Graf of Sudenberg, a Warhammer CKII quest

Mini-Action 2.2: Taalia Muntz, Electric Boogaloo
Alright. All schooling is done and I've finished my Empire campaign in Total War: Warhammer, so I should be getting back to this. I've already done the rolls for the Rumor mill, so that'll be coming later, after I finish editing the map.

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You name was Taalia Muntz, and you were happy to say that you were going to be able to surprise the Graf with how productive you had been.

Probably, as he was rather productive himself.

Oh well, at least your productivity would not disappoint him.

Maybe.

Probably.

After all, Graf almost certainly did not expect for the roadway between his northern cities to have been completed so early.

It hadn't been anything the old crack of a whip couldn't handle. It was mostly being held up by contract negotiations, anyway.

It had been a while since you'd had to outsmart the written word like that, but it was nice to see that your skills had not rusted since…

Well, that was besides the point.

Still, while your spare time in the enclave whittled away, you found it hard to wait for the next letter containing instructions from the Graf to arrive.

You also hoped that his acceptance of the Emira's proposal wouldn't end up with everyone dead. That'd happened a couple of times back home.

Thus bored once more, you longingly gazed at the dwarven casks you had… obtained back home. Thinking about what they could be used for, you almost began salivating, though you managed to hold yourself back.

Taalia gained 2 intrigue!
Taalia gained trait: Bricklayer: +1 Stewardship: No, I don't know why they have to alternate, but you have to do it that way anyway, so shut up.
 
A bit. Can you specify where you want the constructions to go? It's mostly cosmetic, but it would help me to edit the map without feeling like I am depriving you of choice.
Well, the roads fairly direct between their respective settlements. I tried to pick the fastest paths, so there shouldn't be too much variation.

The mine directly in the hills to the north of Haifar. Should make it easier to keep them protected, hopefully.

The quarry in the hills to the south-east of Zoan, in the hex directly bordering the farm field. There's probably some field paths there used by farmers that the quarry then could easily connect to.

The lumber camps in the strip of forest to the east of Samur. Maybe 2-3 hexes away from the city, so we don't need to remove the camps quite as soon if/when the city grows.
(Which reminds me; are there mechanics for "moving" the content of hexes, such as farms, ranches, lumber camps, forts, and whatnot?)

For the two signal towers, one somewhat to the north and east of Haifar, on one of the hill hex at the border to the grasslands. Should get it a better vantage from which to keep a lookout, and also make any signals sent visible for a greater distance. And if necessary, the grasslands should make for good terrain for sending a mounted courier.
The second signal tower should go towards the north-east of Zoan, somewhat in the direction of the Nekharan pyramids there, so we'll get some warning if there's an attack from that direction.

For the ranches, my main concern is to leave both towns some room to easily grow, if necessary.
 
Well, the roads fairly direct between their respective settlements. I tried to pick the fastest paths, so there shouldn't be too much variation.

The mine directly in the hills to the north of Haifar. Should make it easier to keep them protected, hopefully.

The quarry in the hills to the south-east of Zoan, in the hex directly bordering the farm field. There's probably some field paths there used by farmers that the quarry then could easily connect to.

The lumber camps in the strip of forest to the east of Samur. Maybe 2-3 hexes away from the city, so we don't need to remove the camps quite as soon if/when the city grows.
(Which reminds me; are there mechanics for "moving" the content of hexes, such as farms, ranches, lumber camps, forts, and whatnot?)

For the two signal towers, one somewhat to the north and east of Haifar, on one of the hill hex at the border to the grasslands. Should get it a better vantage from which to keep a lookout, and also make any signals sent visible for a greater distance. And if necessary, the grasslands should make for good terrain for sending a mounted courier.
The second signal tower should go towards the north-east of Zoan, somewhat in the direction of the Nekharan pyramids there, so we'll get some warning if there's an attack from that direction.

For the ranches, my main concern is to leave both towns some room to easily grow, if necessary.
Lumber camps cost nothing to move and don't deplete the hex they are on.

This is because, as a camp for cutting down trees, they have to move around a bunch anyway.

Farms can 'transfer' at reduced cost, but still take the whole building time to do so. Pastures are another free move, because it's mostly ranchers who also have to move around a lot anyway.

Forts cannot move.

Quarries and mines also cannot move.

Signal towers can pull something similar to farms, but is the only fortification that can do so.
 
Very useful to know overall; thanks!

Lumber camps cost nothing to move and don't deplete the hex they are on.

This is because, as a camp for cutting down trees, they have to move around a bunch anyway.

Farms can 'transfer' at reduced cost, but still take the whole building time to do so. Pastures are another free move, because it's mostly ranchers who also have to move around a lot anyway.
In that case, place the lumber camps and ranches as close to their respective towns as possible.
 
Rumor Mill, Season 2
Whelp, I'm just gonna drop this off here.

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After many a head scratch and a few shrugs, the criers begin to collate the various rumors they hear, what with them being on the street all day. They sort them by the locale the individual rumors seem to apply to and, after throwing away any rumors that contradict each other, send you a report. It arrives at your lady-fiance's fief shortly after you do.

Local Rumors:
Half-glass full
- It seems that the Witch Hunters slaughtering their way through the slums has allowed for something of interest to be discovered. Johanson, the tailor just off the main road about a block after the 'Saucy Seawench' says that his borther's cousin's former roommate found a fancy eye-glass while he was picking through the ruins of where the mutant population used to congregate. Course, he also said that he rescued a young elf maiden and was teaching her 'the ways of man', but you win some, you lose some.
Degenerate fantasies - For some reason, some people seem to think that your Witch Hunter Captain is a slave to the Prince of Pleasure. It might have something to do with all the other weird mail in your Knight Captain's name that is popping around, not to mention that one rather well painted image of her, but most everyone is fairly certain that this is utter bullshit. Still, there might be reason to looking into it.
Shifting Sands - Hunters to the interior of the Enclave have started bringing back tales of strange shapes flitting about in the desert to the north and east. Granted, these are hunters who've been away from the Enclave for months on end without companionship beyond the wide open plains, so they might just be crazy.
Changing priorities - Your fishermen are happier than usual. They say it is because the Republic of Olohrad, to the Southwest, isn't funding pirates to attack them. The sudden lack of pirates hasn't escaped anyone's notice, but the prevailing rumor as to why is that Olohrad is under siege from all manner of evil beasts.

Arabyan Rumors:
Green sand -
Apparently Teshert, in Northeastern Araby, is under the control of a Greenskin. Just one. Rumormongers say it was elected. Rumormongers have been flogged for idiocy.
To the old borders - Apparently, the Nehekharans feel the need to push north, if streams of the odd traveler are to be believed. Though, it is entirely possible that it is simply goblins dressing in bandages to be more sneaky.
Bedouin me a favor - Commerce across Araby is slowing as wat are probably the Pagans from the interior begin raiding again. Whilst the Caliph had still been alive, they'd been afraid of the reprisal they might have faced, but, apparently, as there is no Caliph as of yet, they have no such fear and range with impunity.
Lady of the god - Apparently, a Sultana has claimed to be a direct descendant of the Arabyan prophet. Either she is of divine blood, she is lying completely, or- the most likely option- the enemies of the Sultana are attempting to discredit her husband through heresy. If the story is true in its premise, however, it does mean more conflict near your soon-to-be lady wife's lands.

Action Unlocked!
 
Degenerate fantasies - For some reason, some people seem to think that your Witch Hunter Captain is a slave to the Prince of Pleasure. It might have something to do with all the other weird mail in your Knight Captain's name that is popping around, not to mention that one rather well painted image of her, but most everyone is fairly certain that this is utter bullshit. Still, there might be reason to looking into it.
We should probably kill her, just to be safe.

Always knew something was off about her.
 
On that note, are any of you guys up for co-GMing with me?

You'd need a gmail and a steam, if only so I can share the workspace with you and be able to speak with you realtime. If any of you are up for it, send me a convo and I'll send you the info.

The reason I ask is because my usual partner-in-crime (OnlineImhotep over on SB) doesn't help me with this. The two of us usually encourage the other to actually do our writings and, without someone like him, I- as you've seen- am dreadfully slow on the updates.

Also, I could use the help.

On that note, the next updoot should be on your meeting with the Waifu.
 
Also, it looks like no takers on helping me to get this thing updated more often than once a month? I has a sad.

Actually, I'd be more than happy to help!

I...uh....I'm pretty new to SV, though. So I don't really know how....anything....on this site works.

But I'd be glad to provide any assistance you want!
 
On that note, are any of you guys up for co-GMing with me?

You'd need a gmail and a steam, if only so I can share the workspace with you and be able to speak with you realtime. If any of you are up for it, send me a convo and I'll send you the info.
I don't think I'll really have the time to provide any sort of assistance with the number-crunching or management or the like (beyond writing turn-plans, that is), but if you're looking for someone to bug you about writing, I'd be happy to chat with you on steam or skype. :p
 
Mini-Action 2.3: Wife get!
[X] Meeting the Missus: You came here to deliver your answer personally, and you'll be damned if you fail to do so. (Cost: Free, Chance: 95/65/35, Time: 1 season, Reward: "Wife get!" Miniturn)
Rolled: 32
Your meeting went… interestingly. (Miniturn Unlocked)

After a brief period of confusion where you realized that the men on shore hadn't more than three words of Reikspiel in their vocabulary, you and your vessels were directed to a proper port for docking. Judging by the shouts you made out as your wargalleys took up valuable dock space, the cursing of fishermen seemed to be universal, at least.

Striding down the gangplank and onto the docks proper, you half-expected for you and your men to be mobbed by the populace, yet they seemed somewhat subdued. Oh, the occasional one looked on the horizon towards the pillars of smoke that dotted southeast of the port, but none thought to do more than give you a quick nod of respect before moving on with their day. Shortly thereafter, you and yours found yourselves flanked by three pair of Arabyan men decked in light chainmail and wielding spears- obviously an escort sent by your supposed future wife.

As you made your way further inland, more and more of what you'd expected on the docks started happening: men would bow at your men, children would gaze with wonder upon the less-than-immaculate presentation of Imperial Might, and the odd young women would try to fling herself upon one of your Greatswords. From windows above the streets, light cheers soon evolved into a full blown celebration, as your men seemed to become the forerunners of an impromptu parade.

These Arabyans were quick to happiness, you supposed. Not that you could blame them. It was certainly a healthier way to treat imminent death than the Kislevite method of drinking non-stop and sliding into depression.

Eventually, you began to pull into a more… refined part of the town where you spy a small fort- your obvious destination. The parade you caused peels off and heads back into the less… opulent neighborhoods, and you already find yourself somewhat missing them, though not as much as your men seem to. Even now, you see a few more young women breaking away from your column and rushing back, giggles on their lips and a stunned Imperial left behind. It would appear a population boom may well be on it's way for your wife's lands.

None of these nobles come out to greet you, nor do their daughters fling themselves at your men, but that allows you to contemplate your upcoming reply. Hopefully the Emira realizes this is just an honor guard for your acceptance of her proposal rather than an extremely small crusade.

Thus, with a few minutes of quiet marching- excepting, of course, the odd shout from a sergeant about a man stepping off time- you arrive at your destination.

Another pair of men, these wielding the curved blades the Arabyans are somewhat famous for and bedecked in silk and other fine fabrics, flank the gate to the fort, whilst archers stand above on the walls, though only a few.

As your column comes to a halt and your escort breaks off to come into line with the swordsmen, a high voice calls from on the wall, in perfect, if slightly accented, Reikspiel.

"Whom is it who seeks entry thus?"

Ah, so there was a ceremony to this. Might as well show off, then. Looking upwards, you call out a reply.

"We are men of Sudenberg, enclave of the Empire and beacon of Justice. I am the Graf of Sudenberg, Lord of those lands as appointed by the descendant of Holy Sigmar. We have been summoned by the lady of these lands and thus seek to give reply. Who are you to bar us entry on the last step on our journey?"

Would that you'd not have to go through with these sorts of talks. At least dancing around the merchant-princes of Sudenberg has taught you something. Soon enough, you hear a loud slam and the gates begin to creak open.

As you expected, standing behind them, flank by yet another pair of swordsmen, stands the Emira. She is dressed in flowing silks of white and green, themselves only just covering up what you are sure is a chainmail dress. Her face sports a light scar over her cheek along with a few small tattoos that bear some religious importance, you're sure. A sword, smaller than her men's but no less deadly, hangs by her side. You meet her gaze and, knowing of the protocol here, await her invitation. Indeed, she soon gives it.

"I am she who called you here. As now I am sure of your personage, I do give you leave to enter into my home. Your men will have lodging and food provided, whilst we two have much to discuss, I am sure. The day is yet young, though, so I grant your men leave of my island. Let them-"

The young Emira looses a smirk, no doubt aware of the reactions of her people to your arrival.

"-mingle with my people."

Responding with your own knowing smile, you bid your men depart. Though you barely have time to process as your handgunners rush off to mingle with the locals, the more professional Greatswords, while not far behind, at least leave you an escort in the form of a pair of their numbers.

With the men thus gone, the Emira gives what could be a genuine smile and speak once again.

"With that out of the way, come in. I would have you sample of my land's virtues before I hear your decision."

What does the Emira offer for the two of you to do together?
[] She offers to host you a… private dinner, over which the two of you may further discuss your future together.
[] She all but drags you towards the stables, bragging about the dangerous wildlife she's stored in a fenced-off section of her forest.
[] Giving the breeze a quick sniff, a small smile lights the Emira's face as she waves for you to follow her to her private dock.
[] Giving a glare over your shoulder towards the smoking parts of her land, the Emira offers you an exhilarating hunt for a set of vermin plaguing her people.
[] Placing her hand upon the curved blade at her waist, the Emira tells you that you will duel her, and asks what weapon you would like to wield
-[] What weapon would you like to wield?
 
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