Turn 6
It is the final month of the year, the end of what has been by far the longest year of your life. The long trek through Norsca, the battles with the orcs, the great movements of men. It seems that some peace has finally come-- that order has been reestablished.
It is not, though. There can be no true peace, no end to the chaos, no end to the suffering-- until the orcs are defeated once and for all.
Until Grimgor lies dead at your feet.
He has the blood of millions directly and indirectly on his hands. Every people on the planet have gone to war against him, for good and for ill-- the Skaven, the Northmen, the civilized people, other greenskins-- all have fallen against him.
And now he turns his machinery against you. There had been a little hope, in your own mind, that the orc would seek to regather his forces by some long war to unite more of the foul greenskin under his banner. Perhaps, even, to turn against Skarsnik and try to subjugate those goblins under him-- that would have been ideal.
Instead, the Orc has called up as many tribesmen as he can-- all of the Badlands, the Southlands, the mercenaries-- they are all coming. Thousands, if not millions of them. They shall be numerous, and terrible. And led by the greatest warlord the Orcs have ever known. It is, at most, months before they come against you.
So you shall be more than terrible. You shall be a force of nature, of Order-- you shall be the Lady's right hand, a scourge, a pox, on the Orcs. And Grimgor will die, in the name of your people.
For now, though, you must unite the Borderlands.
Sir Leroche has also already paid massively.
Martial: Your army must be grown. The retinues must swell, the forces arrayed at your side be made flawless. Grimgor comes-- nothing less is acceptable.
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.
-It is good you have finally moved against the former king. Greatly grown was his army-- 8,000 or so, you think, though with little more room to expand.
To defeat it without great losses would have been difficult, so you moved to a good stratagem, one the Grail Companions themselves made good function of.
The harsh terrain of the Hvargir forests does not well suit cavalry, being filled with thick, low lying growth. No merely mundane force of horseriders could ever hope to attack in it. And your infantry alone would not have stood well against the veteran soldiers of the Baselius-- that much, at least, you are willing to offer him.
You arrayed your infantry in the forest as though preparing once more for an expedition, a thick wooded area, and let his spies and gossips spread the news. He came, his army whole, in warlike repose, grand blocks and dull against your men, themselves in thin but sturdy lines and armed in bright livery. They were entirely unarrayed for a cavalry charge, preferring instead protection from the cold and armor more fitting for battling infantry or at most, uncharging horsemen.
Aided by the Lady, your knights pounded through the foliage, and fell upon them like death, themselves shocked and broken. The sons of Courronne accept no-one their greater as horsemasters for a reason-- any one of you, from the slightest matron to the greatest knight, can outride Ungol, Kurgan, or the Arabyans-- your horses, too, are the finest flesh in the world.
And so it was that you, leading them, simply maneuvered past or crushed the trees under hoof, slamming into soldiers entirely unprepared for the charge. They faded swiftly, the sun suddenly glinting into their eyes as your mighty horn roared death-- and dismayed, they killed only a few before breaking.
The Basileus died on the field, your sword plunged into his heart.
Reward: Removed Basileus as threat, -25 Knights
A Tight Watch: Your knights represent a potent force-- their levies form the backbones of your army, their retinues being the infantry line and more. They must be held to the highest standard possible. Edwige, bless her, knows much of this combat on foot, being most practiced from her days aboard the long ships of her father; have her see to the training of these infantrymen in battle.
-Despite having only one eye, it seems Edwige sees everything. Including where knights have fallen short in their training. When she is not busy helping to repair her own fief of Sonnetal, she travels, reprimanding those knights who need it, educating others as well. Whatever the men-at-arms bare in their varied liveries and forms, she trains them in its proper use-- having been forced into wielding those weapons herself, more than once. Spears-- Viktoria helps here-- swords, axes, hammers-- Augusta helps there-- she trains these men into a force capable of taking a charge and dishing it out, as well as generally standing against the foe.
Reward: men-at-arms trained to high standard
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.
Breton-Caliphate Alliance: Widely known is your name-- the bane of Mallobaude, the doom of Orcs, the Norscan Traveler. All lands west of the Mountain of Mourn know (Of) you. Including the new Caliph of Araby, Yusuf Ibn Sabbur, bane of the Wandering Horde, Enemy of Chaos, Friend of Bretons. He wishes to expand into the Badlands, to bring the humans there under his umbrella-- but must fight the orcs.
Coincidentally, you will also have to fight the orcs. Perhaps the two of you can...work something out?
-Between your peoples, there is a river of blood. The Arabyans invaded Estalia, conquered near the whole peninsula-- brought that fine country to heel. They marched as far north as Sibourne, plundering as they did-- only the King himself, brave Louis the Righteous, did battle them, force them to stop and come to the aid of invaded Estalia. If he had failed, there would be no more the love of Lady.
Your crusaders went south. They lost the way. They slaughtered women and children, dishonored themselves in battle. Aided the Empire in its crimes. Turned against the laws of both man and faith in the name of simple lucre, like basest trader.
But Grimgor...Grimgor is larger than either of you.
Suffice to say, it is not a popular move to call upon the Arabyans for aid. No doubt the same is true for the Caliph-- a risk for one so newly empowered in state.
But essential. Elsewise all die.
These Arabyans are odd monotheists, but in their darkest, most terrible hour, they could not match the savagery of these orcs.
The alliance itself is simple enough. He desires command of the Badlands, and so an oath that you shall not claim it-- you've no thirst for it either way, so it was an easy enough deal to make.
In return, the two of you have formulated two points for the plan:
1. Coordinating raids-- you on your chevauchee do deeply plunder the lands of the orcs of what meager wealth does exist, and he on his razzia does much the same, growing in scale as you weaken the ages old foe. However, this has occasionally led to inefficiency, the two of striking already picked clean areas-- or else he expands north towards the forest of Bralagor and the Heliopolis. By sending him maps of your route and he yours, you can both do much more damage to the orcs-- as well as concentrate your efforts.
2. Mutual Aid-- If the orcs invade your lands, very swiftly an army of Arabyan soldiers will strike at him from the south, and if Grimgor should invade the lands of Araby, you will come from the north. Either Grimgor must split his force in twain to face both of you, or else present a weakened face to one or the other.
Further, this treaty represents the first formal cooperation between the Arabyans and Bretonnia in a very long time. Which may, itself, in time prove to be the best reward; it's a dangerous world, after all-- everybody needs friends.
Reward: Defense Treaty with Araby, coordinate raiding efforts
Securing the Holdouts: Cabanal and Mentreda are both native cities of the Badlands. Unfortunately, their current rulers have little love of you and of Bretonnians now, for the actions of your brother do sully all good names.
Fortunately, there is a legal challenge for the title of Arconte: Trial by Combat. You can beat them, take control, legally and above board-- and bind them to you, here and now. It's inelegant, and far from your preferred position, but it must be done.
-The lord of Cabanal was a vicious old warrior, a hoplite-- but past his glory days long ago; and youth and vigor are far the superior of age and cunning. You defeated him honestly, and he has gone to Estalia to battle the forces of Chaos there, seeking glory in death.
Mentreda was more...interesting.
A pirate was king there, lord of a mighty brown water fleet. He almost gutted you half-a-dozen times, if not more, though the Lady's grace did you guard you of harm. Eventually you cut the bastard's head off his shoulders, and that seems to have been the end of that.
Said navy has disappeared. Coincidentally, a small riverine flotilla has arrived in Estalia to fight against Chaos. Utterly unrelated, surely.
Stewardship: The cities must be repaired, and prepared, for Orcish aggression. While they must recover from the body blow you handed them, when their vengeance comes it will be...terrible.
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.
-Though Breton chain can be crafted finer, and at least as, if not more protective than any plate-- capable of turning aside arrow and sword alike, and more the flexible as well. It's expensive in man hours and resources though-- as well as money, though you don't give a damn for that.
This new sort of armor, this Breton plate and hound helm, is still expensive in resources-- but compared to the fine metal threading required for the heaviest chain? It is nothing, as far as time goes. Which means more armor. Which means more knights. Which means more Chivalry.
The best damn feedback loop you've ever heard of starts here.
First, though, you have to actually train numbers of blacksmiths in how to build the stuff.
You also probably shouldn't expect it to replace all other sort of armor-- there are plenty of cases where a good set of chain is more than sufficient.
Heldegrad Repairs: So it turns out the letters you received before you left for Norsca were from Heldegrad, a small city to your west. It seems a Tong Warlord had taken overlordship of the town, old and withered enough to be afraid of a true warrior, a true challenge-- but not so old and withered that the town could defeat him without terrible losses.
However, Sir Leroche could. The damage, though, was still severe-- better, in the long run, then feeding their children to the thing, but bad. The city has pledged itself to you, taken Sir Leroche as its knight. It requires...rebuilding.
-The people of Heldegrad are distantly related to the people of Kislev, speaking a similar language.
This is important mostly because, beyond an alphabet and said language, they are also almost as stubborn about excepting aid. So this might take a while to see done. Less time and with more uniform results than if you didn't have your architect, though.
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.
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.
-Small houses of healing, staffed by members of the Physicians Guild and members of the cult of Shallya-- more commonly, the latter-- have sprouted up throughout your city, fed by the gold and charming words of your wife, whose tongue skips gold to become aether. There is actually something somewhat funny about this-- inspired by stories of the White-Dove Prince, more men are joining the cult. It is still mostly women, but now you can expect to see at least one man in these small stations, instead of only just women.
In any case, more of your people are living healthier, happier lives.
Reward: +1 Opinion, +1 Stability, +50 Gold
Breton Artifacts: When the Empire expanded, it also expanded into Bretonnia-- and much of your people's culture and artifacts were brought here, their symbols of the gods. Plenty of these artifacts made their way into the former Lichtenstein, then abandoned once the Empire retreated into the Imperial Core. While most artifacts in the core have been recovered, few Bretonnians have maintained as long lasting a grip on so much of the Borderlands.
Your father would be grave happy if you were to recover some of these artifacts. As would Emma, which is also probably a good idea.
Needed:40 Rolled:6
-You didn't find shit.
Except for a pit filled with, of all things, mutated orcs.
Which then proceeded to bleed all over you.
Putain--
Personal: Grimgor is coming. This you know, undoubtedly and without question. You, not the Generic You but You, Bohort de Courronne, son of Louen Leoncouer and foe of evil, must be ready for what is to come.
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.
- It's not a great book by any stretch-- you're a warrior, not a writer-- but it is readable and well explains your thinking and strategy as you plotted out your great raids against the orcs. You might be concerned, but you're reasonably certain none of the greenskins can read.
In any case, the Myrmidian colleges have agreed to give you a cut of every sale.
(+10 Gold)
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! You have already stung his ugly face-- it's not as if he can become much more wrathful. Hell to him-- you're going to fight him, weaken him, more, here and now.
Needed: 10 Rolled: 10
-The orcs are getting better. They actually had patrols near the river to stop you from crossing, positioned such that charging from horseback would be impossible, a thin break in the rock-wall the only entrance there.
Unfortunately, they did not consider that your bowmen would flank them from atop the rocks and rain death until they resembled hedgehogs more than anything. To be fair, they had a pretty god reason for that-- it was only by luck you had bowmen peti enough to have enough space to get enough power to pierce their armor. You maybe really probably should look into Arbalests at some point.
But, you did make it in, and you did slaughter yet more orcs as well as rescuing more slaves. You also destroyed a monument to Gork and Mork that came alive by the foul Waaagh! energies harnessed within.
Suffice to say, it was pretty kickass.
(+100 Gold from loot, +400 Prestige)