of which she apparently has a rather significant amount – she recently admitted to owning 15% of the total land that makes up Wulfenburg, something she's slowly been doing over time. In any case, the Temple of the Iceborn Flame is now accessible to the rest of the province! In the future, the roads can certainly be improved, but they'll certainly do for now. As for the Temple itself, it will not reach its full culmination for years yet, but Ulricans being practical sorts have focused solely on creating defenses first, which you go visit when the roads are complete. Vast slabs of stone have been sunken into the earth, forming walls, with towers of brick and wood at various points around the perimeter. Apparently all this time since the actual creation of the Iceborn Flame in 2336, they've been tirelessly and frantically building throughout the years since. Being Ulricans, they are perfectly happy to and capable of working throughout the winters, times when most are forced to close up shop and huddle at home. For something that is a clear and direct holy site of Ulric? They work with literal fanaticism, and continue to do so now. Walls of thick stone in a basic square, then another set of even larger walls, with the actual temple building itself only in the earliest stages. After all, the Flame itself rests upon a small pile of ever burning ice that never melts. The most important part is that. What matters more is defending it properly, hence why the temple's defenses look more proper as a castle than a pure temple, even more so than usual Ulrican building aesthetics and design philosophy. The wood from the savaging of the forests to make the roads is being used both for the temple and the dwellings that the priests and workers can make use of while building up the temple.
Reward: Proper paths cut through the trees leading from Smallhof, Ferlangen, and Bohsenfels towards the Temple of the Iceborn Flame. Beastmen/goblins/bandits/etc. curtailed further from forest.
Festermarsh: Ortrud has offered up the chance to fight alongside her as she purges a significant skaven infestation. This is something you could certainly participate in, but it is not required as she repeatedly made clear in her letters. Especially because of the fact that she knows you and Stephan might need to concentrate on defending your coastlines should the Sea of Claws prove especially dangerous this year. Still, should you choose to contribute, you could bring the Army of Ostland forth to aid in crushing the skaven alongside Ostermark and the dwarfs of the northern Karaz Ankor. It would be a good thing to get back into the practice of commanding them again. It somehow feels like it's been far longer than it actually has been since the Army of Ostland marched as a single group rather than broken up detachments throughout the province. It would also be good to fight alongside Urgdug again, more of the family in general, though you could leave Magnus behind to hold things down just in case. It would be another good bout of experience, even. Anna seems eager to come…or at least, as eager as she can manage. Cost: 100. Time: 1 Year. Reward: Army of Ostland Contributes To Festermarsh. Chance of Success: To Be Rolled By Ostermark, with Army of Ostland providing a bonus to Ostermark's Rolls.
- Ostermark Roll Required: 55 Rolled: 39+Army of Ostland(30)+Nordland Auxiliaries(5)+Ostermark Double Down(20)=94.
See Interlude Post To Come
Blastweave Upgrading - All: Understandably, it will take time for you to take the cannons you have, of Great and Dash varieties, return them to Wulfenburg, and upgrade them properly. The results would obviously speak to themselves, and you need to do it, but while doing so you will have a varying number of cannons available for usual military work. Nothing too bad, but numbers are numbers. It is simply a matter of authorizing it and extremely exacting work to make sure that the blastweave is as well done as possible. Some of the engineers have begun speaking about more exacting molds and other such machines to make things uniform, or 'standard', but this is what you can do for now. Now that you've mastered smaller blastweave, for pistols and handguns, they too can be included in this overall process. Cost: 2,000. Time: 1 Year. Reward: Great+Dash Cannons Upgraded With Blastweave, and all that comes with it. Handguns and pistols upgraded with Blastweave, and all that comes with it.
- It was a work of a year to get it done, but it's been done. One cannot simply take all the guns and cannons away until the retooling is done. Instead, you do it in sections, one group at a time. It's a work of many months, but is thankfully complete by the time you go east for the Trident Meeting. Or, more specifically, for what comes after it. Now that your forces are fully upgraded, you can now look towards proliferating blastweave-equipped guns and cannons through your normal trade routes. Or perhaps you'll need to renegotiate price, for the increased effectiveness, to make up for the slightly increased cost of adding in blastweave. Reward: Great+Dash Cannons Upgraded With Blastweave, and all that comes with it. Handguns and pistols upgraded with Blastweave, and all that comes with it.
Third Imperial Navy: As the Steward of the Third Imperial Navy, you have a responsibility to build up, maintain, and use the ships of the Empire for its betterment and protection. The First Imperial Navy is based in Nordland, while the Second Imperial Navy is based in Marienburg. Should the material requirements extend beyond that of the Imperial Stipend, they will come from the treasury to fill in the gap. (Choose 2)
Gauschdorf: A barely acknowledgeable town, more important due to the fact that it is a garrison location for your troops on the border of Kislev. They are more guard station than village, but then those soldiers still have their families. More importantly, they are stuck right on the edge of the Gulf of Kislev and are somewhat nearby – nautically speaking – to Erengrad. A small dock exists there, and it may be time for said small dock to be changed. That close to Erengrad and its formidable defenses mean that, much like Verborgenbucht, it could be a target to naval raiders avoiding the harder targets. The people of Gauschdorf are for the most part soldiers, former and current, and their families. They will likely be more than willing to let you do with the town as you will so long as you are building up the defenses. Some minor diplomatic efforts to get people to head there to assist in populating it won't hurt either. Cost: 1,500. Time: 3 Years. Reward: Gauschdorf gains military berthing-capable docks, defenses increased. Ship Capacity Increase. Will Complete This Turn
- Though the Holders of the Shore did some damage here, the relative unknown nature of the town ensured that there was actually only one cultist present who tried anything, and was found out by his own brethren. They subsequently drowned him, but presented the corpse to your people when they arrived with full acknowledgement of his madness. As such, the construction continued apace, the people of Gauschdorf even putting in longer hours out of a sort of spiteful rebuttal to the cause of the Holders of the Shore. By the end of the year, new docks and new defenses were finished. Reward: Gauschdorf gains military berthing-capable docks, defenses increased. Further expansion for the docks is equally possible. Ship Capacity Increases +10.
Scouts For Launching: The wing-suit launchers have worked well thus far on the guard towers throughout the province. A particularly drunk pair of messenger carriers, off-duty and having taken their wing-suits with them, flew over Salkalten on a 'joy flight'. They then crashed onto a ship before managing to escape by leaping from one ship to the next. Over the course of several hours, they evaded the garrison before colliding with one another and falling into the waters. At which point they were dragged out of the drink, and fired from their duties. Apparently they have been pressed into naval service for their constant disturbances. But an idea was hatched. Maybe some of the ships could have them installed, allowing vessels to have scouts capable of flight and return, with the crossbows they've been granted. Installing them and training the men will cost more than just money, it will take time. But if successful, it will help your ships considerably in seeing foes across the waves. Cost: 1,000. Time: 2 Years. Reward: Wing-Suit Scouts added to your ships, increasing sight range, slight damage capability/harassment capabilities.
- Construction begins, and while frankly it is complete by the end of the year, actual training and revision of said construction will take longer. It is one thing to build them, another to test them in hard conditions on the ships in different seasons. Will Complete Next Turn.
Greatship 4: It's been many years, and the greatship hasn't capsized, exploded, or otherwise run into a disaster. It's proven itself in year after year of naval raids, so it is time to build another one. Considering the size of them and the actual specialized work it requires to make one compared to wolf ships or galleys, it will take a considerable bit of funds to produce another. But, hopefully, it should be worth it. Throw some money in, some lumber, and write up some new cannons to be granted. You can trust the Prince of Salkalten to select a proper captain for the ship. You'll also have to come up with a name for the thing. But, overall, it shouldn't be too hard to make one thanks to the repeated expansions on the docks of your major port city. Cost: 500. Time: 1 Year. Reward: 1 New Greatship.
- Another Greatship is created in the shipyard of Salkalten. While they can't fulfill every single purpose, for instance their great size making it more dangerous for them to be close to shore where the war galleys can better patrol, their bulk making them somewhat less maneuverable than wolf ships, the sheer number of cannons and crew they can bear have their own value. Of course, you can't simply replace every ship you have with Greatships. They're far more expensive to build, to crew, and to maintain than their smaller peers. While none of the Holders of the Shore dared to even make an attempt on them, that doesn't mean that they are somehow invulnerable. Reward: Greatship 'Blue Anna'.
Diplomacy: Natasha is your incomparable wife. She commits to her work with business-like attitude, with no distractions. With Sabine here, what can be done, and with who, has expanded in scope and scale, it seems. (Choose 3):
Arming Albion – Charity: It is entirely possible for you to sell steel weapons to the Albionese. However, it would also be possible for you to simply give it to them. The thought of it appeared to have caused Sabine to get green in the face, but she nevertheless acknowledged that it was possible. Do these people not fight against the horrible beasts of primordial times, beings that have worshipped Chaos since time immemorial and performed all manner of profane and horrific deeds upon humanity? As well as the Druchii? For the most part, the Albionese fight practically naked, and too much steel would have them sinking into the mud during one of the near constant rains that lash the island. But that doesn't mean a bit of chainmail and gambeson couldn't improve things, as well as steel weaponry and crossbows. They could be simply given these things, which would understandably cost you, and if you wished them to get proper training with all of that it would require trainers to be present there for some time, at least a good half the year to more. Yet doing so would grant them significant aid against the literal forces of Chaos which – to your extreme distaste – seem to rule most of an island which is too close to Ostland and the Empire! Cost: 750 Per Turn Until Tribes Capable of Self-Training And Fully Equipped. Time: 1 Year For Training To Complete, 2 Years Until Fully Equipped. Reward: Albionese able to resist the Albion Fimir and druchii much better, significantly better equipped in arms and armor. Cannot Be Chosen If Albion Trade Is Chosen
- Going by the reports of those few brave volunteers, the Albionese are shocked, amazed, and gleeful about the equipment that you give to them. Any sort of steel is a considerable improvement on bronze and stone, one has to admit, though a few priests of Taal and Rhya managed to convince their way onto the ships to investigate their strange ways and offer them what aid they can. Apparently the Albionese worship their own minor pantheon, involving a giant snake, the moon, and what might be an odd version of Rhya. But more importantly, they accept the training you offer, after a few of those who went – both of Manann, Taal, and Rhya join in a defense against a Fimir raid. Which also conveniently shows off the effectiveness of steel and crossbows. Or even just improved arrow heads for the Albionese archers to use. Training with their new weapons takes time, while ensuring that the tribes are fully equipped will take longer. Thankfully once you've trained enough of them, they can continue to train themselves and others as well. -750 Per Turn Until Action Completes (Training Complete, Fully Equipping Requires Two More Turns.)
Seeding The Future – Profit: The Seeding Drill has already proven itself in multiple prototyping tests. The only thing that remains is expansion of production and selling it properly. Now, Sabine thinks that something so valuable should definitely be sold at a both accessible and profitable price. Anna, on the other hand, says that profit is not the goal for this, only increasing agricultural yields in as many sectors as possible. The two have gone multiple rounds on this conversation. But in the end, it is up to you as to which of the two options should be selected. For now, sales are dedicated purely to the Northern Trident. Not even to Kislev, nor to any southern provinces. Sabine notes that your fellow Trident Members are fully willing to buy it from you, even if you'll be gaining a bit of profit for yourself. It would, in turn, possibly let others know that it is clearly valuable enough that you're selling it even to friends, making it seem more desirable. Maybe. Either way, it would reduce cost to your own treasury if you charged a bit. Cost: 2,500. Time: 1 Turn. Reward: Seeding Drills freely produced and transported to Nordland and Ostermark, their farmers trained in its use. Significant increase to agricultural production in Nordland and Ostermark.
- Stephan and Ortrud were eager to partake in the new invention, more than willing to spill funds into such a course to improve the lot of their people. Of course, you also managed to squeeze a small amount of money from it, enough to essentially cover costs and gain you a small amount of net profit. It isn't much, but really the point wasn't to make any significant amount of money with this, but rather to not completely drain your treasury getting these things out there. Reward: Seeding Drills freely produced and transported to Nordland and Ostermark, their farmers trained in its use. Significant increase to agricultural production in Nordland and Ostermark. +3000 To Treasury, -2,500 for costs, +500 To Treasury Net.
An Open Hand: You don't know Count Rommel personally, but then, the same could be said for many of the Electors. But Reikland is one of the strongest provinces in the Empire. It always has been, as befitting the land from where Sigmar himself once roamed. From there the Unberogen arose as a true power, a power they retain today. They are, you know, one of the wealthiest, strongest, and most populous provinces in the Empire and have been for a long, long time. It may be time to reach out to Count Rommel, as while he was not part of that odd little cabal which came up against you in the Meet, he was not one of those who was clearly on your side either. You could try reaching out to him, shoring up amiable relations. He will not simply become a friend out of nowhere, but you could get something out of it. Maybe. Cost: 500. Time: 1 Year. Reward: Amiable opening to relations with Count Rommel. Chance of Success: 65%
- Required: 35. Rolled: 34.
Unfortunately, Count Rommel was busy this year dealing with the repercussions of the Third Parravon War, and was unable to respond to your messages, and in fact spent most of the year in the south of his province. It was not that he was deliberately avoiding your messengers, just that he was very actively moving about, more than once visiting Bretonnia itself to hopefully ensure amicable relations in the future between Reikland and the Dukedom so that there is not a Fourth Parravon War. And you only paid the messenger so much, and eventually their funds ran out and they left. Unfortunate. Failure.
Stewardship: Morgan von Bernhardt is an energetic woman. While her father was not the most creative man, she seems to be more so. With her vigor, she has promised you significantly more than her father was able to stay awake for, though lately she has been coughing a bit more and spending time with her children. (Choose 2):
Apple Expansions: Already, the elven apples are proving their worth. At first, it was just as a novelty item, something exotic from faraway lands. But others are quickly realizing their value, and it must be capitalized on! There must be more groves, supplying food and tradeable goods for the various settlements throughout the Middle Mountains, which will in turn improve the economy of the entire group up there in the valleys. The creation of special apple ciders and a supposed experimental apple thunderwater brew could also add yet further variety to the trade of alcohol in the province. Though ordinarily it might be a matter of split attentions, Sabine is sure that with the right guidance, the groves and alcohol testing with subsequent production could be done simultaneously for the growing villages up there. Cost: 1,500. Time: 1 Years. Reward: Increased financial security and economic strength for Middle Mountain settlements. Trade Income. Alcohol Trade Income.
- The thrumming breadth of alcoholic industry has spread across the Middle Mountains within Ostland's control. It employs many, and produces a valuable product. Coopers for the barrels, metalworkers for bindings and tools, farmers and arborists who take care of the trees, and so on. Apple cider, or more accurately Eastern Valley Apple Cider, which is what is put on the bottles and barrels, proves to be a rapid hit. It is exotic, but available, due to the origins of the apples who are used to make it and the ones who are making it. Even those who dislike magic are more willing to approach the product, despite the one who helped spread the groves throughout the mountains and their valleys. The elves are the elves, after all, so mysterious and advanced, and yet by making it affordable Sabine has ensured that it is sold in bulk enough to make up for the potential profits of individual highly priced bottles like with wine or Bugman's Best. On the other hand, she foresaw such a thing, and has organized certain valleys to produce the highest possible quality wines and ciders, though you can tell that at least some of the 'reputation' behind those bottles is feigned. Or maybe people just want to believe that because something is special, or they're told it is, they're willing to accept assigned and heightened prices. Or at least, that's how Sabine explained it. Reward: Increased financial security and economic strength for Middle Mountain settlements. +250 Trade Income Per Turn. + 500 Alcohol Trade Income Per Turn.
Seeding Drills: Now that the Seeding Drill is complete, it is time for it to be spread across the rest of the province. Farms in the mountains, in the valleys, and on the plains. The Seeding Drill's worth is obvious, and its results known. The only difficult is costs of production and transport and training. Thankfully, because it will all be within Ostland, it shouldn't be too difficult, all things considered. It will still take time for everyone to get used to using them, and you won't be able to make enough to blanket the entire province in one go. It will have to be an installment sort of thing, produced in batches over the course of the entire year. Cost: 2,500. Time: 1 Year. Reward: Major Agricultural Income Increase Starting Next Year i.e. No immediate income boost this year, but in Turn 37.
- It is one thing to build the seeding drills. It is another to build enough or the entire province. Then you have to convince the farmers to use them, which isn't too difficult considering how quickly they grasp the simple concept and semi-complicated machine. From the Middle Mountains to the Northern March, the seeding drill is spread. With the seeding drill, they can plant far more precise fields, and reduce the effort required to do it. It takes time, however, to make enough for farmers large and small, and by the end of the year it is already just a bit too late to gain much of a benefit. But, by next year? Oh, next year… Reward: Major Agricultural Income Increase Starting Next Year i.e. No immediate income boost this year, but in Turn 37.
The Stone Beneath Wulfenburg: Once upon a time, there were skaven beneath your city. You would prefer if that was never the case again. As such, speak with the dwarfs of your city and see if they would be willing to apply their expertise on guarding against such things, whilst simultaneously making use of the space to create things such as underground granaries, storage facilities, and the like. Some areas can become permanently livable, if they would prefer it, and you think they might. But also, they need to properly reinforce the entire thing, reroute the sewer systems with dwarf expertise, and completely lock down the underground. Gates, walls, reinforcing pillars and the like. The dwarfs will be happy to have permissions and ownership for buildings that they build down there for their own purposes, and you know that they will be certainly eager to help protect their homes. Plus, as you expand Wulfenburg above, it can only help to expand it below as well to compensate. Thankfully, with all the dwarfs there and the area previously already cleared with some work done in this vein, it is only a continuation of what you've already done. Cost: 2,000. Time: 3 Years. Reward: Under-Wulfenburg Further Reinforced for safety and settlement for dwarfs and particularly weird humans. Better sewer/plumbing systems. Will Complete This Turn.
- By dwarf standards, it is rushed, ramshackle, and likely not to last more than a century. By the standards of humanity and the Empire it is one of the most heavily fortified sewer systems in the entire Empire. Enormous canals for sewage to pass through that are built in a way that the smell doesn't spread throughout the rest of the underground, isolated but well defended neighborhoods beneath, columns of thick reinforced stone and metal, gates and passages locked, and so on and so forth. A significant amount of dwarfs use the area, but there are also those who are living down there just as a matter of course because of the new space. The rat catchers are granted homes where they work, nice and secure ones, rather than the scrabbled apartments or hovels that they might have lived in before. You know the skaven are a menace, and vermin too. They are more than worth the expense. Enormous underground warehouses are now full of preserved foodstuffs and barrels of clean water, all in case of a siege, regularly checked weekly by dwarf quartermasters who are quite exacting about their new inventories. Reward: Under-Wulfenburg Further Reinforced for safety and settlement for dwarfs and particularly weird humans. Better sewer/plumbing systems.
Research: Helga and her daughter have taken up this position, switching off whenever the other has to be teaching a class or engineering something or other in your engineering facilities. ONE OPTION LOCKED OVERALL DUE TO AVERLAND PRODUCTION REQUIREMENTS (Choose 2):
Vapor Tanks: You know the Soup Tank intimately. As does Anna. The actual steam system was heavily modified by the halflings over many years. It likely bears very little resemblance to the steam systems present in the other steam tanks in Nuln. Not least of which is because each of the tanks have their own individualized internal components and systems. Leonardo may have been brilliant, but for wide-scale production he was perhaps just a bit less able. But that's fine. You don't need the steam systems anymore, or so Anna say. The 'fucking be-damned skaven', by Anna's own words, managed to create their precious rat tanks with the aid of warpstone. While you'll never touch the stuff out of your own volition if you can help it you don't need it either. You know how the frame works, both skaven and soup tank designs are well known to you for various reasons. You have an engine. Time put all of that knowledge together. Anna is willing to make an effort at it. It will be expensive, but your engineers have had years and years to study the damn tank, with the engine…well. You can fit on a cannon as well, that part is simple. Cost: 2,000. Time: 5 Years. Reward: The Vapor Tank, a war machine powered by alcoholic vapor based upon a foundation of knowledge gained from studying destroyed rat tanks and long-term possession of the soup tank, and knowledge skimmed of the steam tanks in Nuln. Chance of Success: 50% Double Down Applied. Engineering Aid Applied.
You spent far too long helping Anna out with the Soup Tank in the past, and while you've never so much as touched a steam tank, you've been close by as she did her work on the vapor engine. So when you decide to dedicate a significant amount of your time helping out, you are able to contribute right off the bat. There were rumors before that you were actually reasonably good as an engineer, but as of this year you've solidly established your reputation as a Master Engineer in all but name. An Ostland Master Engineer, that is, and yes at this point in time that front part matters a lot more than the latter ones. In either case, you know the engine. You know the frame. And you manage to put a considerable amount of work in, the engineers of Ostland fired up by your and Anna's presence amongst them, working on constant rotating shifts so that at no point in time is work not being done on some aspect of the tank. Three More Turns Remaining
The Other Two Cannon Types: Valma refused to do anything more and now she's dead. Still, Helga and her daughter Agatha believe that with what they learned working on the Great Cannons they can improve the Dash and Bull Cannon types. Though the Dash Cannon was made smaller to be easier to move and aim and the second was made to be far hardier than the other two types, they are still cannons. It's going to take a while to upgrade them in a similar manner, and though the dwarfs are rather put out with Valma personally, it's likely that they'll justify any further improvements that your daughter makes as Valma's fault again. Cost: 1000. Time: 1 Year. Reward: Bull Cannons and Dash Cannons Improved As The Great Cannons Were. Chance of Success: 70%
- Required: 30. Rolled: 36.
It is done. After years and years of working with the improved metallurgy and forging techniques, it was a relatively simple matter. Of course, nothing is entirely simple, and it took many months of work to complete. But at the end of the year, it was. The cannons have been improved, such that they are now more durable and resistant to misfire, as well as being somewhat better off in terms of aim and range – something that should be even further increased thanks to the addition of the blastweave. Reward: Bull Cannons and Dash Cannons Improved As The Great Cannons Were.
Piety: You now have three religious advisors. One, Jorgen Albrecht, is a Priest of Sigmar, Emil Beltz on the other hand is a Priest of Ulric, while Lady Rosa is a Priest of Morr. Having all three prominent advisors from all three of these religions is a powerful statement, and with their own staffs you get a little bit more ability to…well, do things. (Choose 1):
A True Mountain Garden: Minor temples are one thing, but Arthur wishes there to be a true Garden of Morr, similar to the greater ones that have been built in Ostland proper, below the mountains. A place not just for internment of the dead, but for sermons on the God of the Dead, his responsibilities to the living and theirs to him, and so on and so forth. As well as wings and areas for augurs to be contacted, rather than having to hope for them to just come by, or wander past. Ever little bit of civilization helps, and you know this well. The more secure the dead, the happier the living. A bit of an odd thing, likely in certain parts of the Empire, but the specter of Zacharias, of necromancy, remains strong. A quiet undercurrent of fear erupted, you find, when rumors of the sacking carried out by one of the abominable Tomb Kings trickled north. Far to the south of Ostland, to be sure, but the threat of an undead naval force spooked a lot of people. Plus, perhaps it will help people with their dreams. For that is one of the purviews of Morr as well. Reassurance goes a long way, if one believes in such things. And a good number do. Cost: 1,500. Time: 3 Years. Reward: Major Temple of Morr built in the Middle Mountains. Morale improvement to the people, hopeful protection against necromancy and the like. Will Complete Next Turn.
The Temples Of Dunkelstal: The large town of Mierach was the most established settlement that could have been considered part of the Middle Mountains in the past. At least within Ostland's previously claimed territories. But said territory has expanded quite considerably. Both in geographic distance and population. The latter remarkably so, though you've certainly put a lot of work into exactly such a thing. As of now, if there is a settlement which could be considered a 'capital' equivalent, or at the least a large nexus, in the new Middle Mountain territories, it would be Dunkelstal. High walls, the resident location of the Middle Mountain's Great Kitchen of Esmeralda, and the most populated settlement in the Middle Mountains. Literally, to the point of somehow outpacing Mierach itself. But it will be more, in the future. Jogen and Emil wish you to construct true temples to Sigmar and Ulric within Dunkelstal. It is these which mark truly strong settlements, providing a place of security in body and soul. It will increase the profile of the town, and make people more inclined to settle there. The stronger that central nexus point, the benefits can only spread to the lesser towns and villages in the Middle Mountains, if only for a major rallying point to flee to in times of great trouble. Cost: 1,000. Time: 2 Years. Reward: Major Temple of Sigmar and Ulric built within Middle Mountains. Will Complete This Turn.
- The new Great Temples of Sigmar and Ulric have been completed! Dunkelstal, acting as the near capital-equivalent within the Middle Mountains under Ostland's leadership hosts these towering edifices. Well, towering by the standards of the comparatively quite recent proper settlement of the mountains. Surely in time they will be made larger, grander, but that will be up to the Cults, not you, for now. As it is, the people rejoice at such places of faith. Every little bit helps the people of the mountains feel more secure, more willing to stay, whether that be jobs, places to properly practice their faith, and so on. It also makes Dunkelstal feel like even more of a proper town. Reward: Major Temple of Sigmar and Ulric built within Middle Mountains in the town of Dunkelstal.
A Cataloguing Of Radicals: There are a great many divergent sects amongst any of the Cults, depending on province, town, barony, or so on. Beliefs molded by experience and history and distance. Everyone knows this. But after this most recent…event? Coupled with that entire 'Knights of Magritta' debacle? You cannot simply let yourself wallow in ignorance. You need to know. Manann. Ulric. Even Sigmar. You are aware of various radical organizations within the cults, but now they've cost you in blood and gold, and now you need to know which are benign and which are your enemies. The Witch Hunters are eager to help, even, for the most part. They are a bit leery of you looking at the Cult of Sigmar, but that's something they'll simply have to deal with. Cost: 500. Time: 1 Year. Reward: Information on various Radical Sects of the Cults of the Empire. Chance of Success: 80%
- Required: 20. Rolled: 71.
There are fanatics, and then there are fanatics. The Holders of the Shore, for one. Jung, for another. The Cult of Manann have another fanatic sect, but they are by comparison to the Holders of the Shore completely harmless. The Sea-Born are simply born at sea, and must never set foot on land. There are a few ships crewed solely by such folk, and are temples-at-sea in return. They are not militant or focused on crowing about superiority or anything, and there are even rumors of miracles that allow them to repair their ships while at sea, or able to drink sea-water as if it were fresh from a spring.
In the Cult of Morr, there are the Doorkeepers, a group who is militantly opposed to necromancers and the undead. You don't have a problem with them, as they are the main driving force behind the Knights Raven, proactive against the threat that the legacy of Nagash presents to the rest of the world. Sometimes they get a bit overzealous, accusing some folk of being necromancers, but it is easier for that to be proven false than being accused of being an illegal witch by Witch Hunters. Mostly because they can be dragged to the Magic Colleges now and declared magical or not. Then, however, there are the real weirdos, the so-called Blessed of Morr, who think that Morr's Realm is a true paradise, a release from the suffering that is life. Often, they come to this conclusion independently and spontaneously, then proceeding to kill themselves in a holy place to Morr. The priests of Morr, Arthur included, discourage it as they leave their bodies and affairs wholly unhandled and it is the priests who have to clean up the aftermath. But some think that the killing is outright impious, and so the sect continues. However, these lunatics who don't kill themselves instead think that all must suffer at least some quantifiable amount of pain before passing on. Thus, the more pain and suffering, the sooner you reach paradise. Barring them thinking that they should try to pass others onto said paradise, this sect is harmless to anyone but themselves.
In the Cult of Myrmidia, aside from the now defunct Knights of Magritta, there are the Myrmidia Perfecta and the split Reman/Magritta debate. The former are made up of southern Myrmidians who believe that Imperial priests of Myrmidia – who focus more on her martial aspects and portray her as a warrior willing to use any tactics required to overcome evil, are blasphemers. Admittedly, what you've learned shows that the Imperial portrayal of the Goddess is quite simplified for one worshipped as the Goddess of Civilization in the south. And, to those of the Myrmidia Perfecta, to do so is a crime worth killing over. Probably going to have to make sure none of them kill any of your province's priests, though they don't seem likely to come this far north. The latter group are those who debate – fatally, if it comes to it – whether Myrmidia was born in Tilea or Estalia, and believe that the opposite side resisted her as heretics and thus whichever side they support should rule over the other as conquerors. You don't give a damn, at the moment, but at least you know about them.
Ranald's…cult, such as it is, annoys you. The so-called Fortune's Favored are ridiculous, relying purely on 'luck' for all they possess. Food, clothing, or what have you, they just pick it up and are grateful for their 'luck'. Even if whatever it is they 'pick up' belongs to someone else. They also don't try to avoid getting caught. They are the closest thing to flagellants that Ranald might have, not that they'll go into combat or anything more often than not. The ones that are more of a threat are the ones known as 'The Humble Ones', only it is the rich and proud that they believe need to be humbled. Stealing, slander, theft, destroying property, ruining friendships and contacts, to the point of faking evidence of their targets being Chaos cultists and getting them executed. All in the name of ruining whoever they think deserves it. Are there rich and overly proud twits in the Empire? Yes, aplenty. But it is the Witch Hunters who tell you just how much it infuriates them when they've spent weeks or months investigating someone, even killing them, only to realize that it was all a ploy by the Humble Ones because a merchant was a bit mean to them at some point. They all purport to follow Ranald's strictures – what a joke – and so are not harmed by the rest of their 'Cult'. But while they've never targeted you specifically, the Witch Hunters shamefully admit that they've targeted some other in Ostland before, historically. If anything, a greater target than you would be Sabine. Something to keep an eye on, at least.
The Cult of Shallya having fanatics was plainly a surprise to you. But the Plague Wardens are a much more agreeable sort than the Holders of the Shore, for the most part. They are willing to cause suffering, to kill, if it means saving other from the ravages of the plague. The plague is one of the most powerful killer in the world, when it comes in one form or another. That they're even willing to risk losing the favor of their Goddess to follow through on Her opposition to any aspect of Nurgle possible, is, frankly, something you can admire about them. Though sometime they might go a little too far, because of the amount of funding that you've put into the Cult of Shallya in Ostland such recourse simply has not been required. Other than that, there really aren't any notable fanatical sects that might prove a threat, none with any sorts of inclinations like what led the Holders of the Shore to their actions.
The joined Cults of Taal and Rhya have their own fanatical sects, but none are much of a threat. Mostly because they aren't willing to use bombs or the like, or gunpowder, or things like that. Also, they run around in the deep woods and get eaten or killed or just disappear. In any case, there are the Celebrants, who travel into the 'unspoiled wilderness' and ingest strange things, suspend themselves with wooden hooks from trees, and so on. All are infested with parasites, stink from their near-toxic tinctures, and suffer from exposure. And then they go live in the deepest woods, or try to at least, up until a warherd kills and eats and does worse things to them, and not even necessarily in that order. The Wild Men are even less of a threat. They wear no clothes, kill with their bare hands, and sleep with blankets of dirt. They gather in small communes, or packs, or herds, or whatever they say. Then they get eaten by beastmen or greenskins or something else. So…yes. Something you are willing to let be.
As for Sigmar, of course, you know well enough that there are fanatics. There are all sorts of flagellants, with various reasons, but the stereotypical image of them are of Sigmarite ones. 'Those Left Behind' are a woman-only sect who have lost those they love to greenskins, and dedicate themselves solely to killing more. Apparently the Sisters of Sigmar have been trying to absorb them lately into their ranks, mostly because they're rather self-destructive, what with the zero training and throwing themselves heedlessly into the enemy. The warrior nuns would prefer they actually be trained and properly equipped. Then there are the group known as 'Sigmar's Anvils'. Who think everything bad is because of Sigmar being angry at the world, and have taken it upon themselves to be the world's salvation. By somehow redirecting said supposed divine wrath solely upon themselves, like cutting themselves apart with glass and packing the wounds with glass and salt and so on. Or burn themselves. Every painful act imaginable without actually killing themselves, and only to themselves. No real danger there, as causing harm to other rather than themselves would be blasphemous to their insane little faith. No, the one group of fanatics you think you'd have to worry about are the are the murderous bastards who call themselves the Truth of Sigmar. Who think all the Gods save Sigmar are dead, and every Cult other than Sigmar's own are subverted by the Ruinous Powers, and that anyone – even Shallyans! – are in truth Chaos cultists. Thus they destroy temples and murder priests and priestesses alike. They are also, obviously, extremely secretive and while you know of them they actually work very, very hard to make any of their acts appear to be, ironically, acts of the Gods. The Cult of Sigmar denounces them, but fanatics can make any excuse in their minds.
Ulric's followers have their own issues too, but the Witch Hunters have long kept an eye on the Cult of Ulric as a clear part of their own Sigmarite origins. The Sons of Ulric are the first group they tell you about, eager to turn your eyes on the Cult of Ulric. The Sons believe that they are descended by blood from Ulric, that they should rule the world as well. Anyone who doesn't obviously manifest the favor of Ulric through his blessings and power is a target for…removal. Thankfully, the Sons are splintered, heavily, each group thinking they are the best choices and most 'true' descendants of Ulric, and are also willing to fight each other over it. Because they're Ulricans. The Wolf-Kin, you know about. They're the flagellants of Sigmar, and happen to live a bit longer than said Sigmarites because they wear armor and maintain weapons rather than wearing sackcloth and wielding planks of wood.
Finally, there is Verena. The Defenders of Truth believe in anyone being allowed to speak up about anything to anyone, to have any book they want, and being allowed to research whatever they want. Which, according to the Witch hunter, means that they are Chaos cultists or necromancers or both in waiting. Because their beliefs extend to the Books of Nagash, on public record even, though the particular Verenan priest who declared such was rightfully burned at the stake. The very act of researching necromancy through their tomes can be corrupting, and there are definitely tomes of Chaos that can steal the soul of those who read them. Normally, that would be enough, but then there are their acts of 'liberation'. Heresy doesn't exist to them, and so those accused of such should be rescued from the pyre or prison! And then it turns out the person is a mutant, or necromancer, or Chaos cultist, and they either get killed or have to kill their rescued target. Some even kill every witch hunter they can find. Then there are the Scholastics, who are just weird. They wish to memorize information, and punish themselves when they can't. Or wish to test the knowledge they've gained, and then die because knowing how strong a troll is doesn't mean one can magically defeat said troll. The former is a concern, very much so, the latter…not so much.
You've no doubt that there are many more radical sects than this, but these are the most pertinent ones, and ones you'd do well to remember. Sort of like a Scholastic of Verena, perhaps? Reward: Information On Radical Sects.
Intrigue: You have two different intelligence organizations. One, Witch Hunter Marlisa, is focused on combating cults, threats, monsters, and generally outside forces. The other is Master Baggins, a very influential halfling cook and champion of the common man. Now, a third, is present in the form of Sabine. Her own experience is different, but that does not preclude her from having value in this. (Choose 1):
Examining Your Enemies: So. You know their names now. Giesen. Rutger. Weiss. Three of the ten largest merchant houses of Marienburg, and the three who have most principally joined their forces against you. Their trading concerns are tied up across the Northern Trident, Hochland, and portions of Talabecland, connected not just through the coastlines but the rivers as well. You need to know which of them is weakest, what their most focused business areas are, general vulnerabilities and strengths, and just who are their enemies amongst the other merchants of that accursed city. Once that is done, you will know how to destroy them properly, one way or another. Options abound, of course. Sabine favors subverting their routes, their caravans, their contacts, while Hagrid implied you should be killing said routes and caravans and contacts instead. Both thought that it might be possible to turn other portions of Marienburg against these three houses, allowing you to punish them punitively – but at the same time, they both then agreed that whoever rose up in the aftermath to fill the gap would find themselves also opposed to you for the exact same reasons. You could, if you were furious enough, just hire assassins to clear them out completely, but if such a thing could be traced to you it would be quite an issue. For now, you need more information now that you've got their names. Cost: 1,000. Time: 1 Year. Reward: Information on the Houses of Geisen, Rutger, and Weiss. Chance of Success: 50%
- Required: 50. Rolled: 13.
Nothing. Absolutely nothing. As a result of the Holders of the Shore making trouble for everyone, not just the northern-facing trading houses, lips are sealed tighter than anything. No contacts talk, nobody says anything, all just scurry about their business talking to who they are meant to, and no one else. Letters are untouchable, rumors are strangled in the shadows, and the money ends up sitting in the accounts of your agents, then used on maintaining their covers, making some small investments in their businesses and accounts, because they simply can't be used for anything else. People in their stations wouldn't let that amount of money not be used, and so they must. It is…very frustrating. Failure. May Be Attempted Next Year.
Quinsberry Questioning: So, Hagrid has revealed the presence of the Quinsberry Lodge to you. Grudgingly, worriedly, and for good reason. A bunch of murderous, thieving, skulking bastards bobbling into your province? Absolutely not. You've got plenty good halflings, Hagrid among them, who are doing much to advance the interests of the halfling people throughout Ostland. For goodness sake, it was because of him that you even added an enormous section in your law project on pruning and fixing halfling-targeting laws, fees, and so on. If this was the Era of Three Emperors…well. It is not the first time that a province has burned half the Moot down. Sometimes it was Stirland. Other times it was Averland. But for now, you need to find how much, if at all, they've infiltrated the rest of the Northern Trident. And you know what? Stirland too. You doubt that the Countess would mind, it's not like you're ordering a culling. Right now, at least. Find them, if they're there. Shore up your defenses as best you can even if they are not. Once that's done, you can work on…next steps. Cost: 1,000. Time: 2 Years. Reward: Quinsberry Lodge agents identified throughout Northern Trident/Stirland if they are there at all. Shore up intrigue-based defenses from potential Quinsberry movements against the Trident. Chance of Success: 75% Will Complete This Turn.
- Required: 25. Rolled: 54
Hagrid admits to once being a member of the Quinsberry Lodge, and as such knows quite well their methods. As he suspected, there were none in Wulfenburg, and despite apparently scaring them out of your capital city in the years since they've slowly crept back in on some of the border settlements, the ones that see a significant amount of people moving through. But they've been found nonetheless. Hagrid has, with your implicit permission, made the Cult of Esmeralda a lot more...present, in the places where the Quinsberry once walked supreme. It wouldn't do for hearth and home to be infested with rats, after all. All that needs to be done now, with your defenses against further Quinsberry Lodge work, is to actually pull the trigger and get rid of those within Ostland. Reward: Quinsberry Lodge agents identified throughout Northern Trident/Stirland if they are there at all. Shore up intrigue-based defenses from potential Quinsberry movements against the Trident.
Personal: God's above, your family has been through too much. (Choose 2):
The Law Of Ostland: While you could not have imagined the delay it would take you to reach this point, you have at last, reached it. It is time to put your mind to use more than your blade, and shred away this insane wild tangle of laws, points of authority, agency, punishments, and more. It is a beast you are unfamiliar with, to be sure, one of paper and vellum and ink, but it is one that you will fight regardless. Ostland deserves better than that, and its people do as well. Might the nobles dislike how their authority may fluctuate as a result of what you do come up with? Perhaps. At the moment, you haven't put anything into place, and this is a private work, so there is nothing for them to complain about. For now, it is time to begin, sending out your feelers and servants across the province to bring every copy of every corner's legal code forth to you, that you may create a unified Ostlander legal code, rather than one that changes every few bloody feet outside of Wulfenburg! Cost: 1,000. Time: ??? Reward: Streamlined Unified Legal Code For Ostland Province. Will Complete In ??? Turns
Helping Sabine: Sabine is still working on the Imperial Fighting League, and she has come to you in order to prevail upon your rather extensive knowledge of the workings of law. She wishes to come up with a codified section of rules for the fighting, covering everything from codes of conduct to health responsibilities to punishments and fees for not following them. Obviously, the IFL will not cater to death matches outside of, perhaps, incredibly particular circumstances, but that same requirement means that it will require extreme care to still provide the blood sport that so many crave. Different divisions, different weapon allotments, if any, things like that. It would be a nice bonding experience with your daughter-in-law, while also allowing you to test your legal knowledge on a smaller scale than your greater law reform project. Cost: 0. Time: 1 Year. Reward: Roll to determine extent/potency of aid given to IFL development.
- Roll: 88!
Sabine was, to put it politely, staggered by the sheer breadth of knowledge you now possess about the law as far as it goes in Ostland. Permits, deeds, ownership, codes of conduct, rules, responsibilities, contracts, all these and more are run through over several days. Sabine proposes, you refine, Sabine theorizes, you crystallize. She of course has put a lot of work into it as well, and between the two of you the IFL really starts to come together. The IFL is a Guild, effectively, with their trade being blood and cracking bone, the fighters as employees, and so on. With your help to Sabine, every single fighting arena in Ostland is now organized under one banner. But then Sabine lets you in on a secret. She's going to make it so that the fighting need not take place in isolated portions of the sewers, or beneath taverns in the basements, and so on. She's going to make an arena, thanks to her purchasing of much land. The buildings within the perimeter will be demolished, and the arena built up to take up the space. She just needs your permission to build such a large structure, even though she technically has bought up the land and as a private citizen could do so she requires the building permits and such. With all your work helping her, construction could begin now, and so it does. Regulated is better than not, when it comes to something like this. Reward: Roll of 88 Applied. +100 IFL Income Per Turn Due To Fully Realized IFL Regulations Being Put Into Place. First IFL Arena being built with Sabine actions and Sabine treasury.
Engineering Aid: While you are not technically accredited by the school you founded, your engineering knowledge is undeniable, even if you started a bit later than others. And, frankly, it is perhaps time that you put that knowledge to use. Not just for yourself, minor projects and the like, but with the big things. Actually enter the College, ensure that you are visible and participating in the research and development, which in turn will both hopefully help out the actual projects ongoing there, while also ensuring a positive relationship with all of those scholars and educated folk. Many of them might go on to just take on other lucrative scholarly positions, only some have the right grit for the army, but either way, there's likely some benefit to associating with them. And they with you! Cost: 0. Time: 1 Year. Reward: +20 To One Research Action's Roll This Turn thanks to Masterful Engineer+Blacksmith traits.
- Applied To Vapor Tanks.
Elector Count Decisions:
The Cult of Manann: Maghda Sprenger is the newly elected Matriarch of the Cult of Manann, taking her position after her predecessor was apparently strangled to death by the radical sect of the cult known as the 'Holders of the Shore'. She has sworn that the Cult of Manann, the true one at least, shall not rest until the Holders of the Shore are completely exterminated. It is a galling thing, however, that your ships and your people suffered from these religious zealots. And the priests of Manann are rightly furious after a great many of them were assassinated by them. However, for all that they promise to excise this previously hidden canker sore from the underbelly of their Cult, a Cult that has in the past never come close to the troubles of the zealots of Sigmar and Ulric, they do not have the experience of a very particular group of individuals. With a very particular set of skills. Religious zealots, yes, but relatively collared ones. You have something better. The Witch Hunters are, as befitting their nature and origin, often suspicious of other cults, even the properly acknowledged ones of the Empire. And they have experience that the investigators of the Cult of Manann simply do not. On the other hand, giving the Witch Hunters full reign might anger the Cult of Manann for interfering in what might be considered an internal affair. You simply don't have the time to gauge the feelings of the new Matriarch on the matter, as the longer you wait on this decision the harder it would be for the Witch Hunters to manage anything.
[] By Zealots Be Purged: If this new Matriarch of the Cult of Manann, Maghda Sprenger, is truly dedicated to eradicating this group of zealots, then she will appreciate or at least allow the Witch Hunters to investigate. How can you truly know if this foolishness was pushed or at the least influenced by the forces of Chaos? Only one way to find out. Result: The Witch Hunters are given full reign to closely investigate Cult of Manann to find and capture/interrogate/execute the unlawful sect known as the Holders of the Shore within Ostland. Unknown effects on relation with the Cult of Manann.
- By the time the Foamborne arrive, half of the Cult of Manann in Ostland were dead, tortured into confession, death, or both by the Witch Hunters. The remaining priests of Manann practically threw themselves onto the Foamborne, confessing every minor misdeed they ever did in Manann's supposed name, begging for mercy. To say the Foamborne were displeased would be an understatement. They stiffly provide to you a promissory note from Matriarch Sprenger, asking for forgiveness and understanding, as while the Foamborne have successfully suppressed the Holders of the Shore for a thousand years, their organization had literally never faced non-coastal issues, and never something this widespread. Thankfully, Matriarch Sprenger notes, few of those who call themselves the Holders of the Shore are actually capable of channeling His powers – oddly similar to how certain Shallyan fanatics seem to lose out on their powers by going against Her scriptures – something which she says shows just how little Manann cares for them. She also offers intelligence implying that some of the Holders were misled, guided into their fanaticism by those not actually on record as real priests by the rolls of the Cult, and hopes that you will work in tandem with the Foamborne to seek out the Holders, and those who may have helped them.
Unfortunately, you can't do that. Because every single Holder of the Shore in Ostland is dead, because the Witch Hunters were exactly as thorough as you'd wished for their crimes. And though the Witch Hunters asked the obvious questions – who, when, why, how many, contacts and associates and so on, they can only give those names to the Foamborne to check with their own records. After a week, the Foamborne sourly move on.
A letter from Matriarch Sprenger comes later in the year, coldly informing you that she regrets your impulsiveness. No further Manann priests or acolytes are sent north this year, leaving their numbers significantly reduced. Given the recent troubles, and their reduced numbers, fewer ships actually leave port on average, as any captain worth his salt flatly refuses to sail without a priest of Manann beseeching the stormy God for his blessings. Nowhere else in the Empire are the Foamborne refused, as it turns out, to the point that you get concerned letters from Stephan and Ortrud about your choice. Apparently some of the Holders of the Shore in Ostermark and Nordland managed to escape by the time the Foamborne got there, contrary to you immediately sending the Witch Hunters out, but the Foamborne are apparently chasing them down. Being known as the province where so many priest of Manann were killed is not the most flattering reputation to have for trade, either. Result: Entirety of Ostland Holders of the Shore interrogated+killed by Witch Hunters, Fanatical Sect in Ostland Fully Exterminated!Cult of Manann heavily disapproves. -750 Trade as ships significantly slow entering and leaving port due to reduced number of priests. -1 Opinion In All Ostland Coastal Settlements, Westerland, Coastal Settlements In Empire.
The State of Bugman's Brewery: Bugman's Brewery has grown again. By now, going by pure population numbers, it is a small town. Not only that, a little over half of its population are dwarfs – outnumbering even those in Wulfenburg and even possibly Middenheim! Now, the majority of those are Imperial dwarfs, those who have lived in the Empire their whole lives, for at least two or three generations. Others are dwarfs from the mountains come to try and soak up knowledge from the gathering of brewmasters there, Bugman included, as well as soaking up actual beer and ale. The remainder is a bevy of humans and halflings that have, over the years, come there as apprentices, yes, but also finding other ways of involving themselves. Within there are the essential services of a town, boarding houses, forges, coaches, herbalists, a physician or two, and more. But it remains formally, on paper, a business compound. A production facility, like any other brewery. Yet it is so much more at this point. It is up to you, though, whether or not you should actually recognize it as a town, with all the responsibilities therein. Then again, you could also grant it status as a chartered free town, freeing it of most responsibilities and taxes that might be levied against them, while also granting some dwarfs some ruling power over a settlement their own that would nevertheless remain part of the Empire. The dwarfs refuse, largely, to scale their way into the Middle Mountains, citing an ancient curse, but the settlement itself remains a strong one. It would also allow them to raise their defenses to the standards that they wish, while also using their own funds as well. An unprecedented move, but not an impossible one. Or you could ignore the issue entirely, letting them remain under the polite fiction as a business venture alone. It would certainly make things easier. Or, you could also bring the matter up with Bugman himself, just to make sure. Regardless, this is not a matter you can simply ignore.
[] Be Sure: You're reasonably sure that Bugman would prefer that it's left alone, but you could ask.
- As you rather suspected, Bugman wants nothing to do with Imperial politics, to the point that he immediately tells you he'll move if you dare try to make his brewery a town of any sort, in any fashion. Instead, he just asks that his brewery be given permissions to expand its guard force, much like how a warehouse requires guards to make sure no one is breaking in. You find no reason to refuse him, even if his 'guards' are dwarf warriors in chain and plate and quarrelers. Result: Bugman refuses all township propositions, threatens to move if done. Guard force of brewery increased.
Emergency Repairs: The amount of damage sustained by the coastline is significant. While in time you could hope that the nobility of those areas would use their own treasuries and funds to make repairs, you can help matters along with an emergency and one-time loan of funds, to be repaid at a later date. Or you could simply give it to them without expectation of any sort of payback. Sabine was ashen-faced when she suggested this, as apparently it came from none other than her young daughter. With all the innocence of youth and then some, when young Karola heard that there were people in trouble, she suggested that they be helped. When Sabine had begun explaining just how such a thing might be done, albeit at more understandable levels for a child, the response was to simply give them the money. It would, technically, mean that quick and quality repairs would be forthcoming, and you would certainly gain the gratitude and deeper loyalty of all the coastal settlements. Not to say that you wouldn't get such anyhow, but certainly at a higher gratitude than if it was a loan with expectations behind it. Either way, Hagrid has promised to make sure to keep an eye on things to make sure that the money, if given at all, is used properly.
[] Donating Funds: It would be quite the move to simply give out gold, not as a loan, but as pure charity. Especially given the amounts being discussed. It would greatly ease the burden on the noble families involved, and thus those that said nobles would tax to make up the difference, to simply give them a strong chunk of crowns to ensure proper rebuilding is undertaken. Result: -3500 Gold From The Treasury Loaned To Coastal Settlements, Including Salkalten, To Ensure Rapid Rebuilding From Damages. Fishing and Trade Income Recovery will quicker. No Repayment. Opinions Affected Positively.
- The Prince of Salkalten gives you his personal thanks, even if he does seem a bit upset about the brutality of the Witch Hunters in his city. The funds are directed to where they are needed most. The amount of time before things return to normal is no doubt reduced as a result, but the actual effects are not yet seen. Result: -3500 Gold From The Treasury Loaned To Coastal Settlements, Including Salkalten, To Ensure Rapid Rebuilding From Damages. Fishing and Trade Income Recovery will quicker. No Repayment. Opinions Affected Positively. +1 To Ostland Coastal Settlement Opinions.
Logan Wolftouched: The time has come, it seems. The Flame of Ulric saved your son. Ulric, more specifically, saved your son. Blessed him, even, if the priests are to be believed, and you find that you can't simply deny them about it. Your solemn young boy has always been destined to join the Cult of Ulric, in some measure or another. Will he be a White Wolf, or one of their priests? At the moment, you don't know, Logan doesn't know, you aren't even sure if the Ar-Ulric knows. But, for a boy who has passed through the Flame of Ulric itself, he must in turn eventually be given over to the Cult, for that is the price of his being saved. You knew it, and openly acknowledged it back then. Logan has asked to take in his namesake, to offer him his personal protection and guidance for a time as your son enters the Cult proper at the heart of the Cult of Ulric. Which also happens to share Middenheim with Gunthar von Bildhofen's heart of power. It is the Ar-Ulric's right to request this, what with...everything that happened. It remains to you, however, how you approach this.
[] Let Logan Go: Logan has known his destiny lies within the Cult of Ulric all his life. You trust more in the Emperor's ability to restrain Gunthar than Gunthar himself. Not to mention, to personally apprentice under the Ar-Ulric would ensure your son's education in the Cult, while possibly providing better protection than he might have elsewhere.
- Logan's departure is one fraught with emotion. Tears are shed. Promises for letters and communication sworn repeatedly. And yet, in the end, none of it makes it hurt less when he is escorted by the Teutogen Guard back to Middenheim, a Priest of Ulric there as well to talk to Logan about what he might and would be doing in the city of Ulric. Thankfully, he arrived safely based on his letters, and has apparently been put to work in the temple there. He does note that he is uncomfortable with some of the whispers about him, but mostly because of the expectations that being blessed by Ulric will mean for him. He worries over what might happen if he fails to live up with said expectations, but swears that he'll be doing his best regardless. Good lad. Result: Logan joins Cult of Ulric in Middenheim, currently as a page.
The Newborn: Oskana has brought back a son! They require both a name and, hopefully better training than even Oskana had access to. Because you were basically winging it back then. Now you have a chance to do slightly better. Magnus sent along a letter saying that the Amber Brotherhood would likely be of considerable use to you, but he also offered an additional idea that you could attempt. He himself gained access to the expertise of an elven expert through diplomatic means, someone from the Elven Kingdom of Chrace, to help train and ensure proper growth and development alongside the Amber Brotherhood. It is something that you, with your oddly involved connections to the elves by prior events might be able to attempt.
[] Name the Newborn:
AND
[] Ask The Amber: Use the methods given to you to communicate with the Amber Brotherhood within Ostland. They have a connection with beasts, and will surely be able to help keep an eye on the newborn's growth and development on levels that you quite literally cannot comprehend.
-[] Yes, Ask Them.
AND
[] Elven Expertise: You aren't foolish enough to deny that elves likely have a lot more experience tending to gryphons than you do, what with them living for thousands of years at a time. You could try and see if one of them would come help take care of Oskana, if only to prevent her from being mistreated at human hands or improperly trained, right? That sounds like something to appeal to their pride, you think.
-[] Laurelorn: They didn't call Morai-Wen the Sky-Mistress for nothing. Though she's currently likely still in the form of a Doomfire Dragon, you doubt that she personally handled everything avian and avian-adjacent related throughout Laurelorn Forest, right? Perhaps one of the elves of Laurelorn might be interested enough in seeing Oskana to come help. Damn it, they owe you anyway, right? Cost: 100. Chance of Success: ??
- Some might wonder why he is called Octaine. You are also wondering that, because you don't remember naming him. It was just there on the paperwork when you woke up from a drunken stupor from the party thrown celebrating Oskana's successful laying of eggs. The Amber Wizard, who only identified themselves as Redwing, given the staggering number of red feathers and bird bones that have been woven in their clothing, says it's a fine enough name as any. Because of course they sent one, for there are few creatures as noble and wondrous as gryphons that can be found.
Roll: 71
However, beyond that, you also get a response from Laurelorn. You hadn't been expecting anything out of it, to be honest. Appearing out of the blue one day comes an elf of the forest, one who bears a smaller and less elaborate cloak of feathers and fur than the one that Morai-Wen wears. Or, wore, before she was trapped into the form of a Doomfire Dragon. He identifies himself as Ingmir, a student of Morai-Wen and one of the associate caretaker of the gryphons of Laurelorn specifically. Apparently he was sent to you as a good-will effort on Naraiel's part. He is also clearly a user of Ghur, as the Wind of Magic has been described to you, and while he is a bit snooty to Redwing, he is not wholly dismissive. Apparently the act of managing to even grasp one wind is surprising enough to have Ingmir ever so slightly interested. Between the two of them, they are already coming up with diet and training requirements for now and the future for Octaine, should the two of them be called away by their respective duties and callings. Result: Amber Wizard representative – Redwing / Laurelorn Skywatcher Ingmir to care for Octaine's training and growth. Neither will stay in the city when not on duty, and will return to the forests. Will Be Added To Front Page.