Best In Life - Imperial Knight Order Quest [Warhammer Fantasy]

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[] The beastmen are curiously quiet this year. They are planning something, and this is something of a windfall for you too. Take your knights, ride out to kill any herds you find, and teach them how to keep up with you that way.

[] Sheep are fine enough, but proper communes demand grain, which needs land, which means you need to cut down the forest. Efforts are already being discussed, but you could lend a hand - and your knights.

[] You know Sunnhilde, as with most Shallyans, is concerned with the welfare of the needy, and you know she wants to build a hospice. It's best to start early, isn't it? (Costs 50 Gold, Shallyan Hospice Built)

[] First thing's first: Fear is the mindkiller. Fear slows you down, crushes you with the weight of uncertainty, and then you get your face beaten in by a smelly orc with muscles for brains. This is unacceptable on just about every level, and so you will work on it. It won't be easy, and it will take time. But you have many ideas, your knights are open to them, and it will save their lives. They won't repeat that atrocious performance anytime soon.

This is my plan, basically I'm hoping that if we can purge the Beastmen before they start anything, it will save us lives in the long run, and let us cut down the woods without worrying about a sudden Beastmen interrupt. Sheep, also because we need more money and food and because Fuck The Drakwald.

The Hospice should not only improve the health of the village, but it should hopefully give Sunnhilde some apprentices, and the extra help will be a god send when our numbers are up and we have causalities. Or if the milita takes casualties.

Fear is the Mindkiller I think is pretty obvious.
 
Walls are big expenses to take on, especially as a young order that plans on continuously exhausting it's finances campaigning on crusade.
Wood palisades aren't really that expensive and agian it will take a while before we have to make a second wall so if we are successful enough we should be fine.

I think we should get a militia before a wall since defenses without defenders are useless.
A wooden palisade is not meant to be manned it's to allow peasants enough time to retreat and to keep the enemy in a choke point so they don't flood through the town a town militia that gets surrounded is not all that useful.
 
Wood palisades aren't really that expensive and agian it will take a while before we have to make a second wall so if we are successful enough we should be fine.


A wooden palisade is not meant to be manned it's to allow peasants enough time to retreat and to keep the enemy in a choke point so they don't flood through the town a town militia that gets surrounded is not all that useful.

It's 40% of our treasury, or 125% of our yearly income for one action. It's a significant expense this early on.
 
But its a great action since it is so impactful and if we do it abit bigger to leave some room for growth then its worth the investment aswell till we wait for doing a stone wall eventually.
 
[X] Your Order is young, and you need manpower. Recruitment drives will be necessary. Ride across the Empire and look for young men and women who wish to fight as one of the Iron Arm. (Recruit new Initiates, possibly Knights)
[X] Your bid as Grandmaster was backed by the Grafs von Jungfreud and von Wallenstein - the lords of Ubersreik and Aeurswald, respectively. They must want something. Go speak with them, such that you may strike up an agreement with them.
[X] The beastmen are curiously quiet this year. They are planning something, and this is something of a windfall for you too. Take your knights, ride out to kill any herds you find, and teach them how to keep up with you that way.
[X] First thing's first: Fear is the mindkiller. Fear slows you down, crushes you with the weight of uncertainty, and then you get your face beaten in by a smelly orc with muscles for brains. This is unacceptable on just about every level, and so you will work on it. It won't be easy, and it will take time. But you have many ideas, your knights are open to them, and it will save their lives. They won't repeat that atrocious performance anytime soon.
 
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It is exactly two hours from the update post.

[X] Plan Fuck Beastmen
-[X] The beastmen are curiously quiet this year. They are planning something, and this is something of a windfall for you too. Take your knights, ride out to kill any herds you find, and teach them how to keep up with you that way.
-[X] Your bid as Grandmaster was backed by the Grafs von Jungfreud and von Wallenstein - the lords of Ubersreik and Aeurswald, respectively. They must want something. Go speak with them, such that you may strike up an agreement with them.
-[X] First thing's first: Fear is the mindkiller. Fear slows you down, crushes you with the weight of uncertainty, and then you get your face beaten in by a smelly orc with muscles for brains. This is unacceptable on just about every level, and so you will work on it. It won't be easy, and it will take time. But you have many ideas, your knights are open to them, and it will save their lives. They won't repeat that atrocious performance anytime soon.
-[X] Sheep are fine enough, but proper communes demand grain, which needs land, which means you need to cut down the forest. Efforts are already being discussed, but you could lend a hand - and your knights.

We train the knights, shove out the beastmen, and claim the land once we do. Next turn, we train a militia to secure it. Right now, we need to figure out what our backers actually want from us, before we stumble into something.
 
[X] Plan: Keeping The Peace

-[X] Your bid as Grandmaster was backed by the Grafs von Jungfreud and von Wallenstein - the lords of Ubersreik and Aeurswald, respectively. They must want something. Go speak with them, such that you may strike up an agreement with them.
-[X] The beastmen are curiously quiet this year. They are planning something, and this is something of a windfall for you too. Take your knights, ride out to kill any herds you find, and teach them how to keep up with you that way.
-[X] You know Sunnhilde, as with most Shallyans, is concerned with the welfare of the needy, and you know she wants to build a hospice. It's best to start early, isn't it? (Costs 50 Gold, Shallyan Hospice Built)
-[X] First thing's first: Fear is the mindkiller. Fear slows you down, crushes you with the weight of uncertainty, and then you get your face beaten in by a smelly orc with muscles for brains. This is unacceptable on just about every level, and so you will work on it. It won't be easy, and it will take time. But you have many ideas, your knights are open to them, and it will save their lives. They won't repeat that atrocious performance anytime soon.


Fear is the Mind Killer is obvious, we need to learn what our other generous backer wish from us, best not keep them waiting any longer, and we need to cull the beastmen before they have a change to do what ever it is that they want. I also wish to start improving Rottfurt with the Hospice, since improved healthcare is very important, it won't be happening without our patronage and hopefully would warm Shallya to us and stop her from jumping at shadows whenever we're near.
 
vote for my Plan: Basics wich is just after the update.

votes are finally live after moratirioum.

It has fear training , recruitment , killing beastmen and building a wall for the village.

Id like to know how recruitment goes this turn instead of postponing it and would like some more people please.
 
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[X] Plan Fuck Beastmen
-[X] The beastmen are curiously quiet this year. They are planning something, and this is something of a windfall for you too. Take your knights, ride out to kill any herds you find, and teach them how to keep up with you that way.
-[X] Your bid as Grandmaster was backed by the Grafs von Jungfreud and von Wallenstein - the lords of Ubersreik and Aeurswald, respectively. They must want something. Go speak with them, such that you may strike up an agreement with them.
-[X] First thing's first: Fear is the mindkiller. Fear slows you down, crushes you with the weight of uncertainty, and then you get your face beaten in by a smelly orc with muscles for brains. This is unacceptable on just about every level, and so you will work on it. It won't be easy, and it will take time. But you have many ideas, your knights are open to them, and it will save their lives. They won't repeat that atrocious performance anytime soon.
-[X] Sheep are fine enough, but proper communes demand grain, which needs land, which means you need to cut down the forest. Efforts are already being discussed, but you could lend a hand - and your knights.
 
[X] Plan Somehow I'll Make A Man Of You
[X] First thing's first: Fear is the mindkiller. Fear slows you down, crushes you with the weight of uncertainty, and then you get your face beaten in by a smelly orc with muscles for brains. This is unacceptable on just about every level, and so you will work on it. It won't be easy, and it will take time. But you have many ideas, your knights are open to them, and it will save their lives. They won't repeat that atrocious performance anytime soon.
[X] You've seen monsters rip apart dozens of men at a time - even men in steel full plate snapped like twigs by unreal strength. There are ways to deal with that, methods of fighting the monstrous, and your Order must learn them. You will teach them. You even happen to have Dragg around to serve as that monster.
[X] Initiation into the Way of the Dragon to your level of proficiency takes literal decades and is difficult for most, few can even make it as far as you do. But the most basic exercises of breath and movement? Those are pretty basic. You could try to teach it to them; it could possibly do them good.
[X] The beastmen are curiously quiet this year. They are planning something, and this is something of a windfall for you too. Take your knights, ride out to kill any herds you find, and teach them how to keep up with you that way
 
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[X] Plan: Basics

Walls help even the least of fighters to survive, and the Towns people certainly could use that when something comes a-knocking while we're gone.
 
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