Turn 5
2308 IC
This is it. The plague has ravaged Nordland, and has continued to do so with every moment. More are infected and thus transformed into harbingers and vessels of Gruber's disgusting will. You have an army thrown together in numbers that have not been seen since the victory at Kislev less than a decade ago. Not that it matches said fight against the Everchosen, but the point stands. All that could send aid have, and now you can delay no longer. Stephan von Kessel and whoever fights in northern Nordland must be rescued, and failing that you must avenge them. Count Otto Gruber has outstayed his welcome upon the mortal coil.
You shall ensure that he is most violently ejected from it. By blade, hammer, cannon, and magic.
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) –
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. Will Complete This Turn.
The Count of Plagues: Count Otto Gruber must be stopped, and Nordland rescued. The longer he is given time to work, the more innocents die, and the more and more likely that all resistance in the province will crumble. Even now according to your scouts the creatures that were once human charge at Captain Kessel's holdout in Luftburg. A second large swarm heads northwest of Luftburg to an unknown destination against
someone who is fighting back. Every moment you waste is another dead. Sir Reinhardt did not die to deliver his message just so you could sit back on your wheels. Those that could send aid have, those that couldn't haven't. There is nothing left to do but descend into Nordland. Reward:
The Nordland Campaign Begun, War Turns.
Get Me Everyone!: Nordland is in the sways of corruption at the hands of Count Otto Gruber. His ships are unable to land anywhere, yet he has cut off land access from the south. That means that it is up to you. It will cost an absolutely immense amount of money, but you don't care. Neither do your people. Last year you had trouble turning away so many who wished to join up for the military. You shall not have such a problem this year. This will hurt your treasury mightily, but when you have a Chaos-corrupted Elector Count
literally next door it is not too hard to justify. Cost: 3050. Time: 1 Year. Reward: 4000 Swordsmen, 2000 Archers, 1000 Light Cavalry, 2000 Pike, 1000 Ogres.
The Guns of Nuln: You don't have that many guns, despite your peoples love for them. You should get more. While it would be nice if you could build some of your own, it might be time for you to get access to some early, to get at least
some people trained with them. Though it would normally cost a premium to do this, considering the distance between Ostland and Wissenland, both Sir Erwin and the remaining commanders of the
Foot assure you that they can expedite the process. It turns out that men carrying a Writ of the Emperor can grease wheels exponentially more than anyone could on their on. The combat engineers who watch over the cannon like mother hens can then teach your men. Cost: 500. Time: 1 Year. Reward: 2 Handgunner Regiments of 500. Total of 1000 Handgunners.
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):
Talabecland Sympathies: For a wonder, the Elector Count of Talabecland seems to be genuinely interested in aiding you. Tales of lowered tariffs at the cost of profit so that trade and goods may flow easier through the bruised and battered Empire have created an odd wave of simultaneous gratitude everywhere in the Empire and slight irritation at the mercantile quarter of his province. But for the most part he seems to be very well regarded for his kindness. Also the man fought in the Great War Against Chaos so none can call him soft, not after he lost an eye in the war in exchange for slaying one of those dastardly armored Chaos Champions. It might to do try and increase trading exchanges between your people. Trade is always good for improving peoples mood. Cost: 0. Time: 1 Year. Reward: Trading Income +50 Crowns Per Turn. Better Diplomatic Contact with Talabecland.
Mercenary Interests - Ogre: You rather enjoy the ogres of Ostland. At least, those who have become citizens of the Empire. The melding of the two cultures is a nice one, because you have heard just how much more brutalistic normal ogre culture is. Any culture that involves casual cannibalism is one you are happy to
not have your citizens practice. But there is such thing as more traditional ogres, who practice something strange called Gut Magic and other such odd things. There is a small amount of friction between mercenary ogres and actual Ostland ogres, but the former could likely be paid in food thanks to the halflings. All that remains is to see if any are willing to join you. Cost: ??? Chance For Success: 50% Reward: Ogre Mercenaries [Cost will depend on who shows up, and even then you can choose whether or not to hire them]
Mercenary Interests – Others: Every little bit helps. You are willing to dip into your treasury if it means that you can have more forces on your side. As such, put out the offer that you are looking for mercenaries. The more well informed groups cannot possibly have missed the army you have begun assembling. All that you must do at this point is put out the offers and see just what bites. You'll welcome just about anyone so long as they aren't secretly a chaos worshipper on the side. Cost: ??? Chance For Success: 75% Reward: Mercenaries [Cost will depend on who shows up, and even then you can choose whether or not to hire them]
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)
Copper Mines: You discovered some copper veins last year, and they are in prime position to be harvested. Not to mention the whole thing where there are no beastmen or greenskins running around for miles around the outskirts of the mountains, or at least where your scouts went. Set up some mines, but be sure to put into place some good defensive emplacements. After all, you never know if those things will just come back. Cost: 500. Time: 1 Year. Reward: Copper Mines Set Up, Mining Income +150 Gold.
Walking On Moonshine, Woah Woah: This may or may not be a controversial move. Everyone in Ostland drinks. No, not mostly everyone, or almost everyone,
everyone. The problem is that nobody really acknowledges this, it's just become so ingrained that no one really even questions it. But here's the thing, there would be no way to supply the demand if it weren't for the fact that a lot of people just make their own. That right there is an immediate income source just staring you in the face. Instead of having a bunch of independent brewers making incredibly disparate concoctions in their basement, contract a few on your own, and sell to the citizenry. A consistent quality and/or flavor (flavor optional) is rare in Ostland. Some people might raise an eyebrow at an Elector Count's government selling alcohol. Well, those people Ostlanders. Cost: 500. Time: 1 Year. Reward: Government Controlled Breweries. Gain Alcohol Selling Income. May raise Peasant Opinion. May lower Peasant Opinion. 50% Chance of one or the other of those two.
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? (LOCKED):
Study The Cannon: Cannon are some the most effective and powerful items in the Empires arsenal. You have only been loaned four, and while you would love some more it might be prudent to let some of your tiny engineering class, singular, take a look at them. The combat engineers sent with them jealously watch over their charges, but they were ordered by the Emperor to assist you, and if that assistance includes letting your people figure out cannons just that little bit later so that you could
perhaps build your own in the future? All the better. Cost: 50. Time: 1 Year. Reward: First hand cannon knowledge for your future Engineering school.
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.
Will Complete Next Turn.
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.
Will Complete This 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)
Placebo Effect: Apparently sigils, symbols, engravings, and a bunch of other odd religious knick knacks are just the things for the ailing Empire family. At least according to Leopold and Wulff. It sounds ridiculous to you, because if they truly were that effective then why wouldn't everyone have covered their walls and homes with the things but you've already made enough of a mess with your relations to the religious folk. It's a way out that they are offering you, that adding these things will hearten the people and increase the protection of the faithful and…a bunch of odd religious pithy back and forth. You have no problem with it if it makes the people happier and less liable to try and kill you while you do some real work protecting them. Cost: 500. Time: 1 Year. Reward: Sigmarite and Ulrican symbols built into buildings across Ostland as well as road signs and posts. Supposedly will grant some sort of protection, but will
definitely make people feel better. Religious people, am I right? Boost to Peasant/Noble Opinion.
Protective Amulets: You have heard tale that Shallyans are the ones to look to for true healing and protection, more so than the priests of Sigmar. Which is fair, as the latter are more suited to bashing skulls and healing battlefield wounds. Also, there isn't as much of the doctrinal rivalry by Ulric or Sigmar against Shallya. As such, it may be prudent to look into getting the assistance of some Shallyan's to bless amulets for your people as you head into the plague filled Nordland. The only issue is that Ostland has a bit of a dearth when it comes to priestesses of Shallya, so it would be difficult to find any, and more so to get some capable of doing what you are requesting. Cost: 100. Time: 1 Year. Reward: Protective Shallyan Amulets. Chance of Success: 55%
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)
Emperor Says So: The Emperor has ordered that witches are no longer to be burnt at the stake. While the Witch Hunter's must follow his orders, you can tell that they are doing so quite grudgingly and you don't believe for a second that they truly do so every single time. More likely they kill the poor fellows when no one is looking and claim that they had no choice. Well they're right about one thing, they don't have a choice. But first you need proof. Marlisa was only somewhat offended when you posited that this was occurring, but eventually admitted that there were those amongst the Order who would do so without remorse or caution. This cannot be allowed. If the Emperor wants people who have 'it', then by your hands he'll get people who have 'it.' Cost: 0. Time: 1 Year. Reward: Witch Hunters kill less potential Wizards for the Empire. Chance of Success: 85%
What's With Hochland?: Stirland has…sheep issues. Everyone else at least gave you an excuse or you are sort of sure that your messenger didn't make it. But Hochland gave you some fairly flimsy excuses, as in they didn't. A bunch of circular logic and faffing about. You don't like that. Perhaps you could ask Marlisa to see if she could contact the Hochland Witch Hunters and see if anything truly untoward is going in the province where everyone is supposed to be happy heart hunters. Cost: 100. Time: 1 Year. Reward: Information. Chance of Success: 75%
Personal: You refuse to let being an Elector Count consume every free hour you have. (Choose 2)
Steel Entwined By Frost: Your wife is feeling much better indeed, and as such has demanded that the two of you get some extra training in. You are both about to stride into the battlefield, and though your wife's Ice Magic will be far more limited than it would be in Ostland. So she'll have to make up for it in a brutal training regime, or so she says. You have halflings nearby, and with the heartiest food in the world to access, she intends to improve herself as much as she possibly can. All that time she spent in a library must be exchanged, changed, and prevented from negatively affecting her further. Cost: 50. Time: 1 Year. Reward: Natasha's Martial no longer penalized by Scholar Trait. Chance of Success: 65%.
My Armor: Borgin is no Runesmith, but he is a master blacksmith. As are you, though the difference between a master dwarf and a master human is quite an interesting gulf indeed. In any case, it may or may not be prudent to forge yourself a new set of armor. The last one was torn apart at Salkalten from multiple sources. This shall be made with all the alcohol fueled skills of you and Borgin, crafted with the finest metal you can get access to. It's no Gromril, says Borgin, and it might not have any runes, but damned if it won't be better than anything you've ever created before. Reward: Master Crafted Armor.
Their Daggers: Borgin is no Runesmith, but he is a master blacksmith. As are you, though the difference between a master dwarf and a master human is quite an interesting gulf indeed. The world is a dangerous place. You are not the kindest man, or the nicest in conversation, but you are quite good at crafting things with your hands. In such a dangerous world, one of the best gifts you can make would be something for others to help defend themselves with. Your daughters are young, but you could make something for them for when they are older. Just some fine daggers would be good. Reward: Master Crafted Daggers For Daughters.