Turn 1
Year: 2304 IC
The ceremony was swift and noticeably rushed. Why wouldn't it be? The Elector Count and every other Hohenzollern except for
you up and died within the span of the same month. Instead of the dark haired and tall Elector Count of the past thirty years, the people get the shorter, blonde haired, razor tongued, blacksmith. Your general lack of enthusiasm for both the rituals of the Ulricans
and the Sigmarites was chalked up to you being in a generally stunned state of mind after the deaths of your family and the retrieval from Jegow.
There were some words about Sigmar and Ulric and a bunch of other nonsense about your father and family, most of whom did not even have bodies to bury. They had been unrecoverable from the coast where your ruined and essentially nonexistent ports lie. Some had been too torn apart in general. You could hardly bring yourself to shed a tear, you had barely known most of them, and you and your father's relationship had always been immensely strained.
But then they bring the casket of your mother past, and you find the rage in your heart at the servants of nonsensical and bloodthirsty gods profaning your home bubbling upwards. Not for Sigmar. Not for Ulric. But for
her…you bow your head. For Gertrude. For Lucian. They did not deserve this. The Order of the Silver Hammer, supposedly so pious and protective, had failed you. They promised to bring the perpetrators to justice, but if they didn't….well. The Order had better just hope that it does so.
Brain Wounder is strapped to your side, and you internally marvel at its construction. You are no dwarf Runepriest and so cannot understand just what was put into its creation, but the mundane portions of it…magnificent. The edge, the tip, the inlays, all of them gorgeous and yet none of it frivolously put in. It is by far the greatest blade you have ever had, and despite everything you find yourself somewhat gleeful to be able to touch such a thing.
Then a bunch of disdainful Barons arrive to give you their oaths of loyalty, but you can already feel them trying to dissect you with their eyes. Your generally nonstandard Hohenzollern features is sending ripples through the court of Ostland. An envoy from Magnus, and oh does it take an absolutely ridiculous amount of self-control to not roll your eyes as he reads off the Emperor's message of condolences. Your bordering Elector Counts have also sent messengers, mostly full of condolences and empty words. Routine stuff, nothing truly substantial.
Honestly, you just want to be able to work in the smithy, but you find, annoyingly, that your hours to do so have been exceedingly decreased. You must spend far more time with your Father's….with
your privy council. But you will not turn away from your duty.
You are of Ostland. You are of the Bull. You do not run. You do not hide. When the world turns against you, you
charge.
Turn Directions: You will have a random number of choices for each category. Some choices will need multiple turns to complete. I will roll a simple 1d100 +/- modifiers for the successes. Survey Will Be Up Later. You possess only the Double Down Bonus to choose.
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)
Herding Bulls: The Bull Warriors have spread out across Ostland to help fight 'fires' as it were. Rampaging beastmen, greenskins, and chaos marauders are everywhere despite the victory over Chaos at the gates of Kislev. Yet now they have become too spread out, and you need them to unify as a force once more. By rallying the Bull Warriors from across Ostland, you will gain a force to reckon with that you would otherwise not possess. Cost: 0. Time: 1 Year. Reward: Bull Warriors (Knightly Order) able to be commanded as a group.
Protecting Our Interests: You have a few precious sources of income. One of them is taxes. Taxes that your nobles say they will be unable to pay if you do not do something about protecting their lands. Specifically their logging camps and trading posts. It's a pretty blatant attempt at getting protection, but they aren't actually wrong. If you don't, and said places are burnt to the ground by beastmen or something then your nobles will be unable to pay taxes…from their own income. They might have to dip into their treasuries. Oh. No. The horror. Cost: 0. Time: 1 Year. Reward: Dead Beastmen. Small Boost to Noble Opinion.
A Bull of Iron: You need to make a statement. Yes, you pounded iron in Jegow for most of your life, but that does not mean you are weak. You kept up with your combat training. Now it's time to prove it. The people have barely seen you, but you will
make them see. Some Elector Counts might lead from the back, and do nothing but order others about, but you've never believed in that. You can fight and kill with the best of them. It's time you did so. There are beastmen on your lands, killing your people. It's time that someone killed
them. You have a Runefang. You have a Greatsword bodyguard. You have
ogres. Let's get to it. Cost: 0. Time: 1 Year. Reward: Battle Interlude. Boost to Peasant Opinion. Small Boost to Noble Opinion. (Yes this is literally you going out and finding a fight.)
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 twinkly in your grandfather's eye. (Choose 1):
Help Me, Damn It!: Yes, it is really nice that Magnus the Pious is rebuilding the Empire. Oh they've even declared it the Age of Rebuilding. And that's great! Except he's doing it mostly in the south right now, and as one of the northernmost provinces, that essentially means everyone else except for Nordland, you, and Ostermark. Now, not that you want to step on His Magnanimousness's toes or anything….but you need to step on His Magnanimousness's toes. You're people are not quite starving, but you are being swarmed by the broken remnants of the Everchosen's army. You know, the one that Magnus broke? You need assistance, whether militarily or monetarily or both, but you need
something from the Emperor. It is only right he helps support his Empire's repair, right? Cost: 0. Time: 1 Year. Reward: Assistance from Emperor. Chance of Success: 75%
Diplomatic Survey: You've spent your time in a smithy. Now you can't. You need to know just what your other Elector Counts and Countesses (if there are any at the moment) think of you. As well as Kislev. For now, you are largely concerned with those who immediately border you, and how your recent situation may change things. For all that the Empire supports Magnus, you wouldn't be surprised if they tried to gain some advantage or another over you due to your relative inexperience and the generally deplorable state of Ostland. Cost: 0. Time: 1 Year. Reward: Information on how everyone regards you.
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.
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 aren't 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.
Farming In The Forest: One of the greatest issues of living in Ostland is need for fields. For that super important food thing. What limited space you have is often dedicated for said farms. The issue is that the forces of destruction which inhabit your province had destroyed a lot of what few agricultural institutions that you possessed. A few remain, which is why your people aren't starving like dogs, but you should rebuild some as soon as possible. Cost: 200. Time: 1 Year. Reward: Farming Income.
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):
Screw Nuln: Except don't though. Because that's where the Emperor is. But uh…screw Nuln. They have
all the guns, and
all the engineers. Helga disagrees with that. Your people absolutely love guns, but have no easy access to them. They have to travel all the way from the bottom of the Empire to the top. Wouldn't it be if you had a Gunnery School of your own? You can't possibly match Nuln…for right now, but even a small workshop would be an immense boon to your people. Helga has volunteered to try and find her teacher to come to Wulfenburg so that you might be able to do so. Cost: 0. Time: 1 Year. Reward: Whoever taught Helga comes to Wulfenburg Chance of Success: 50%
Through the Trees: One of the greatest difficulties in fighting through the forestry that is most of your province is orders. Colors stick out like a sore thumb but are easy for enemy forces to detect. Same for flags. At the moment your people don't possess any real sort of communicating orders except through messengers. There has to be a way to do so, or else your people shall suffer reduced adaptability on the battlefield. Which…is bad. Cost: 100. Time: 1 Year. Reward: Something easier than colors/flags for forest operations (aka Ostland operations)
The Hell Is A Potato: Before your ports were destroyed, the big attraction was a trader claiming to be giving out a strange crop shaped like a clump of dirt. He claimed he received a hold full of the things from a Tilean trader who got it from an Estalian who got it from a Brettonian who got it from some far off land filled with walking lizards. It's called a potato. Out of the very few things recovered from your destroyed ports before you had to pull back into the trees, was a bunch of the things. Are they useful? Do they taste good when cooked? Are they worth growing as a crop? Cost: 100. Time: 1 Year. Reward: Potato knowledge.
Piety: Some people normally have one person advising them on such things. But Ostland is…unique. Which is why you have an Ulrican and two Sigmarites here. The first is named Wulff, not the most creative name, and the other two are Leopold, a priest, and Eizenhorn, a Witch Hunter. All three are wary of you, and you of them. Eizenhorn in particular squints at you constantly during the meeting. (Choose 1)
What, Precisely, Can You Do?: You have literally no idea what these fellows can offer. They are leery of you, and you of them, but they do make up an appreciable section of your privy council and regardless of how you personally feel about them or their flippy dippy ethereal useless arrogant voyeurs, the people likely feel differently. You need to know just what they can do for you, and they need to know that they can actually bring up things in the meetings without you completely blowing them off. Because you sort of did that the first time. Whoops. Cost: 0. Time: 1 Year. Reward: Piety Options Accessible.
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)
Hunt Them Down: There is a cult in your capital. They are responsible for the deaths of your most beloved family members. They must die, and they must die soon. The Order of the Silver Hammer dropped the ball horrendously on this one. Make your displeasure known, and do not let them rest until the perpetrators have been caught, drawn, and quartered. Then throw the remains into the sea, they do not get to be buried or burned here, they do not deserve to be. Cost: 0. Time: 1 Year. Reward: Cult members caught, killed. Mother avenged. Chance of Success: 75%
Get. Back. Here: The Order of the Silver Hammer may have thought it was a good idea to go out across the Empire and leave Wulfenburg woefully and in the end tragically understaffed by its members. It was not. Not in your opinion. Your mother, a sister, and a brother are dead due to their negligence. The most eagle eyed Order in all of the Empire just. Wasn't. There. Well no more. The Witch Hunters have left their home province for too long. Get them back here, so they can actually do the work they were meant to instead of going on vacation. Cost: 0. Time: 1 Year. Reward: Many Witch Hunters return to Ostland. Passive defense against Chaos infiltration increases. More criminals caught.
Personal: You refuse to let being an Elector Count consume every free hour you have. (Choose 2)
Marriage…hurray?: You hadn't even really thought about marriage before this point. But as an Elector Count, you have a responsibility to…well, get married. It's not like you'll want for potential partners. Even as a brand new and untested Count, you command a Runefang and an entire Province, giving you more influence than almost anyone else in the entire Empire. Put out the call that you are looking for potential partners and you can be assured that you will receive many an option. You'll have your advisers look through them first to cull the chaff of course. Cost: 0. Time: 1 Year. Reward: Marriage Options.
A Trade: Smithing is your true passion. Yet you exhausted all avenues for further growth in your former residence. Now, as an Elector Count you have the rare opportunity to try and see if you could request a true teacher. You speak, of course, of a dwarf. Would any dwarf be willing to help teach you to be even better? If you succeed in getting a dwarven teacher, this would likely be quite a positive in any future dwarven relations. Cost: 0. Time: 1 Year. Reward: Dwarven Blacksmith Teacher. Chance of Success: 40%
I Want Several: You have nothing against guns, you just never got around to learning how to use them. As Elector Count, you can order someone to help you though. That Witch Hunter woman, for instance. You never did get her name, but she carried about eight of the things. Surely the Order that failed to protect your mother wouldn't protest giving you one or two of those pistols and then teaching you how to use them…right?
Right. Cost: 0. Time: 1 Year. Reward: Get to equip pistols. Training with a Witch Hunter has additional benefits. +1 Intrigue.