Freddy will keep going till he can't do so anymore so maybe retire after the Dwarf Expedtition and that's a big maybe unless he dies.

Still good enough to hope for!

Well, don't worry. Some of those Fate rolls mean good times ahead for that. Maybe.

Or maybe I'm just messing with you.

:rofl:

I'm pretty okay with it really.

Cause if that does happen, it'll be my first seeing it.

That makes it so exciting!
 
Turn 23
Turn 23
2326 IC
It was only a few months ago that your gryphon was hatched, and now the year is 2326. The brown little beast is already growing at a startlingly rapid pace, though the trainers that you've hired are telling you things are going well. She is aggressive as all hell, though not nearly as uncontrollable than a regular demigryph would be. As in, she can be trained at all. Soon enough she'll be mature enough for you to take her flying, and already the fact that you have her at all has set off a series of expeditions by nobles across the Empire to try and find eggs for themselves. All that accomplished however was a lot of dead hunters.

In better news, the Sea of Claws is calmer than it has been in ages, as the Norscans have gone in unprecedented numbers to Estalia. Perhaps if you were connected in some manner to that place you would care more beyond the usual hatred for all things Chaos, but you aren't. If it was Kislev on the other hand, you would be enraged beyond measure, but…it's Estalia. They don't want help, they have no single leader, and now it's come back to bite them in their asses. You have more concerns for things central to the Empire and its actual allies forever. For instance, Karak Ungor.

Natasha has yet to forgive you, but at least the two of you sleep in one bed again. She is mad at you, but in one of your more peaceful moments she admitted that she loves you too much to let it fester forever. In time it will fade, but as it is, it is just hard for her right now. Which you understand. What you did was rather stupid, though it worked out, but you can't rely on luck for everything. Your children are off doing what they wish, as it turns out that her ideas for multi-cannoned devices was already something that was down in Nuln, has moved on to badgering you more and more about going to Tilea. She wants to do something unique now, to really prove herself as an engineer.

Alexandra is back in Kislev, though she has sent back a few worrying letters about being the rising tensions in her current residence. The Boyars are growing more unruly, especially with the signing of the Blue Steel Concordant. They don't like the idea of having to send their sons and daughters south occasionally to aid the 'weakling southerners'. Kattarin is doing what she can, but it takes time for messages to pass, and things are growing a bit strained even with some of the Ice Hags themselves.

Still, you will face them as you always have. With steel in one hand - literally in your case - and some alcohol in the other. Hearts full of fury and for most Ostlanders faith. You are filled with a restless energy, too long spent 'resting' when you know your body and mind have been honed for battle! Better, your son Arthur has some grand news himself.

There is a new Hohenzollern on the way, between Arthur and his wife. Apparently they got quite close while you were in the south. They are quite young, but you have priests from multiple gods, traditional midwifes, and Jade Wizards on call as well.

Military: Stephan von Raukov is a quiet yet experienced mercenary soldier, but his dedication to Ostland and family is unquestionable. He strongly believes in honor, preserving the lives of your own fighters, and unconventional tactics. (Choose 2):

Halberdiers: It has been suggested to you that there is a sort of soldier that you have been neglecting. The halberdier. They exist, and other provinces do make use of them. Some people say that they should replace the venerable swordsmen, others say that they are not worth the trouble. Stephan von Raukov says that both groups are wrong. Each has their uses, and they cannot fully overtake the other. What he wants to do is simply add Halberdiers, and then work on mixing formations between them all. It's a good reaching weapon, but can stab and cut as well. Pretty good, right? For now, you'll start with the Army of Ostland before seeing if spreading them to the other two groups is worth the trouble. Of course, arming and training them will take a short bit.Cost: 800. Time: 2 Years. Reward: 2000 Halberdiers join Army of Ostland ranks. Will Complete This Turn.

Karak Ungor: Though you are not actually majorly obligated to go to Karak Ungor, there is little doubt in your mind that your aid would be of immense help to the dwarves. After all, they've failed to reclaim this place multiple times. Ortrud is most certainly going, and this is a chance to finally repay her for the many times that she threw herself and her province into danger for you and yours. It's only fair. Besides, the far reaching consequences of a fully reclaimed Dwarf Hold of such significance, so near to Kislev as well, would do wonders for a lot of people. Killing a lot of greenskin is only a bonus. You have, through correspondence with your ally, learned of Karak Ungor's history. The first Hold ever lost to the greenskins. That's…that's older than Sigmar and the Empire. Apparently vast veins of metal are still untapped. Artifacts of untold power had to be left behind on the assumption that the dwarves would get them back far sooner, but never were. Vaults and treasuries left guarded by dwarven runecraft when their civilization was at the height of its power. You…probably won't get any of these things, but participating in the reclamation might well win you immense favor down the line. And if it doesn't, oh well, at least you helped the first race to help the Empire and one of its oldest and greatest allies ever do something. Finally, if you allow yourself to be a bit selfish, you are restless. It has been too long since you got into a good scrap. Cost: 0. Time: 1 Year. Reward: Reclamation of Karak Ungor turns.

Welding Soldiers and Zealots: The Witch Hunters of Ostland clearly still have issue with…well, everything. But their expertise, their training, their knowledge, all of that can be useful to you. So, the idea here is to actually draw some of them into active service, out of the shadows and onto the battlefield, where they can inform and instruct the Army of Ostland and perhaps even the rest of your forces to better fight against the more monstrous things in the world. Additionally, with them around, a lot of people will enforce better discipline on themselves simply out of fear and/or respect. Probably just the first one though. With the things that the world may or may not throw at you, you could use the discipline. Better, the Witch Hunters could do with some reminders of how most of the populace they safeguard are not all cultists or monsters in disguise. Humanizing both sides to each other is, you hope, going to reduce village burnings or mass hangings. Of course, you also need to ensure that the Witch Hunters actually agree to do this. Cost: 100. Time: 1 Year. Reward: Witch Hunters actively join Army of Ostland. Increases Discipline on the battlefield, which can affect morale rolls. Expert monster and magic user fighters. Each is an expert fighter. Chance of Success: 50%

Purchase Additional Mercenaries: You have the money to pay, and you have the need. Mercenaries are omni-present in this world, and you could use some extra bodies. Or expertise, or training, or any other number of things. Send out the call, see who responds, and set up the contracts. Cost: Depends. Time: 1 Year. Reward: Choose Which Mercenary Band To Hire.

End Mercenary Contracts: Sometimes, you don't have the money to pay. Sometimes, you do but no longer need the assistance of mercenaries. As it is, the time has come for you to cancel some contracts. Probably nothing malicious, unless they screwed up and you need them to get out of your employ. Cost: 0. Time: 1 Year. Reward: At End Of Turn – Choose Which Mercenary Band Gets Fired.

Third Imperial Navy: As the Steward of the Third Imperial Navy, you have a responsibility to build up, maintain, and use the ships of the Empire for it betterment and protection. The First Imperial Navy is based in Nordland, while the Second Imperial Navy is based in Marienburg. (Choose 1):

More Ships: Your docks can hold more ships than you have. You have more sailors you can put on boats. You have the funds, the wood, the metal, and all that good stuff. It's been too long since the Norscans have made a concerted effort to hit the coast lines, and you need to be ready for them. With Wolf Ships to head out into the Sea of Claws to hit them there, and more Wargalleys to cover the closer coast. It's time to really dedicate yourself to this. Cost: 1000 From Stipend. Time: 2 Years. Reward: 3 Wolf ships, 5 Wargalleys.

Cannons On Other Ships: You do like the idea of more cannons on ships. Not nearly to the extent of the Greatship, that's obviously going to have to be a concerted special effort every time you go to build one, but your remaining ships – the Wargalleys and Wolf Ships, could do with more cannons. The Scorpion has its place, that is true, but surely it could move aside slightly in exchange for the far greater power of the cannons that Wulfenburg can construct? It's an entirely unproven concept, just yet, but you like it. Of course, for both the Greatship and the others – should you choose to do this – you'll have to actually win a strong enough victory out in the Sea of Claws to prove that the expense is worth it. Cost: 500 From Stipend. Time: 2 Years. Reward: Cannons added to Wolf Ships and War Galleys. Chance of Success: 65%

Diplomacy: Natasha currently runs your diplomatic score with a hop in her step. Both of your oldest daughters assist her. (Choose 2):

There's More Than Just Tilea, Nuln: Nuln seemed quite proud of their contracts with Tilea. And to be fair, that constantly warring country is going to use them up faster than most would. But there is another nation, one nearby, that you could sell to. The land of Estalia, while even less unified than Tilea, is still present. It's time that you went beyond the Empire and Kislev. Better, given the almost preposterous amount of inter-rivalry in that nation, you might even be able to manage to get good price estimates. Some parts of Estalia might pay way more than other parts of Estalia just to say that they have the guns and cannons than the other parts. And even should Nuln hit the parts that you didn't, you'll still have gotten to Estalia first, and isn't that the point of industrial one-ups-man-ship? Cost: 500. Time: 1 Year. Reward: Estalian Gun and Cannon Sales. Chance of Success: 55%

Those Who Work Metal: Alexandra made this suggestion, and you see no problem with it. Based on her own ties to blacksmithing, and your own, she thinks that overall it would help the economy of Ostland if you could pull in some master blacksmiths from around not just the Empire, but from perhaps other locations as well. She thinks that having all these experts in Ostland can only help you, as they compete with one another, exchange, trade secrets, and such. Alexandra posits that if you get enough that you might be able to make an addition to Wulfenburg, a Street of Steel, as it were. Of course, she also tells you that one of the most important people you should try to get for this would be Estalians, for they say that they have the best steel in the world. Now, that's a heady statement for a human nation to make when there are elves and dwarves running about, but you might as well make the effort. Before you could make anything like what Alexandra has envisioned, however, you need to actually get these people to come to Ostland at all. Practicality wise, having all these workers in-province might help reduce various costs to arm and armor your soldiers. Cost: 500. Time: 3 Years. Reward: Master Blacksmiths come to Wulfenburg to set up shop from across Old World. Increased Trade Income. Reduced Cost For Equipping Soldiery, Reduced Research Costs Due to More Available Quality Tools/Metal. Chance of Success: 65%

Stop It, Redux: You have poor people, you have rich people, and you have people in general throwing a bit of an uproar about the Arcane Fulcrum. Within Ostland itself, your nobles and your commoners knew about it, sure. But they didn't have specifics until now. Now you've got crackpots demanding access, nobles travelling there illegally in hopes that they can take advantage of your connection to the High Elves, priests denouncing you despite your successes and victories in multiple categories. Nordland and Ostermark are bound tight with you in multiple treaties, and Kislev is as seemingly impassive as ever though Kattarin is apparently opening up to the Empire now as was agreed. What you need to do is smooth things over with just about everyone that you can. Cost: 500. Time: 2 Years. Reward: Try to calm people down, convince people to leave the Arcane Fulcrum alone. Chance of Success: 35%

Stewardship: Morgan von Bernhardt is an energetic young woman. While her father was not the most creative man, she seems to be more so. With her vigor, she has promised you significantly more than her father was able to stay awake for. (Choose 2):

We're a Province of Drinkers: And it's time to start taking advantage of that. Wulfenburg, the city of drinks! Bernhardt wants to start drawing more Brewmasters to the province, and to Wulfenburg specifically, and not just dwarven ones. Not even just ale ones. She wants to draw people who produce all sorts of ales, bitters, beers, ostka variants from more isolated portions of the province, and yes, even wine which some people in the Empire disparage. She wants you to raise the profile of your alcohol industry, to become the number one producer and imbiber (the latter is already accomplished) of alcohol in the Empire, who sells and ships it out across the world. Why not, right? Just one more way to better your province. Cost: 2000. Time: 3 Years. Reward: Largely boosted alcohol sales income. Increased trade income. Chance of Success: 85% Will Complete Next Turn.

Clearing Forests For Farming: The lands outside of your capital city are filled with trees, trees and land that could instead be used for farming. Also, it will be harder for your foes to come against you through the trees. For now, it is being proposed by miss Bernhardt to aggressively clear the trees all the way to Felde, and use the land in between as farmland. Normally getting rid of stumps would require stupendous amount of work, but that is what you have helpful ogres for. On the one hand, it ensures that they aren't all being used in fighting so have more time to grow their own population in the province, and on the other, an ogre can rip up stumps with their innate strength. The farming and planting can go forward with the aid of the halflings and of course your own human farmers. Farmland close to the capital means more food for the capital, more farms for the province in general, and less forest for beasts to hide inside. Cost: 1000. Time: 3 Years. Reward: One time funds boost from trees, Boosted Farm Income For Province, Less Forest Around Wolfenburg.

Getting Uses Out Of Your Jade Wizards: The Jade Wizards have come to you, and while you've been using them essentially to give you healing check-ups every other week, they tell you they can do more. Specifically, they want to start working out in the province, in the fields and farms. While before people were still quite suspicious of magic, by levering your large support by the peasantry and your somewhat good support amongst the nobles, you are sure that you can ensure that they can proceed without too much trouble. Apparently the Jade Wizards believe that by using their magic that they can greatly improve the soil and crops of your land, and not just temporarily either. Cost: 500 Time: 5 Years. Reward: Jade Wizards improve farmlands of Ostland permanently. Increased Farm Income. Chance of Success: 65%

An Empire of Fish: One of the best ways to get meat, even if it isn't cattle, is fish. You are special in that you are part of an exclusive group of Imperial Provinces that can take full advantage of the great seas. Bernhardt believes that with your new coastal defenses, the massive temple of Manaan in your main port, the growing fleet, and more, that you can start taking advantage. By sponsoring fishermen along the coast to head out and fish, she believes that over time more people will populate the coast for the opportunity to get paid, and more people mean more militia and forces on the coast, which will also mean more fish, which can be salted and sold across the land, which…well, Morgan sort of fell into a circling motion with her hands, but she made some good points. Cost: 500. Time: 1 Year. Reward: Fishing Income.

Research: Helga and Valma have taken up this position, switching off whenever the other has to be teaching a class or engineering something or other in your engineering facilities. (LOCKED):

Bird Bombs Away!: After the reveal of the Doomsphere, several engineers have been trying to come up with something equally as insane. Many of the attempts have currently failed, but Anna, your daughter, has come up with something. Ridiculously, but she has. She thinks that it might be possible to develop a long fuse bomb, tie it to a crow – not a pigeon crows are smarter she insists – and then train those crows to fly over the enemy and then have them trigger a mechanism that will drop the bombs below, bombarding people with a complete and total lack of loss of human life. Some of the birds will totally die, your daughter admits, but birds breed significantly faster than humans. This would require training a flock of crows and developing the bombs, but why not? Those last three words have quickly become a byword amongst Wulfenburg's engineers. Cost: 500. Time: 3 Years. Reward: Bird Bomb Flocks. Chance of Success: 85% Will Complete This Turn.

Pressure Go Boom: An idea, found in a sheaf of wine soaked pages that no one knows the origin of, has been partially refined to a point where it might actually become a concept. Anna did the refinement, and has taken credit for the greater idea which appeared from behind the ridiculous scrawling's about an egg thrower and crushed down pile of blackpowder. Also musings that the world itself was made of tiny little grains of material that were so small that the eye couldn't see them. So, you know. There was that. Anyway! The idea is an explosive that doesn't explode by pulling a trigger or lighting a fuse, but by being…stepped on. You step on it, and its innards will stick together in a certain manner and the whole thing explodes. Cost: 500. Time: 4 Years. Reward: Exploding…things, what go boom when someone steps on it. Chance of Success: 55% Will Complete Next Turn.

Anna von Hohenzollern's Swiveling Miniaturized Death Dealing Cannon: Anna has an idea about how to improve your ship equipment, and furthermore create some static defenses that you could put on walls and guard towers that might be able to join the venerable Scorpion device that has been used for so long. The idea is the smallest cannon type yet, she calls it a Swivel Cannon. It will be able to have a very large arc, be able to fire up and down, and all over the place, and deal some appreciable damage. Now, according to your daughter, making things bigger is usually easier than making things smaller. Nevertheless, she's had a lot of time to work on cannons recently, and with mind, it should be possible. All that she needs is the funds and the time to do it. At the end of it, you'll have something new, and probably really useful. Cost: 1000. Time: 4 Years. Reward: Swivel Cannons for ships, smaller, accurate, appreciable power. Can also be put on castle/fort/city walls. Chance of Success: 35% Will Complete Next Turn.

The Other Two Cannon Types: Valma refused to do anything more. Still, Helga and her daughter Agatha as well as your daughter Anna believe that with what they learned working on the Great Cannons that they can improve the Dash and Bull Cannon types. Though the Dash Cannon was made smaller to be easier to move and aim and the second was made to be far hardier than the other two types, they are still cannons. It's going to take a while to upgrade them in a similar manner, and though the dwarves are rather put out with Valma personally, it's likely that they'll justify any further improvements that your daughter makes as Valma's fault again. Of course, Karak Ungor is coming up soon, and Valma may soon be able to finally just fulfill her Slayer Oath soon enough. Cost: 1000. Time: 5 Years. Reward: Bull Cannons and Dash Cannons Improved As The Great Cannons Were. Chance of Success: 30%

Steam Boiler Improvements: Ok, so Valma refused and cannot be expected to release any more dwarven truths. Still, Anna, Helga, and Agatha are willing to try and work on the Steam Boilers of your equipment, usually in the Doomspheres, though you hear that the steam power of the dwarves helps their impressive Ironclad vessels move about. If you managed to improve your own steam power, your Doomspheres would be faster, and would probably just be far better in general. The more power in them, the harder they can hit things and…well. Who knows what improved steam power could bring in the future? You'll never know if you don't work on it. Cost: 2000. Time: 6 Years. Reward: Improved Steam Power. Doompsheres improved, though cost will go up equivalently. Chance of Success: 10%.

Piety: You now have three religious advisors. One, Jorgen Albrecht, is a Priest of Sigmar, Emil Beltz on the other hand is a Priest of Ulric, while Lady Rosa is a Priest of Morr. Having all three prominent advisors from all three of these religions is a powerful statement, and with their own staffs you get a little bit more ability to…well, do things. (Choose 2):

A….Temple of Morr?: Arthur has another idea, and after enough time conversing with the Priests of Morr, he's gotten them to agree despite his youth. Or perhaps because of it? The Cult of Morr is, for the most part when not dealing with vampire or undead, quite lethargic. Almost like the dead, one might say. Over two thousand years of this has resulted in a group of priests and acolytes who are widely feared, accused of necromancy of their own, despised by others, ignored by most, and generally just disparaged. They are creepy, or quiet, or do untoward things with the corpses and souls they have dedicated their lives to protecting entirely. These are untrue, these rumors, but the decentralized religion has done little to defuse, deflect, or disprove such rumors. It's considered bad luck to display the symbol of Morr just about anywhere but the Gardens of Morr. Or at least it was, before you started changing things. Arthur wants to change things even more. Pun not intended. So, he wants to emphasize all the good that Morr does, the protection of the dead, the fight against vampires and necromancers, and, he says, the peace of good dreams. After all, Morr is the God of Death….andDreams. Portents, things like that. People try to pray away or pray to Gods to make nightmares stop, or to let them sleep better, or so on and so forth. Wouldn't praying to Morr help one have nice dreams? You have no idea, but why not give it a try? All Morr cares about is you protecting and giving the dead their due. Peace, really, the peace beyond the grave that all deserve. Who can't get behind that? Only messed up folks, like for instance Khaine and his followers who despise Morr. But first you have to pitch the Temple to the people, convince the Priests to preach, and all that sort of stuff. Cost: 1500. Time: 2 Years. Reward: First ever Temple of Morr, emphasizing protection, peace, safeguarding the dead, and good dreams? Chance of Success: 75% Will Complete This Turn.

Thank…you?: A lot of people are running around saying Sigmar saved you. Maybe he did, or maybe it was Odelia who happened to be there. Can she manipulate fire with that amount of fine control, or was it really divine intervention? You don't know, but you can certainly try to capitalize on it. Warrior Priests of Sigmar are undoubtedly useful. Sigmarites like you a lot right now, and the Ulricans probably understand. As it is, most Ulricans in the Empire are sort of exhausted after the Wolf Crusade. Regardless, perhaps by thanking Sigmar, maybe you'll be immune to fire moving forward? Hah, that's impossible, but still. As thanks to the hammer god, you might as well build another temple and a few shrines. Cost: 1500. Time: 2 Years. Reward: New Temple of Sigmar in Wulfenburg, new Shrines of Sigmar across province.

Bringing In Ulricans: All this pro-Sigmar stuff is going to have to be balanced out, probably. Ulricans are still quite dominant in the Northern Trident, and so long as their more wild elements don't try to stop your people from defending themselves with guns or crossbows then your fine with them. Better, they really are quite good warriors. Their priests have less directly beneficial powers for their allies, but they are quite suited for tearing into the enemy. Having Ulrican Warrior Priests in the army can't hurt, can it? By bringing them in, they'll be mollified from all the pro-non Ulric things you have going on recently, right? Hopefully? Maybe? Cost: 1000. Time: 1 Year. Reward: 1d6 Ulrican Warrior Priests, with priority of Army of Ostland, then Forest, then Mountains.

Payment Rendered: Ulric, Sigmar, Esmeralda, Morr, Shallya….they aren't the worst gods in history. No, you could suppose they are all right. So you might as well show some major support for them so that maybe next time someone or something tries to set you on fire you might not be. Shrines, engraved symbols, all in their proper places of course, no need for bad luck and bad omens by sticking symbols of certain gods out of place. Still, they might as well go up where they should go. Why not fill the province with the damn things? Just because you aren't supremely religious, that doesn't mean most people aren't. Why not give them what they want? Cost: 2500. Time: 3 Years. Reward: Symbols and Shrines to Ulric, Sigmar, Esmeralda, Morr, and Shallya go up around the province.

Eternity Stair Research Compound: It is hard for a mere mortal to understand just what an Arcane Fulcrum does. You know this because even with Aurelion so cheery and lively ever since Attuning to the Eternity Stair she was exasperated enough to go back to her old sneering and snooty ways even if temporarily when you continued to fail to understand. Even so, she managed to explain some of it to you. She is capable of wielding some of the most powerful magics ever. That is the long and short of it. By renting from you, the High Elves can study the compound, but that does not leave you without the ability to make requests. (UNAVAILABLE):

A Request From Aurelion: Aurelion comes to you this time, actually. She knows that you might come to her with plenty of requests, but she's just had something come down from the Phoenix King and High Loremaster. They are worried about the fact that rumors of the Arcane Fulcrum have spread so far already, and she knows that it might look a bit bad that she's requesting this but it has to be said: She is requesting additional High Elven guards for the Compound. That's just the first part. The second part is that they want her to study about something called a 'Waystone'. Apparently, these ancient elven creations assist the High Elves in many different things, least of which is smoothing out and helping the Winds of Magic be channeled. Some provide shields, protections, push back at the Warp, while others apparently help protect High Elven souls from being consumed by a certain Prince of Pleasure. The issue, of course, is that the creation of these things have been a bit of a secret. Oh sure, they know how to maintain them, nudge and adjust, but complete and total creation of a new one is unknown to them. The High Elves are intelligent, and they've spent generations on this problem. They now think that perhaps one of the issues with creating new Waystones is one of power. And with an Arcane Fulcrum at her behest, Aurelion just might be the one elf with said power. For the foreseeable future she would be unavailable to you, and the High Elven guards are going to be more vigilant than ever. Cost: Allowing In More High Elves to protect the Compound and Losing Access to Aurelion and the Arcane Fulcrum For An Unknown Amount Of Time. May Even Fail Entirely. Reward: If Successful, High Elves Able To Build New Waystones

Intrigue: You have two different intelligence organizations. One, Witch Hunter Marlisa, is focused on combating cults, threats, monsters, and generally outside forces. The other is Master Baggins, a very influential halfling cook and champion of the common man. (Choose 1):

Expand and Control: Master Baggins is terribly embarrassed about somehow not noticing the vampires that had taken up in your province. He wishes to rectify the holes in his organization and information net that allowed that to occur. For that to be allowed, however, he needs an injection of funds and time to fix things by recruiting and enforcing secrecy amongst the web of connections he has throughout Ostland. You are ok with that, because vampires are terrible and given only a few exceptions you hate them with a fiery passion that reminds you of yourself back before the war against Zacharias. Cost: 1000. Time: 2 Years. Reward: Improved Intrigue Network, lowered chance of Infiltration success by foreign entities. Other stuff.

Corralling Khain's Servants: The Cult of Khaine in your province is far more numerous than the Nurglites. You can't just simply exterminate them all in one go. What you have to do first is start slowly and carefully separating them out from the good normal citizens of Ostland. Remove them from positions, assign them on more far ranging patrols for the ones in the militia. For once, you might be able to take advantage of the former history of the Hohenzollern Forest, you know, from its time as the Forest of Shadows. If 'beastmen' or 'forest goblins' take down patrolling militia forces and raid groups in the night, no one will question it. After all, your province has lived with such things since just about forever. You will have to take it slow, however. You do not enjoy the thought of an incensed Cult of the Murder God going wild inside Ostland. Cost: 500. Time: 4 Years. Reward: Cult of Khaine slowly picked off, killed, without being tipped off. Reduced in number to allow later purging efforts. Chance of Success: 65%

That's Enough Of That: Nuln has been peering at your people's work. Anna says that this is not ok, and you sort of agree. She wants to put a system in place to prevent Nuln from gazing at your stuff, and said that the point of building the facility is competing with Nuln. While it might strengthen the Empire as a whole were you to just…share everything, she doubts that they'll want all of the things you do and that they'll likely be quite reluctant to share anything at all with you in general. So, you should return the favor. Besides, after Magnus kicks it, it would be best to prepare ever so slightly in case the Empire starts falling back apart again. You were born in the Era of Three Emperors, and it sucked for everyone involved, really, but you don't think anyone will be able to replace Magnus. So, best to prepare your province for just a bit of an advantage if possible. Cost: 500. Time: 2 Years. Reward: Anti-Industrial Espionage System. -100 Per Turn in Anti-Industrial Espionage Upkeep. Will Complete This Turn.

Personal: A lot of people say you shouldn't be walking around. A lot of people haven't had a High Elven Loremaster attuned to an Arcane Fulcrum heal you. Honestly, aside for a few more clicks when you move from your skeleton, and the fact that you keep forgetting you're missing an arm, you feel fine. Great, actually. (Choose 2):

Dealing With Anger: Anna has come to you, and told you that you really need to take care of Magnus's issues lately with anger. He inherited the red haze from you, but unlike you, he hasn't really mastered it at all. That simply won't do, and though you hoped that he would learn to control it at some point, he still hasn't. He's growing older now, and on the battlefield you cannot afford for him to lose himself in battle as you did so many times before. As his father it is your responsibility to ensure that his life is better than yours ever was, and that means that you need to talk to him. If he fights back, good, because anger can help on the battlefield but only if you can wield it for yourself. Cost: 0. Time: 2 Years. Reward: Magnus learns to control his wroth. Chance of Success: 85% Will Complete This Turn.

Anna in Tilea: Anna wants to go to Tilea. She is aware there is a famine problem, but perhaps desperation will aid the people in letting and helping her search for signs of the long dead Leonardo, founder of the first Engineering facilities in the Empire. Your daughter isn't stupid, she wants to take greatswords, perhaps a few of the Bull Warriors to show their knightly prowess as the first knightly order of Ostland to the rest of the world, and certainly a few ogres. Still, you have no idea how long she might be gone, what might happen, but at the same time…she is growing older. You can't keep her cooped up in Wulfenburg forever, though she is no stranger to danger thanks to where she works. You want her to remain as tiny and adorably chubby as the child she will always been in your heart…but she isn't. She is a soot and grease stained, black and white mohawk bearing, swearing, drinking Ostlander woman. She is, most definitely, your daughter. But do you let her fly the coop now? At least you can make sure she is well protected… Cost: 1000 Bull Warriors, 20 Ogre Warriors, 1 Maelstrombringer, 50 Greatswords, Anna being in Tilea for unknown amount of time. Time: Unknown. Reward: ????

Her Icy Heart: Natasha is so very upset with you, even though you both know that this is hurting you both. You need to spend some truly quality time with her, with everything she wants, and just relax with her. The Middle Mountains are clear, and you can spend some time in the sun, away from the hustle and bustle of Wulfenburg and the lands of Ostland not within your owned range. Bring the children with you if she wants, but if she just wants the two of you that is fine as well. She deserves to have the full attention of the Count of Ostland. Cost: 100. Time: 1 Year. Reward: Quality time with Natasha.

Meeting in Laurelorn: You have no idea why the Wood Elves want to talk to you. Normally they avoid talking to anyone, and when they do it is incomprehensible, insulting, or both. Usually both, actually. But you've had a relatively positive experience with them – aside from the initial teething problems – and if it is the same one who you dealt with in Nordland maybe you can rely on a short amount of trust. A short amount. On the other hand, maybe they want to expand their control over the forests and you would be a major stumbling block in the way so that you need to be removed. On other hand….well, you'll never know until you meet with them. With, you know, a hefty chunk of your forces with you, including Greatswords and ogres, to hell with any 'come alone' bullshit they might want to try. Cost: 0. Reward: ???? Wood Elves are inscrutable, and dangerous, be certain of yourself before meeting with them.
 
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Hmm, okay.

Either hire long drong or get the witch hunter army together.

I think we should experiment with Cannons, or build more boats. Whatever floats our boats.

Not so sure on stewardship, the stop it redux doesn't really seem like a high chance of succeeding either. Better sell more guns to estalia, considering their situation and metalworking.

Time to also integrate our jade wizard, fishing can take a seat for awhile.

get thank you and some Ulricans, we're an Ulrican province afterall and they proven to be badasses.

Got to get more spies and finally get Khaine servants. Better DD on this.

Melt our wife heart and the meeting of wood elves.
 
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My current plan:

Karak Ungor

Because duh.

Witch Hunter Integration

This sounds like a good idea in the long run.

Cannons On Other Ships

Never enough dakka.

Those Who Work Metal

Lower upkeep is useful.

Stop It, Redux

Keeping this whole situation from exploding is very important.

Getting Uses Out Of Your Jade Wizards

Getting them to do this sounds like a great idea.

An Empire of Fish

More industry is always good.

Thank…you?
Payment Rendered


We should probably do these actions.

Corralling Khain's Servants

This sounds very important.

Her Icy Heart

Need to patch things up with the wife.

Meeting in Laurelorn

No matter how shady it seems, this could be incredibly important and is worth our attention.
 
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So my First picks would be:

Karak Ungor
Witch Hunter Integration

Cannons on ships

Clearing the forest
Jade Wizards

Ulricans for piety, because they are the cheapest

DD on Khaine cultist

Personal: Natasha

Not sure about the elves, meeting with them could be risky, especially if the GM flat out tells us. The question is, do they worth that risk?
 
I definitely want to help the Dwarves fuck up some Greenskins, and dealing with our relationship woes goes without saying.

A bit leery on meeting the elves to be sure, but we probably want to hear what they have to say.

The only reason I would think that they would want to talk to us is if they had a problem that could only be solved with our presence.

Let's hope it doesn't involve our death as well.
 
@Ian Drash

I would say yes, after all this is the wood elves and they never ask for any other people help. If they're asking then we should respond at least.

Sides, they did bail us out on the slugtongue with their army. Can't forget that favor at least.
 
[X] Karak Ungor
[X] Welding Soldiers and Zealots

[X] More Ships

[X] There's More Than Just Tilea, Nuln
[X] Those Who Work Metal

[X] Clearing Forests For Farming
[X] An Empire of Fish

[X] Thank…you?
[X] Bringing In Ulricans

[X] Corralling Khain's Servants - DD

[X] Anna in Tilea
[X] Her Icy Heart
 
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Honestly, I think it might be time to drop the mercenaries we have. Our armies are rebuilt, and the Army of Ostland is about to grow by another 2000 soldiers. Our mercenaries cost half as much as all three of our armies combined, and have less troops than any one of them. They can probably be more useful somewhere else, like Estalia.
 
Honestly, I think it might be time to drop the mercenaries we have. Our armies are rebuilt, and the Army of Ostland is about to grow by another 2000 soldiers. Our mercenaries cost half as much as all three of our armies combined, and have less troops than any one of them. They can probably be more useful somewhere else, like Estalia.
We are about to go to Karak Ungor, we can't let them go yet.
 
Honestly, I think it might be time to drop the mercenaries we have. Our armies are rebuilt, and the Army of Ostland is about to grow by another 2000 soldiers. Our mercenaries cost half as much as all three of our armies combined, and have less troops than any one of them. They can probably be more useful somewhere else, like Estalia.
Thing is the majority of our armies are heading off to Karak Ungor this year. We need to leave the mercenaries here just in case.
 
Karak Ungor: Though you are not actually majorly obligated to go to Karak Ungor, there is little doubt in your mind that your aid would be of immense help to the dwarves. After all, they've failed to reclaim this place multiple times. Ortrud is most certainly going, and this is a chance to finally repay her for the many times that she threw herself and her province into danger for you and yours. It's only fair. Besides, the far reaching consequences of a fully reclaimed Dwarf Hold of such significance, so near to Kislev as well, would do wonders for a lot of people. Killing a lot of greenskin is only a bonus. You have, through correspondence with your ally, learned of Karak Ungor's history. The first Hold ever lost to the greenskins. That's…that's older than Sigmar and the Empire. Apparently vast veins of metal are still untapped. Artifacts of untold power had to be left behind on the assumption that the dwarves would get them back far sooner, but never were. Vaults and treasuries left guarded by dwarven runecraft when their civilization was at the height of its power. You…probably won't get any of these things, but participating in the reclamation might well win you immense favor down the line. And if it doesn't, oh well, at least you helped the first race to help the Empire and one of its oldest and greatest allies ever do something. Finally, if you allow yourself to be a bit selfish, you are restless. It has been too long since you got into a good scrap. Cost: 0. Time: 1 Year. Reward: Reclamation of Karak Ungor turns.

Welding Soldiers and Zealots: The Witch Hunters of Ostland clearly still have issue with…well, everything. But their expertise, their training, their knowledge, all of that can be useful to you. So, the idea here is to actually draw some of them into active service, out of the shadows and onto the battlefield, where they can inform and instruct the Army of Ostland and perhaps even the rest of your forces to better fight against the more monstrous things in the world. Additionally, with them around, a lot of people will enforce better discipline on themselves simply out of fear and/or respect. Probably just the first one though. With the things that the world may or may not throw at you, you could use the discipline. Better, the Witch Hunters could do with some reminders of how most of the populace they safeguard are not all cultists or monsters in disguise. Humanizing both sides to each other is, you hope, going to reduce village burnings or mass hangings. Of course, you also need to ensure that the Witch Hunters actually agree to do this. Cost: 100. Time: 1 Year. Reward: Witch Hunters actively join Army of Ostland. Increases Discipline on the battlefield, which can affect morale rolls. Expert monster and magic user fighters. Each is an expert fighter. Chance of Success: 50%
Obviously we're going to Karak Ungor, and let's see if we can integrate the Witch Hunters before we do.

More Ships: Your docks can hold more ships than you have. You have more sailors you can put on boats. You have the funds, the wood, the metal, and all that good stuff. It's been too long since the Norscans have made a concerted effort to hit the coast lines, and you need to be ready for them. With Wolf Ships to head out into the Sea of Claws to hit them there, and more Wargalleys to cover the closer coast. It's time to really dedicate yourself to this. Cost: 1000 From Stipend. Time: 2 Years. Reward: 3 Wolf ships, 5 Wargalleys.
More ships are always good.

There's More Than Just Tilea, Nuln: Nuln seemed quite proud of their contracts with Tilea. And to be fair, that constantly warring country is going to use them up faster than most would. But there is another nation, one nearby, that you could sell to. The land of Estalia, while even less unified than Tilea, is still present. It's time that you went beyond the Empire and Kislev. Better, given the almost preposterous amount of inter-rivalry in that nation, you might even be able to manage to get good price estimates. Some parts of Estalia might pay way more than other parts of Estalia just to say that they have the guns and cannons than the other parts. And even should Nuln hit the parts that you didn't, you'll still have gotten to Estalia first, and isn't that the point of industrial one-ups-man-ship? Cost: 500. Time: 1 Year. Reward: Estalian Gun and Cannon Sales. Chance of Success: 55%

Those Who Work Metal: Alexandra made this suggestion, and you see no problem with it. Based on her own ties to blacksmithing, and your own, she thinks that overall it would help the economy of Ostland if you could pull in some master blacksmiths from around not just the Empire, but from perhaps other locations as well. She thinks that having all these experts in Ostland can only help you, as they compete with one another, exchange, trade secrets, and such. Alexandra posits that if you get enough that you might be able to make an addition to Wulfenburg, a Street of Steel, as it were. Of course, she also tells you that one of the most important people you should try to get for this would be Estalians, for they say that they have the best steel in the world. Now, that's a heady statement for a human nation to make when there are elves and dwarves running about, but you might as well make the effort. Before you could make anything like what Alexandra has envisioned, however, you need to actually get these people to come to Ostland at all. Practicality wise, having all these workers in-province might help reduce various costs to arm and armor your soldiers. Cost: 500. Time: 3 Years. Reward: Master Blacksmiths come to Wulfenburg to set up shop from across Old World. Increased Trade Income. Reduced Cost For Equipping Soldiery, Reduced Research Costs Due to More Available Quality Tools/Metal. Chance of Success: 65%
Sell some cannons to Estalia and get some really good blacksmiths. Stop It, Redux is way too risky without a DD, and the Khaine cult needs it.

Clearing Forests For Farming: The lands outside of your capital city are filled with trees, trees and land that could instead be used for farming. Also, it will be harder for your foes to come against you through the trees. For now, it is being proposed by miss Bernhardt to aggressively clear the trees all the way to Felde, and use the land in between as farmland. Normally getting rid of stumps would require stupendous amount of work, but that is what you have helpful ogres for. On the one hand, it ensures that they aren't all being used in fighting so have more time to grow their own population in the province, and on the other, an ogre can rip up stumps with their innate strength. The farming and planting can go forward with the aid of the halflings and of course your own human farmers. Farmland close to the capital means more food for the capital, more farms for the province in general, and less forest for beasts to hide inside. Cost: 1000. Time: 3 Years. Reward: One time funds boost from trees, Boosted Farm Income For Province, Less Forest Around Wolfenburg.

Getting Uses Out Of Your Jade Wizards: The Jade Wizards have come to you, and while you've been using them essentially to give you healing check-ups every other week, they tell you they can do more. Specifically, they want to start working out in the province, in the fields and farms. While before people were still quite suspicious of magic, by levering your large support by the peasantry and your somewhat good support amongst the nobles, you are sure that you can ensure that they can proceed without too much trouble. Apparently the Jade Wizards believe that by using their magic that they can greatly improve the soil and crops of your land, and not just temporarily either. Cost: 500 Time: 5 Years. Reward: Jade Wizards improve farmlands of Ostland permanently. Increased Farm Income. Chance of Success: 65%
More farming and getting help on that from the Jade Wizards sounds good.

Thank…you?: A lot of people are running around saying Sigmar saved you. Maybe he did, or maybe it was Odelia who happened to be there. Can she manipulate fire with that amount of fine control, or was it really divine intervention? You don't know, but you can certainly try to capitalize on it. Warrior Priests of Sigmar are undoubtedly useful. Sigmarites like you a lot right now, and the Ulricans probably understand. As it is, most Ulricans in the Empire are sort of exhausted after the Wolf Crusade. Regardless, perhaps by thanking Sigmar, maybe you'll be immune to fire moving forward? Hah, that's impossible, but still. As thanks to the hammer god, you might as well build another temple and a few shrines. Cost: 1500. Time: 2 Years. Reward: New Temple of Sigmar in Wulfenburg, new Shrines of Sigmar across province.

Bringing In Ulricans: All this pro-Sigmar stuff is going to have to be balanced out, probably. Ulricans are still quite dominant in the Northern Trident, and so long as their more wild elements don't try to stop your people from defending themselves with guns or crossbows then your fine with them. Better, they really are quite good warriors. Their priests have less directly beneficial powers for their allies, but they are quite suited for tearing into the enemy. Having Ulrican Warrior Priests in the army can't hurt, can it? By bringing them in, they'll be mollified from all the pro-non Ulric things you have going on recently, right? Hopefully? Maybe? Cost: 1000. Time: 1 Year. Reward: 1d6 Ulrican Warrior Priests, with priority of Army of Ostland, then Forest, then Mountains.
Gotta thank Sigmar for that intervention, and having some badass Ulrican Priests will be great.

Corralling Khaine's Servants: The Cult of Khaine in your province is far more numerous than the Nurglites. You can't just simply exterminate them all in one go. What you have to do first is start slowly and carefully separating them out from the good normal citizens of Ostland. Remove them from positions, assign them on more far ranging patrols for the ones in the militia. For once, you might be able to take advantage of the former history of the Hohenzollern Forest, you know, from its time as the Forest of Shadows. If 'beastmen' or 'forest goblins' take down patrolling militia forces and raid groups in the night, no one will question it. After all, your province has lived with such things since just about forever. You will have to take it slow, however. You do not enjoy the thought of an incensed Cult of the Murder God going wild inside Ostland. Cost: 500. Time: 4 Years. Reward: Cult of Khaine slowly picked off, killed, without being tipped off. Reduced in number to allow later purging efforts. Chance of Success: 65%
Let's get started on removing the Khaine cult with a DD.

Anna in Tilea: Anna wants to go to Tilea. She is aware there is a famine problem, but perhaps desperation will aid the people in letting and helping her search for signs of the long dead Leonardo, founder of the first Engineering facilities in the Empire. Your daughter isn't stupid, she wants to take greatswords, perhaps a few of the Bull Warriors to show their knightly prowess as the first knightly order of Ostland to the rest of the world, and certainly a few ogres. Still, you have no idea how long she might be gone, what might happen, but at the same time…she is growing older. You can't keep her cooped up in Wulfenburg forever, though she is no stranger to danger thanks to where she works. You want her to remain as tiny and adorably chubby as the child she will always been in your heart…but she isn't. She is a soot and grease stained, black and white mohawk bearing, swearing, drinking Ostlander woman. She is, most definitely, your daughter. But do you let her fly the coop now? At least you can make sure she is well protected… Cost: 1000 Bull Warriors, 20 Ogre Warriors, 1 Maelstrombringer, 50 Greatswords, Anna being in Tilea for unknown amount of time. Time: Unknown. Reward: ????

Her Icy Heart: Natasha is so very upset with you, even though you both know that this is hurting you both. You need to spend some truly quality time with her, with everything she wants, and just relax with her. The Middle Mountains are clear, and you can spend some time in the sun, away from the hustle and bustle of Wulfenburg and the lands of Ostland not within your owned range. Bring the children with you if she wants, but if she just wants the two of you that is fine as well. She deserves to have the full attention of the Count of Ostland. Cost: 100. Time: 1 Year. Reward: Quality time with Natasha.
Time to send Anna on her adventure, and patch things up with Natasha. The Elves can wait a year.
 
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