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.
Let's gather up the Bull Warriors, and go clear some of the Beastmen so things are more secure and we can get more income.

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.
Knowing where we stand with our fellow Counts is more important right now than getting help.

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.
More food is always good.

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.
Better communication in battle is vital, and so is a food that isn't as susceptible to the cold.

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.
Pretty obvious.

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%
Fuck your shit cult.

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%
Marriage and a dwarven teacher sound great.
 
Last edited:
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.
Let's gather up the Bull Warriors, and go clear some of the Beastmen so things are more secure and we can get more income.

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.
Knowing where we stand with our fellow Counts is more important right now than getting help.

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.
More food is always good.

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)
Better communication in battle is vital.

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.
Pretty obvious.

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%
Fuck your shit cult.

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%
Marriage and a dwarven teacher sound great.
We get two research choices.
 
We must definetaly bring more gunnery to Ostland. Perhaps we can actually bring it to Nuln's standard in technology with Helga's help.
 
[X] Herding Bulls
[X] A Bull of Iron

[X] Diplomatic Survey

[X] Farming In The Forest

[X] Through the Trees
[X] The Hell Is A Potato

[X] What, Precisely, Can You Do?

[X] Hunt Them Down

[X] Marriage…hurray?
[X] A Trade - Double Down
 
You know, at some point I hope we interact with Magnus the Pious, if nothing else it's be entertaining to see an debate/argument between who are most likely the most and lest pious people in the Empire when the lest pious person still hates chaos with an passion.
 
[X] Herding Bulls
[X] Protecting our interests

[X] Diplomatic Survey

[X] Farming In The Forest


[X] Through the Trees
[X] The Hell Is A Potato


[X] What, Precisely, Can You Do?

[X] Hunt Them Down

[X] Marriage…hurray?
[X] A Trade - Double Down
 
Last edited:
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)

[X]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.

[X]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):

[X]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)

[X]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? (Choose 2)

[X]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)

[X]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)

[X]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)

[X]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%

Personal: You refuse to let being an Elector Count consume every free hour you have. (Choose 2)

[X]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.

[X]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.
 
You know, at some point I hope we interact with Magnus the Pious, if nothing else it's be entertaining to see an debate/argument between who are most likely the most and lest pious people in the Empire when the lest pious person still hates chaos with an passion.
If it came to an argument, pretty sure Magnus would come out ahead there (what with our abysmal diplomacy)
 
Guys, we must go for the Screw Nuln option. We won't get a better chance for us to take aqay their secrets.
 
im loving that helga is either immortal or a time traveler, or capable of jumping into parallel universes, as well as being a shapeshifter and a planeswalker.

she's been in three different quests been 2 different races and been involved in 2 different timelines and a completely alternate universe.
 
Herding Bulls
Protecting Our Interests


Diplomatic Survey

Farming In The Forest

Screw Nuln (DDed on)
The Hell Is A Potato


What, Precisely, Can You Do?

Get. Back. Here


Marriage…hurray?
I Want Several


Overmind has a point in regards to the guns. Pass on the Dwarf for this turn and DD on it to get a decent chance of getting the gunsmith. As for GBH I figured hauling the morons back before they scatter further will help the investigation.
 
im loving that helga is either immortal or a time traveler, or capable of jumping into parallel universes, as well as being a shapeshifter and a planeswalker.

she's been in three different quests been 2 different races and been involved in 2 different timelines and a completely alternate universe.
I prefer to think Helga is like the 'Rick collective from the first Golem quest
 
I don't know what you are talking about.

Helgana is the Madwoman of Alysium.

Helga is...not.

Even their names are different, see?
Is Helga also a bit of an madwoman? Because it's obvious Helga's name at least is an reference to Helgana from the 'Dynasty in the Mists' thread (which is awesome by the way).
 
She illegally learned engineering and gunnery from a dwarf, because as far as I know both of those schools are for dudes only right now.

She's not mad, she's ambitious.
 
She illegally learned engineering and gunnery from a dwarf, because as far as I know both of those schools are for dudes only right now.

She's not mad, she's ambitious.
Ok, so she's ambitous, not mad. I'd wonder what would happen if she had ever met Helgana then.

Actually I can't help but wonder morbidly what would happen if we met Duncan both from the begining and right now with him being...you know, A GODling.

Also I'd wonder how we would interact with begining of quest Jakob since he also had an pretty shitty piety.
 
Last edited:
Back
Top