Turn 4
You were used to the hard lifestyle of soldiering. The marches, the drills, and the classes were all things you could handle. You rose above those challenges at every turn, impressing all of the officers that were observing you.
But you knew you could be better, and that was all you needed to keep pushing your mind and body to its limits.
Thankfully your wife had taken a liking to the grand city that you were now residing in for the next three years. She spent days at a time wandering the city, sword by her side to know where everything was. Meeting as many people as she could.
And at night all the stresses of the day evaporated when you were at home together… Nights that you both cherished with every fiber of your being.
Diplomacy: With you being at the academy, you are having a very hard time keeping up with the news from the Rus. But you have enough to get by.
(Choose 1)
[]The Imperial Coronation: Philip the Wise is dead, and Alexander is ascending to the imperial throne. You have been invited to attend his coronation in Berlin. Cost: 10 Chance of success: 100% Reward: You attend Alexander's coronation.
[]Reaching Out: (The Sultanate of Rum): The Buffer state between the Persian Empire and the warring states in the Levant, Egypt, and Arabia, They do little to extend their diplomatic channels to anyone within the empire itself. But you need to establish diplomatic ties with them. You need to have people ready to negotiate if the Black Sea becomes contested. Cost: 50 Chance of success: 55% Reward: Foreign contact made, further diplomatic negotiations can be made.
[]Reaching Out: (The Sultanate of Egypt): The Richest of the warring kingdoms of the Middle East, they have vast swaths of cotton, grain, and influence. The Empire has long been allied with the easternmost kingdom of North Africa and has profited greatly from it. To tap into that wealth, you need to be able to talk. Cost: 50 Chance of success: 65% Reward: Foreign contact made, further diplomatic negotiations can be made.
[]Reaching In: (Random Province): Your father said that there are men throughout the empire who understood the dangers of the Frontier, and they are more than willing to meet and discuss its future and safety. Cost: 50 Chance of success: 70% Reward: Domestic lords met. New actions become available.
[]Lords of the Rus: You need to make sure the Lords of the Rus are going to be on your side. Cost: 10 Chance of success: 50% Reward: Relations with the Russian Lords improved.
Martial: With all your training, skill and knowledge, you might be asked to teach at the academy when you are done. Thankfully the messengers you hired keeps you in contact with Nicholas and the others.
(Choose 2)
[]Force Strength, The Russian Lord's: You need to know how many men you can call upon your vassals to defend the Rus. Cost: 100 Chance of success: 35% Reward: You learn how many men you can call upon during an invasion and offensive.
[]Temporary Reinforcements: Zima's Hussars will act as temporary Reinforcements until you can get the Emperor to send the forces he needs. Cost: 50 Chance of success: 60% Reward: Lose the 2000 Veteran heavy cavalry until Fulk gets the men he needs from the Imperial army.
[]Spar with Zima: Zima asked if you wanted to spar. Cost: 0 Chance of success: ???% Reward: You spar with Zima, Relation increase by 5.
[]Drilling the Troops: You need your men in top shape. To be prepared for battle at any minute, and fight as well as any Imperial Infantryman. Cost: 250 Chance of success: 15% Reward: Troop quality of local troops will increase (Gain roll bonuses).
[]The Raids: You need to send a message to the Mongols who are raiding your territory. You are not going to tolerate their continued presence. Their transgression and the blood of your people will be paid with their own blood. Even though you are not there to do it, you can Send Nichola Cost: 100 Chance of success: 35% Reward: The Mongols will not raid your territory. Disaster Roll reduced.
[]Recruit More Troops: You need more able-bodied men in your army, and you know the Rus has a larger population to call upon. Cost: 100 Chance of success: 30% Reward: A D10,000 is rolled for soldiers recruited. Soldiers experience will be placed at (Recruits)
[]Request Reinforcements: Implore the house of Lords to send more troops and supplies to the Border of the frontier. Your people's lives are at stake. Cost: 50 Chance of success: 45% Reward: Fulk gets some of the troops and supplies that he needs to defend the Frontier.
Stewardship: Axel is not too worried about the economy, it can only go up from here.
(Choose 1)
[]Repair the Roads: You order Axel to hire up as many men as he can to repair the roads of the Rus. Cost: 850 Chance of success: 55% Reward: The Roads are repaired. Troops of the Rus get a +10 to rolls when defending the Rus. Disaster roll reduction. +300 to taxes, +400 to domestic trade.
[]Tax Breaks: You need to ask the emperor if you can be exempted from the yearly taxes to the empire for next year so that you may use it for other projects. Cost: 0 Chance of success: 40% Reward: You do not need to pay the Imperial tax next turn. The Emperor and the House of Lords will not like you asking for it if it succeeds.
[]Imperial Funds: You can request for funds to improve the Infrastructure in the Rus. Though considering the Rus is not high on the empire's to do list, it will take a lot of political arm wrestling. Cost: 20 Chance of success: 30% Reward: You get a random (d2000) amount of money from the Imperial treasury to use as infrastructure funds for the next turn.
[]The Wealth of a Nation: The Rus is poor, but it has great potential. You need to find that potential. Cost 150 Chance of success 35% Reward: You send surveyors to find those mineral resources, trade goods, and farmers to find ways to make the farmland more useful.
[]The Port: The Port of Novgorod has fallen on hard times. Its wealth from trade has dried up since the Mongols started raiding your homeland. But you need to get coin, and that port is the one way you can do it. Cost 0 Chance of success 35% Reward: You learn how many ships you have to defend your waters, and what you can do to increase profits.
Intrigue: You can sleep easier at night, knowing there aren't any more assassins trying to slit your throat.
(Choose 1)
[]Spies...spies everywhere: You need to know who's keeping tabs on you...and whether you should leave them be or purge the sons of bitches to send a message. Cost:100 Chance of success 50%. Reward: You learn who might be spying on you.
[]What the hell is going on in the World: You need to set up an information network. Even a basic on to learn about other nations, The Empire, and especially the Mongols. Cost 100 Chance of success 75% reward: Spy's report and Rumor mill Unlocked.
[]Spy networking: You want to get agents out around the world, and the empire. Natasha knows people that can help, but it will take time. Cost 100 Chance of success 75% reward: International and Domestic espionage unlocked.
[]Spiders hiding steel: Natasha is willing to get you some contacts within the imperial assassin network, as a thank you for killing Gavelo. Cost 0 Chance of success 30% Reward: You get assassins on your beck and call. Assassination rolls get a -10. New actions will become available when the time comes.
Learning: Your time at the academy is taking up an enormous amount of your time. But it is worth it.
(In Progress)
[X]Study at the Imperial Military Academy: You are now old enough to study military academy of Rome, a place where even the greatest military mind can learn more. It is also a good place to make friends with future officers and with the old guard. Cost: 600 Chance of success: 100% Reward: You get a d2 in all stats for 4 turns, and new actions become available. You also gain a specialization (Combat modifiers). Lose one action in all categories for the duration of Vasily's stay.
(Choose 1)
[]Study your family history: You have never really bothered looking into your family's past, mostly because you always wanted to be a soldier. Cost: 0 Chance of success: 100% Reward: You learn a bit more about your family that wasn't told to you as a child in stories.
[]Specialize in tactics: You want to specialize leading a particular group of forces in your army: Cost: 0 Chance of success: 100% Reward: You get to choose your force specialization (Combat modifiers).
[]Workshops Galore: Rurik had an idea. Maybe you could hire some carpenters, metalworkers, and other skilled laborers and have them try to build whatever the hell they want and you get the device's patent for half of the cut. You were going to call him crazy until Jory said that was a great idea. And you didn't want to hurt the old man's feelings so you agreed to it. Cost: 200 Chance of success: 40% Reward: You get a workshop of skilled laborers and craftsmen experimenting on… stuff. What could possibly go wrong?
[]The Art of War: A translated book came to your desk from Fulk. He got it off a Chinese merchant when he was in Constantinople on leave. He said you would find it interesting. Cost: 0 Chance of success: 90% Reward: You read the art of war. ???
Personal: Zima is the light of your life. Someone you could never replace.
(Choose 1)
[]Spend Time with Zima: You want to spend time with your lovely wife. So you can get to know her better. Cost: 0 Chance of success 100% Reward: You spend time with Zima, a potential for pregnancy rolls to begin.
[]Meet fellow Cadets: You decided to spend time with your fellow cadets, to see what they're like. Cost: 0 Chance of success 100% Reward: You meet fellow cadets of the imperial army academy.
[]The Old Guard: You decided to talk to some of your instructors and professors. They have plenty of stories to tell. Cost: 0 Chance of success 100% Reward: You meet some officers of the Imperial Army Academy.
[]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
AN: There is a Moratorium for 4 hours after this has been posted. Please discuss with each other about what to do.
Yes, some actions were removed because you all chose to go to the academy.
Enjoy!