Not likely to happen I'm afraid. The head of intrigue's a witch hunter. Plus it would be foolish to not rely on an organisation that specialises in intrigue. They just need reform which we can start with the next action on Get. Back. Here to get them back to Ostland.

Regardless of piety we have the authority of an elector count and so long as we fulfill the responsibilities, they'll cooperate. They maybe zealous but they should be pragmatic.

edit: Not using or replacing them also might lead to accusations of heresy and burnings. They are paranoid people.

The piety is definitely a problem, but Witch Hunters are also intriguing, skulking fellows, so he might see a use for that even if he doesn't buy all of their "God" hooey. Remember, our character has 12 (soon to be 13) Intrigue, which is actually a pretty good score. We sorta forget this because, in my experience, Warhammer Quests usually have rapid and rather unfortunate number-inflation, so that by turn 10, any stat below a 20 is "low."
 
I think example of Archaon fall to Chaos is wrong in some aspect,High piety can suffer form chaos corruption,Yes for Horus or Archaon.

But not everyman create equal in this warhammer world,They are people that born with great destiny like Archaon,Sigmar,Valten.

That mean big guy like Chaos god will try to corrupt them but our low piety mean just little afford form cultist will put us to damnation of chaos.

I think our approach to piety should be atleast 10 to have some resistance agaisnt chaos.
 
You don't have to be pious to resist chaos. There are many, many people who don't get turned to Chaos and don't do this worshipful bullshit either. All you have to have is Willpower to avoid chaos bullshit. Or white hot rage at all gods in Fred's case.

"Fuck these gods, and fuck those gods too!" pretty much sums his opinion up well. Which pretty much means a cultist shows up and gets splattered by the rune fang or the blacksmith's hammer depending on where he's at at the time.
 
You don't have to be pious to resist chaos. There are many, many people who don't get turned to Chaos and don't do this worshipful bullshit either. All you have to have is Willpower to avoid chaos bullshit. Or white hot rage at all gods in Fred's case.

"Fuck these gods, and fuck those gods too!" pretty much sums his opinion up well. Which pretty much means a cultist shows up and gets splattered by the rune fang or the blacksmith's hammer depending on where he's at at the time.
Well that depend on stituation, Van Horstmann has that approach to Chaos God,All he care is knowledge,His worship to Sigmar is the same approach to Chaos,and a genuis who have mind like fortress to resist temptation and damnation.
The guy that can bind daemon without getting corruption...and he become champion of Tzeentch.

But I admit that go too far,I prefer to think guy like Horus,Sigmar or Valten in term of mechanic is...

Player who choose some attribute and take some malus in characther creation.
 
I have no bloody idea what the hell you're trying to say.

Horus, Sigmar and Valten all would have ridiculously high Piety stats so I have no idea where they come in.

All the people who go "ooooh have to raise piety or we're doomed to Chaos because this is Warhammer!" annoy the piss out of me, it doesn't even work that way in WFRP.
 
I have no bloody idea what the hell you're trying to say.

Horus, Sigmar and Valten all would have ridiculously high Piety stats so I have no idea where they come in.

All the people who go "ooooh have to raise piety or we're doomed to Chaos because this is Warhammer!" annoy the piss out of me, it doesn't even work that way in WFRP.
Fucks sake, dial down a little on the venom there will you.

Chaos IS a corruptive force, let's not kid ourselves there.
And they can be subtle as fuck.

Finally?
If we have low Piety, our children will have low Piety (cause hey, guess what, we're playing a dynasty!), which means that they could also fall, epecially since they could very well not develop a loathing for all gods.
 
I never said Chaos wasn't a corrupting force. But Piety is NOT the be all and end all of how to avoid Chaos corruption and there has been just how much kvetching in these Warhammer threads going on and on and on and on about it? Multiple pages in this thread alone.

What venom? I literally cannot understand what he was trying to say and have no idea why he mentioned three of the most pious characters in Warhammer to start with. If you can translate what he said into proper english as I doubt it's his first language I'd be very happy.
 
Also, I always found it weird how these Quests made inheritable, directly, stats gained from life experience. Like, I get genius being hereditary, and 'Strong' and I also think that having a father, guadian, or parent who is high in one stat should make learning it easier, but the system of people being born with 10 Stewardship because their mom and dad both had 30, or whatever, is sorta...silly.
 
Also, I always found it weird how these Quests made inheritable, directly, stats gained from life experience. Like, I get genius being hereditary, and 'Strong' and I also think that having a father, guadian, or parent who is high in one stat should make learning it easier, but the system of people being born with 10 Stewardship because their mom and dad both had 30, or whatever, is sorta...silly.
I think that part is supposed to represent them being carted around by mom or dad and learning by being in the room while these things are going on when they're kids.
 
Well, my mom's great at music, and I never picked that up at all.

I know, I know, it just seems that the way it goes reinforces over time this dynasty mentality where everyone is superhuman and has all of their stats above 10.
 
Turn 1 Results
Turn 1 Results
2304 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)

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.

- The Elector Count calls, and the Bull Warriors answer. The forest terrain that marks Ostland has helped ensure that large cavalry groups are generally unfeasible. You cannot move horses in very large numbers, it simply is not viable. As such, the singular knightly order in the province developed with a reduced focus on jousting and horse riding and such and exchanged it for extremely heavy armor and combat on foot. If they could not charge on horses, they would charge and crash into the enemy themselves. Like, say, a Bull. Extremely heavily armored, they are the perfect human group for hitting targets or protecting objectives. Their dedication to the people of Ostland resulted in them spreading out far too greatly to be of true work unfortunately. No longer. Throughout the course of the year the Bull Warriors assemble at Wulfenburg, their shining plate glinting even in the gloomy climate. They await only your orders. Reward: The Bull Warriors, Ostland's Knightly Order. (Good attack, Extreme Defense, Decent Mobility). x3000 Heavily Armored Swordsmen.

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.)

- You cut your way through the forest, tearing apart three different bands of beastmen and rescuing villages. But the biggest fight definitely occurred when you chose to brave the currently uncontrolled coast where your father found his death. You ranged back and forth, killing the damned creatures until you found that one of the most important settlements in Ostland under assault by a concentrated group full of Norscan marauders and beastmen working together. Schönfeld is your main border settlement along the Kislev Border. Its possesses the only road towards Erenburg and elsewhere in your northern neighbor. Thus it is the main trade passage between Ostland and Kislev. (Battle Interlude Will Be Next Post)

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):

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.

- The messengers go out, and questions are subtly asked. You relied on the Baroness's expertise for that last part. Goodness knows you would have just outright asked them. In any case, the news is….well. Let's just go down the list. The Emperor is really focused on the south at the moment, and so was barely able to spare any attention on you in general besides regret that your father and family died. Now then, the various southern Provinces are equally uncaring about you. Everyone was hurt in some measure or another by the Great War. Your more immediate neighbors are far more interesting.

Hochland is often regarded as a smaller and less wealthy version of Ostland. They are not always happy about this descriptor. It's not that they don't like you, but as a brand new Elector Count they are not going to regard you as much of a threat. It is for that reason that it may be good to keep an eye on them. They are always looking to try and expand their wealth, like everyone else. The issue is that their expansions might dip into your portions of the Middle Mountains, though them taking your southernmost territories in the current chaos of the era is ludicrous. Right?

Nordland, ah Nordland. What snooty sailors they are. Skilled too, though. They were one of the worst hit in the Great War, their previously massive fleet having been terribly savaged by the forces of Chaos. Coastal concerns have always been a difference between the two of you, and your father was no different. He fostered somewhat of a rivalry with the admittedly superior seafarers, who regard you with curiously buzzard like eyes. They better not try anything with their twisted tangled mass of supposed titles and claims…

Talabecland you like and respect. They are bordered by many, and have made great use of that by becoming the central trading province for land based matters. Trading between provinces will almost inevitably go through Talabecland due to their extremely well maintained roads and services for merchants and traders which outshine any other provinces at this point in time. That means that even if the journey would on paper be easier to go in a straight line overland, being able to move freight along the rivers of Talabecland is simply so much easier. They like you too, and wonder of wonders the modest Talabeclanders seem genuinely concerned about you. Who ever heard of a sincerely kind Elector Count? Well you may have found that rarest of things in Count Adolf Fuerbach. His province seems remarkable unharmed by the Great War, their damage showing itself in the dearth of population. But the trading infrastructure is still strong, it seems. A benefit of over two thousand years of perfecting said trading infrastructure.

Kislev essentially glanced in your direction and turned back to its own concerns. Tzarina Kattarin Romanoff - daughter of the now dead Tzar Alexis and sister to Natasha - is busy dealing with the land that was worst hit out of all others. Kislev was more than ravaged, more than devastated. Its lands were terribly desecrated, and one of its three main cities was burnt to the ground and ended up horribly corrupted. They have a hard, hard time ahead of them. The Tzarina seems focused on her city of Kislev first and foremost, leaving Praag's burnt remains to some poor fool and Erenburg's raided infrastructure to another. They would likely pay a premium for food and materials if you could convince them to purchase from you. And the timber you can provide for any rebuilding efforts might be profitable.

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)

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.

- You hate beastmen. They apparently hate it when you cut away at their home. Well good. A few roving bands of the mutants try to hit the camps but you weren't stupid and ordered that they were to be defended by at least a few ogre guards. Thus, by the end of the year you've managed to rebuild to the point that two thirds of your pre-Chaos Invasion farms are back up and working. That's a third more than you began the year with. Reward: Farming Income +50 Crowns Per Year.

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%

- Required: 50. Rolled: 98+20=118. So the story comes out. Helga, as a woman, was rejected from the Gunnery School. Which she found ridiculous, as apparently yes there are most certainly dwarven engineers of the feminine variety. An Ostland native, your advisor did the next logical thing – she tried to drink her body weight in alcohol by a factor of twelve. She does not, in fact, remember that night at all save for slamming the first mug of ale down. Her next memory is waking up with her head in a bucket. Then someone else woke up next to her, head also in a bucket. The second person is the dwarf who just came into Wulfenburg yesterday, her giant orange Mohawk stiff in the wind. Apparently the two had made some sort of competition with the reward being the dwarf swearing an Oath (dwarves do capitals when it comes to oaths) to teach Helga everything she knew about engineering and guns. Now, apparently, this is completely against the rules of the dwarven Engineers Guild or whatever it is. But, also apparently, Valma Tharmaniz doesn't care about those rules.

She hasn't cared about them since she became a Slayer. Now that, you only know somewhat about, but all you really need to know right now, Valma tells you in a drunken haze after her arrival, is that being a Slayer means that you don't get to be part of normal dwarven society, and that after a while you get to go get in a fight and then die. Poof, the end. The only thing that can stop Valma from going off and doing just that in the Forest of Shadows is the fact that she swore an Oath to teach Helga everything she knew about engineering and guns. She hasn't come close to doing so. So you can take some comfort in that, and take some extreme comfort in the fact that a three hundred year old dwarven engineer and Slayer has taken up residence in your capital city. Now you just have to…build a Gunnery and Engineering School. How hard can that be? Reward: Valma Tharmaniz, Dwarf Master Engineer and Slayer.

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.

- Yes, this is a most useful crop! Over the course of the year Helga reports that her people have determined this tuber can grow in a surprisingly large number of disparate terrains and soil. They are hardy, and grow well in a lot of different places that you really hadn't thought any vegetable or fruit was normally capable. Well, the potato can. Even better, as proud Ostlander's they decided to check to see if it possessed that all too rare quality – the ability of alcohol to be made out of it. Well, the answer is yes. They managed to create some kind of potato water that gets you drunk really fast. It's absolutely fantastic. Oh, and uh, you could probably be able to grow them in enough numbers to help feed your people greatly. Which is great, because food, but you can also make…you shall call it…Ostka. Ostka, the newest type of alcohol to join the world! Oh the things you can do…Reward: Potatoes really useful. Can Add Potato To Crop Distribution. Can Set up Ostka Breweries. (Ostka = Vodka).

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.

- Well. You got them to open up. Now you sort of wish you hadn't. It seems that your general apathy towards religious matters has been greatly noted by the citizenry and the religious citizenry in particular. Wulff and Leopold angrily compete with one another for attention, trying to determine just whether or not you would support Sigmarite or Ulrican interests. Eizenhorn says nothing, merely glaring at you constantly. Every time you don't say what they think is the 'right thing' to their questions and statements and his eyes narrow further. By the end of it you feared that his eyelids might cross each other and keep going to the other side so hard was he pressing them together. Still, they provide some useful information. You don't really truck with hammer head and wolf face, or Sigmar and Ulric as they are called, but considering the fact that there is such a thing as magic and that the powers of Sigmar are at least somewhat demonstrable in the form of glowy auras and slightly extra loud voices –ooh such a useful thing you say to yourself sarcastically – and that they may or may not be able to provide defenses against Chaos through their symbols you cannot just ignore them. You may not worship anyone in particular, but if shoving a metric ton of Sigmarite or Ulrican sigils and effigies into the face of anyone or anything affiliated with Chaos makes them squeal even just a little bit, you don't see a problem with shoving a metric ton of religious crap in their face. Or beating them to death with said symbols. Both work for you. Reward: Piety Options Unlocked. Turns out the religious folks are suspicious of you.

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% Required: 25.

- Rolled: 73.

The Witch Hunters found them, a small cult of Tzeentchian mutants. They had hoped to plunge the Province into further Chaos with the death of what they thought would be the last of your family. But you lived, and they died. As they were hacked apart in front of you by the Greatswords in public view of everyone after having their tongues pulled out, you felt no true satisfaction. Your mother was dead. But when you sent their remains into the sea, you smiled. They had claimed to be servants of Wulfenburg's people, as if the people wanted mutants ruling over them. The Witch Hunters felt especially chastised. It wasn't that hard to catch them, but the Order simply hadn't. They know that this has damaged their relationship with you. And since you are Elector Count...this is a bad thing for them. Reward: Cult members caught, killed. Mother avenged.

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

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 now possess five pistols. They scare the hell out of you with the potential for them to blow up, but you cannot deny the usefulness. Luckily, you didn't have to just figure them out, and so instead you began training with a Witch Hunter, some one-eyed man with a shock of black hair and scarring all over their body. Now when you head out into battle you'll have some guns for emergencies. At the very least, your eyes are much better at catching the movement of things in the dark. Well, it's Ostland. So most of it is dark. And filled with trees. Reward: Get to equip pistols. Training with a Witch Hunter has additional benefits. +1 Intrigue.

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.

- You got a lot of responses, but your advisors have selected the ones they find the most…useful. Or palatable. Whichever.

1) Johanna Fuerbach is the recently 'rediscovered' daughter of the current Elector Count of Talabecland. She brings with her connections to the Empires greatest land-trading Province and a direct line to it. The 'rediscovered' portion is due to the fact that she has been presumed dead for the past three years. As it turns out, she wanted to go out and see the world, and when was told not to…went out and did it anyway. Now twenty three years old, she has spent the past four years traveling the world as an adventurer fighting everything imaginable across the world. They thought she died when the boat she was travelling on towards Cathay was reported destroyed. She didn't and made her way to shore. Experienced to the extreme, if Johanna's tales weren't backed up by the confirmation of the dwarves, men, and women that she travelled with then she would have been ridiculed as an absolute liar. As it is, her halberd was once repaired and engraved with dwarvish runes for helping an expedition of the stout folk recover some Clans ancestral heirloom from a lost hold in the Mountains of Mourn. Now she is back, and her father is desperate to stick her somewhere where she won't immediately run off again to satisfy her wanderlust.

BD: 2281 IC
Diplomacy: 14+1=15
Martial: 17+1+2=20
Stewardship: 8+1=9
Intrigue: 10+1=11
Piety: 13+1=14
Learning: 15+1=16

Trait: Strong - Born stronger than most.(+2 Martial) [This is a genetic trait. It may be passed on to children]
Trait: Experienced - Has been a mercenary for several years, ranging across the Empire and beyond. Knows much about the world. (+1 All Stats)
Trait: Dwarf Friend – Assisted in the recovery of Clan Durragsson's ancestral heirlooms from the Mountains of Mourn, gaining their eternal friendship through binding oaths and gratitude.


Source: Titania from Fire Emblem Path of Radiance

2) Natasha Romanov is…well. All right, we'll come out and say it, she is a witch. An Ice Witch, to be specific. Now, Magnus had declared that magic is relatively all right, but he is going up against about 2300 years saying that magic is evil and wrong. But your advisers are aware of the fact that you are not…the most pious fellow around. All the dogma surrounding a woman who uses magic, no matter the type, sort of washes off of you like water on a ducks back. The youngest daughter of the Tzarina is cold as the ice she commands. Growing up with Kattarin, her elder sister, has resulted in a woman who has been largely pushed aside for who everyone else considers to be the future Tzarina. Not able to stand in the spotlight, Natasha has thrived in the dark. She has quietly amassed her own connections and cultivated her own relationships separate from her sister and mother, and can be as cold about it as a Kislev Winter. You know little else about her personality, but she is part of the Romanaov Dynasty, and Kislev has never been against their Ice Mages. This is a chance to connect yourself to the bulwark against Chaos, and if you strengthen them, then maybe the next Everchosen will just stop at Praag.

BD: 2281 IC
Diplomacy: 14+2=16
Martial: 7-2+2=7
Stewardship: 19
Intrigue: 17-2=15
Piety: 6+2+1=9
Learning: 20+4+2=26

Trait: Scholar - loves learning whatever they can (+4 Learning, +2 Piety, -2 Intrigue, -2 Martial)
Trait: Attractive – Quite beautiful (+2 Diplomacy)
Trait: Journeyman Ice Mage - A relatively experienced user of ice magic. Female Children may be born with Ice Mage trait. (+2 martial, +2 learning, +1 Piety)


Source: The Snow Queen by jaeon009 on Deviantart

3) Ortrud Hertwig is the first daughter of the current Elector Count of Ostermark, Klaus Hertwig. And she is something rare amongst all of your potential partners. A lot of people disregard the rural Ostermark as backwards and ridiculous farming folk. A lot of people forget that they consistently send troops to aid Kislev in its troubles with Chaos, more than any other province. Their soldiery are some of the most rugged and experienced around. Like Ortrud, a bona fide veteran of the Great War Against Chaos. She stood at the gates of Kislev itself and fought alongside the armies that Magnus brought forth. She ran up and down Kislev, and has spent the past two years helping clear Ostermark of the Chaos remnants who fled there. To be clear, she cleared Ostermark. Tabebecland, Ostland, Nordland, Kislev, and really much of the Empire is still caught in the throes of the remnants of the armies of the Everchosen. Not Ostermark. Ortrud. The word comes from the roots "ort," meaning "sword point," and "trud," meaning "power." Well. Makes sense.

BD: 2284 IC
Diplomacy: 14
Martial: 20+2=22
Stewardship: 18
Intrigue: 17
Piety: 8+3=11
Learning: 15

Trait: Strong – Born stronger than most (+2 Martial)
Trait: Humble – The daughter of a farming province that may be incredibly successful now but has never forgotten her roots. (+3 Piety)
Trait: War Veteran – A veteran of the Great War Against Chaos. Retains contact with other veterans across the Empire.


Source: Female Knight by aditya777 on Deviantart.
 
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How does Natasha sound to people?
She has high diplomacy, she's got genetic magic and there's also Attractive as a genetic trait.
As we're this far north ice magic would be pretty damn useful.

@torroar
Can we work to make her religion accepted, and would she get a higher base Piety from that?
 
Hmmm
i really like all three of them as a choice. My gut says to go with Johanna because she sounds FUN. Spend a couple years as a murderhobo. Adventurer means that she has seen quite a few monsters and seeing as she's alive she's won.
On the other hand the other to look promising in both a character development and a planning sense.


anyway , yay! Vodka I wonder if we could make Molotov cocktails.
 
Hmmm
i really like all three of them as a choice. My gut says to go with Johanna because she sounds FUN. Spend a couple years as a murderhobo. Adventurer means that she has seen quite a few monsters and seeing as she's alive she's won.
On the other hand the other to look promising in both a character development and a planning sense.


anyway , yay! Vodka I wonder if we could make Molotov cocktails.
I'm suspicious of the first choice. Depending how far at see she was it's fairly improbably that she survived.
 
You mean Ostka. And yes, it may or may not be possible to create Helga Cocktails.

@Krain actually the Cult of Ursun hasn't been brought back yet full bore by the Tzar. That's about a hundred years from now, canon wise. So if you wanted to try and bring Ursun into everything you'll have a super doubly difficult time of it. But consider the following: Natasha has grown used to staying quiet while everyone fawns over Kattarin. She's perfectly able to not speak up about her religion, and has enough knowledge about Ulrich and Sigmar to fake it.
 
Natasha also has fantastic Learning, beyond her vastly superior-to-us Diplomacy.
And it seems she has some form of Bright/Genius, given the bonus to everything (which makes sense, girl's an Elsa).
 
Personally I'd go with either of the other two before I went with the Ice Princess.

This is someone Freddie has to sleep with and we already have three religious nutjobs staring at us just waiting for a mistake and Witch hunters try to kill you for not doing what they want when what they want half the time doesn't make any damn sense. Introducing a Kislevite princess to that and then having to keep the Witch hunters off her is going to be a major pain.

If we married her and the Witch hunters started something it means alienating the witch hunters by siding with our bride or going to war with Kislev after they try and execute her which her mom and sister will NOT appreciate.
 
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I say Natasha. Her stats are covers our weakness in diplomacy and she got better stewardship and intrigue. Also a person Frederick might be able to have a conversation with her learning!
A secondary benefit is the increase connection with Kislev might net us some good trade deals.
 
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Nope. She actually really did. She is the archetype of Successful Adventurer.

Natasha is the Cold Schemer with a slight inferiority complex.

Ortrud is a War Veteran Who Grew Up On A Farm.
It's possible to warm her up to us, like Jakob did with Maria, right?
She IS attractive which helps spousal relations.

Personally I'd go with either of the other two before I went with the Ice Princess personally.

This is someone Freddie has to sleep with and we already have three religious nutjobs staring at us just waiting for a mistake and Witch hunters try to kill you for not doing what they want when what they want half the time doesn't make any damn sense. Introducing a Kislevite princess to that and then having to keep the Witch hunters off her is going to be a major pain.

If we married her and the Witch hunters started something it means alienating the witch hunters by siding with our bride or going to war with Kislev after they try and execute her which her mom and sister will NOT appreciate.
We've been told she's perfectly able to hide these sort of things, not to mention witch hunters are in a bad position politically so they'd try and make it up to us.
 
All three choices are excellent.

Johanna brings us a solid tie with Talabecland whom we already have a good relationship with. That should give us some good leverage when it comes to exporting and importing stuff, thus a good base to growh our wealth and political capital. She's a Dwarf Friend, the benefits of which are self evident.

Natasha gives us magic, and I really do want the lore of Ice Magic, also easier ways of reinforcing Kislev.

Ortrud and her contacts will allow us to clear our own territory much faster, thus giving us a more secure foundation much faster.
 
@Krain Witch Hunters are religious fanatics; what position they're in politically? Generally doesn't mean shit to them. On more than one occasion a zealous witch hunter has started a small war by being STUPID to the Wood Elves or Bretonia.
 
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