Turn 4 Results
2307 IC
Military: Sir Maximilian von Raukov is a retired member of the Bull Warriors, Ostland's only Knightly Order. Despite being retired, there remains a fire in his belly. He is here to advise you on military matters. (
Choose 2 3) – As a result of your general hatred of Chaos and galvanized energy, +1 Military Actions Per Turn Until Gruber Is Dealt With.
Smoke In The Mountains: You cannot go deep into the Middle Mountains, you simply don't have the soldiers for it. Even if your army was brought up to full strength you wouldn't be able to do so. But that doesn't mean you can't post guards. Part of the reason it is so hard to keep control over the Middle Mountains is due to the size of the passes into them. Hard to pass large numbers through save for the one which is directly near Wulfenburg, it creates a situation where beastmen and greenskins are free to build up numbers amongst the range but struggle to make it down, and your armies can be recruited and trained outside of the mountains but struggle to make it in. But you can post guards, and that can make all the difference with warnings. Cost: 200. Time: 1 Year. Reward: Middle Mountain Passes guarded.
- It costs an appreciable amount to get the guard posts set up, but at least you've done it. The town of Mierach, Castle Lenkster, the river Eiskalt, all somewhat reachable. Of the five ways into the Middle Mountains, these have gained towers, some watch men, and sundry other forces. The passes near Roezfels…are less so. Understandable, given how far into the Forest of Shadows as they are. Some very brave men are set up there with horses and messenger birds. If anything decides to try and squeeze out through the passes, they'll find their movements to be much less stealthy than they otherwise would be.
Reward: Middle Mountain Passes guarded.
Better Training: The
Imperial Foot was brought here to assist you in clearing the Forest of Shadows, no matter what form that assistance may take. Within reasonable limits of course. But one of the things that most stuck out to you was the fact that despite all that you faced at Salkalten, the
Foot did not break, and kept formation at all times. When ordered to move, they did so smoothly and without a single batted eye. Some of this may have come from experience, and their superior equipment, but they also likely have much better training. Many of the
Foot here were trained in Reikland and Middenland. Perhaps they would be able to train your own forces to a similar standard? Cost: 300. Time: 2 Years. Reward: Ostland Army trained by
Imperial Foot.
- Up here in the north you don't have easy access to the famous academies and all the fancy generals of the south. Up until now, of course, and even then it is second hand. But what a second hand it is. The
Imperial Foot easily agrees to doing training your men. Though their numbers were reduced during the fight to reclaim Salkalten, they can work in administrative and training duties with far more ease with much less chance of being killed. It will take time to train everyone however. Luckily, at the end of it, after being raised to their standards you can work to stay there. Hmm. Considering the numbers issue, might it not be better to just
keep them in command positions? Like sergeants? This would keep discipline as people rally around such experienced and well trained individuals. They
are quite respected.
Will Complete Next Year.
Initial Forays: You need to scout Nordland, because as far as you are concerned it is as of this moment entirely enemy territory. And by scouting, you mean killing every plagued thing there and burning infected trees and wildlife. Dangerous, to be sure, but you cannot simply allow Count Gruber to go about his business without
some kind of reprisal. The
Foot has volunteered to ensure the success of this mission, but they are not so arrogant as to believe that there will be no casualties. They will simply do their best. Cost: 100. Time: 1 Year. Reward: Information, Slightly pushed back boundary.
- You aren't about to charge into Nordland without gaining some information. A group of one hundred extremely brave volunteer huntsmen strove into the struggling and embattled province. Less than half that number returned, but their information is valuable. A vast number of the villages and towns near the border have been burnt to scrap, yet little remained of their inhabitants. That is because, as it turns out, they yet live…in a horribly half-life. The plague is disgusting and horrifying, because you have seen what happens to those who are unable to resist or enable their own deaths like Sir Reinhardt did. Plague zombies, things that should be dead but are not, animated solely by the unnatural sicknesses that swell their flesh, are the result. Whole villages and entire settlements have been emptied out for this, and thus much of the people of Nordland have become these disgusting creatures. All are capable of wielding weapons, possessing a strength and vitality that is inhuman due to the nature of the Chaotic plague which has swallowed their bodies, minds, and souls.
Yet, all is not lost. Stephan von Kessel yet lives, and has banded together the people into a surviving hard point in the city of Luftburg. It is filled quite beyond bursting with rescued civilians and citizenry, yet through the young man's courage and charisma they have not fallen to the hordes of creatures surrounding them. One scarred huntsman swears he saw the banner of the Order of Everlasting Light flying high upon the hastily constructed walls. As for the quarantined ships of Nordland, few actually remain. You can only guess at the reasons why, but Kessel burned down much of the fleet, taking all the cannon and ammo with him. It is this which has kept Luftburg from doom thus far, but your men tell you that every day brings them closer to utter ruin. Additionally, they say that they saw a large component of these…plague creatures heading northwest of Luftburg along the coast in heavy numbers, as if for combat. One, delirious from his wounds, said that he saw great plumes of multicolored light and magic from that direction as well, though his testimony is of course somewhat suspect.
Additionally, your people helped establish a few forward positions to begin cutting down these poor things that were once human. With any luck, your ability to penetrate into Nordland will be much easier than it otherwise would have been.
Reward: Information, Slightly pushed back boundary.
Diplomacy: Baroness Katrin von Freud is a slim and stiff necked old bat. But she's been wining and dining with the best of them since before your father was a twinkle in your grandfather's eye. (Choose 1):
EVERYONE!: Count Gruber is aligned with Chaos! Something must be done, and you are not foolish to think you could do it alone. It will take too long for troops to arrive from the Riekland or many of the southern provinces, but you do know somewhere that is close and has a certain grudge against Chaos. Kislev, your wives nation of origin. While they have done little to repair their general infrastructure if there is one thing that they've rebuilt it's their military. You could do with some Kislevite support when you get into it, and you have the only sibling of the Tzarina as your wife…but still, though it will take a much longer period to get the aid of troops from Magnus or anyone else in the Empire save perhaps Hochland, and they are much smaller than you and have far less troops just in general. Also they are spindly. But the effort must be made to contact the rest of the Empire. If even half of Nordland has fallen into alignment with Chaos you will have one hell of a fight on your hands. All you can do now is send a message, and hope that it gets there in time for their troops to come up. Cost: 10. Time: 1 Year. Reward: Kislevite Support Against Gruber Chance of Success 100%. Other Province Support 50% For Each.
Double Down Activated.
- The missives go out. For some time, you hear nothing, even as you pound out ogre armor and set guard posts around the passes. Then your guards at the eastern border bring word. The Tzarina of Kislev has heard the pleas of her only siblings husband, and has answered accordingly. Though the relationship between the two Ice Mages is quite rocky indeed, against the forces of Chaos they will align together in utmost cooperation and mutual protection. The Tzarina may not possess the treasury, influence, or (whispered by Natasha, ability) to assist in the recovery of her lands, but if there is one thing that Kislevites can be trusted to always have is fighting men. Much of Kislev was devastated, and one of the few places one can receive consistent pay, food, and drink, is the
Pulks. According to your wife,
Pulk is Gospodar for army. Which…is what you receive.
Unlike other nations,
pulks are apparently small, and to face large scale threats many can be drawn together at once. In this case, three march down the road, their boots shaking the earth. Reinforcements for your daughters Kreml Guard are in the front, and behind them come some of the Kossars whose axes bite so deep into the Norseman at Salkalten. But behind
them is the true strength of Kislev. The Kreml Guard and Kossars are fine soldiery, but it is in cavalry that Kislev truly shines. Running down entire warbands on the plains of Kislev, the Winged Lancers and Ungol Horse Archers have come. Then, unfortunately it seems for your wife, they sent magical support as well. Much like how you met Natasha, the Kreml Guard shifts apart like the parting of a black sea to reveal three women who bear armor constructed from pure ice and the visible presence of magic surrounding them. As for why this was unfortunate, they were apparently her teachers. Her snide, snooty, overly demanding Ice Mage teachers. When you asked them how they were to exercise their powers in Nordland, which quite literaly an Ostland away from Kislev, they laughed. Apparently when there are enough Ice Mages together, if they cannot summon the powers of Kislev due to distance, they will bring winter to
them. You are unsure what that means, but it sound relatively ominous.
Gain: 3 Master Ice Mages[Veronika/Valentina/Vera], Auxiliary Kreml Guard at 1500. Kreml Guard Per Master Ice Mage = 500 Kossars per Master Ice Mage = 5,000. 10,000 Winged Lancers, 5,000 Ungol Horse Archers.
As for the actual Empire? You ordered your assistance to help you write to everything regarded as a Province in the Empire. Yes, even the ones without Runefangs.
Required: 50% For Each Province [Averland, Hochland, Middenland, Ostermark, Reikland, Stirland, Talabecland, Wissenland, The Moot, Westerland]
Rolled: 4+20=24, 20+20=40, 84+20=104, 10+20=30, 9+20=29, 11+20=31, 85+20=105, 17+20=37, 95+20=115, 11+20=31.
24/Averland = Alas, a rash of recent attacks from Kul Survivors, as the group is starting to become known, has ravaged the province. Many of their exceedingly valuable horseflesh was slaughtered and consumed, and much of Averland's army is being spent chasing the warriors of Chaos. A rash of goblin attacks is not helping either, splitting even the Order of the Black Bear's ability to do much more than put out fires. However, they send a small amount of funds and supplies for you, it is the least that they can do…and quite literally the most.
Gain 500 Gold.
40/Hochland = Damn it all they are right there, why can't Hochland help? Oh, right, because they don't really have an army. Well, to hear them say it they do but it's honestly just a bunch of cobbled together patrol and hunting groups whenever there is an occasion big enough. In comparison to Averland, they cannot give nearly as good a reason that literally the closest province cannot provide much assistance. Which is…somewhat suspicious. Aren't Hochlanders supposed to be pleasant people? They donate some supplies though, so there is that.
Gain 250 Gold.
104/Middenland = A province that, save for its capital, is largely Ulric calls for aid! And by that self-same God, does Middenland answer. Perhaps they were especially furious at the Plague Barrier keeping them from simply advancing along their normal roads and thus must go all the way around to attack from the only land avenue i.e. the eastern border which is claimed by you. Perhaps they've grown tired of all the beastmen they normally have to constantly fight, and want something different. In any case, soon after Hochland sent their most
sincere apologies, an army arrived having marched right through the smaller province. Led by an
enormous Priest of Ulric named Gunther Hauer, Middenland has contributed an extremely impressive force. Though he seems extremely wary of your wife and the Ice Mages that Kislev contributed, he accepts the edicts of Magnus, as the Emperor
did walk through the sacred flame, or so you hear. For now, he has subordinated his army to you, as after all it was you who called for aid and are already planning on going. He apparently really likes your gumption, and immediately took to Ostka. He apparently can't get enough or the stories of the battle of Salkalten. Perhaps the fact that he burst into your training area as you practiced with only a pair of trousers on and saw your enormous scar has something to do with it, based on how his demeanor went from abrasive and dismissive to respectful. Well, it looks like that scar has come in handy after all.
Gain: 5,000 Halberdiers, 5,000 Pike, 5,000 Swordsmen, 1000 Knights of the White Wolf, 1 Priest of Ulric. 500 Gold Worth of Supplies.
30/Ostermark = Ostermark is unable to assist, several Kul Survivor Warbands came south from Kislev into Ostermark, who is currently fighting them off. Also beastmen. And greenskins. Luckily the Slayer Keep of the Dwarves is so close to them. In any case, they can offer little help, and after receiving the letter informing her of her brother's death Ortrud Hertwig has become somewhat of a recluse. They cannot even assist with supplies, though they send their sincere apologies.
Gain Nothing.
29/Reikland = You receive no word at all. Perhaps your messenger did not get through, or they were waylaid, but you get no sign of the Reikland hearing your message.
Gain Nothing
31/Stirland = All you receive is a terse message thanking you for the knowledge, and a short apology saying that they can contribute nothing at the moment due to issues created at the end of the Great War. Well then.
Gain Nothing.
105/Talabecland = Talabecland answers the call as well. Though they have many a Taalite in their ranks, when it comes to war they acknowledge that the Warrior Priests of Sigmar are a bit more known. In any case, the pleasant Elector Count Adolf Fuerbach chose to aid you in the only way his depopulated province can, through funds and supplies. It is truly a shame that they lost so many in the Great War Against Chaos, but you can hardly hold that against them. And a month after receiving his letter and supplies you had grown to think of that as the end of it. Then alarms went up all across the Fuerbach's lands, as someone very important had gone missing. His only daughter, Johanna Fuerbach, had disappeared from Talabheim. Then, two weeks later, she showed up on your doorstep with an enormous group of volunteer fighters she gathered from across not just Talabecland, but Hochland, Stirland, and who knows elsewhere. Amongst them are the Order of the Broken Sword, quite a respectable Order of knights. Largely she seems to have absconded with many flagellants, those mad wild individuals who went ballistic during the Great War Against Chaos. Yet it is not like they just went back to being sane after Kul's defeat. Honestly, getting flagellants out of peoples cities in villages is quite the happy occasion. Few people miss the ones who beat their own faces with holy books and wail while wearing naught but a dirty robe.
Gain: 20,000 Flagellants (Weak Attack, Weak Defense, Good Mobility. Special: Flagellant Insanity – Unbreakable Morale, Never Questions Orders), 5,000 Swordsmen, 3000 Archers, 1000 Handgunners, 1000 Knights of the Broken Sword, Johanna Fuerbach – Hero Unit.
37/Wissenland = Struck by sudden riots of the most orthodox Witch Hunters who have decided to refuse the edicts of Magnus the Pious, Wissenland is unable to assist. Food shortages, raids by Kul Survivors, and greenskin issues has resulted in the Emperor's province being entirely unable to assist, though depending on how long it takes to slay Gruber they will more than likely be able to rally at some point. After all, they have
Magnus with them.
Gain Nothing.
115/The Moot = You had honestly forgotten that the Moot was a thing. But when your letters went out to, in your exact words 'All the provinces of the Empire', one got sent to them. Apparently they are used to this, so when you asked for assistance, they honestly didn't know what to send you. They have no great military, relying on the Empire for martial assistance, and they won't cook diseased and plagued ingredients. But they can provide healthy and hearty assistance…in the form of a monstrous thing of steam and metal and clanking and…
soup? Yes. Soup. According to the halflings of The Moot, the best thing to go into battle is on a nice full stomach. You aren't about to complain, their food
is divine, and everyone is just a bit more peppy after having some Halfling assistance. But yes, the halflings did not send you an army. Instead, they sent you the means with which to
feed one.
Reward: Cookery Regiment (No Attack, Weak Defense, Low Mobility. Special: Full Stomachs For All – Raises general morale across army when Cookery Regiment is in play. Soup Tank Kathleen.
31/Westerland = Honestly you weren't expecting much of the newest province in the Empire. They haven't fully organized their own army, not to Imperial standards at least, and they are still feeling things out. Also, much of their glorious money is…being spent to help fund the repairs to the Empire. So, a worthy place, but not much help for you.
No Gain.
In the end, everyone is both shocked and yet thankful that you gave warning as soon as possible. Many doubt you, but running into the openly unnatural Plague Barrier in the south gives you credence. And after all of these forces arrived and saw the first few swarms of plague creatures, more credit is given to you indeed. You had never planned on getting much into Imperial politics, but now it appears that you have squarely planted yourself in the consciousness of all your fellow Elector Counts.
Nordland suffers more and more, every day. You cannot delay, you
must put Gruber down, and quickly.
Total Gains:
Kislev
Gain: 3 Master Ice Mages[Veronika/Valentina/Vera], Auxiliary Kreml Guard at 1500. Kreml Guard Per Master Ice Mage = 500 Kossars per Master Ice Mage = 5,000. 10,000 Winged Lancers, 5,000 Ungol Horse Archers.
Middenland
Gain: 5,000 Halberdiers, 5,000 Pike, 5,000 Swordsmen, 1000 Knights of the White Wolf, 1 Priest of Ulric.
Talabecland
Gain: 20,000 Flagellants (Weak Attack, Weak Defense, Good Mobility. Special: Flagellant Insanity – Unbreakable Morale, Never Questions Orders), 5,000 Swordsmen, 3000 Archers, 1000 Handgunners, 1000 Knights of the Broken Sword, Johanna Fuerbach – Hero Unit.
The Moot
Gain: Cookery Regiment (No Attack, Weak Defense, Low Mobility. Special: Full Stomachs For All – Raises general morale across army when Cookery Regiment is in play. Soup Tank Kathleen.
Funding:
500+250+500=1250 Gold.
Stewardship: Morgan von Bernhardt is an experienced steward, and often ran things while your father was off gallivanting around. The middle aged man is quiet, but his ideas more often than not have merit. For now he
wants to repair the roads and ports, but you need to reclaim those from the creatures of the Forest first. (Choose 1)
The Middle Mountains: The greater portion of this greenskin and beastmen infected mountain range belongs to Ostland, with minor portions ceded to Middenland and Hochland to the south. Your father never did much with it, focused as he was on the fool's errand of trying to challenge the naval superiority of Nordland and Erenburg of Kislev in an only somewhat friendly rivalry. You are not as idiotically competitive. There must be some sort of resources in the Middle Mountains. It's time that you got at them. Cost: 0. Time: 1 Year. Reward: Small portion of Middle Mountains get a mineral survey.
- The small town of Mierach and the Castle Lenkster are the two settlements you possess near any of the few passes into the Middle Mountains. Of the five different passes into the normally impassable range, the other three are largely untouched by civilization due to them being directly linked into the Forest of Shadows miles and miles away from any settlement. Any army attempting to move through would be torn apart. In any case, you send in some scouting parties with the intent for mineral surveys. Quite a dangerous task, they notice something quite disturbing while on their journeys. Specifically, they weren't attacked. Once. This is unnatural and strange, as you would have expected at least a dozen attacks from beastmen or greenskins due to you intruding on their territory. Yet all signs of habitation by either of these controlling presences is missing for more than twenty miles in, and there is limited wildlife. The trees yet remain, as do the rest of the general ecosystem, but the entire situation makes you uneasy. Thankfully this is offset by your people discovering what looks like three different copper veins. Though not the most precious metal, it turns out that copper is surprisingly useful for engineering and gunnery purposes
. Reward: Small portion of Middle Mountains get a mineral survey. Can set up some small copper mines next turn for Mining Income. Very edges of Middle Mountains uninhabited?
Research: Helga…has no last name. Despite the fact that you are
pretty sure that girls are not allowed in the Gunnery School in Nuln, she has shown to be extremely adept with firearms. As in she took one apart and put it back together supposedly 'better' during the first privy council meeting you had with her. Are there female dwarf engineers willing to teach people? Where did your father find this woman? (Choose 2):
The Schools: You've convinced Valma, you've convinced the combat engineers of the Foot. Now it is time that you actually got to building the thing that you need both of them for. With the experience of both you should be able to create something that while it will obviously be smaller than the Nuln Schools it will be quite efficient for its size. After all, these fellows know what
really matters about the guns and engineering, minus the sort of frilly bits that southerners need. It will, obviously, take a lot of time to fully create it. All worth it however. Cost: 1000. Time: 3 Years. Reward: Ostland School of Engineering and Ostland School of Gunnery.
- Despite the issues with Nordland, you begin construction of your schools. You have a dwarf engineer designing it, so you
know that it is likely to become quite the tough structure. However, Valma is not going to build it anywhere near the center of Wulfenburg, and is in fact going to set it along the River Eiskalt. Something about the ability to get water in case something explodes readily.
Will Complete In Three Turns.
Ogre Armor: Most ogre armor is haphazardly put together. There is no uniformity to it, due to the varying size of an ogres gut and/or height. But it doesn't have to be. If a concerted effort was made to actually create some nice armor that interlocked and protected while emphasizing the strength and gut of the ogres to satisfy both good Imperial sense and the portions of ogre culture that Ostland ogres retain, then the survivability of all the ogres on the field in your army would take an impressive leap forwards. A worthy task, wouldn't you say? Cost: 500. Time: 2 Years. Reward: Uniform Ogre Armor.
- You actually get to participate in this, along with Borgin. The two of you aren't friends, and barely acquaintances, just teacher and student. There is little conversation, which is just the way you like it when forging. He just corrects your movements, and lets the two of you get to work. The issue with covering ogres with armor is that up until this point they've just haphazardly had plates stuck on and around them. No longer, this will be a full suit of armor, at the very least chainmail and half plate.
Will Complete Next Year.
Piety: Most people wouldn't expect an Ulrican and Sigmarite Priest to stand shoulder to shoulder on something. Well, wonder of wonders, it's happening here in Ostland. Wulff and Leopold glare at you from across the table during Privy Council meetings, while Eizenhorn stands on the far wall behind them with his hands casually near his weapons. (Choose 1)
Training More: These Priests of Sigmar have shown just how useful they were multiple times over. You need more. If Sigmar can't do anything but through his agents, then damn it you'll produce as many of his 'agents' as possible. Ostland will be
filled with these priests if you have anything to say about it. The five veteran Warrior Priests of Sigmar are extensively experienced, suitably corruption free, and simply good fellows in general. Have them scour the populace of Wulfenburg for worthy apprentices. You don't need and pudgy fellows whose largest movement is from the pews to the stands. You want
Warrior Priests. Cost: 50. Time: 1 Year. Reward: Apprentice Warrior Priests of Sigmar. Chance of Success: 65% Required: 35. Rolled: 97
- The incredible fervor of the Wulfenburg Sigmarites has risen to new heights! An Elector Count, corrupted by Chaos. A province, under threat by the plague god. Their own Elector Count is a Sigmarite, at least on paper, and though his (your) personal devotion and piety is not considered polite conversation your verifiable actions against such things is proof enough of your goodness! The five, as you are coming to think of them, are perfectly willing to train apprentice Warrior Priests. They can only select them from the most devout and, well, in shape of the Priests of Sigmar. You hadn't expected much, there is only the one Temple in Wulfenburg after all, but perhaps you should have. Interestingly, to you at least, the five did not select any from the fully ordained priests. They looked to those still in study, the adepts, the chronicollers, the various men and women who were part of the Imperial Cult. When you asked, they merely answered that often the greatest can come from the humblest origins. As in this case, where ten men and women were located to be worthy enough for training. They obviously cannot shove in all the training necessary in a single year, but these new warrior priests in training shall eventually become fully ordained members of that specific part of society. If, you know, they live that long. As it is, they are capable of minor healing spells and some of the more low key powers of the Warrior Priests.
Reward: 10 Apprentice Warrior Priests Of Sigmar. Will slowly gain experience over time. Highly suggested to not put into combat.
Intrigue: Ah yes, what could be better than one twitchy Witch Hunter?
Another twitchy Witch Hunter. Unlike Eizenhorn, Marlisa is focused on matters of internal security and intrigue. With a smaller emphasis on faith. But not by much. Eh, you'll take what you can get. (Choose 1)
We Must Stand Together: Faced with a foe like Otto Gruber, you cannot afford to have dissension in your home city. Or in your province. You need to come to terms with the Witch Hunters, those that like you and those that don't, and insure that nothing happens while you face the machinations of Gruber. Can you not work together with these people, or will you be at each other's throats for all time? Cost: 0. Time: 1 Year. Reward: Witch Hunter's Will Work Closer With You While Gruber Lives. Chance of Success: 75% Required: 25. Rolled: 76.
- Yes. Yes you must. Captain Liesedotte agrees heavily with you. Hunting down such deplorable personages as Count Gruber is one of the things that the Witch Hunters are
for. You can only assume what must have happened to the Nordland Chapterhouse, as there is no way that the Order would ever let such a thing happen. So much so, in fact, that after their internal purge last year, they are feeling confident enough to contribute some of their own number. The Templars of the Order are experienced field agents, mortal men and women who have faced the disgusting underside of society and have not broken, even in the face of daemon, cultist, and witch. They possess the utmost discipline, and out of sheer fear in their presence soldiery have some of the Order's iron will forced into their spines.
Reward: +200 Templar Witch Hunters (Good Attack, Decent Defense, Good Mobility, Special: Harsh Presence – Forcibly increases morale of surrounding troops through presence and fear.)
Personal: You refuse to let being an Elector Count consume every free hour you have. (Choose 2)
Ortrud Hertwig: The sister of Sir Reinhardt deserves to know of her brothers fate, and just what brought it about. The only thing that remained after many purification rituals and dips in holy water and the like is his necklace. Every last scrap of everything else about him had to be removed. Not even the ashes could be kept, instead they were spread out into the open sea. The war hero of Ostermark…you had no idea that she had a brother in a Knightly Order, much less the Order of the Everlasting Light. This will not be a letter you will look forward to, but it is one that must be sent. It is the least you can do for such a brave man. Time: 1 Year. Reward: Hertwig Family informed.
- A messenger is sent out, and returns. Lady Hertwig apparently was struck with grief after reading the letter, and sent the messenger away posthaste. Nothing more was said. May they grieve in peace.
Reward: Hertwig Family informed.
Beseech The People: The plight of Nordland must touch the hearts of your people. Sure, you're maritime rivals, or rather you were uppity and they were a dominating giant, but no one deserves what is being done to them. Your people hate the forces of Chaos with a passion, and here it is right next door. Ask your people for volunteers, those willing to plunge into the dark to just get one single stab at the enemy. Last year you suffered an issue where too many people wanted in and not enough supplies were available. Not this year. Not if this works. The people can pay for their own equipment, to join for this. For the glorious opportunity to fight for Ostland! Cost: 0. Time: 1 Year. Reward: Same As
Get Me Everyone! Chance of Success: 75% Required: 25. Rolled: 53.
- You are not the most diplomatic man. On the battlefield you are, in your own opinion, not that bad a commander. You at the very least know how to bellow out a rallying charge. Which is what this is. The town criers carry the news across Ostland, that you intend to head into battle against the forces of Chaos once more. A populace still straining beneath the passion of patriotism is eager to fight. While it would have been possible to do this
and recruit under a more standard form, that would have been an impressive amount of men suddenly in the army to take from the populace. There will be more men entering the minimum age for service next year. Anyhow, the people joined up willingly with heads held high.
Reward: Same As Get Me Everyone! - 4000 Swordsmen, 2000 Archers, 1000 Light Cavalry, 2000 Pike, 1000 Ogres.
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Rumor Mill
The Count of Plagues! - Count Otto Gruber has been in league with Chaos! This dastardly servant of the dark gods has enacted his plans to destroy the noble province of Nordland and all of its citizenry, unleashing the plague that had garnered so much sympathy in the past year. It is unknown how long Count Gruber has been a monstrous cultist of Chaos, throwing all of his actions up until now into grave question. Some have clamored that Stephan von Kessel, son of the previous Elector Count, should be the true Count. Many others have brought up the unfortunate implications that perhaps the past Elector Count, Kessel's father, was not in league with Chaos at all. Regardless, a massive barrier of solid plague mist blocks off all southern approaches into the province, and the implacable Middle Mountains are preventing large scale movement by Imperial men. Thus it turns to the brave young Count Hohenzollern of Ostland, who first brought word of the treachery to the Empire. Even now a mighty host gathers from different corners of the Empire to join Count Hohenzollern in bringing Gruber to justice. May Sigmar, Ulric, and all the Gods of the Empire be with them.
The Survivors Of Kul - The Survivors of Kul is the latest term to refer to numerous warriors and creatures of Chaos that still infest the Empire. Though the Everchosen Asavar Kul was indeed broken at the Gates of Kislev, his hundreds of thousands strong host was not slaughtered to a man. Indeed, they fractured horrendously and scattered across the land, some fleeing back to Norsca, others even farther north into the Chaos Wastes, but with the vast majority deciding to head south the Empire. Last year seen slowly coming together in the forests, it is whispered that there is a champion amongst them, one who may be able to bring the threat of a unified host of Chaos once more into being. Captured and interrogated marauders have slowly set a name into circulation: Thorgar The Blooded One.
Stirland's Slaughtered Sheep – Over the past few months, enormous flocks of Stirland sheep have found themselves slaughtered in their fields. In single nights, dozens of the poor creatures are found with their throats torn out, bodies emptied and enormous chunks of meat ripped out of them. Many are pointing to the possibility of wolf riding goblins, or perhaps just wolves in general. For now, there is little pointing to a culprit, though the Elector Count has promised to locate and persecute the one who is harming the still fragile agriculture of Stirland to such an extent. Others are quite leery of the potential for success in that regard.