Turn 5 Results
2308 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) –
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 quality, training, and materials that the
Foot has access to is far beyond what Ostland could possibly provide. However, they have done their best. Many of your soldiery grumbled, groaned, but in the manner that all people do when staying is a foregone conclusion. You had access to the ludicrously hearty and filling food of the halflings, which helped a good amount. Your army is not the equivalent to the
Imperial Foot, but they have been trained by them.
Reward: Ostland Army +3 Following All Orders, +5 To Morale Rolls for 3 Years If Not Refreshed.
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.
- After a summer of preparation…you march just as autumn begins.
Reward: The Nordland Campaign Begins!
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:
500 475. Time: 1 Year. Reward: 2 Handgunner Regiments of 500. Total of 1000 Handgunners.
- Wissenland was having issues last year, and still is, but Magnus is nothing if not skilled. At the head of a cleansing force of
Rieksguard and
Foot he has accomplished much in saving his province. As such, a small number of
Foot Handgunners are able to make their way north along the river lines and roads. They join up just two and a half weeks before you departed into Nordland yet as part of the
Foot they seamlessly melded into your forces.
Reward: 2 Imperial Foot Handgunner Regiments of 500. Total of 1000 Foot 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):
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] Required: 50. Rolled: 15
- Just a bit of bad luck, none show up to be hired.
Failure.
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.
- There is not much to say here. Before the army left the first cart was heading down to Wulfenburg.
Reward: Copper Mines Set Up, Mining Income +150 Gold.
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):
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.
- It's a sprawling thing indeed. Valma believes in extremely thick walls and wide hall ways, all specially built around protecting the things within. By now it is shaping up to be one of the biggest structures in Wulfenburg.
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.
- Knowing that you're heading out into battle far sooner than later in the year, you and Borgin throw yourselves into your work. By the end of it, you can finally be satisfied. It isn't quite a flexing set of plates which fit together, but you've finally managed to make a full set of ogre armor that can be given somewhat minute adjustments to match varying gut and general body sizes. It will take a bit of resizing for those who are smaller or larger than average, but the point is thus – you have crafted a set of something between half-plate and full late. A ¾'s plate as it were, which covers the valuable ogre gut, head, arms, and legs, admirably. The ogres of Ostland's army seem to love it, as the quality is far better than the slapdash thrown together scrap armor that normal ogres would wear. By creating this, your ogres shall be infinitely more protected. The only difference now is that it will cost just a bit more to outfit ogre units.
Reward: Uniform Ogre Armor. Ogres upgraded to Great Defense. Cost of recruiting 100 Ogre Regiments raises from 125 Gold to 150 Gold.
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)
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% Required: 45. Rolled: 69+20=89
- You went to the small and humble temple to Shallya in Wulfenburg to make your request. Understandably surprised at your presence, it took a bit of time for them to process it. Unfortunately there would be no way for them to outfit every single one of your soldiers with protection. So you don't. Instead, you make the pragmatic and admittedly somewhat cold choice to get protective amulets for the various commanders of your forces. As in you, Natasha, her Ice Mage instructors, and the commanders of the various allied detachments like Johanna Fuerbach. Unfortunately it seems that these amulets will not provide inviolable protection, as you might have hoped, but they will be much better than nothing.
Reward: Protective Shallyan Amulets for Hero/Commander Units.
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% Required: 15. Rolled: 22
- Captain Liesdotte seems uncomfortable to have this conversation that Natasha just
happened to arrive at. You aren't precisely sure why, but eventually she acknowledges that you are correct in that many in the Ostland Chapter have not been as careful as they should be. She will endeavor to solve this issue, which should hopefully provide just a few more wizards for the Empire and a few less dead. You aren't sure why she was so uncomfortable about it though, though you swear she seemed conflicted between looking at the pile of orders on her desk which seemed split between the Lord Protector and the Emperor/Theogonist Duo. Ugh, internal politics.
Reward: Witch Hunters kill less potential Wizards for the Empire.
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%. Required: 35. Rolled: 39
- Your wife rested a lot last year, and decided that this was the year to make up for it. Halfling food is incredibly fattening, so only through the most incredibly vigorous exercise can one not plump up to practically ogre gut standards. Fine for ogres, quite unhealthy for humans. But, vigorous exercise is what your wife demands. You spar with blades day in and day out when you are not smithing or organizing the logistical horror show that is organizing the army that has come to Ostland to free your western neighbor. Your wife was never a waif, but she was also never incredibly bulky. Yet by the end of the year her arms have gained some noticeable lean muscle, and even some vaguely defined abdominal muscles. Years of reading books can do nothing against a determined woman who has access to you and Halfling food.
Reward: Natasha's Martial no longer penalized by Scholar Trait.
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.
- You do not have access to the legendary Gromril, and even if you did you would have no idea how to work it. That is something that Borgin knows, but isn't telling just yet. Every day your craft gets a little bit better, so in this case you put together something created by the two of you. Instead of you going out to purchase something, Borgin actually decided to pull some of his own materials. They were meant to be used in a test of skill as a sort of benchmark, but he knows that you are about to do something exceedingly dangerous. So instead, the two of you begin working at the very first day of the year, only finishing a short time before you march out. It is, without a doubt, masterfully crafted however. All the experience of a four hundred year old dwarf and yourself, it breathes excellently while allowing full range of movement. Underlayers and buckles help keep it even more structurally sound, and the helmet covers all of your head. A smaller exact field of vision is a small price to pay to keep some gnawing Nurglite creature from eating your face.
Reward: Master Crafted Armor.