Great Man Theory (Warhammer Fantasy)

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The world is shaped by truly legendary men, both in antiquity, and in modernity. From Caledor Dragontamer taming the untold infinity of the Great Catastrophe, to Malekith sundering his kingdom from the berth of Ulthuan itself. From Nagash dooming what was once the brightest star of humanity to rot and decay, to Sigmar binding together the tribes of the empire into an ironclad brotherhood.

You wanted in on that.
Where the Ambitious End Up

Minyette06

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The world is shaped by truly legendary men, both in antiquity, and in modernity. From Caledor Dragontamer taming the untold infinity of the Great Catastrophe, to Malekith sundering his kingdom from the berth of Ulthuan itself. From Nagash dooming what was once the brightest star of humanity to rot and decay, to Sigmar binding together the tribes of the empire into an ironclad brotherhood.

Legendary men, some as terrible as they were great, that shaped the world. Changed it irrevocably in a way that those that came after would always stand in their shadow.

To even manage a fractions fraction of what those men had achieved would be the work of a great man. To conceive of equaling them in any true measure was solely in the realm of the mad. Those that came after would always, and forever contend with the fact that the pinnacle had been reached.

It was the truth of all races, that they faced an inevitable march towards decline. To the Dawi of the Karaz Ankor it was a starker truth than most, but every civilization felt the sinking rot of decay in their bones. Every year just a little bit more of influence of the Asur slips through their fingers, even as the bodies of elves that earned that influence stay rotting in the ground. Every moment just a little more of that great darkness encroaches on the realm of man, from Brentonia to Cathay, just that bit more forest encroached on the hamlet, and the endless rattle of horror in the night grew stronger. Even the mighty, inscrutable Lizardmen slowly broke apart, their Slaan sleep longer and longer, their temples looted and desecrated, their endless task slowly failing.

The legendary men of these people have been, and they have died. The great men they leave behind unable to live up to what once was.

It was the truth of the world, that no matter what you did, those that came before had done it better.

Which, was all very well and good but extremely depressing. Or perhaps more suitably, demotivating.

The very idea that no matter what you did, you would compare unfavorably to some figure of the distant past that just so happened to exist in the same area as you did?

Ludicrous.

You refused to accept that, and if you could not change that, you would simply go somewhere where you did not have to.

At least, that's what you try to tell yourself to rationalize why you ended up where you did end up.

You scratch at your ear, and glance around at where you ended up.

[] The Borderlands.

Far from any human civilization worth the name, the home to a thousand princes and at least twice that many pricks. The Border Principalities are ill-fit the title of polity, and hardly worth the bother of geography. Most Cartographers would rather cut a finger off than do more than chart out the roads to Barak Varr. The Borderlands rage in constant endless war, because to lose in the borderlands means to lose next to nothing, and to win means gaining slightly more than nothing.

Besides, the next time a WAARGH rolls through all everything will be basically reset anyway. A matter of zero stakes but human lives that are probably better off in the ground than living in the Borderlands. A system of finite worth to be accumulated in finite time before it's all set back to zero.

Near anyone with a slightly pointed rock could carve out some measure of sovereignty among the Borderlands, issue was making doing that worth it.

Benefits;

1. Alive: You are technically not dead.

2. Pre-Broken in: If there is any realm in the world with low expectations it is the people living in the Borderlands. It is a place where people would be pleasantly surprised if they only have to put up with light atrocities being committed upon them. Not only is incompetence tolerated, but actively celebrated, because it means that you are not malignant.

3. In the very close present, there is a lot of war: The number of veterans in the Borderlands is, to any rational land, insane. By the time most children reach ten and four, they'll have seen more blood than some Imperial Career Soldiers. A man with the right sort of words, and a keen enough mind could find an army in near enough every hamlet... unfortunately the Border Princes is in abundance of those sort of men, even if they often substitute the right words and keen mind with the klink of gold.

4. Land of Opportunity: If a man cared to search up opportunity, and they bought a dictionary off the worlds dodgiest librarian after wishing to do so from a monkey's paw, they would find a picture of the Borderlands. Every year kingdoms rise around new princes, who enjoy fabulous (for the borderlands) wealth and great power, before dying. Often resulting in some new prince taking their place.

5. Barak Var: As surprising as it is, there is actually a worthwhile polity in spitting distance. Barak Var is one of the Old Holds of the Dawi, it is from there that they project their might across the sea, and rake in unfathomable wealth in trade. Angering them is a quick, brutal death. Courting them, most likely an exercise in futility. Not getting on their bad side, maybe possible.

Detriments;

1. Alive: You are unfortunately forced to live in the Borderlands.

2. Broken Populace: Your people's low expectation also means they have no drive to hold onto what they have. It would take a truly utterly beloved ruler to see more than a cursory attempt at heroics. If your people have the choice between preserving your kingdom, and maybe possibly saving their life, they will save their life.

3. Land of Opportunity: If a man cared to search up opportunity, and they bought a dictionary off the worlds dodgiest librarian after wishing to do so from a monkey's paw, they would find a picture of the Borderlands. Every year kingdoms rise around new princes, who enjoy fabulous (for the borderlands) wealth and great power, before dying. Often resulting in some new prince taking their place.

[] Lustria.

Technically speak, you were on a sanctioned colonization effort endorsed jointly by Bordeleaux, Wissenland, and Marienburg. A eclectic mix of potent patrons that most would be overjoyed to leverage into a foot hold in the jungles of Lustria. Practically you were so hated that three polities decided they hated you more than each other and literally paid thousands of people to drag you to Lustria.

Brightside, you have a lot of horses, a lot of guns, and a lot of gold.

Downside, you're trapped in Lustria further from the cozily named "Swamptown" than the even cozilier named "Vampire Coast".

Benefits:

1. Guns and Ships: Before you were all but strapped to a boat and told to "Never think about abandoning your new duties", your 'patrons' at least did you the service of acting like patrons. You have ships enough to control at least a little coast. Guns enough to give a small (and you do mean small) dragon pause. Gold enough to cheat a trade route or two, and for some gods forsaken reason enough War chargers, horses that apparently decided that they would just survive a months long boat journey, to outfit a small army.

2. Enthusiastic Populace: Sure you were here because you managed to make three terribly powerful nations hate you, but could not just kill you, but the rest of them were here because they genuinely thought this was going to be a good opportunity. Thousands of colonists looking to make a new home for humanity among the dangerous shores of Lustria, and very willing to work for it.

3. The Lustrian Experiment: This little colony has all the chance in the world of failing in months. But if it say, doesn't for some godly reason, the number of eyes on it are many. Not just for trade... but for more esoteric reasons that could see you managing to keep your head more than any number of merchant would.

4. The vacuum of power: It has been slightly arrogant of you to say you were the sole reason for this little foray into colonization, and while you have some legitimate power, you were not the supreme leader of all life and death of this endeavor. That being said, there was no supreme leader, and so the stage finds itself set for someone to figure out how to make that position.

5. The bounty of Lustria: Lustria is rich. Some of that is temples that only idiots touch, most of that however is unexploited by any hands. Why, you could also probably find some of that unexploited stuff that won't result in scaled beasts coming around to slaughter you if you touch it!

Detriments;

1. Hated. There is many, many, many... many many reasons why enough people decided they hated you enough to force you on this endeavor. Some of those, you'd even admit, were as bad as they say. However! Most of them were slightly exaggerated, and you were distinctly offended by the remainder blown wildly out of proportion. Regardless it does leave you in a situation where the people funding this campaign hate your guts.

2. Vampire Coast. You do not know who decided where you would be landing. If you did, you wanted to know his psychedelics provider, because you can think of no sane reason why you were only three days of good wind from the blighted Vampire Coast. The entire colony was going to be picking undead out of their socks before the month was up.

3. The bounty of Lustria: Lustria is rich. Some of that is in temples that idiots will touch, and bring down the wrath of the scaled ones onto you.

[] A great caravan east.

In theory, losing all your money, accruing enough debt that you technically owed more money than the town you lived in had GDP, and crashing that same towns economy due to the incredible amount of debt straining it was a bad thing.

In practice it was… er a bad thing. You may have been overly ambitious in what you had the ability to do. Luckily the people you swindled out of disgusting amounts of loans were the forgiving type. So threw you at a Great Caravan heading east and told you to never return unless you had enough money to pay off your insane debts.

All that you had to do was survive your way through the terrible Dark lands, teeming with Orks, not-dawi, Ogres and other horrors beyond mention. Then negotiate a trade deal with whoever was in the east valuable enough to make amends for the insane crippling debt that hung around your neck like a millstone…

Maybe… maybe they weren't the forgiving type.

Benefits:

1. Wealth: Now, it might seem strange for someone with such a deep and all-consuming amount of debt to in fact, still live a wealthy life beyond the means of some minor nobility. But technically it was your companies with legally distinct finances with the debt, which meant you could buy all the unsalted Caviar and swordarms you wanted.

2. Just move along: Now what you were about to embark on was known by most great merchant scholars as dumb. Then they might call it the merchants gambit, and recommend anyone stupid enough to try it just abandon all morals and ignore all problems that weren't directly their own. Luckily, you could do that when you're a caravan

3. Ind and Cathay: More of a theoretical bonus, but if you tell yourself things are better than they are then you… feel less hopeless. In the future you'll hopefully find yourself suckling on the teat of the incredible wealth of Ind and Cathay.

4. Big Ole Caravan: Now, it does have to be said, that the caravan you were going to be apart of was… big. Big enough to absorb some pretty significant losses before the potential profit starts to look a bit… not big. If you're clever enough, you can probably manage to make sure it's not your stuff that ends up the acceptable losses.

Detriments:

The Darklands: Er… not much to say about this beyond the fact you will have to travel through lands called with all consequential sobriety, the Dark Lands. In a world with Sylvania and Nehkara and the Bad Lands and Norsca and Naggaroth. This land is called the Dark Lands.

Debt: If you return with enough money to pay off a… small countries debt, then your debtors are likely to gut you because a small countries debt is not enough debt to pay off your debt. Compound interest is only going to make that disgusting.

Of course, one does not end up where you ended up on motivation to be a name carved into history alone. But what you did in support of that endless drive, that pushed you in all sorts of directions.

[] You honed yourself into a brutal engine of War:

Okay it was a bit trite, but most legendary figures were so legendary because when there was things that needed pointy things buried in them, they had the skill the bury the sharp thing pointy end first. Or they were smart enough to know where to put other people with sharp pointy things so they could best stab things that needed pointy things buried in them. It was a skill you keenly cultivated, becoming a swordsman of some renown, and a tactician of significant cunning. (Martial is your primary skill. All stats will be rolled, and Martial will take the highest roll and then add another dice)

[] Turned your tongue into silver:

In your early youth you realized most people seemed to dislike you. Just had a natural enmity that built up and up until it boiled over and they broke your nose and threw your teddy Sir Floofyton out the window and no you were not still caught up on that. Which is an unfortunate trait when your the sort of person who wants to be remembered. Or maybe not, Malekith and Nagash managed well enough. Either way, ever since brave Floofyton's sacrifice, you've slowly learned how to make people not hate you... Sometimes it even works! (Diplomacy is your primary skill. All stats will be rolled, and Diplomacy will take the highest roll and then add another dice)

[]Turned your hands into... gold turning hands?:

Money talked. Much better than you did, and could even talk well enough that it engraved people into history. So long ago you figured out the trick to make money talk to you. Which was mostly figuring out that money is just an extension of the psychology of living creatures, a figment of shared delusion that functioned because of key psychological similarities which drove money into an ironclad existence, and then learning tricks to exploit that thinking to wring value out of whatever you cared to. Or something like that, you don't know you just know the best ways to make gold. Or you suppose supply things. Shame you couldn't supply your way out of where you were now! (Stewardship is your primary skill. All stats will be rolled, and Stewardship will take the highest roll and then add another dice)

[] Turned your ears on, and learned to listen real close in shadowy corners:

Okay, this might seem like it's straying from the whole be a legendary figure so significant that history is incapable of forgetting your deeds, but you had long since realized that to be the man that made it happen, you needed to be in the room where it happened. The best way you figured how to do that, is to be in rooms where things are happening, and blackmailing your way into that room. It... could have gone better for you. (Intrigue is your primary skill. All stats will be rolled, and Intrigue will take the highest roll and then add another dice)

[ ] Became a god botherer:

To be entirely honest, it mostly started because you remember that Sigmar was really faithful to Ulric when he was alive. You naturally assumed that being faithful to a god would give you a leg up. You scratch their back, they scratch yours. But somewhere along the line you uh... accidentally started to be faithful. Which was a bit awkward considering where like, your inspiration ended up. But on the bright side, you really like your god, they're pretty cool. (Piety is your primary skill. All stats will be rolled, and Learning will take the highest roll and then add another dice)

[] Became the Nerd:

The only thing that seemed to be more common than being really good at sticking pointy things into other people, was having a big brain to think big things. Caledor had the big brain to do that vortex thing. Nagash... invented some stuff. Malekith is probably smart if he's still alive, and Sigmar was smart enough to realize that he should leave the thinking to other people and save the Dawi. So assuming that one day you needed to have a really big brain to think of a really cool idea that will save history and everyone. You hit the books, and sometimes hit people with books to take their books it was a confusing weekend. (Learning is your primary skill. All stats will be rolled, and Learning will take the highest roll and then add another dice)

A/N I've been curious about running a forum quest for a while, and having Mathilde quest recommended to me pushed me over the edge. Please forgive me if habits from other quests forms bleed through, and forgive me if it takes a moment to figure out the tricks. I would also like to kindly request that people vote in plans, for neatness sake.

It should also be noted that you will not start "in charge" of any of the options. The only start where you won't have "superiors" in some measure would be the border prince start, but there you would have many a peer.
 
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Character Sheet
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Character Sheet
Name: Asavar
Ethnicity: Norscan
Race: Human
Age: Twenty Two
God: Verena
Title: The Brute

Personal Wealth: 1000 Gold

[X] Marital: 12+2+3=17 (Asavar is far from a peerless warrior, but those who count themselves among his peer are fiercesome indeed.)
[X] Diplomacy: 13=13 (Asavar is not a silver tongued devil, but he can be rather bronze tongued at times)
[X] Stewardship: 11=11 (Asavar knows how to keep a warband fat with food and treasure, a difficult task at times)
[X] Intrigue: 10+1=11 (A six foot five Norscan is not be capable of being subtle. Asavar... let people continue to think that)
[X] Piety: 20+2=22 (It is difficult to grapple with the faith of a man who pulled away from the Chaos Gods, for it is both tainted and terribly potent)
[X] Learning: 8+2+2-1=11 (Asavar was born intelligent, for an Aeslinger. Which was probably rather below average for the rest of the world. But study and effort have left him a rather worldly man, if slow to grasp some concepts)

Biography: Asavar the Brute was born in the north most lands of Norsca; only a few league from the Chaos Wastes, and was raised - as much as one can be 'raised' by a pack of savage demon worshippers - by the Aeslinger, a tribe formed by Asavar Kul himself as he brought the untamed tribes of Norsca to heel in preparation for his crusade against the world. Asavar was named for his tribes founder, and his family even lay claim to a blood connection to the once Everchosen of Chaos, who actions upon the world still reverberate through history to this day.

A fact that laid the foundations for what would one day become the core of Asavar's personality, the desire to live up to a name of such history defining weight, and later to be a name of history defining weight.

Bright, ambitious, and brutally lethal Asavar had a future of darkness and glory ahead of him with the Aeslinger tribe. Achieving the epithet 'the Brute' at only ten and three, after beating a Warrior Priest into an unrecognizable mess. Perhaps with a great deal of luck and the terrible favor of the gods, he might have become a true Champion of Chaos, or even one day become the Thirteenth Everchosen.

But as Asavar grew among his tribe, becoming a fine raider and a greater warrior, he found himself dissatisfied with the idea of becoming the Thirteenth anything, it was too mundane, too banal for a man of his drive. He was a pioneer at heart, a man who wanted to pull himself into the annals of history in a unique, and utterly unforgettable way. To carve his name into the fundamental truth of the world.

In time, he would make Asavar Kul "the Anointed" into an interesting historical footnote of a man who shared a name with the Great Asavar the Brute.

-

Traits:

Stained with Chaos: Asavar the Brute was at one point, a Norscan through and through. He has burnt down homesteads and murdered hundreds. It was how he was raised. Those acts and his proximity to Chaos his entire life has stained his soul in an irrevocable way. But Asavar has also wrenched his soul from the terrible grip of Chaos - mostly because of his inability to just own up to his faults - and gifted it to the Just hands of Verena. (Asavar was once a Norscan, with all that entails. The grooves left in his soul by Chaos are still there, but the unwary corruptor may find the texture much different.)

The Norscan Question: They say that one should not fear a man who has practiced a thousand swings once, but one should fear a man who has practiced a single swing a thousand times. What should one feel, therefore when a man practices answering a question a thousand times? What mastery must they have of the question, and its answers. Norscans embody this, nay they go further. They in their lives practice a single question, and they practice a single answer. That question is of course "Violence?" and that answer is "Violence." (Asavar rerolls the first failed personal combat roll of a fight.)

Notable Relationships:

Rutterstoof: An ogre you met in the great city of Magritta, and headbutted for reasons you no longer remember.

Verena: Your goddess, and the deity to have the misfortune of having to civilize a Norscan Barbarian. You like to think that she made an admirable attempt, and you have been reformed into something more than worth the years it took to figure out the whole 'civilized' thing. She seems to agree, considering that it is rare that you do not at least have a splinter of her attention on you at all times. Though that might be the priceless books you lug around in your bag, and the favor she seems to think she owes you.

Notable Equipment:

N/A

Notable Items:

The complete collection of Fichte's Human Modes of Thought: The complete writings of the great thinker Johann Gottlieb Fichte from the times of the Three Emperor's. A completely unique and utterly irreplaceable collection, a dedicated servant of Verena would be willing to gnaw off their own arm to secure the collection in a Great Library.
 
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System
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The System:

General Actions;

Much of the quest is going to fall under this very broad overview. If it involves a roll and it is not explicitly listed elsewhere in this post then it is a general action.

General actions are categorized under six categories. They are as follows

Martial - Relating to the command of troops in all forms, and to personal combat. Organizing an effective castle defense? Martial. Organizing raising levies? Martial. Attempting to keep control of a horse while fighting the embodiment of nightmares? Martial. In situations where it is murky between Martial and other categories, then Martial has general favor. Something to note, while securing logistics is a martial action, most methods of procuring logistics is Stewardship.
Diplomacy - Relating to negotiation, managing relationships, organizing festivals, and generally dealing with people not directly under your authority, or with enough power to subvert your authority. Asking someone to supply troops for an expedition? Diplomacy. Requesting tax relief from your overlord? Diplomacy. Negotiating a trade deal? Diplomacy.
Stewardship - Relating to the management and manipulation of goods in all its forms. Constructing industry? Stewardship. Evaluating a trade deal? Stewardship.
Intrigue - Relating to actions which require deception or unsavory acts that require discretion. Order a someone spied on? Intrigue. Order a drug market founded in another polity? Intrigue. Personally go skulking in dark ally ways? Intrigue.
Piety - Relating to all matters gods, and the warp. Praying to Verena? Piety. Worshipping Verena? Piety. Piety can supplant another category if it relates to the domains of the pious man.
Learning - Relating to all things to do with study, exploration of the unknown, or experimentation. Studying an ancient Artifact? Learning. Designing a weapon to suit fighting a specific enemy? Learning.

Each of these categories have an assigned stat for each person, and that stat is added as a direct bonus to any rolls that fall under that category. Further it dictates the openly available to someone. It should be noted that more complex options may still be written in.

Military:


The vast majority of the military system will fall "under the hood" as it were. As such this will be a simple overview.

Morale: Morale is a units willingness to remain engaged in combat. It exists in the progressive states listed below.

Broken-Routing-Panicking-Wary-Steady-Stalwart-Dauntless-Unbreakable

Steady is the neutral state of morale, it conveys neither benefit nor malus to any morale rolls or combat rolls. Every stage below and above steady results in a -5 or a +5 to any morale roll respectively. Further any morale state that is two steps away from Steady conveys combat malus's or benefits. The malus's for negative morale states is harsher than the benefit for positive.

For example, a unit sitting at Dauntless rolls all Morale checks at a +10, and gain a flat combat bonus of +5. While a unit that is routing - which represents a unit in the process of beginning to run away, not a full on rout - suffers a -15 to morale checks and a -30 to all combat rolls.

There also exists a fourth and final negative morale state. Broken. Where even the more stalwart of a unit is fleeing for their lives. All combat rolls against a broken unit automatically succeeds. However there are traits that may remove that negative, such as some forms of Fanatic, which does not convey a combat malus and removes morale checks entirely.

Units that are broken will leave the combat area entirely if given the chance, and will only rally with direct interference.

Training: Training represents both a catch all of training and experiences. Each stage representing a cumulative +5 bonus. Training begins at Untrained which is a -10 to all combat rolls, and has no theoretical limit. For practicalities sake, I will only list up to veteran

Untrained>Trained>Experienced>Professional>Veteran.

As training directly represents a bonus/malus to the roll, it may be thought of somewhat as a units 'martial' stat, and also represents deeper levels of knowledge and understanding that may be held by the unit.

Discipline: Discipline represents a units ability to maneuver, and react in the heat of combat. It generally has no bearing on a roll, but potential actions for a unit. As these actions generally happen mid-combat, and as such mid-update, it is not a stat you will have to interact with often, and is generally hidden.

Equipment: Equipment is as straight forward as it can be. It represents what the unit has at hand to murder things with. High quality equipment may have direct bonuses to combat rolls, and sub-par equipment may have maluses. Further, certain types of weapons are favorable against certain types of enemies. The humble Estoc will find greater success than say a sabre in combat between two units of armored swordsmen. Or a more famous example, a line of spearmen will find great success against a Calvary charge. Or at least, will get slightly less mulched. Maneuvering units into their best position for their equipment is minutiae handled under the commanders martial, however if you do want to tackle it yourself, feel free.

Health: This represents a units ability to take damage in combat, and while it has direct links to Moral it is different. When a unit's health reaches 0 they are wiped out, and as a unit lowers they lose combat effectiveness. Certain health loss thresholds are the reason morale checks will naturally trigger. This stat is hidden, but it can be roughly assumed that high unit count units have correspondingly high health.

Attack: This represents a units ability to inflict damage upon their enemy, and multiplies the base ten difference between two rolls to determine health damage. This stat is hidden, but it can be roughly assumed that very killy things have high attack.

Defense: This represents a units ability to resist damage inflicted upon them, and subtracts it's value from Attack. This stat is hidden, but it can be roughly assumed that heavily armored things have high defense stats.

Remember when I said brief? This system is subject to change, or be abandoned depending on a variety of factors.
 
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Gods
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So, it looks like there is a high chance that God Botherer will be one of the winning votes, and even if there is a surprise dark horse, this is probably a worthwhile post to make.

For the purposes of this post I have "ranked" gods on a scale of 1-7 where 1 is a "Prime God". Gods like Sigmar, or the Lady of the Lake, or Myrmida. The gods who "define" the majority of worship in an area. And where 7 is gods that are borderline spirits. It should be made abundantly clear that these are still gods but they are very seldom worshipped.

Which may not be a bad thing. A god grows more powerful as they are worshipped more and more, but by that same vein they also have more worshippers drawing their attention. A god of lesser power, but more personalized attention could be as useful to you as a god of great power but no personal attention.

This is often the reason why cultists gather around less potent "evil" gods. By being proscribed their number of worshippers naturally becomes limited.

Lets put this in the most boring terms I can. Lets say there is a restaurant that is worth $100,000 dollars and is for some reason publicly traded. You own 40% of this businesses stocks so you "own" $40,000 dollars, and have significant influence. The business isn't insanely wealthy, but you have a pretty heavy amount of influence. (A lot of the gods attention)

On the inverse lets there's a corporation valued at $100,000,000. You own 1% of this companies stocks which comes out to a pretty large 1,000,000 which blows the restaurant out of the water. But your influence is pretty limited by the other 99% of stocks, much of which would be centralized under other organizations or hedge funds. (Your god has a lot of power, but there are plenty of people as or more faithful than you around, and you won't be particularly special to the god to start)

Which is a long analogy for what can be summed up as, a Prime god has a lot of power, but a lesser deity will stick around for aftercare.

For the purposes of this post, I've only written up notes on "reasonably significant" gods, and have included a full list of gods at the bottom. If there is another canon god you believe could be a good fit, or would like to try your hand at bamboozleing me into a non-canonical god that's cool, feel free to reach out.

It should also be noted that gods are more powerful where they are worshipped. For instance, a god like Gunndred would be minor at best in most of the world, but in a blood bowl like the Borderlands, where he's openly worshipped and his domain constantly practiced? He finds himself far more empowered.

Empire "Old World" Gods:

Sigmar
Really it just makes sense right? Sigmar worshipped Ulric who was the top do- wolf of his time, and ended up making a massive mark on history while doing so. Sigmar is now the top dog, so if you worship him you'll be following in his footsteps. It is honestly, flawless logic.

Domains: The Empire, Authority, Courage, Justice, and the Duty to the Dawi.

Symbols: Ghal Maraz, Twin-Tailed Comet, Imperial Cross

Sacred Weapon: Hammer

Status: Prime God (1)
Ulric:
So, it might seem a bit counter-intuitive with your whole, walking a path others have already tread is just going to have you compared unfavorably with those that came before but! Wolves are cool.

Domains: Battle, Bravery, Honour, Prowess, Wolves, Winter

Symbols: Wolfs, Fire.

Sacred Weapon: Axe

Status: Major God (2)
Morr
See, the biggest damper to the whole "become a legendary figure thing" is that legendary figures tend to be people who get exposed to extreme danger, and possibly die. But you're smart so you got in on the ground floor with the whole "death thing".

Domains: Death, Dead, Dreams, Dreamers

Symbols: Raven, the Scythe, the Hourglass, the Black Rose, and Stone Archways.

Sacred Weapon: Scythe

Status: Major God (2)
Manann:
The sea, is a big place. Which means the god of the sea has to be a Big fellow, and you… like big fellows? That sounds not like how you wanted. The point was Manann was a powerful god, and having the Ocean on your side could only be a good thing.

Domains: Seas

Symbols: Five-pointed gree crown, Albatross, Dolphins.

Sacred Weapon: Trident/Spears

Status: Significant (3)
Stromfels:
So you would be the first to admit you liked to live… dangerously. Which might explain why you were the kind of person to worship a god that is renown for not really caring about his followers, and generally emulating a natural disaster. It's the adrenalin that you like, more than the practicality.

Domains: Storms, Sharks, Pirates, Sea Dangers, Reefs, Currents.

Symbols: Bolt of Lightning, Shark, Great Trident dripping with blood

Sacred Weapon: Trident

Status: Significant (3)
Taal:
Taal, once upon a time was the Big Man. The one in charge. Basically a God King, even having authority over Ulric. He's uhh, fallen a long way since then. But even then he's a major deity.

Domains: Nature, Wild Places, Weather.

Symbols: Stag Skull, Human Skull with Antlers, Stone Axe.

Sacred Weapon: Bow, Stone Axe

Status: Significant (3)
Rhya:
Rhya, it really must be said, very much got the short end of the stick. According to scripture half of her domains were basically taken over by Taal when they married, and what was left mostly revolved around that marriage and supporting Taal. Which has to be the worst deal in the history of godly trade deals. Regardless, she is still a prominent god in much of the old world, and not all of that power is being taken as Nuptials.

Domains: Family, Fertility, Love, Nature

Symbols: ???

Status: Rather Significant (4)
Handrich:
They say that anything can be purchased, for the right price. Handrich is the proof of that saying, since he apparently decided to just buy godhood at some point. You kind of wished you had thought of that first.

Domains: Trade, Business, Compound Interest

Symbols: Coin

Sacred Weapon: Mercenaries.

Status: Rather Significant (4)
Shaback:
Now Shaback was a strange god, because while he was a god very strictly of a regional variety, the sheer breadth of places he was regionally powerful was vast. It was honestly shocking to you when you realized that he did not really have any formalized worship or orders.

Domains: Fens, Sawmps

Symbols: An overgrown Swamp

Sacred Weapon: ???

Status: Rather Significant (4)
Tahrveg:
Once upon a time, Tahrveg was little more than a spirit. Most bowmen would have identified as hunters, before identifying as Archers, and those that would identify as Archers often found themselves more enamored with more all encompassing Gods of battle. Then the empire formed, and there was suddenly a massive Imperial Armies roaming around with extraordinary numbers of archers. Though the growing prevalence of Guns and Crossbows is slowly diluting his influence, leaving him straddling the edge of being significant.

Domains: Archery

Symbols: Notched Bow

Sacred Weapon: Bow

Status: Rather Significant (4)


'Law' Gods

Solkan:
The god of vengeance and retribution. The most powerful of the gods of law, and greatly feared across the old world for his followers hardline orthodoxy. If you were being honest, you were not sure how you ended up tangled up with worshipping this fellow, but at this point you were too scared to ask.

Domains: Retribution, Vengeance.

Symbols: Executioners Axe, A Stone Prison, a Hanging Man.

Sacred Weapon: Greatsword.

Status: Significant (3)
Arianka:
It was sort of strange to worship what is in many respects a uh… not there god. Having lost a great battle in times long past, Arianka is imprisoned for long eternities in a coffin of crystal. Once a powerful god rivaling Solkan, now she is little more than a faint whisper on the wind, but a god can do a lot with a faint whisper.

Domains: Blind Justice, Judical Authority.

Symbols: Blindfolded Woman holding Scales.

Sacred Weapon: Halberd.

Status: Spirit(7) Once Significant (3)


Classical Southern Gods

Myrmida:
Myrmida's origins are difficult to parse. Some claim she is Sigmar two, the ReSigmaring, but scripture clearly states that she is the daughter of Morr and Verena. It is clear however, that at some point Myrmidia did walk a mortal, somwhere in Estalia or Tilea. She is the most worshipped god in the Old World, perhaps even the entire world, even if her followers are a fractious lot.

Domains: Warfare, Strategy, Liberty.

Symbols: Spear behind Shield, Suns, Eagles.

Status: Prime (1)
Verena:
Verena is the link between the Empires "Old World" gods, and the Classical Pantheon, through her marriage with Morr. But even without being that connection, Verena is an incredibly powerful god with worshippers spanning most of the Old World.

Domains: Justice, Knowledge, and Learning.

Symbols: Owl, Scale of Justice, Verrah Rubicon.

Sacred Weapon: Sword.

Status: Major (2)
Ranald:
Ranald is… uh Raland. A god who tricked his way into godhood, and took on the domains of well… being a criminal, is always going to straddle that morally grey line. It was honestly sort of insane that he managed to end up as a Primary God of the empire, much less be considered a Southern Classical God. On the bright side, there are very few of Ranald's worshippers that could be considered particularly "great" so at the very least, you could be a pioneer on that front.

Domains: Thieves, Tricksters, Gamblers, Rogues

Symbols: Crossed Fingers, X, Dice.

Status: Rather Significant (4)
Shallya:
The goddess of mercy and Healing, who it must be said, would be one of the most powerful gods in the Old World, if her bleeding heart did not drive her to constantly be attentive to all of her supplicants.

Domains: Healing, Mercy, Pregnancy

Symbols: White Dove, Heart with a Blood Drop

Status: Rather Significant (4)


Brentonian:

Lady of the Lake:
Now, you were not a knight. Which meant that to the Lady of the Lake, you were practically scum, and it probably said something about you that despite that you still would want to worship her. Maybe you should have spent less time reading those "romance" books about older, in charge women.

Domains: Prophecy, Dreams, Fortune, Chivalry, Honor, Nightmares.

Symbols: Twin Swords, Lance, Grail.

Sacred Weapon: Sword, Horse, Lance

Status: Prime (1)


Cytharai

Khaine
Now, don't tell anyone else you worship this guy. But… Elves were pretty significant to the world. There is at least like, double the number of historically unforgettable elves than there are any other race, except maybe the Dawi. Worshipping an Elf god therefore… please finish the sentence, you don't know why this makes so much sense to you and are desperate for someone to give you a reason.

Domains: Murder, Bloodshed, Warfare, Assassins.

Symbols: Hand dripping blood.

Sacred Weapon: Sword

Status: Major (2) (In the Old World)


Nehekara

Ptra:
Now, it may seem like you're worshipping a dead cultures god… because you were. The Nehekaran's were dead, even if that meant less to them than it would to you. Which meant their gods were prime real estate. Maybe… or maybe some long undead mummy will come slaughter you for impudence.

Domain: Sun, Immortality, Eternity

Symbols: Sun

Sacred Weapon: Chariot

Status: Prime (1)
Djaf:
So, Nehekara is dead. Which in your mind, must be really good for Djaf, the Nehekaran god of death. If everyone in the old world died tomorrow, you could only imagine how powerful it would make Morr. You also imagine that he doesn't get many souls anymore which… back scratcher?

Domain: Death

Symbols: Jackal

Sacred Weapon: Embalming Blade

Status: Major (2)
Asaph:
So, if we accept the idea that Djaf is more powerful because everyone in Nehekara died. Then naturally the follow on from that is Asaph is also more powerful, because everyone left in Nehekara are sustained by magic. Which as Asaph is the goddess of Magic, falls under her perview. It made sense to you, and when it comes to gods, isn't that all that really matters? Besides, its not like following her would mean you have to devote your life to seeking vengeance for her or anything, right?

Domain: Beauty, Magic, Vengeance.

Symbols: Asp

Sacred Weapon: Bow.

Status: Rather Significant (4)


Forgive me for not writing something up for all 111 gods I found. Half of them were gods of local lakes and stuff, and I have a live in the morning to write out. Please do not think you are forcing me out of my comfort zone if you chose a god that's not been written up, or an obscure god you find floating about the place. Building out an obscure god would be just as interesting as exploring an established god.



Empire
Sigmar1
Ulric2
Morr2
Stromfels3
Manann3
Taal3
Rhya4
Handrich4
Shaback4
Tahrveg4
Hyacinth5
Azure Man5
Borchbach5
Clio5
Dryrath5
Forsagh5
Katya5
Lupos5
Manhavok5
Grandfather Reik5
Gunndred4(6)
Scripsiti5
Shrowl5
Snow King5
Vylmar5
Abaulea6
Arvala6
Artho6
Bogenauer6
Bylorak6
Dahagli6
Eldal6
Gadd6
Gargali6
Guvaur6
Ishnernos6
Karnos6
Millavog6
Mittlmund6
Narlog6
Narvorga6
Oboroch6
Olovald6
Raenbaeth6
Rudic6
Seppel6
Shadreth6
Sheirrich6
Skalor6
Soll6
Solden6
Striss6
Toar6
Ursash6
Urvijak6
Uutann6
Vallich6
Wendred6
Wulfor6
Quinsberry7
Aach7
Ahaly7
Ahltler7
Beoforn7
Dark Helgis7
Father Raven7
Gid7
Gorol7
Hyssron7
Kakarol7
Karog7
Kavarich7
Kirreth7
Koppalt7
Ktharta7
Loerk7
Stovarok7
Nehekara
Ptra1
Djaf2
Asaph4
Neru5
Sakhmet5
Tahoth5
Basth6
Geheb6
Khsar6
Phakth6
Qu'aph6
Sokth6
Ualatp6
Usirian6
Pha'a7
Sahapesh7
Usekph7
Law
Solkan3
Alluminas5
Arianka7 (3)
Classical
Myrmida1
Verena2
Lucan3
Luccina3
O'propero4
Ranald4
Shallya4
Margileo5
Brentonia
Lady of the lake1
Cytharai
Khaine2
Halfling
Esmeralda4
Gaffey5
Josias5
Phineas5
 
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Scheduled vote count started by Minyette06 on Nov 24, 2022 at 8:22 PM, finished with 62 posts and 35 votes.
 
The Life and Times of a God Botherer
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[x] Plan: Faith makes a nation
-[x] The Borderlands
-[x] Became a God Botherer

Now one does not end up in the Borderlands from reasonable life choices. Usually it takes bad life choices like crime, or the terrible decision to be born to someone dumb enough to live in the Borderlands. In your case however it took dedicating your entire life to a cavalcade of bad life choices, and a deep all consuming obsession that had slowly ruined your life in many ways in service to the sweet siren call of historical greatness.

Which when you put it like that it does sound very unhealthy, and like you're hurtling towards a tragedy because of unreasonable expectations.

But one does not end up where you have ended up with reasonable things like listening to your own introspections. So on the burning edge of obsession and ceaseless drive you've found yourself over time picking up a number what some people would call advantages or notable feats, and let your life fall apart in equal measure to gain those advantages.

However, before you twisted your life around obsessions, you should really talk about where you came from.

[] Stirland:

You were from the Empire, more specifically you were from Stirland, where everyone knows your name and that your ancestor once was convicted - wrongfully - of lewdly touching the Elector Counts horse. Which is a hard thing to overcome. Luckily in the Borderlands, that was the least of most peoples ancestral shames.

[] Bordeleaux:

You were from Bordeleaux, and since you were technically not a knight, that made you worthless scum! Which made you know, not wanting to be worthless hard. So you compromised and kept the scum part! Which made you a smooth fit for the sort of person that was trash enough to live in the Borderlands.

[] Tilea:

Ah Tilea, the Border Princes if the Border Princes was worth spitting on. Born and raised among the anarchy of decentralized city states, you quickly learned meant that if you didn't have enough money you were… poor. Which to a Tilean is probably worse than death. Which raised the question if being rich in the Borderlands was better or worse than being dead. On one hand you'd not be poor, on the other you'd be in the borderlands, which is Tilea if it was not worth spitting on.

[] Norsca:

Oh fuck Norsca, you forgot you came from there. Which is awkward because no one else forgets it. Short blond hair, muscles stacked on muscles, and that little voice in the back of your head telling you to kill them all. Which is like, an option you guess. Thankfully in the Borderlands, you'd just be one man grappling with dark daemons in your head among thousands.

Now this is all well and very good. Your homeland that made you is one that is close to your heart blah blah blah. Where you came from is truly only important to you in the sense that's where historians will have to start their many biographies about you.

But of course, those biographies are going to be mostly devoted to the incredible things you did to mold yourself into a legendary figure. Talk at length about the long nights and sleep-deprived days of forging yourself into someone that will shape history. All of which were entirely worthwhile and actively beneficial to yourself no matter what it did to your social life, and dating prospects, and familial relations.

You were a well adjusted person, who had no regrets about the things that caused you to end up in the borderlands other than the fact that you ended up in the borderlands. No that's not an incongruent thought, it made perfect sense…

This sort of got away from you. The point was your many obsessions have molded your into the fine(ish) person you are today. So that's good.

You have ten (10) points to spend.

Please spend all of these, otherwise the terrible mess you have made of your life pursuant to greatness would be utterly wasted and you would know something like ancient Tilean goat yodeling. Which is teaching a goat how to yoddle like a very specific subset of the Tilean population used to for... reasons.

If a plan goes into the negative, then I will make up the difference, and I am always keen to sink a hook into your doom.

[] Stat buy (2 cost):

Increase one of your stats by one. For the low low cost of two points. Probably not your most efficient option, but an option none the less.

[] Headbutt an Ogre (2 cost):

Once when you were younger, you went out drinking and got absolutely disgustingly sloshed. You got so hammered that you were still inebriated three days after, and you remember none of it. However that was mostly because at some point in that bender, you found yourself the opportunity to headbutt an Ogre… which you did. According to your drinking buddy it ended up making the ogre smarter. You fear it had the opposite effect on you (+3 Martial -1 Learning)

[][ The great heist of Verena's Library (3 cost):

Technically speaking, it was not a heist, because in the end everything was returned. Practically speaking the Templars of Verena have a bounty on your head. Luckily you did what you did with dyed hair so they think you're a bluenette… it was not the most effective disguise you admit. It did mean you had access to a wide array of books, and the experience pulling off a caper. (+2 learning +1 intrigue, complicated relationship with Verena's Templars)

[] Dog the Good Boy (8 cost):

Granted the dog part of the name was slightly erroneous when he wasn't really… furry so probably wasn't actually a dog, and granted "Good Boy" sort of implies that Dog wasn't capable of ripping a small warband apart, and sure 'the' was probably more presumptive than it should but. But… (+15 to personal combat rolls. Get Dog the Good Boy (name pending). Have to feed Dog the Good Boy).

[]The Negotiation of The very Bad no Good Grudge (3 cost):

The Dawi are scary. That was not a joke of any kind, it was just an observation. Dwarfs have incredibly long memories and hold grudges relentlessly close, willing to do anything they had to to extract recompense for slights against them. You found yourself on the other side of that when a town you were working in short changed a Dwarf clan some few thousand gold. But you managed to negotiate them into only killing the Mayor and all his closest friends and family instead of everyone. Which you know, not a bad outcome. (+2 Diplomacy, familiarity with Dwarf grudge culture)

[] Starvation, sieges and you (4 cost):

The old world, and the new world and really just the world in general is a dangerous place. Which is why any settlement that is going to last more than a day has walls. Unfortunately that may mean that those walls end up sieged, and those inside have to deal with no external supply. You found yourself put in charge of keeping an entire castle from starving during one such siege, and you managed to keep at least three fifths alive. Which is better than zero fifths. (+3 stewardship. +5 to both besieged and siege rolls.)

[] Turns out, Gods can owe debt too (4 cost, 3 cost if god botherer and it's your god):

Now in the grand scheme of things, does it really matter if you do something accidentally or on purpose? Because according to one God it er… doesn't. Which is a good thing for you, because when you accidentally tripped a - corrupted - priest of some renown down three flights of stair a single day before he completed a ritual that would have spread that priests corruption to his gods temple, and in the process killed the priest. Ultimately interrupting the ritual and exposing him for his corruption, that god decided they were in your debt. (+2 Piety. A favor of reasonable size owed by one god of reasonable significance, which is your god if you god bother. The annoyance of a shadowy cabal that tried to corrupt that god.)

- [] Turns out specific gods can owe debt too. (Additional 1 cost)

Write in one god of status: significant or lesser if you want to keep things small. Taal is a god of significance, he's a major god but he's not the definer of an empire like say Ulric or Sigmar. If you are unsure, please ask or reference informational post: Gods.

[] The room where you uh, made it not happen (2 cost):

While it is your goal to be the man where it happened, sometimes you come across things that should not happen. As you were wheeling and dealing a high society trading favors and blackmail, you found something that should not happen. A Vampire, or a necromancer pretending to be a vampire you don't really know. What you do know is that he was closing his grip around the political scene you were moving and shaking in so you stole all his paperwork, half of his gold and his shoes. Then gave it over to the Witch Hunters to let them sort it out. You kept the gold and his shoes though, both were nice. (+3 Intrigue, +1 Piety. Enmity of ???)

[] The other guys were magic (6 cost):

So this was more luck than actual effort you had to admit. You were one of the lucky few to be born with magic sparks! Or unlucky people who had to put up with the winds trying to turn you into a wind puppet… wind sock? While you were far from actually legitimately trained, there was the potential. Which is probably a bad thing. (Untrained Magic Potential)

- [] Some… dodgy training (1 cost)

Now you were not the kind of fellow to get mixed up in the real bad sort of the world, not yet at least. You wanted to try your hand at other things first. But you did find some hedge wizards doing some… hedgy things that might not be exactly this side of approved. (Some minor training in hedge magic. Which is extremely basic, and probably only slightly better than nothing.)

- [] Some training from an out of luck sort (3 cost)

All around the world were wizards doing wizard things and some of those wizards ended up on hard times. Got behind on their dues to the colleges. Owed some money to a powerful Sultan. That sort of thing. Luckily there you were to step right in and pay for some genuine teaching… probably genuine (Some lessons in an "approved" syllabus of magecraft.)

- [] A fair bit of training from the absolute wrong sort (-2 cost)

So you admit, you did get wrapped up in some… shady people who were probably shadier than most would ever willingly consort with but… Magic. Which should be all the justification I need Mr Witch Hunter, yes he might have been a necromancer and or sorcerer but he taught me well. (Decently trained in probably tainted magic.)

[] Merc with his nose in a book (2 cost)

Sometimes you take on a job, and your clients are considerate enough to do the little things like wake up on time for camp break, or make sure they have money enough to pay you. Sometimes they are dumb enough to not do that. Like when you helped protect a merchant caravan travelling from Altdorf to Magritta who was also carrying a number of books destined for Magritta's great Library. Which you took. As payment. As per your legally defined right to get that payment. (+2 learning. +2 Martial. The cult of Verena would like their books back, but legally speaking can't.)

[] Gerald (1 Cost, may be taken multiple times.)

Strangely enough, you do in fact have some people who like you, and who you like in turn. You are not sure as you have very little experience in this circumstance, but you believe that these sorts of people are referred to as "friends". You don't have many, but you do have your good old pal Gerald. Who is competent, and makes a mean stew… mean as in good? You think. (+1 Diplomacy, Gerald (who may not be named Gerald))

[] Megalomania (-2 Cost)

Now the old world doesn't really do mental health. A common saying where you grew up was "if you're a nutter, you belong in the gutter." Which now that you think about it really reflected a deeply wrong aspect of society. When you became God King of all Life and Everything Plus the Warp, you'll have your top men consider what they could do for all the nutters of the world. (+1 stewardship. Trait Megalomania. You are extremely ambitious, to the point where you will obsessively accrue power even to your own detriment, and will consider dying before letting even the tiniest bit slip from your grasp)

[] Grudge (-3 cost)

Now it really must be said that there is something unreasonable to the idea of inherited sin. The idea that you are entirely beholden to your ancestors actions is ridiculous, they made their own decisions and it was not by your own choice that you came into this world as their blood and PLEASE STOP TRYING TO CLEAVE ME IN HALF WITH YOUR AXE. (+1 Martial. You have a capital G Grudge against you, laid against you for an ancestor that once murdered a Dawi then cut his beard off to sell. You hope that he got a good deal, because you are going to nutcracker him when you meet him in the afterlife.)

[] Blood Cursed (-2 cost)

Assuming perhaps, that your family, as it is your blood is something like you. If this supposition is taken as fact, there is a good standing chance that they have devoted themselves to the same kind of life as you did. Which uh… kind of made you worried by the fact that you had a Blood Curse rotting through your veins. No idea what it did, but it's probably bad hey? (You have a nasty curse placed upon your bloodline. Thankfully most of your lot die before it has a chance to happen. Unfortunately it means you don't know what happens)

[] Doom (-2 cost)

Now most people are probably amenable to the idea that children are particularly sensitive to trauma. You'd seen a child burst into crying because he saw an ant fall off a plant once, and that told you all you needed to know about their mental fortitude. So it stands to ask then, who was the bright spark who decided to make it a tradition to inform children exactly when they'll die? (You know how you are going to die. You will recognize it when it happens, and you fear it deeply.)

[] Ignored your studies (-1 cost, may be taken four times)

Sometimes you just have to ignore being a well rounded person in order to hyperspecialize into something. (-2 to one stat)

[] Paranoia (-4 Cost)

It is not Paranoia if they really are out to get you, and sure sometimes they aren't out to get you but that just means that they'll be suborned later on into being against you so it only makes sense to deal with them now before they could do that. (+2 Intrigue. Fair warning, you will have no warning when you are paranoid. You may entirely think you are following the right action, but all along it's been your delusions.)

[] Cash, raw hard cash. (1 cost, may be taken additional times.)

An additional 500 gold to start with. You start with by default 1000 gold. (Gold may be exchanged for goods and services.)

And of course, you might be of the opinion that you're going to be the best thing since they put ham and cheese between sliced bread, but you are uh, you are not dumb enough to think that you can get away with not having a god.

[] Please reference informational post gods for some of the gods on offer. If you wish to have a god "local" to the borderlands, say a local river god, or mountain god please reach out and we'll sort something out.

Of course, all your advantages and piety is… irrelevant is probably not the word you want to use. After all gods were a bit tetchy about you saying you were more important than them, and your 'advantages' were more like your personal history than anything else. So saying that is irrelevant is sort of saying your history is irrelevant which is the opposite of what you want…

Point is you think is uh statistics? What were you thinking about? Your head kind of hurt and… is your nose bleeding?

Your stat array is 20, 13, 12, 11, 10, and 8. As you are a god botherer, the twenty has automatically been assigned to Piety.

Marital:

Diplomacy:

Stewardship:

Intrigue:

Piety: 20 (You are a man of significant faith, in an established order it is very likely that you would end up a high ranking member of the clergy, perhaps even as far as an Arch-Lector after a long career, to steal a Sigmarite example. Yours is the faith that whips up armies of flagellants, and burns away the night with your luminesce.)

Learning:
 
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Scheduled vote count started by Minyette06 on Nov 25, 2022 at 10:43 PM, finished with 39 posts and 25 votes.

  • [X] Plan: Verena's Problem Child
    -[X] Norsca
    -[X] Headbutt an Ogre (2 cost)
    -[X] The great heist of Verena's Library (3 cost)
    -[X] Turns out, Gods can owe debt too (3 cost)
    -[X] Merc with his nose in a book (2 cost)
    -[X] Verena
    -[X] Marital: 12+2+3
    -[X] Diplomacy: 13
    -[X] Stewardship: 11
    -[X] Intrigue: 10+1
    -[X] Piety 20+2
    -[X] Learning: 8+2+2-1
    [X] Plan Priest of Ptra
    -[X] Tilea
    -[X] Starvation, sieges and you (4 cost) (+3 stewardship. +5 to both besieged and siege rolls.)
    -[X] Turns out, Gods can owe debt too (3 cost if god botherer and it's your god): (+2 Piety. A favor of reasonable size owed by one god of reasonable significance, which is your god if you god bother. The annoyance of a shadowy cabal that tried to corrupt that god.)
    -[X] Merc with his nose in a book (2 cost): (+2 learning. +2 Martial. The cult of Verena would like their books back, but legally speaking can't.)
    -[X] Gerald (1 Cost, may be taken multiple times.) (+1 Diplomacy, Gerald (who may not be named Gerald))
    -[X] Ptra
    -[X] Martial 13+2
    -[X] Diplomacy 10+1
    -[X] Stewardship 8+3
    -[X] Intrigue 11
    -[X] Piety 20+2
    -[X] Learning 12+2
    [X]Plan: Blind Justice in the borderlands
    -[X] Bordeleaux
    -[X] Dog the Good Boy (8 cost)
    -[X] Turns out, Gods can owe debt too (4 cost, 3 cost if god botherer and it's your god)
    -[X] Headbutt an Ogre (2 cost)
    -[X] The Negotiation of The very Bad no Good Grudge (3 cost)
    -[X] Megalomania (-2 Cost)
    -[X] Paranoia (-4 Cost)
    -[X] Arianka
    -[X] Martial: 13
    -[X] Diplomacy: 12
    -[X] Stewardship: 11
    -[X] Intrigue: 10
    -[X] Piety: 20
    -[X] Learning: 8
    [X] Plan: A Tilean With a Favor
    -[X] Tilea
    -[X] Turns out, Gods can owe debt too (4 cost, 3 cost if god botherer and it's your god)
    -[X] Headbutt an Ogre (2 cost)
    -[X] The room where you uh, made it not happen (2 cost)
    -[X] The Negotiation of The very Bad no Good Grudge (3 cost)
    -[X] Myrmidia
    -[X] Martial: 13+3
    -[X] Diplomacy: 12+2
    -[X] Stewardship: 11
    -[X] Intrigue: 10+3
    -[X] Piety: 20+2+1
    -[X] Learning: 8-1
    [X] Magical Preist of Ranald
    -[X] Stirland:
    -[X][ The great heist of Verena's Library (3 cost):
    -[X] Turns out, Gods can owe debt too (4 cost, 3 cost if god botherer and it's your god)
    -[X] The room where you uh, made it not happen (2 cost)
    -[X] The other guys were magic (6 cost):
    - [X] Some… dodgy training (1 cost)
    -[X] Grudge (-3 cost)
    -[X] Blood Cursed (-2 cost)
    [X]Plan: At least we can trust a Good boy
    -[X] Bordeleaux
    -[X] Dog the Good Boy (8 cost)
    -[X] Turns out, Gods can owe debt too (4 cost, 3 cost if god botherer and it's your god)
    -[X] Headbutt an Ogre (2 cost)
    -[X] The Negotiation of The very Bad no Good Grudge (3 cost)
    -[X] The room where you uh, made it not happen (2 cost)
    -[X] Megalomania (-2 Cost)
    -[X] Doom (-2 cost)
    -[X] Paranoia (-4 Cost)
    -[X] Arianka
    -[X] Martial: 13+3=16
    -[X] Diplomacy: 12+2=14
    -[X] Stewardship: 11+1=12
    -[X] Intrigue: 10+2+3=15
    -[X] Piety: 20+1+2=23
    -[X] Learning: 8-1=7
    [X] Plan : Lord Summerisle
    -[X] Stirland:
    -[X] Turns out, Gods can owe debt too (4 cost, 3 cost if god botherer and it's your god)
    -[X] Paranoia (-4 Cost)
    -[X] Dog the Good Boy (8 cost)
    -[X] Gerald (1 Cost, may be taken multiple times.)
    -[X] Cash, raw hard cash. (1 cost, may be taken additional times.)
    -[X] Ahalt the Drinker
    -[X] Martial 8
    -[X] Diplomacy 10+1
    -[X] Stewardship 12
    -[X] Intrigue 13+2
    -[X] Piety 20+2
    -[X] Learning 11
    [X] Magical Preist of Ranald
 
A Verenan, a Norscan, and a Legend walk into a bar. You tell the bartender hey.
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Well, that was a "close" vote

-[X] Norsca

-[X] Headbutt an Ogre (2 cost)

-[X] The great heist of Verena's Library (3 cost)

-[X] Turns out, Gods can owe debt too (3 cost)

-[X] Merc with his nose in a book (2 cost)

-[X] Verena

-[X] Marital: 12+2+3=16

-[X] Diplomacy: 13=13

-[X] Stewardship: 11=11

-[X] Intrigue: 10+1=11

-[X] Piety: 20+2=22

-[X] Learning: 8+2+2-1=11




When most people think of Norsca, they think of braying hordes of half-maddened tundra savage men dedicated to the Dark Gods of the world. A ceaseless stream of worshippers for the Great Enemy that crashed against the world over and over again in service to their Ruinous Masters. A land of people so ensorceled by the seductive power of Chaos that they were irredeemable in all things.


They… were wrong. You knew at least three people in your old village that did not directly worship the Crow, the Hound, the Serpent or the Plague Fly. Two of those, granted, were slaves, and one of them was killed by the time you were Ten and One. But they proved that it was not all Norscans.


This meant it was entirely a matter of bigotry and not logical reasoning that everyone around you assumed you were some kind of daemon worshipper just because you had short blond hair and muscles stacked on muscles and Norscan Runes painted across your chest depicting gratuitous slaughter.


Sure at one point in your life, you were a part of a Raiding Band called Slaves of the Hound, and sure, at more than one point in your life, you had witnessed the terrible corruption of Chaos tear apart once peaceful hamlet as your brothers in arms performed morally foul deeds upon the once residents.


But you were different now. Had a god that people actually liked! No longer did you show up to villages solely to rip out their spines and beat their loved ones to death with it. Now you come with large books. While you were very well aware they could be used to beat a loved one to death, you usually resisted that urge.


Which you had on good authority that Verena, your lovely new god, approved of! Which, uh… made you feel warm and fuzzy inside. Like the Hound was nice, constantly letting you get the violent urges out, but Verena gave you so much more. She actively gave out her approval for you doing things she liked, rather than just not killing you and using your skull as an ornament for her throne.


Which uh… if you remember, your old Orthodoxy was also a reward, not just a punishment?


And sure, you had to do things like follow laws, and could not just raid indiscriminately and could under no circumstances use books as kindling for a still living priest's pyre anymore. But at least your punishments were not the same as your rewards anymore.


To think, your entire life changed because a Sorcerer of the Crow enlisted you to scout out the great library of Magritta, and instead of doing your job, you got drunk and headbutted an Ogre.


Indeed, the moral of your early life, like the moral of every good story, was that good triumphs over evil through the copious consumption of absurd amounts of alcohol.


And er that a life of dedication to law and knowledge is more fulfilling than one dedicated to decadent slaughter and primitivism.


Which is a word you knew because of Verena! Truly, you picked a fantastically benevolent god.


Who was so nice to a reformed


[] Man

[] Woman


Like you.


Sure, that was mostly because she felt like you performed a great deed in service to her when you accidentally threw a powerful priest down a flight of stairs several times, who turned out to be the Sorceror of the Crow who enlisted you, which was discovered when his skull was split open the second time you thr- accidentally tripped him down some stairs and exposed that he had tentacles in his brain. But you liked to think that in other circumstances, she would have found it in her heart to open her… heart up to you?


That made it sound like you were in a kind of kissy-face relationship rather than a Goddess Worshipper relationship… er, that's a Goddess and Worshipper relationship.


That does not sound right either. You were still getting used to the whole 'being literate' thing.


Anyway, the point remained, Verena is a cool goddess, and your worship of her has really helped you work through the many atrocities you kind of felt bad about committing.


Sure it took some time to get used to the whole "being a lawful citizen of a civilised society" and it took you a while to understand 'libraries' as a concept. Which might have resulted in a few misunderstandings between you and the Marienburg Cult of Verena, and those misunderstandings might have resulted in you being permanently barred from Marienburg for something as minor as "Breaking and Entering." and "Unlawful imprisonment of Chief Librarian''. But that was all part of learning and growing into your new life as a Verena faithful. Verenan? Verenese?


Did it say something about you, or the temple, that it was harder to figure out the correct term for your goddesses' worshippers than it was to break into one of the largest of her temple libraries? Probably said something about literacy.

What it said, you did not know. You were still getting used to it, after all.

The point being that Marienburg's sect of Verena has a bounty on your head, but your hair was blue when you did it because you had just read a book on hair dye. So like a good Verenan, you tried out your new knowledge, and yes, you will continue to insist you did not realise that it was an unlawful thing to do and that you were not disguising yourself in preparation. That would be antithetical to Verena's tenants, and you were definitely very faithful and committed to Laws and such.

So as long as you never dyed your hair blue again, no one would be able to connect you to the - unauthorised borrowing - of several dozen priceless pieces of writing. After all, there was probably at least someone in the world that looked like you, and was not… you know a daemon worshipper.

Luckily, it could be said that you learned your lessons. Why you even managed to stop a theft or two since then. Rightfully enforcing the legal precedent to ensure that justice prevailed. Sure the theft was against yourself, and the thieves were Magritta's grand library, and the precedent you were enforcing was the rightful seizure of goods after the merchants you were escorting revealed that they were, in fact, not able to pay you.

But it was all legal and above board. Which is what matters to Verena, even more than her potentially protecting the only copy of a series of deep philosophical treatises on the nature of thought and the various methods of thinking written by one of the most famous thinkers of the Time of Three Emperors.

You er… hope. Verena tends to get really quiet whenever you try to get her to answer what she thought about what you did, and you're not sure if it was because she had no thoughts on it or if she was giving you the silent treatment.

Like, you do not usually get words out of your goddess, obviously. But there was always that little presence in the back of your mind, and it was very conspicuously quiet.

And sure, you knew the mortal followers' opinions on it, obviously. Like, when you were in Magritta, you would struggle to walk more than two steps without getting a guilt trip about "Oh, wouldn't it just be grand if those priceless one-of-a-kind books on the methodology of human thought were in a safe and secure library, not just in your backpack where they could get crumpled, and make Verena sad at the mistreatment of the books".


Which was very annoying you had to say. You made sure that the books would not get damaged.


Though granted it meant nearly everyone knew the name of


[] Write in name.


Well, everyone in Magritta with a vested interest in Verena, at least. Honestly, it got so bothersome that you just had to leave that place. You had no choice. It of course had nothing to do with people actively starting to refuse service to you and the Chief Librarian threatening to revoke your library card.


You had not been cowed into exile! Just… annoyed.


Which for some reason makes you feel better about yourself.


So, now here you found yourself in the Borderlands. A land of, and this really must be said, a really bizarre water table. Several times you went from trudging through thick swamps to utterly dry badlands to extensive grasslands as far as the eye could see.


Geography books were not really your favourite thing to read, but even your limited knowledge knows that this land is just so weird. Was it magic? Does the stomping of half a million Orks through the place every once in a while mess up the land?


Truly a question that only the great mind of a Verenese scholar like yourself could ponder. You and your goddess are, it must be said, tops.


As in really good, not in like a sadomasochist way.


You sigh and rub your palm into the side of your head. You really needed to stop reading that book late at night, even if it was one of the only books you had out in this place.


Speaking of this place, you glance up with somewhat resigned eyes. After the comfort of living in and among Verena's for the last few years, a return to something more akin to the poorly made log cabins of your youth was a bit… of a setback.


Granted...


[] Meissen did have its charms:


Founded by Imperial settlers many years ago, it sat in the enviable position of having wide swaths of arable land, a unique situation for the borderlands. Protected in the west by the river… Meissen - such creative minds settled here - it would almost be idyllic if it was not for the horde of undead sieging its walls. Shame Meissen the river was not on the other side of Meissen the town, keeping the undead out. Luckily you were being paid to be here; unluckily, the looming threat that there won't be a 'here' in too long was very present. (Start in Meissen, a surprisingly idyllic land for the borderlands, save for the fact that it is about to become a ruin. It is currently ruled by Izek Bochkarer. A once Kislev merchant who bought the land from the previous border prince, paying a truly exorbitant amount of gold, before having his new subjects reclaim his gold from their once Border Prince.)



[] Locronan was a mightly defensive location:


Wedged in the valley of Six rather large mountains, Locronan is a holdover of the many errantry wars waged by Brentonia and has long since been ruled by a family of Brentionian Knights. Who do as Brentonians usually do and treat the peasantry like they are cattle. Incredible taxes, few rights and many injustices performed against them. A Brentonia 2.0 ramped up to eleven because it's the Borderlands. It really does say a lot about the Borderlands that Locronan is considered one of the better places to live. You're oppressed, granted, but a Brentonian Knight is a potent warrior that can match many of the horrors that lurk in the Borderlands. (Start in Locronan, a fortress city ruled by Algernon Mercier, the Scion of a Brentonian Knight lineage left behind during one of the Chivalry Kingdoms Errantry wars. He is a heavy-handed ruler, with little regard for other "principalities" often waging war against the polities around him, secure from any retaliation by the six tall peaks surrounding his capital.)




[] Whoever named Inutileton was probably being very truthful:


You were not sure who named Inutileton. Was it some unfortunate coincidence? Some Tilean pulling a fast one on the inhabitants? A deliberate attempt to convince people that it was not worth their time? Any which way, by all accounts the name is accurate. The town is just slightly too large to be considered a village but lacks much of anything really going for it beyond that. Most people make their living off hunting or driving goats through the moorland surrounding the town, and those that do produce things are producing… nothing of great quality. (Start in Inutileton, a small town with not much going for it. However, it is free of any Border Princes' control, and the moorlands are a fresh hell to move an attacking force through.)

 
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Scheduled vote count started by Minyette06 on Nov 26, 2022 at 11:59 PM, finished with 30 posts and 28 votes.
 
Skeletons to the north-east of me, Dogs to the south, and here I am stuck in a siege with brats.
You are ignoring content by this member.
You all like to live dangerously I see.

[X] Man
[X] Meissen did have its charms
[X] Asavar the Brute


You were not sure what was more emblematic of the Borderlands, a town that would be considered in a more civilized land mediocre, being the most valuable land for leagues around, or that tiny outcropping of something that was not awful was about to be razed to the ground.

Probably the second, this is the sort of place that is in a rat race to the bottom. Where good exists solely to be ripped down into the mud and turned terrible.

Luckily, that mirrored the place you were born almost to a T. If anything the Borderlands was a step up from where you came from, and no you were not just trying to desperately stave off becoming just another disaffected human stumbling through a meagre existence in the borderlands.

You run a hand through your hair, and admit to yourself that was exactly what you were doing.

The siege had been hard on your ever upbeat and sunny attitude. You were a big man, and with that came a big appetite. While the rations you were receiving as a mercenary was larger than the average citizen, they still left you with hunger pangs throughout the day.

Not that it was an acceptable excuse. You focus your mind, pulling together the hunger into mental manifestation, a monster of stick thin bone and glutinous stretches of unfilled, loose skin.

This was a technique you had learned from the writings of Fichte on the modes of human thought, an ability give form to one's subconscious issues to confront them in the higher mind.

Then, employing a technique you developed, you mentally stab it several times until you stop being hungry. Which was much easier than Fichte ideas about debating the manifestations you create.

Plus it gives you the satisfaction of brutally thought-killing something and feeling its thought-guts run through your thought-fingers. Which was almost as good as actually killing someone.

Which was not strange, or indicative of something deeply wrong with you in the slightest.

"Asavar, Rosmalen called another meeting. Prince Izek has awoken." You twist away from the view of Meissen, glancing over your shoulder at the guard. You give him a welcoming smile, and try to not feel too self-conscious when he flinches away from you. Your rations were fairly dry and sticky, did you have some stuck in your teeth?

As you follow the man through the richly furnished halls of Izek's manor, you prod at your teeth with your tongue. Quickly you find a piece of tough jerky trapped against your canine and pre-molar, and attempt to work it free.

No wonder the guard had flinched away from you, you had meat trapped in your teeth like some uncivilised barbarian. You duck slightly as the guard leads you into Prince Izek's 'throne room'.

"-ve to be realistic with what we have Egbert. We have huntsmen and farmers, men with a thousand times more experience with a bow in hand than a sword." It seems the meeting had started without you… again. Your mouth twists into a displeased frown, as you linger in the entrance to the large entrance hall.

"Bah, every man worth the name is born with a sword in his heart." Rosmalen's voice reverberates through the air, thick with a Tilean accent. It seems the argument of what should be done with Messien's meagre iron reserves raged on, and even Rosmalen's status as the 'commander' of Messien would not let him have his way. "Give me the iron as sword, my Prince, and I will whip your citizens into shape and send the rattlers and rotters back to the grave rather than wasting iron on every missed shot."

"Your excellency he's being ridiculous. We don't need more men fumbling over their sword more likely to cut themselves than the enemy. We need arrowheads strong enough to put the rotters down." A young Estalian Woman hisses at Rosmalen. Herminia de Moraza was the closest thing Meissen had to a seneschal, holding court in Izek's stead as the old Kislev merchant grew closer to the grave.

"And every time we would use those arrows, that iron is gone. I may not agree with Egbert in full father, but you are well aware we cannot waste any of our iron." The last of the triumvirate vying for Izek's attention speaks, Misha Bochkarer, Izek's last remaining son. "We need to stockpile it, carefully leverage it when the time is right, just like you taught me."

"We don't have time to wait for the time being right like dumb chickens with head in the sand. Nightfall the dead will crash upon the gates once more, we need something now." Well like the old saying said, when the angry Tilean started insulting people, stop lingering by the door to interrupt him.

Or something like that.

The moment you set foot into the room proper, it fell silent. Four sets of eyes clasping on you, three with deep mistrust and suspicion, and one with an aged joy.

"Asavar." Izek wheezed out, his old craggy face splitting into a near toothless grin. "I thought I heard you stomping over my poor floor." The old man takes a moment to breathe heavily, corpulent chest rising and falling weakly. "What did my… home do… to annoy you… so?"

"Well none of the door frames were built big enough for me. So I suppose it would have to be that." The old prince burst out in a deep rasping laugh, as if you had just told the greatest joke in the world.

You had not, but appreciated the old man's affability.

"Come, I need my head priest's opinion. These are dark times are they not? We all need faith to resist the undead." You nod, and approach the large table that had been dragged into the centre of the large entry room with a map of the surrounding area laid across it. You eye it for a moment, it seemed your contemporaries had started to use cutlery to represent various enemies.

"Faith does have a noticeable improvement on people's ability to kill undead." You comment idly, trying to figure out if spoons represented the packs of dead-dogs that roved the now fallow south fields, or the terrible beast that rattled the walls each night. "The Grand Theologinst Kurt the Third was so faithful that he could undo an entire legion of undead with his words."

"And we all know your kind's faith does." Misha's mutter was too low for his ailing father to hear, but it was loud enough for the rest of them, if Egbert's snort and Herminia's smirk was to be judged.

"A shame you cannot replicate… that feat." From anyone else in the room, that would have been a veiled insult, but Izek was being entirely genuine in that remark. "This night will… be more dangerous… I feel it in my bones."

"Then we will make sure we are prepared for it." And someone would need to wrangle the other three into not having an argument over iron that would take at least a week to be melted into something usable.

-

Personal Wealth: 1000 Gold

Messien:
Wall Status : Ramshackle, Several Openings.
Food Status: 7 days of rations
Morale: Low.

Forces:
Rosmalen Swordsmen (49): The remnants of Rosmalen's once mercenary company, that settled down when their captain took on a permanent contract with Prince Izek. Prior to the siege they acted as guards and police for Meissen. Training: Professional (+10 to combat rolls) Morale: Medium Loyalty: Rosmalen. Equipment: Chainmail, Standard Quality Estoc.

Messien Militia (432): Conscripted abled bodied adults. Though Messien lacked the weapons to fully equip its people, there was enough ramshackle equipment to put together a small army. Shame that it's up against a large army. Training: Untrainted (-10 to combat rolls) Morale: Low. Loyalty: Themselves. Equipment: Makeshift weapons

Messien Hunters (31): Though Messien has sustained itself on the wide fields of farmland around it, there still existed many hunters in and around the town. Both dealing with pest animals ruining crops, and for their own sustenance. Training: Untrained (-10 to combat rolls) Morale: Low Loyalty: Themselves. Equipment: Assortment of various quality Bows

Known Enemy Forces:

Southern Dead-Dogs (200+): While they had nothing on the hulking beasts you grew up around, these packs of mangy dead were deadly enough to rip a man apart in seconds, and fast enough to rip apart any riders that you had sent out for help. Currently they rove about in the southern fields using the unharvested crops as cover.

Roving Beast: For the past three nights a massive creature has rattled the wall with terribly powerful blows. Each night it grew closer and closer to breaking down the wall, however it would always flee long before the first light of dawn. Unfortunately no one had laid eyes on it yet, so you had no idea what you were dealing with, and all you could do was hope it was only one creature, and not many.

Rattlers (700+): The rattlers form the core of the sieging forces, often nothing more than decrepit bones with thin strips of leathery skin still hanging off of them. The rattlers were hardier than they looked, often requiring their bones to be fully snapped before whatever was animating them gave up.

Rotters (1000+): The meat, ha, of the sieging forces. The rotters in a very real way, meatshields for the rest of the enemies forces. Slow and clumsy sure, but able to take a distressing amount of punishment. While a single Militiaman could deal with one of the creatures, they usually found themselves faltering under the sheer number, or worse leaving themselves open to the faster rattlers.

You have Three actions. You may attempt to convince other 'councillors' to do something, or convince Izek to order them to do so. But the more you attempt to do that, the less likely any of them will follow your requests.

In your plan please put in brackets after an action a Characters name to represent attempting to get them to do the action, and if you are trying to convince them or have Izek order them.

As a note, this is your day action. Some of them may bleed over into the next day, but tonight you will vote for what you do during the assault.

Martial
: While you had not come to Meissen as a warrior, you were still the product of a rather tumultuous youth. You'd be willing to wager that you were one of, if not the clear best warrior in this town and maybe the best commander to match.

[] Organise training (militia):

Meissen's militia were hardly able to tell the pointy end from the blunt end, and more often than not ended figuring that out, when the undead stuck their own pointy end into them. (Train Messien Militia to training: Trained (-5 to combat rolls). Cost: None. Time: Variable (40/60/80/100)

[] Organise training (Hunters):

Meissen's Hunters were borderline incapable of managing a proper volley, and most hardly able to hit a broadside of a very large building. You were not that good with a bow, but it could not be that hard. (Train Messien Hunters to training: Trained (-5 to combat rolls). Cost: None. Time: Variable (50/70/90/110)

[] Break the siege, and attempt to cull the undead's numbers before nightfall.

The undead only attacked at night. Whether this was because they were weaker in the day, or they knew Meissen was more fearful in the night you were not sure. Either way if you had a better chance to kill them during the day, you should take it. (Cost: Variable (20/40/50/60))
  • [] What forces will you attempt to convince to come with you?

Diplomacy: You er… didn't word good very often. But you worded enough to be passable in the field of wording. Though it is likely that both Misha and Herminia would talk rings about you.

[] Convince another councilors to cooperate with you:

You and the other councilors had a rocky relationship. To start, all of them were unreasonable bigots and hated you for being a Norscan. They seemed to think that any moment you could snap and BURN!MURDER!KILL them all. If you convince them that you were not so bad, this siege should get a lot smoother. (A councilor will no longer be actively hostile to you, and will be easier to convince to do things. Cost: Variable (50/60/100).)
  • [] Which councilor

[] Lay down the law of conscription:

Not every able bodied adult in Meissen is carrying a weapon. Some of them had tasks too vital to risk, some of them simply slipped the conscription net. All of them may be needed if Izek's premonition is true (Conscript as many able bodied adults into militia as possible.)

[] Let them eat… stale bread.

Meissen was in terrible spirits, death loomed on the horizon and each night brought new horror and more corpses. Soon enough the people will spiral into despair and become listless and easy pickings for the dead at the gates. An extra food ration or two might go a long way to stave that off. (Double rations will be consumed to improve morale 60/80/100 Costs: 2 days of food.)

Stewardship: You did not have the head for an economy. But you did have a head for knowing how much food you need to take to ensure that you made it back to shore without wasting weight which could be used for sacrifices or treasure. Which was… basically what being a quartermaster was right?

[] The walls are cracking:

The walls of Messien were faltering under nightly attacks, and there were now many gaps in the walls which the Rattlers and Rotters poured through. Attempt to do what you can to patch up those holes (Restore Messien's wall status to Intact)

[] The walls are made of fire, they just don't know it yet.

At the beginning of the siege, Rosmalen used firetraps to great effect against the undead, but quickly ran out of usable material. You however, were well aware that when you ran out of kindling, it was because you hadn't ripped apart enough buildings (Start tearing down Messien's homes to use for firetraps. Messien reaction 40/80/120)

[] Food is an issue, and it's in the fields.

Meissen was placed under three days into harvest season, and it does not have the food stores to deal with the siege. The southern fields to be exact. The north and east had been trampled by the undead. While that was a pain to deal with in the future, if you could get enough labourers out there you could reap a harvest that could stave off starvation for a long while yet. But anyone unprotected out there would be ripped apart. (Food situation will improve. 40/60/100)

Intrigue: You were a six foot five Norscan wall of muscles. The idea that you could be subtle was probably terrifying to anyone who knew you. So like a very subtle person, you don't let them know you could be.

[] The Messien calls for aid.

Any rider spotted by the Dead-dogs were run down and ripped apart, the only way someone was going to get out of Messien was being snuck out. It may need a distraction, and you were relying on the Borderlands of all places to have a charitable soul willing to come to your aid. But you might make it work. (Find someone willing and able to not just get sneaked out of Messien but bring word of your situation. Cost 200 Gold. (70/100/110)

Piety: You were called to Meissen to tend to its flock, and while there were few Verenese faithful's in the Borderlands, you knew how to support other faiths, and how to change that.

[] Fanatics:

When it came down to it, faith was a fire that must be tended to, and like all fires with the right fuel it could become a wild blaze, as dangerous to itself as it was to everything else. Whip the people of Messien into a religious fervour that would see them throw their bodies against the dead with maddened faith. (Convert 100 Militia into Fanatic Militia, who cannot break.)

[] A time of faith in a sea of darkness

In a time like this, people needed the hope that the gods had not glanced away. Needed desperately reassurance that the sun will rise and that faith is still rewarded. You were brought to Meissen to tend to the people's faith, and you will do your job. (Reassure Meissen through religious ceremonies, increasing their Morale. Cost 400)


Learning: You were not dumb. But that was more a matter of effort than a matter of natural capacity. But like being good, is it not more moral for an evil creature to turn away from it's nature, than a good creature to naturally be good? One seeks to improve itself despite it's nature, and the other simply does not know evil. These are the thoughts of a true Verenan Philosopher.

[] The mother of invention was Verena, but the surrogate was necessity.

A clever trap, material for kindling, a solution to the food situation, - something - to help Meissen out of its situation. A big think might not do anything, but it might do something (???)

Lets also give a twenty minute moratorium, so people can discuss what they'd like to do too.
 
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