The manor is much smaller than the palace of Courronne. Barely 60 feet tall, its walls are simple hardwood. There is only a single garden, a greenhouse of sort; two libraries, of less than 800 books each; a single kitchen and dining hall, only suited for perhaps fifty men at a time; and a throne room of a simple oaken, padded chair, with slate gray floors, and brutally carved stone pillars rather than the graceful, arching columns lovingly crafted by the finest workmen of the country. The rugs, banners, and drapes are of wool, instead of fine silk. No gold-worked tapestries, no fine Cathayan porcelain.
Yes, it is much the more austere than that slice of paradise.
But its halls are still labyrinthine enough, its depths dark enough, its unexplored corners mysterious enough, that it takes you six hours-- six hours-- to find your crying ward, the day he disappears. He is sitting in some unused servant's path, a hidden hall leading from the kitchen to some guestchambers.
Wordlessly, you lift the crying boy onto your lap, letting him hug you. These tears are earnest tears, and whatever little fear you may have had-- that the boy was some Norscan plot to infiltrate your realm, a hidden agent of Chaos-- die to the blows of his lamentations.
For what feels like hours you rest there, just the two of you.
"Does...does it ever stop hurting, like this?"
"No. But...but you get stronger. Inured. You process it, and it loses the ragged edge." Unbidden images of Lyonessian knights, heaped on a pyre to stop the mundane plague carried by those filthy Northmen bastards, play-- you are sixteen again, powerless, watching them die.
And then it passes. "It happened. You cannot change it. What you can do...is decide it is the floor. And not the ceiling. And you can get on with it."
Martial: Edwige has taken one of the Norscan suits of armor for herself-- apparently, her old set was broken in that last battle, though she has at least lost no more limbs or other organs.
Still, there's something grimly funny to it.
(Pick 2)
[] Vampires Bite: So, Sonnental! The mythical city of the damned, it is home to an aristocracy of Lahmian Vampires who are currently, you know, feeding on the living and torturing the innocent and just not, generally, being particularly decent rulers or people. They have been safe because no-one knows where they are, those few who manage to escape usually too delirious and afraid to lead a party back to the town.
Edwige is insulted on your behalf that these Lahmians believe they can buy you with cheap power and cheaper sex, as though you were not a prince of Bretonna. Slander and insult. She'll lead a party to find the city, kill the vampires, and reclaim it and all the people within.
Cost: 10 Gold
[] Norscan Blood's Call: You know there are greenskin settlements within the forests. Minor camps, mining camps (hah), and so on with wealth ripped from these lands. Perhaps it is the Norscan within the blood of all Lyonesse speaking, but raiding their camps for necessary supplies and so on could be helpful. If nothing else, you can slaughter their spider-riders now and save everyone a world of trouble.
Cost: Free
[] Fortarc: You'd be dead if that orc had brought another wyvern rider. You need some way to ground such beasts, that you might face them in honorable combat instead of having them gang up on you like common bandits. A hundred bolts of silverine-tipped, armor-piercing death roaring through the skies would probably suffice. Training an Arbalest isn't that hard-- you'd estimate a month? Particularly considering there are Tileans now in the city, who can both fill the ranks and help train your men. You'd say by the end of the month they'll be green, but still-- workable.
Cost: 400 Gold
Reward: 10 Units of Arbalests
[] Contract: You can call up thousands of archers, sure, but the number wobbles and varies and...ulgh. It's annoying, particularly considering what your greater duty out here is. Which is when one of your Khyprisian subjects gives an idea: contracts. Specifically, hire a small core of men-- say, 500-- to be, at least, regulars? Training on the seventh day and so on, in return for extra wages-- higher, even, than the usual offered to Bowmen-- coming with you on campaign no matter the season-- and too, there are other niggling thoughts in your head.
It's new, and different-- but also, certainly, bold.
Cost: 400 Gold, permanent Upkeep
Reward: 50 Units of Bowmen with Villein Officers
[] Basilius Bashing: The deposed Basilius has gathered an army of warriors to attempt to reclaim his crown. He has sworn he will tear down the walls of the city. He accuses you of being a war-and-whore monger. He accuses you of being a foreign invader-- ignoring, of course, that he was educated in the Empire, fought in the Empire, spoke Reikspeil in his court, and all but worshiped Sigmar. He accuses you of being bewitched by Lisanor-- perhaps the closest thing to accurate among every burbling word that has come out of his mouth.
All of these you could forgive-- it is, after all, expected that lesser men should rant upon failure.
He has threatened Lisanor. By no means, with a quick death.
This, you might overlook-- for Lisanor herself has asked you to, in the name of peace.
But then...he threatened your son.
For this, he will not see the dawn.
Cost: 500 Gold
Reward: Decisively deal with this...pretender. (No miniturns)
[] You can suggest something else, though Edwige might not like it:
Write in, -Opinion, Gold decided on later
Diplomacy: Your wife, being ambitious, decisive, and well-known for having your ear, has, obviously, traveled in many the same circles as other ambitious, decisive individuals. This is, in fact, part of why the Tileans came to you-- it seems many of their generals were once healed in the same temple as Lisanor volunteered in, and as such they know at least a little of her...as do many other movers and shakers throughout the Old World.
(Pick 2)
[] Carcassonnian Cousins: Estalia has a small, but not unnoticeable community, of Lady worshipers born from Carcassonian parents mostly-- many of whom are also bored and desperately searching for a purpose in life. Though the knightly traditions of that place are strange in some ways, by and large they are closer than the Empire; further many no doubt would come to your call and fill your ranks with good soldiers in some of the finest steel the Old World can offer, bringing with them too footsoldiers.
(Costs: 20 Prestige)
[] Southland Sons: Ouati, the Southlander prince, has been tight lipped about his home country except that it is a mighty empire, perhaps even rivaling that thing of Sigmar's to the east. You could ask him about it; or some of the traders?
Cost:???
Reward:???
[] Calme Toi: The Dukes of Aquitaine, Bordeleaux, and Bastonne bicker over whom should be allowed, legally, to take control of and colonize the Forest of Chalons. Over the centuries this was mostly an intellectual endeavor of little practical worth. However, all three duchies are now headed by vigorous, mighty souls-- including the Duc Alberic, who seeks to utilize the resources therein to reinforce his Dukedom in case of Mousillon attacking; the Duc Armand, a Grail Knight who has taken to administrating the lands personally and with extreme prejudice; and Duc Bohemond, who mostly seeks to use it as a massive hunting ground for nobles and peasants-- though, it must be said, that is still a massive improvement over what it currently is.
They turn to you to arbitrate the dispute, for though young it is a matter you have no personal stake in-- excepting your friendship with Robert, though as he does not give a damn either way you cannot really, either.
[] A Royal Aid: Your father would be willing to listen to your advice on the matter of Tileans-- to some extent, certainly. Undoubtedly enough to help the Sartosa campaign and more recognition to Remas, if nothing else. And if he personally took the field...well. There have been less fair fights than 'the deadliest man in the Old World vs a bunch of drunkard thieves with loose morals', probably, but you'd be hard pressed to name them.
Cost: 1 Royal Favor
Reward: Republic of Remas Firmly in your favor, very friendly, allied to you, willing to aid in Badlands campaign.
[] Doing it the Hard Way: You will not run back to daddy again. You'll do it the hard way-- send weapons, supplies, men to the Sartosan campaign, and intensify your efforts to aid your new allies. What it lacks in panache, it makes up for in practicality-- seriously, sending Louen Leoncouer to fight pirates is like killing a mosquito with a trebuchet.
Cost: 125 Gold
Reward: Even more positive opinion, Remas tied to you more
[] Imperial Tendencies: You are not an Empire-- that is to say, you don't want to stick your flag on bits and pieces of land just because they exist. However, the Borderlands are yours. The Lady has told you to unify them, and you will not fail. Making this more clear to the other Great Power in your neck of the woods, the Empire, through their princess currently in your city would probably help make things at least a little bit more pleasant.
Cost: 50 gold
Reward: Empire less inclined to try and Empire in your neck of the woods, for at least the time being
[] Albion Conference: Albion is...well, eight years of war has somehow made the place more pleasant than when you all first arrived. You have no great interest in the place. That said, apparently a coalition of Breton and Albion warriors has been making life hell for the other powers on the Isle, greenskin, dark elf, Norscan, Firmir, and the Empire alike. If it doesn't in a skirt or on a horse, they've been killing it (except the lizardmen, because the lizardmen usually kill them).
You don't particularly want to conquer Albion. But they don't know that. The Imperials do want to conquer Albion, and you can be sure of that-- it's one of their only sources of various metals, gunpowder components, and at least three gold mines. Therefor, having you swear an oath not to, say, parley that Breton warrior and his band of misfits into an attempt to take the isles is probably worth some concessions. At least a tit-for-tat, of them promising not to attempt to meddle in the borderlands.
Only problem is, your father may not be thrilled by the thought of this promise. Still, he owes you enough to, at least, accept it.
Cost: 1 Royal favor
Reward: Some sort of treaty with Empire (North), undoubtedly slanted in your favor.
[] You can suggest something else, though Lisanor might not like it.
Write in, -Opinion, Gold decided on later
Stewardship: Robert walks into your monthly meeting holding his son near to him. So that's a thing now. Perhaps you should set up a play date?
(Pick 1)
Walls of Stone and Walls of Will: Edwige has suggested repairing the walls. The most difficult-- but also most helpful-- task, you can expect it will be a good symbol of your strength, though it will take more time than most. Right now they'd suffice to deter bandits, but not much else.
[] Architectural Aid: There's going to be a lot of construction. First, of course, you'll be rebuilding after all the damage the goblins have done. Also, of course, the largest part of why many knights join Errantry Wars is to establish fiefdoms and gain land, which they will not otherwise gain-- also, of course, to save people from, you know, dying in misery but the land helps too. Having a proper construction service ready would be incredibly forward thinking and helpful, and there are several people you could think to call.
(Cost: 40 Gold, 10 Upkeep, Optional: []Write-in Nation to ask, Defaults Bretonnia, cannot be Empire, Kislev, or Norsca)
[] Hon-Hon-Hound: This new armor Asger has invented is fantastic-- but he needs to teach others how; to build forges; and to ready the logistical trail necessary for large-scale production. Though the starting cost will be huge, it is worth it: imagine a whole charge of Bretonnian knights, clad in plate, bullets bouncing from both steel and mystic love. You could shred a dwarf gunline like cheap parchment, never mind crashing through orcish nonsense-- it would be a slaughtering ground of green bodies and broken stone, a feast for crows never before seen at the hands of Breton men.
And to think, all of this started because you couldn't stop getting stabbed.
Cost: 800 Gold, 4 Months
[] "A Gun Is A Coward's Weapon": Well, you're in a little bit of a pickle. It seems, unknown to you, that the former masters of both Aldium and Mortensholm had gun foundries-- small production facilities for bombards, hand-cannons, the most advanced item likely a mortar.
You don't want the fucking things-- you're not nearly enough of a coward to need guns-- but just destroying them would be dangerous, not to mention likely corrosive to the environment. Fortunately, an offer has come to you: Annemaria Leitdorf, one of the claimants of Averland, seeks to strengthen her position before the matter is finally put to rest. By acquiring a number of blackpowder weapons as well as further industry with them, she hopes to force the other claimants to recognize her at the summit held next month-- and then, perhaps, to fortify the Blackfire Pass.
It's likely as not she's trying to screw you with the price-- but as unlikely as it is, it's not impossible that there is an honest Imperial. Even if she isn't, it's not as if you can use them for anything else.
Cost: -100 Prestige (Imagine, making money off of cannons)
Reward: +500 Gold
[] Protecting the Sick: Lisanor and the Physician's Guild have prepared a tag-team response to help heal the sick in your lands. While normally the two bicker, here and now they see burned out warehouses and homes and have decided to fight no longer.
In this version, you would be handing off leadership in this regard to Adelhard de Grenouille, the head physician, and the Physician's Guild.
Cost: 50 gold
Reward: Healing for town's people
[] You can suggest something else, though Robert might not like it.
Cost: To be decided
Piety: Emma no longer sees on this lowly temporal plane-- rather, her sight, now is defined by the winds of magic and the blessing of the Lady.
(Pick 2)
[] Purification: There are still greenskin shrines standing in your lands! Burn them, shatter them, crush them-- and all in the name of the Lady. Then have Emma go over them for good measure.
Cost: 250 Gold
[] Fr- er, Bretonnia Means Freedom: Despise the slaver with all of your heart. Such was spoke in olden days by the Fay Enchantress, before her first rebirth.
Now you hear tell of a group of Bretonnians who seek to lead a Great Liberation in Kislev. Grail Knights, Damsels, Prophetesses, Paladins, and the common man alike working together to free those in bondage. Every strategy and tactic, ranging from manumission to raids to spirited fleeing in the night, will be used. They're going to hit the slavers where it hurts most-- the wallet.
Your direct presence is neither feasible nor requested-- but your money, your resources, in the service of religious good? That much is.
Cost: 150 Gold
[] Shallya Protects the Sick: Lisanor and the Physician's Guild have prepared a tag-team response to help heal the sick in your lands. While normally the two bicker, here and now they see burned out warehouses and homes and have decided to fight no longer.
In this case, Lisanor would take the lead.
Cost: 50 gold
Reward: Healing for Citizens
[] Don't You Lie: Tielo Von Untergard, an Imperial explorer, reports that he has found, in the ancient city of the Amazons, some sort of Bretonnian artifact. You doubt it, but it's not impossible-- just, at worst, unlikely. Even if it isn't true, it may be an interesting piece.
Cost: 100 Gold
Reward: Artifact
Personal: It seems things are proceeding to a certain plan.
(Pick 2)
[] Lead More Raids: Slaughter more orcs. Drive deep into the Badlands, save as many as you can, burn and liberate. Much loot, much glory, and much renown awaits you and your body of handpicked men there!
Cost: 50 Gold
Reward: Much glory, much loot, much renown
[] Publishing It: You made plenty of notes on how to carry out your Chevauchee-- dozens of pieces of parchment, journals, and inkwells were sacrificed, plotting out logistical trains, tropp numbers, maneuvers, and so on. The Imperial War College, Myrmidian Academy in Carcassonne, and even a collector from Nippon-- are all interested in purchasing a collated edition. It should also be considered that looking back over said notes may sharpen your grasp on war even more, as you compare what happened in the field-- where mistakes were made-- with the purest theory and sharpen that theory.
Cost: free
Reward: Gold, slight chance to increase Martial
[] Duel to the Death: Apparently, an orc warlord has challenged Augusta to a duel. Honor insulted, she is of course planning to go. However, she would like you to be her second in case of treachery.
Cost: Free
Reward: Aid Augusta
[] Curious About Cathay: Shui Tu, one of the explorers/court officials the Emperor of Cathay has sent to hire an army of mercenaries, is currently traveling through the Borderlands. Why not see if he would like to stop and chat? It is not often, after all, that someone from that strange land makes it so far west.
Cost: 100 Gold
Reward: ???
--
Just realized I forgot to do the whole, like, taxes/damsels thing last turn, will get that done tomorrow