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[X] Plan Carronade
-[X] Spendthrift
-[X] Shipmaking
-[X] Structural Engineering
-[X] Metalworking
-[X] Mechanical Engineering
-[X] Defence of the seas
-[X] Shipmaking
-[X] Structural Engineering
-[X] Metallurgy
-[X] Cannon Smithing

It is solid plan and I think that given that we are early in Magnus's reign Nortland needs a lot of rebuilding so structural engineering will probably let us get a lot of many for rebuilding
 
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[X] Plan Shipwright:

I would like to point out that investing in ship stuff does not preclude making steam tanks. After all in a couple hundred years Marienburg is gonna make those silly land ships.
Land Ship

So we could conceivably make one of those…just…you know better…with actual armor plating and an engine that won't explode from the strain. Hell we might be able to make an actually amphibious version of a land ship.
 
Hell we might be able to make an actually amphibious version of a land ship.
Then it'd just be called the ATS (all-terrain-ship). But yeah, for starters I feel like it'd be funny if we just started making water dreadnaughts as practice before 'evolving' their design to become capable of moving on land as well. It'd be cheaper & safer since we'd have plenty of time to develop the actual ship design & a steam engine large & powerful enough to lug it around without being rushed and getting people killed as it did in the lore. Once the engine is powerful enough to be sea-worthy and fast, we can just place some wheel on it and boom land dreadnaught.

Here are some images I found of some concepts designed (Though imagine that there's a board side of cannons at either side loaded with grapeshot with slots for riflemen at the top rather than any rotating cannons at the top.)

 
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Vote closed
Scheduled vote count started by HydroG3 on Oct 1, 2024 at 9:22 PM, finished with 35 posts and 17 votes.

  • [X] Plan Shipwright:
    -[X] Spendthrift
    -[X] Shipmaking
    -[X] Structural Engineering
    -[X] Metalworking
    -[X] Mechanical Engineering
    -[X] Defence of the seas
    -[X] Steam power
    [X] Fool Tide
    [X] Plan Carronade:
    -[X] Spendthrift
    -[X] Shipmaking
    -[X] Structural Engineering
    -[X] Metalworking
    -[X] Mechanical Engineering
    -[X] Defence of the seas
    -[X] Cannon Smithing
    -[X] Metallurgy
    [X] Let the Steel Flow
    -[X] Stubborn
    -[X] Metallurgy
    -[X] Mechanical Engineering
    -[X] Gun Smithing
    -[X] Metalworking
    -[X] Let the Steel Flow: Increase steel production to industrial levels with consistent quality.
    -[X] Structural Engineering
    -[X] Steam power
    [X] Fool Tide
    -[X] Spendthrift: Offering to pay for your education expenses with the allowance your parents gave you, Gain Trait: Spendthrift, you are often willing to spend money to get what you want, but that doesn't mean you can't find a deal.
    -[X] Metalworking
    -[X] Structural Engineering
    -[X] Metallurgy
    -[X] Shipmaking
    -[X]Defence of the seas: Living in Nordland you grew up hearing stories from the coast and lesser defended areas of Norscan raids and Dark Elf attacks. You want to defend your home from threats coming from the sea.
    -[X] Steam power
    [X] Plan IN THE NAVY
    -[X] Spendthrift
    -[X] Shipmaking
    -[X] Mechanical Engineering
    -[X] Metallurgy
    -[X] Gun Smithing
    -[X] Defence of the seas
    -[X] Structural Engineering
    -[X] Metalworking
    -[X] Steam power
    [X] Steam Revolution
    -[X] Negative Trait: Stubborn
    -[X] Prodigy Skill: Metallurgy
    -[X] Skill 2: Gunsmithing
    -[X] Skill 3: Structural Engineering
    -[X] Skill 4: Metalworking
    -[X] Long Term Goal: Safety of the Night
    -[X] Boost 1: Metallurgy
    -[X] Boost 2: Gunsmithing
    -[X] Boost 3: Structural Engineering
    -[X] Advanced Mastery: Steampower
    [X] Let the Steel Flow
    [X] Steam Revolution
 
lol of course the nordland has no industry nor wealth nor workforce for steamships.

Ironclads don't save you from being boarded. Most pirates up here don't have adavnced enough artillery to merit weighing down a ship with tons of steel.

Honestly we are stuck building armed sails merchantship for a long time. Get ready to learn riggings buddy.
 
lol of course the nordland has no industry nor wealth nor workforce for steamships.

Ironclads don't save you from being boarded. Most pirates up here don't have adavnced enough artillery to merit weighing down a ship with tons of steel.

Honestly we are stuck building armed sails merchantship for a long time. Get ready to learn riggings buddy.
Ironclads do help against boarders though. In order to board a ship you need to get within close range of it and usually that involves pulling at it with hooks or even ramming your own ship into theirs. But if your opponent's ship is made of metal and uses a steam engine for propulsion, it cannot be pulled in like that, and trying to ram an ironclad when your own vessel is made of wood is just stupid.

It's not going to happen soon at all, but it would absolutely help kick the asses of the Norscan raiders.
 
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Welcome to the navy folks its kinda windy up here dont lose your footing or else you might fall to your death.
 
Turn 1 Year 1 Q1
Turn 1 2304 Q1

As you ride your cart along the Erengrad Middenheim road you reminisce about the journey you've been on during the last 7 years of life. Studying under two master engineers, traveling the Southlands, and learning the art of engineering. You've lived more life in less than ten years than many do in their entire lives.

Later that week you turn south from Stavern and head along a dirt path getting more rugged the further it goes into the enchanted hills. Every day you are grateful your family lands are north enough to not need to be covered in treaties with the elves but south enough to avoid the worst of the coastal raiders.

You remember the handful of times you traveled to your family's estate on the hill. It was your great, great grandfather's joy but your grandfather bought houses in Dietershafen and Salzenmund to better socialize and your father fell in love with the urban life and did not enjoy the seclusion of being in the hills. He tended to keep your family in the city houses and only rarely in case of plague or danger did you return to the lands.

You approach the pass in the tall hills that allow people to enter from the north. At the entrance, you see two men in padded armor with an embroidered raven holding a paddle on their shoulder pads.

"Hold There" one man calls out. Walking toward you he appears to be the younger of the two guards. "Who are you and why have you come here? These are the lands of Lord Agustus Frieden."

I give a small smirk and hop off the wagon, giving a smirk I say, "A lord's heir needs a reason to visit his family lands."

"What?" the man by you says obviously confused, then the man in the back stands up and walks forward and gives a short laugh.

"Well if it isnt little Dieter, I haven't seen you in years." the man lets out with a barking laugh filled with warmth.

You look closely at his features, the blue eyes, short black beard, and wisened face and then it clicks.

"Kurt," you say, "Is that you, why are you here I thought you were part of my mother's guard?"

"So you do remember me," he says with a smile, "Aye I was, left about three years ago, wanted to enjoy the quiet life in the countryside and after twenty years of service to your father he was more than happy to oblige."

That sounds like your father, a man who always made friendships with anyone who stuck around him for long enough.

Continuing he says, "What are you doing here then? Last I heard your folks were in one of their city houses, wouldn't you want to see them."

Giving a short sigh, "I have either been traveling or living in large cities for the past seven years, it would be nice to spend some time in the countryside, in the quiet."

"Aye, I understand that." Kurt responds, "All right Luke," he says looking at the other guard, let him pass."

"Thank you, Kurt," you say, climbing back onto your wagon.

"It's no issue, I'm glad you're back in the empire. After the insanity of the past few years, it is good for you to be home again. And if you ever want to meet up I can tell you what I've heard the past few years."

Giving him a nod you start driving your horse through the rest of the pass and then you see the valley your family has domain over.

You see the little slice of paradise. As far as you remember your family doesn't own the entire valley, just the raised part near the back. The little village about fifteen minutes downhill on cart and another twenty on the ground sits next to a somewhat large stream about twenty feet wide by the village.

The town, Friedenburg, is a small thing. Less than 100 people live there with the only notable buildings being the waterwheel, the temple to Sigmar, and the bailiffs house, the last building being the only one you technically own.

Over the next hour, your card winds its way down the road and through town, only attracting a small amount of attention as most people are still at work. Then you reach it, the cliffs separating what you own and the rest of the valley.

Towering over you the 30 foot cliffs stand as an imposing barrier between you and your home. As you drive your cart up the nearby switchbacks you eventually crest the final hill and see it in the distance, Castle Frieden. It is a stout thing, with its keep barely creeping above the stocky 20-foot walls.

Built by your great, great grandfather, then renovated by both your great-grandfather and grandfather it is a home that can be considered well above a family of your wealth. Passing through the barely planted fields you reach the gatehouse.

Sitting there in your cart you greet the man who came out to meet you, Albrect Meyer, the castellan of this estate for the past 25 years. He is an older man, having taken this job when he was 26 he is only 51. His hair is an unthinned grey and his eyes a warm brown, he stands at 5'9 having to cane his neck to speak to you.

You greet the man warmly and settle into your old room in the castle.

[Contracts]
You have no contracts and are unable to seek them at this time.

[Actions]
(Having just arrived back and only being the heir you don't have any legal authority but some leeway is given to you.)

Martial: You have trained somewhat in martial skills but it isn't your best trait. You have no one to assist you in these matters yet. (1 Action)

[]About the Guard- (DC 25) You lack any authority or official position apart from being heir but you could talk and examine the guard and talk to the men. (Cost 0) Time: 1 Quarter

[]Marksmanship: (DC 35) Even with your time training with both your masters you never got a large amount of experience using a pistol, you could grab a matchlock from your stores and practice. (Cost 0) Time: 1 Quarter

[]Dueling Practice: (Dc: 45) You are not an experienced swordsman but not to the standard that is considered good for noble society, you could spend some time training with the guard. (Cost 0) Time: 1 Quarter


Diplomacy: You are a decent enough diplomat from your time in tiles and you are especially good at negotiating with dwarfs. You have no one to assist you in these matters yet. (1 Action)
[]The Castellan: (DC: 40): You really should talk to the Castellan of the keep and get to know him better. (Cost 0) Time: 1 Quarter

[]Letters to Mom and Dad: (DC 30/70) Your parents are at one of their houses in the cities, after being away for so long you should write to them. (Cost 0) Time: 1 Quarter

[] Speaking with the Bailiff: (DC 40) In the town the highest local official is the bailiff, a man charged with keeping the peace, upholding the law, and collecting taxes. You should introduce yourself to him. (Cost 0) Time: 1 Quarter


Stewardship: Your time abroad managing your supplies as well as learning dwarven bookkeeping methods has. You have no one to assist you in these matters yet. (1 Action)

[] Fields of Plenty- (DC: 35) Your family like most noble families earns a large amount of their funds from the farm. You could go walk the fields and look at the current progress and structure of the farms. (Cost 0) Time: 1 Quarter

[] Check my Stocks- (Dc: ???) Having only gotten home you realize that there are many small trinkets you've picked up over time without realizing, you should go through your stocks to see what's there. (Cost 0) Time: 1 Quarter


Intrigue: While you did pick up on a few things in Miragliano your time with Master Alaric somewhat made you unlearn things. You have no one to assist you in these matters yet. (1 Action)

[]Nooks and Crannies- (Dc ???) Any keep in the empire has secrets. Hidden passages, false bricks hiding treasures, and unsavory details hidden in the dark recesses. Spend some time looking around and checking to see if there is anything special in your family's keep. (Cost 0) Time: 1 Quarter

[]Gossip around town- (DC: 30/50/90) Kurt offered to meet up with you at a tavern and tell you about the going on in the town. A local guard would be one of the most capable people when it comes to hearing any local rumors. (Cost: 0) Time: 1 Quarter


Piety: You have strange feelings for religion, you need to come to terms with it, until then there isn't much you can truly do. You have no one to assist you in these matters yet. (1 Action)

[]Reflect on Faith (DC 10/25/50/75/100)- Spending many years abroad in foreign lands you never interacted much with the empire's pantheon. You grew familiar with many of the classical gods during your time in Tilea, but you should reflect on your beliefs. (Cost 0) Time: 1 Quarter

[]This Little Sanctuary (Dc ??) In the keep, there is a small chapel, one built by your great, great grandfather and renovated by your grandfather. You never went there willingly as a child during your few visits but you should visit it and pray. (Cost 0) Time: 1 Quarter

[]Local Man of Faith(Dc: 25) In Friedenburg there is a small chapel to Sigmar, you should go and check it out and introduce yourself to the priest, an undoubtedly important individual in any small village. (Cost 0) Time: 1 Quarter


Learning: This is what you enjoy, and you love to learn, a day without learning is a day wasted. You want to start working on your research again. You lack any kind of facility though, something you probably want to rectify (1 Action)

[] I need a Lab: (DC: 30/70/95) Having only just gotten home you lack any kind of space to do research in. If you want to be productive you need to see if you can set something up, but anything done right will cost a fair bit of coin. (Cost: 10) Time: 1 Quarter

[] Buried in books: (DC ??): The family library keeps a small collection of books, mostly gathered before your father's time. Maybe you could look through them and see if you could find anything. (Cost 0) Time: 1 Quarter

[] Brainstorming: (DC ??) A way of thinking of things taught to you by your second master. Sitting down and writing down any random idea, solution, problem, and other things to find inspiration. (Cost 0) Time: 1 Quarter


Assets: ???

Gold: 67

Plan Examples
[]Plan Name
[]Martial
[]Diplomacy
[]Stewardship
[]Intrigue
[]Piety
[]Learning
 
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[X] Plan: Somehow, I your son have returned
-[X] Marksmanship: (DC 35) Even with your time training with both your masters you never got a large amount of experience using a pistol, you could grab a matchlock from your stores and practice. (Cost 0) Time: 1 Quarter
-[X] Letters to Mom and Dad: (DC 30/70) Your parents are at one of their houses in the cities, after being away for so long you should write to them. (Cost 0) Time: 1 Quarter
-[X] Check my Stocks- (Dc: ???) Having only gotten home you realize that there are many small trinkets you've picked up over time without realizing, you should go through your stocks to see what's there. (Cost 0) Time: 1 Quarter
-[X] Nooks and Crannies- (Dc ???) Any keep in the empire has secrets. Hidden passages, false bricks hiding treasures, and unsavory details hidden in the dark recesses. Spend some time looking around and checking to see if there is anything special in your family's keep. (Cost 0) Time: 1 Quarter
-[X] Reflect on Faith (DC 10/25/50/75/100)- Spending many years abroad in foreign lands you never interacted much with the empire's pantheon. You grew familiar with many of the classical gods during your time in Tilea, but you should reflect on your beliefs. (Cost 0) Time: 1 Quarter
-[X] I need a Lab: (DC: 30/70/95) Having only just gotten home you lack any kind of space to do research in. If you want to be productive you need to see if you can set something up, but anything done right will cost a fair bit of coin. (Cost: 10) Time: 1 Quarter
 
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[X] Plan: learn about our home
-[X] About the Guard- (DC 25) You lack any authority or official position apart from being heir but you could talk and examine the guard and talk to the men. (Cost 0) Time: 1 Quarter
-[X]Letters to Mom and Dad: (DC 30/70) Your parents are at one of their houses in the cities, after being away for so long you should write to them. (Cost 0) Time: 1 Quarter
-[X] Fields of Plenty- (DC: 35) Your family like most noble families earns a large amount of their funds from the farm. You could go walk the fields and look at the current progress and structure of the farms. (Cost 0) Time: 1 Quarter
-[X] Gossip around town- (DC: 30/50/90) Kurt offered to meet up with you at a tavern and tell you about the going on in the town. A local guard would be one of the most capable people when it comes to hearing any local rumors. (Cost: 0) Time: 1 Quarter
-[X] Local Man of Faith(Dc: 25) In Friedenburg there is a small chapel to Sigmar, you should go and check it out and introduce yourself to the priest, an undoubtedly important individual in any small village. (Cost 0) Time: 1 Quarter
-[X] I need a Lab: (DC: 30/70/95) Having only just gotten home you lack any kind of space to do research in. If you want to be productive you need to see if you can set something up, but anything done right will cost a fair bit of coin. (Cost: 10) Time: 1 Quarter
 
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[X] Plan: Faith and local knowledge
-[X]About the Guard- (DC 25) You lack any authority or official position apart from being heir but you could talk and examine the guard and talk to the men. (Cost 0) Time: 1 Quarter
-[X]Letters to Mom and Dad: (DC 30/70) Your parents are at one of their houses in the cities, after being away for so long you should write to them. (Cost 0) Time: 1 Quarter
-[X] Check my Stocks- (Dc: ???) Having only gotten home you realize that there are many small trinkets you've picked up over time without realizing, you should go through your stocks to see what's there. (Cost 0) Time: 1 Quarter
-[X]Gossip around town- (DC: 30/50/90) Kurt offered to meet up with you at a tavern and tell you about the going on in the town. A local guard would be one of the most capable people when it comes to hearing any local rumors. (Cost: 0) Time: 1 Quarter
-[X]Reflect on Faith (DC 10/25/50/75/100)- Spending many years abroad in foreign lands you never interacted much with the empire's pantheon. You grew familiar with many of the classical gods during your time in Tilea, but you should reflect on your beliefs. (Cost 0) Time: 1 Quarter
-[X] I need a Lab: (DC: 30/70/95) Having only just gotten home you lack any kind of space to do research in. If you want to be productive you need to see if you can set something up, but anything done right will cost a fair bit of coin. (Cost: 10) Time: 1 Quarter

We should do Gossip and Reflect on Faith first. Gossip should unlock some more special options and Reflect on Faith should give us a trait. Check my Stocks is also important to determine our starting position.
 
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