@Massgamer , ur omakes are a great bandaid for the time of the update lenghts on the quest since the karak ungor broke torr to be honest. Since i found the quest during that campaign btw.
 
Eh, I have faith in our Sheepish Mooooverlord.
Updates are always well worth the weight.
Well, almost always, fudge factor and all that.
 
Eh, I have faith in our Sheepish Mooooverlord.
Updates are always well worth the weight.
Well, almost always, fudge factor and all that.


They say if you dance around a pile of hay beneath the MOOOON and say fluffy milk horse, fluffy milk horse, appear to me! The mythical milk horse will appear and provide updates. Everybody join me!
 
Turn 30 Results
[X] Plan Massgamer
-[X] Light Maintenance [-100]
-[X] Wolf Focus [2,600(Stipend)-2000=-0]
-[X] The Greatest Offense, Part 3 [600(Stipend)-7,500=-6,900]
-[X] Attracting Amber [-500]
-[X] Bloody Money [-1000]
-[X] The Wonders of Goats [1,500]
-[X] Slope Farming Major [-1,000]
-[X] Mountain Irrigation [-1000]
-[X] Flying Fighters [-500]
-[X] Ogres Of The Wild [-500]
-[X] Feeling Out The Shadows [-1,500]
-[X] Work By Correspondence [-500]
-[X] Further Engineering Studies [0]
-[X] Ortrud

Net Turn Income: 12,184
Treasury: 3,689
Total Cost: 100+0+6,900+500+1000+1500+1000+1000+500+500+1500+500=15000
12,184+3,689=15873-15,000=873 Remaining In Treasury
GM Note: Rumor Mill+Front Page Updates later. It's been long enough, wanted to get at least this out there. Errors? Issues? Let me know so I can get to them as quickly as I can!

Turn 30 Results
2334 IC
Military: Stephan von Raukov is a quiet yet experienced mercenary soldier, but his dedication to Ostland and family is unquestionable. He strongly believes in honor, preserving the lives of your own fighters, and unconventional tactics. (Choose 1):

What's Mine Is Mine: The Middle Mountains have been completely and permanently divided…for now, until some idiot gets the idea in their head to agitate for more land or something. That's a problem for the next generation, for now? Fortify and protect. You have a responsibility to your people in your territory, as you ever have, but now more than ever. You simply can't trust Gunthar, but he's taken possession of a number of your forts now that the range has been legally divided. Now you need to build forts, watchtowers, guard stations along what minor roads you possess, in greater quantity than before. Density over spread out to support an army who cannot legally patrol as far and wide as they once did. And, frankly, it would have happened eventually anyone as your population builds in the mountains further down the line. Better to do it now though, than wish you had later on. And sure you may hope that Gunthar doesn't do anything stupid or his troops are good enough, but you can't be entirely sure. You could build defenses in case he loses control as well. Cost: 1,500. Time: 2 Year. Reward: All the above is built in greater density, providing greater security to your people in the range, and places to rest, regroup, resupply, etc. for the Army of the Range. Will Complete This Turn

Now that the territorial lines have been so strictly written, in legality and geography, you can plan the defense accordingly. Yes, you build a string of watchtowers along the border, but you also built them along the dirt roads between your settlements within the Middle Mountains. Several of those settlements get towers of their own within their walls, stretching upwards to provide them with advanced warning. And now that they are complete, you can see the movements of Middenlanders through the Middle Mountains. They come…very close, but stop upon seeing your completed line of towers and own marching troops. At one point they even chase a warherd right up against your borders, the fighting open and alert enough such that your own troops are able to prepare a devastating firing line, backed by halberd and cavalry. With the boom of your artillery through the mountains, sighted by the watchtowers, they were torn apart before they could even make it beyond a single charge. They then tried to flee right back to where a group of Middenlanders were waiting, supported by a hundred White Wolves who ran down the gors and ungors to the last. There was a wary stand off after that, but it ended with the wolves leaving the bulls to their lands. As it should be. This, plus the temples to Morr and Ulric, means that any future settlement will likely be much easier to keep functioning. Even so, you cannot stop being wary. Reward: All the above is built in greater density, providing greater security to your people in the range, and places to rest, regroup, resupply, etc. for the Army of the Range.

Militia Changes: The militia could use more. While you might not be sending the army out for a while yet, you can protect your homeland. It was foolish of you, at the time, to expect all of them to be able to use guns and maintain them. Reports from the Army of the Forest have given you a new perspective on things. Gunpowder can be expensive, as can bullets. Instead, you could try to ensure that the Minutemen are actually equipped by something that they can use, as in crossbows. Or bows. Basically, do not force them to use the guns they might not be able to use. After all, it is far easier to re-use an arrow or bolt than a bullet, right? It might seem like a backwards step, to some, but you'd rather your people be able to protect themselves than not. Cost: 1,000. Time: 2 Years. Reward: Militia Armament Changes To Crossbows/Bows, Minutemen Able To Train More Members/Be More Reliable. Will Still Retain Guns, But Not Constantly Training I.E. Using Up Powder And Bullets. Militia Upkeep Reduced. Will Complete This Turn.

- The Militia is greatly improved. There are those, even now, who are somewhat suspicious about gunpowder. Taalites who felt marginalized, as well as especially pious Ulricans who wanted to fight but refused the armaments offered. But more than that, it is simply a matter of logistics and production that means that it is just a bit cheaper to make bows and crossbows. It's cheaper to make guns than it used to be, but there is still just a bit more ease. Besides, crossbow and archer troops are used across the whole of the Empire, from Averland to Nordland, ignoring them for your militia is nothing more than pointlessness. Reward: Militia Armament Changes To Crossbows/Bows, Minutemen Able To Train More Members/Be More Reliable. Will Still Retain Guns, But Not Constantly Training I.E. Using Up Powder And Bullets. Militia Upkeep Reduced By 35 Per Turn.

Light Maintenance: A great many youths have been born and reached adulthood in Ostland. Many, are young men hungry for a fight. Or at least to get away from the farm or logging camps they were born into. Goodness knows you heard enough grousing of similar thoughts in your youth. But as time has gone on, and the malefic influence of Zacharias has steadily waned from the province, the forests have once more begun to come alive. This is good and bad, in potentially unequal measure. You cannot patrol the deepest paths, and with every Hexensnacht and Geheimnisnacht you know that new beastmen are mutated or horrifically spawned forth. Without Zacharias' undead servants and unceasing paranoia, greenskins are likely breeding as well. Your patrols are encountering them a bit more every year. Casualties are, compared to full wars and campaigns, light. With the work of the priests seconded to the armies, and simply dragging larger groups of injured back to Wulfenburg for healing, at least. As this continues, it would be better to be able to replace a few dozen men rather than having to wait for their casualties to increase to the hundreds. It would save time and attention at least. Cost: 100. Time: 1 Year. Reward: Yearly casualties from usual Empire issues i.e. greenskins+beastmen automatically filled. Won't have to spend actions to rebuild numbers if casualties occur. Costs will be automatically deducted, but due to being for piecemeal replacements will be significantly reduced.

- Minor but important bureaucratic work, informing the recruiting officers and the like…and just like that, by the end of the year your armed forces have pivoted ever so slightly. Small recruiting stations, recruiting permissions granted by the mayors, headmen, and so on for various settlements. These, plus a small amount of equipment produced yearly and set aside, or at least using former surplus, there can be a few men equipped here and there and trained as they go. Small but valuable things, for now and the future. Reward: Yearly casualties from usual Empire issues i.e. greenskins+beastmen automatically filled. Won't have to spend actions to rebuild numbers if casualties occur. Costs will be automatically deducted, but due to being for piecemeal replacements will be significantly reduced.

Third Imperial Navy:
As the Steward of the Third Imperial Navy, you have a responsibility to build up, maintain, and use the ships of the Empire for it betterment and protection. The First Imperial Navy is based in Nordland, while the Second Imperial Navy is based in Marienburg. Should the material requirements extend beyond that of the Imperial Stipend, they will come from the treasury to fill in the gap. (Choose 2):

Wolf Focus: You need Wolfships more than you need Wargalleys, you think. They are sleek, fast, and have good rams. Plus, they're capable of ranging further out than wargalleys. Considering how things went last year, it would be better for your naval forces to be capable of ranging out that far. If only to keep them out of the coasts entirely, right? It will take more men to crew them, but that is simply the cost of building things in this manner. Cost: 2000. Time: 1 Years. Reward: 10 Wolfships.

- It is relatively simple construction. If you can stop the ships before they get to shore, and thus the wargalleys, then all the better. Ten new ships make their way out of the docks of Salkalten, flowing out onto the water crewed by flinty eyed mariners and a priest of Manann or two. Knightly accompaniment is common, if somewhat random, as the Sons of Manann are more likely to deploy after seeing an albatross flying funnily across the sky than anything else. And, hell, maybe that is a real sign. On occasion it is the priests who order them about, and on others they move out after being paid to come on as guards. A somewhat lucrative endeavor, for trade and fishing vessels do so enjoy a sense of security. One that comes now with the aid of ten new Wolfships going into the deeper waters alongside them. Reward: 10 Wolfships.

The Greatest Offense, Part 3: There was a reason this part came second. The second half of the defenses involves restructuring the things behind the new wall. Protected as they are now, the docks you've already built can be improved on, in terms of protection against nature or possible attack, as well as properly expanded without compromising on overall structural integrity for the docks and city as a whole. Stone reinforced warehouses with materials for immediate maintenance or entirely new production can be built, along with areas built by the Barak Varr engineers for seafood storage and sorting. But also, they intend to drop shaped stone just below the waves in front of the Sea Wall, invisible thanks to the coloration of the waters but protective all the same. Artificial defensive reefs, something only possible due to the amount of foundation and defense built up thus far, as well as indulging these engineers in their less-than-traditional fantasies. Once this is complete, only ships and captains of Ostland will know the proper paths to get into the gates. No fleet will be able to approach the walls without being ruined, forced into the paths demanded by the jagged blocks. Towers will rise from the walls, allowing for simply more surface area for weapons firing while also providing greater visibility in clear skies and without – possessing hollows in the center through which lights can blaze bright. The docks will also be enlarged and enhanced. The breadth of what you have built in terms of defense has granted you a not insignificant amount of space to build up inside of. Cost: 7,500. Time: 3 Years. Reward: Second Half of Salkalten Defenses (Revised) Constructed. Slight Fishing Income Increase. Ship capacity increase.

- Construction only begins at the very end of the year, and even then not much. For the most part, a great effort is put towards gathering and shaping of materials demanded for the project. Stone, especially, and metals, forged into this way and that. Better to assemble all of this now rather than piecemeal and leave it as some half-finished facsimile of a true defensive series. Will Complete In Two Years.

Diplomacy:
Natasha is your incomparable wife. She commits to her work with business-like attitude, with no distractions. With Sabine here, what can be done, and with who, has expanded in scope and scale, it seems. (Choose 2):

Aligning Trade Routes: Through Sabine's own connections, she thinks it would be possible to not just put certain merchants and merchant groups in contact with one another, but to make a healthy profit as well from introducing them properly to one another. Frankly, she just has a head for it that none of your other advisors have displayed up until this point, including yourself and your wife. Money practically seems to talk to Sabine, and her to it. A subtle arrangement of suppliers here, a better ear to the ground for demand there, acknowledgement of certain seasonal goods on different trade areas of the Empire, plus outside of it, and the veins of wealth that have enriched the Nassau can be fed – at least in some small part – into the coffers of the Hohenzollerns. Cost: 1,000. Time: 2 Years. Reward: Increased Trade Income. Will Complete This Turn.

- It is complete. The trade routes have been subtly aligned and arranged. Though a great many of the merchants and burghers involved do not know that they have joined into such a collective effort, none are questioning it too greatly. No one does, when the money flows easily enough with just a few hints of difficulty. And so it goes, and so it goes. Trade flows through routes known and now utilized. Certain goods increase in availability, while others strangely decrease while prices go up and the customer base remains present at the same level as before. Both ensure greater profit. Obviously, the bulk of the income goes to the merchants themselves, the traders, and so forth. But sales on goods are a form of income as well, and so too does some of what is bought and sold come to you in the form of gold. Sabine is mightily pleased by this, and, if you are honest, so are you. Quite an industrious young woman at the things she enjoys. Reward: +250 Trade Income Per Turn.

Attracting Amber: So. It has been very, very thoroughly emphasized to you by the Amber Brotherhood that they are not at all like the Jade College. They do not have fees for their members, money itself being something they disregard almost entirely. They live off the land. They live away from civilization whenever possible, and refuse to enter most even minor settlements without extreme reason, or so you've been informed. But that does not mean that you do not have places for them. Though it may take a while, and may be rather frustrating, you cannot deny that having these individuals who hold to their oaths to the Empire and against the dark things of the wilderness, could be most useful indeed. Surely they can find some caves or what have you in the Hohenzollern Forest and your portion of the Middle Mountains? Of course, it depends on if you can get them to come at all, really. The only money at issue is what it costs to send the messengers down to the Amber Hills at all. Cost: 500. Time: 1 Year. Reward: Amber Wizards in the wild places of Ostland? Chance of Success: 50%

- Required: 50. Rolled: 90.

You are rather horrifyingly surprised by their arrival. Or, to be more specific, the manner in which they decided to do so. A wyvern is a horrifying beast, but rare in the northern climes of the Empire. Favored mounts of greenskin warbosses, even an unclaimed beast is an engine of venomous destruction. So when one fell from the sky as you were heading east towards Ostermark, you were understandably concerned. Violently so. But before your wife could do more than throw a spear of ice at it, others preparing bows and guns, it flared with bright amber light to reveal a wiry wild-eyed man who wore nothing but furs. He carried a staff of pure carved bone, covered in animalistic fetishes, and gave the stiffest and most uncomfortable bow you'd seen in quite some time. The Wild Father, he tells you in a biting snarl, has commanded that he and a few of his fellows go forth, to mark out the wild places of Ostland and keep them pure. After a few more words you realize that he means nothing by his grunts and growls, but that is simply how he talks. Then he tosses you a pouch, one filled with strange smelling herbs you've never seen before, and tells you that should you require the aid of his 'pack' to burn them away from Wulfenburg. If one is nearby they will come. His name, you learn, is Alric. A Magister of the Amber Brotherhood.

By the end of the year, you begin to get reports from the Army of the Range and the Army of the Forest, of small groups of beastmen and greenskins found slaughtered. Wild beasts chivvied away from settlements they were threatening without any visible cause. In one case, they sighted one, a woman who garnered more than a few looks due to her overall dishevelment and lack of clothing beyond a few strips of hide and furs, who came stalking out of the woods, dragging an illegal poacher to guards of Roezfels with fingers that had sharpened into glowing amber claws. She then threw him into the guard's arms with one arm before turning into a bird and flying away. Another time, small animal skulls are found stuffed with hastily scrawled notes outside of command tents, speaking of located groups of foes that a single…wizard…might not be able to handle alone. Now, to be sure, you have to actually talk to people about these, informing those questioning about the identity of those helping them. If only to stop people from stupidly trying to interfere or, Sigmar forbid, hurt them. These things, isolated and minor by themselves, nonetheless have a slight positive effect on things like trade, if only by way of likely brutal violence hidden by the trees. Even if the Witch Hunters absolutely hate it, they know that these are properly ordained individuals. Even if they do sometimes act more like animals than humans, or perhaps like the barbarians of old in the days of Sigmar. Possibly before them, considering some of the stories you are hearing about them.

But far more curious is your wife telling you that the air around Ostland seems…cleaner? Somehow? Only a threadbare amount, but even that much is telling. Anna could not tell, her magical talents somewhat more atrophied than her mother's abilities. Something about the way that they seek to cleanse the wilds of the presence of its darker inhabitants seems to have overall benefits, as near as you can tell, in the world that only those touched by the Gods and magic can even begin to see. Something similar as to what the priests of Taal and Rhya do, as well as the Jade Wizards. It is an interesting concept, at the very least. Reward: Amber Magister Alric and unknown handful of Amber Wizards now in Wulfenburg's Wild Places. +25 Trade Income Per Turn. Beastmen+Greenskin patrols by Army of Range+Army of the Forest survivability and effectiveness improved. When marching to battle, Frederick may now call upon them to fight.

Bloody Money: Sabine has had a thought. She will never be quite fully Ostlander, but that was rather at least part of the point of marrying outside of Ostland. But back to the point. There is one thing that everyone in Ostland knows about, even if it is in a somewhat abstract sense. From the lowest hamlets to the highest office - yours - conflict is common. Tavern fights, brawls after a few too many beers, and so on. But there is something that you yourself have experienced, something that is, depending on the city, illegal. Specifically, pit fighting. In many places of the Empire, it is a fatal sport. But this does not necessarily need to be true. Perhaps the weapons are kept to nothing but the body. Perhaps those that are used are blunted. With priests on hand, and organized physicians? A thought. For now, at least. You could, even, potentially end up using some of the Jade Wizards for healing purposes, with them receiving a portion of the fees that they would deserve after preserving the fighters. What Sabine wants to do is scout the Empire, up and down, for a specific flavor of fighter, and those that help organize such things. Not too brutal and murderous enough to constantly kill their opponents, but neither too weak at actually spilling a bit of blood. Depending on how well it goes, she thinks it could even become a somewhat religious sponsored event. At least for the Cult of Sigmar and Ulric. Why not turn the natural impulse towards sport like this into a protected, carefully watched - by priest and witch hunter potentially - yet profitable thing? All that matters is finding the right people with the right expertise. Something the common man can participate in, rather than a knightly joust. Cost: 1,000. Time: 3 Year. Reward: Pit Fighting Organization Foundation? Possible source of income/entertainment for the province. Chance of Success: 70%

- Required: 30. Rolled: 31

You are, for the most part, completely unable to find anyone. In Ostland, that is. Most people inclined to fighting and killing have joined up with the army, you find with only a little bit of surprise. But you hear tell, through the efforts of Sabine and Hagrid alike, of smaller organizations that have only recently fallen apart. Mostly due to the combatants killing enough of each other that there wasn't enough to keep going. The Salkalten Salt Pit and Birkewiese Beatdown are just some, the both lasting longer than most due to regular entrants from the ships or passerby from the sea or Kislev. But neither function any longer. Now your efforts must go outside of the province. You hear tell of a particularly longer standing league in Middenheim, for instance… Will Complete In Two More Years.

Stewardship
: Morgan von Bernhardt is an energetic woman. While her father was not the most creative man, she seems to be more so. With her vigor, she has promised you significantly more than her father was able to stay awake for, though lately she has been coughing a bit more and spending time with her children. (Choose Three):

The Wonders of Goats: It isn't hard to buy goats, especially if you do it in bulk. They are, basically, one of the few pasture animals that dwarfs even bother with, but as with everything the dwarfs do in the long-term, they do it well. By purchasing a few herds of goats for yourself from the dawi, you will be receiving literally thousands of years of goat breeding for furs, milk, and meat, as the dawi prefer it. Which means high quality in all three aspects. It will cost a bit of coin, but it is coin that will be well worth it. It will not be hard at all to expand the herds to cover the valleys and mountains of the Middle Mountains that are under your control. Especially if your daughter-in-law is right, and you are not inclined to think that Sabine is lying to you about the gestation periods and maturity ages for the things. It will be a significant boost to your agricultural means, for certain, for the meats and milks, the cheeses that can be produced from that point, as well as the fur trade. A few years of breeding, and the rewards will be yours. Luckily, you have the Army of the Range which can protect them as they do this, far better than any goatherd might. Cost: 1,500. Time: 1 Year. Reward: +100 Agricultural Income Per Turn/+100 Trade Income Per Turn For First Year. As herds grow to reach carrying capacity over the next few years, income will rise again until hitting said cap.

- The goat herds and goatherds spring up slowly, but are set to grow further as time goes on. On the one hand, you get their meat, and on the other you can produce cheese, furs, and so on. Unofficial checkpoints form from the various temples of Morr and Ulric, bastions of civilization as they go from grazing point to grazing point. And as the breeding increases, so too will your own funds. It will be a bit circuitous, the goatherds and traders doing their work, but the coin will undeniably begin to return back to your own treasury in part through investments, minor ownership, and that sort of thing. Reward: +100 Agricultural Income Per Turn/+100 Trade Income Per Turn For First Year. As herds grow to reach carrying capacity over the next few years, income will rise again until hitting said cap.

Slope Farming Major: You have set the foundation, and now all that remains is to build atop it. The soil has been tilled, the slope farms have been established as examples, and now all that you need to do is expand your works. Larger farms, paths to reach and to till them properly, the hardier vegetables and what not that can grow in such an environment. It will not be particularly cheap, but it will allow those mountains within your territory that have proved agricultural viable to become of further use to your people. You hear tales of how mountain air is good for the health, so maybe that might help as well. Plus, you simply can't deny that more food is never a bad thing. It shouldn't take you too long thanks to setting things up previously. With a greater abundance of food, settlements in the Middle Mountains will be better off as well. Cost: 1,000. Time: 1 Year. Reward: Large agricultural income boost. Greater ease for further settlement growth and production.

- The farms expand. Potatoes grow well in many environments, as do carrots, chard, beetroot, and so on. Though it takes a while for plants to grow, obviously, the Jade Wizards are of supreme use here. They work with priests of Rhya to plant the best crops in the areas that suit them most. Later on, both blessings and spells are worked to ensure that at the least the first harvest should be abundant. While they can't constantly replicate this, a good first harvest is going to be very important for morale and future farming, for if they know it will work once, they can work towards making it continue to produce well in the future. This, plus the beginnings of a more comprehensive irrigation system, lets them create and expand the farms with the idea of aid coming later on. Reward: +350 Agricultural Income Per Turn. Greater ease for further settlement growth and production.

Mountain Irrigation: This is important for many reasons. You'll have to survey the springs, groundwater sources, dig the trails, craft the irrigation, and in turn ensure that the slope farms gain water for future expansion. It will also do good for the mountain settlements set up, and to be set up in the future. Freshwater is, as always, a must in the long run. You are Ostlanders, you'll survive on ale and beer longer than most, but still. Sometimes the water is nice. What if the alehouse catches on fire, for instance? Water is important, and getting proper water channels throughout Ostland's portion of the Middle Mountains is important now, and will save you time and money in the future, more likely than not. It will certainly take time, however, and little will change that. The Jade Wizards will at the least be somewhat helpful in this. Cost: 1,000. Time: 2 Years. Reward: Water Sources Identified, Utilized, For Ostlander Settlements And Farms. Small Agricultural Production Boost. Easier For Population Growth In Ostland Settlements In Middle Mountains. Further Effects Later On.

- It helps that you've brought in the Cult of Taal and Rhya near Wulfenburg, as even before you managed to push properly into the Middle Mountains, they were there. Wandering the wilds. Finding the places you looked for. The Jade Wizards too are able to find good freshwater sources, while ogre, human, and halfling workers alike are able to begin digging. The slope farms will benefit, as will the other settlements in the valleys below. Natural springs, and forcibly carved rivers, these two things together are going to be a great boon going forward. Later on they can likely be improved, but to improve something you need it to exist in the first place. Will Complete Next Turn.

Research:
Helga and her daughter have taken up this position, switching off whenever the other has to be teaching a class or engineering something or other in your engineering facilities. ONE OPTION LOCKED OVERALL DUE TO AVERLAND PRODUCTION REQUIREMENTS (Choose One):

Ironblaster Considerations: Okay, so the ogres used to throw regular sized cannonballs inside for what is essentially massive grapeshot blasts. Each one of these badly damaged the Ironblaster in question. So, what about a cannonball that is sized for the damn thing? How hard can it be to create one that can fire regularly without damaging the internal functions and structural integrity of the cannons? It is time to find out. Could a Doomsphere potentially be sat inside, or should a smaller one be made? What about a cannonball sized normally that breaks apart after firing, but doesn't damage the Ironblaster's internals? All things that need to be considered, tested, and so on and so forth. Who knows what the engineers might find out in the long run? Cost: 1,000. Time: 2 Years. Reward: Ironblaster Ammo Considerations? Other??? Chance of Success: 80% Will Complete This Year.

- Required: 20. Rolled: 19.

It wasn't any one person's fault. The mixtures were off. Misfires due to blackpowder issues as well as improper forging techniques for the cannonballs made for the tests resulted in severe issues. The cannonballs built for breaking apart did so too well, and ended up nearly ruining the innards during a test out in the fields, requiring several months of repair. Then they tried to stick a doomsphere in, and it didn't activate properly and ended up strewn apart in many, many pieces upon landing without the desired rolling. Months that were successful in the sense that none of the damage was permanent, but the fact of the matter is that in terms of overall project completion? The finish line was simply not quite crossed. Failed. Will Complete Next Year.

Flying Fighters: So the wing sets are functional. The amount of studying and prototyping done means that really all that is required is studying less the wings themselves and more the people using them. What sorts of individuals could use them in larger numbers than singles and duos? You need to know specific weight requirements and body shape as well, but that should not take too long. With the knowledge you already possess, refinements are easily possible, especially considering how many your daughter made. All that matters now is getting people into the workshops who will be willing to, well, jump off of tall buildings and fly. If you can get this done, you will likely see at least a small force of them within the province's armed forces going forward – as messengers and scouts if nothing else! Cost: 500. Time: 1 Year. Reward: Flying Ostlanders For New Projects/Actions. Chance of Success: 100%

- It wasn't up for debate that the majority of the work was already done. All that was required after that point was expanding the knowledge base to other engineers so that projects could be done beyond the auspices of an individual. Instruction that sometimes even drew you into the workshops once more so that Anna could work on her own things…or take care of Tasha as required. But by the end of the year it is done, and a great many more know just how to make the wings work. And, of course, you have a core base of volunteers who are able to use the things. You do not have many truly tall spires within Wulfenburg, nothing like in Nuln, Altdorf, or heavens forefend Tilean cities. But short excursions to the Middle Mountains show that there are plenty of uses, with some speaking towards potential for building towers larger for scouting purposes. Perhaps mobile platforms you can bring with you for them to launch from and return? Of course, you need a specific sort of individual – thin but not weak, wiry, and hale. Weight requirements are paramount. Otherwise one will plummet like a stone. Reward: Flying Ostlanders For New Projects/Actions.

Piety:
You now have three religious advisors. One, Jorgen Albrecht, is a Priest of Sigmar, Emil Beltz on the other hand is a Priest of Ulric, while Lady Rosa is a Priest of Morr. Having all three prominent advisors from all three of these religions is a powerful statement, and with their own staffs you get a little bit more ability to…well, do things. (Choose One):

The Dead Of The Mountains: Now that you have fully gained control of your portion of the Middle Mountains, Arthur is agitating to you about the need to support the settling efforts of your people. And one of the most important things to do about that is to see to their dead, and their dreams. The Order of the Garden must build their places where the people live – for that is where the people die. None need be particularly elaborate or large, but they need to be built. This in turn will guide some of the Black Guard to the Middle Mountains to the protection of its Ostland dead, and perhaps more, if Morr forbid should the Doomlord still live its accursed unlife somewhere in the range. While they might be a bit wary in most other places of the Empire, the symbols of Morr and the presence of His faithful is a comfort to those of Ostland and much of the Northern Trident. Cost: 1,500. Time: 2 Years. Reward: Minor Temples of Morr from the Order of the Garden built across all current settlements of Ostland within the Middle Mountains. Will Complete This Turn.

- There is a distinct and notable sense of…relief, amongst the settlers of Ostland once the temples are complete. The deranged horror of Zacharias traumatized all who survived the fighting, and though it is crude to say it they have passed this on to their children. Through story, song, dark play, and so forth, the experience of near mind-shattering horror has been delivered into lessons forcibly worn into the souls of all who live under the banner of Ostland. There is the traditional sort of behavior of making fun, of relieving tension, whether through puppets or joking or otherwise, but far more is the dour and serious acknowledgement of what happened and the earnest approval of those who can help it from happening again. Better the dead be given over to the priests, lest they be tools for the monsters who lurk in the dark. Better that they be properly interred than the very, very real myriad possibilities that would await them without proper warding. With the assurance that their bodies and souls might find succor in Morr's Garden upon their death, it is highly likely that many will be more willing to settle amongst the Middle Mountains. Reward: Minor Temples of Morr from the Order of the Garden built across all current settlements of Ostland within the Middle Mountains.

Wolf's Fangs: You cannot deny it. A very great number of your people are Ulricans. Far more than there are Sigmarites, it just seems the opposite sometimes due to the latter being in greater numbers in the city. But, yes, Ulricans. Though you had quite the unpleasant experience with Gunthar, you also have had reasonable ones with the Ar-Ulric Logan, and his predecessor against Zacharias. And, well, Ulric was the God of Sigmar, when the Heldenhammer was born by a mortal mother. And, with the apparent 'opening' of the marriage rules or what not that previously bound them, more are likely to join up. There is a famous all-female monastery in Nordland, one that held out against Gruber through sheer bloody-minded determination. You can respect that. And, frankly, every Ulrican place is a fortified location for people to flee to in times of extreme danger, and that will always be valuable. One of your advisors is an Ulrican, and while you've done significant work lately for many of the Empire's Gods, this could help provide some comfort to your more distant and less urban peoples, as well as in the Middle Mountains. In places that already have them, offer funds and materials in fortifying and improving what is already available, which should salve any issues with pride there. Cost: 2,000. Time: 3 Years. Reward: New Temples of Ulric built around Ostland, pious fortifications, acknowledgement of Ostland Majority Populace, new Temples built in Middle Mountains granting further protections/willingness to settle there. Every true Temple of Ulric requires at least a few White Wolves, after all. Will Complete This Turn.

- There are two branches, really, to the faith of the White Wolf within the cult's organized function. The Order of the Howling Wolf, their priests who boom their God's name across the Empire, is the first. The second are the White Wolves. Endlessly crusading in packs across the Empire, famous for martial might and honorable persecution of the many enemies of mankind. You bring both of these to the Middle Mountains, and the people thank you for it. Here, in the cold winters of the north of the Empire, when the frost covers the soil and beasts stalk the shadows, it is the howling of Ulric's chosen which brings fierce and gladdening tidings to the people. The priests bring a welcome form of pious security to the settlements new and old, while the White Wolves bring a more physical kind. Though there are only a few per temple, in some cases but duos, the sight of them heartens any who see these guards. Not to mention providing something for the local militia to compare themselves to and train with on occasion. And should worse come to worse, the people may flee to the squat and defensible temples for safety, there to be armed and to fight back rather than simply cower. With this, the people of Ostland are likely to be far more willing to range out, knowing that the God of Wolves watches over them. Reward: New Temples of Ulric built around Ostland, pious fortifications, acknowledgement of Ostland Majority Populace, new Temples built in Middle Mountains granting further protections/willingness to settle there. Every true Temple of Ulric requires at least a few White Wolves, after all.

Ogres Of The Wild: It is not easy to get into contact with a Patriarch of Taal or a Matriarch of Rhya most days, especially the ones of Ostland. Their combined cult has been scouring the forests of Ostland, practically flooding them with their people seeking to consecrate that which has been held in shadow for so long. Who could help them with this? Tough hunters, able trackers, durable and eager to learn? Why the ogres of course. And if you are going to do this, truly do this, you need to get into contact with Helmut and Raina, if those are the two even in command – such as one can be – anymore. They wander constantly, so you need to track them down, and then get them to lend their influence amongst the cult to help indoctrinate the ogres of Ostland further. The more secure they are with that, and the works of Esmeralda, the less likely they will be to fall to other influences. Faith is, you know very well now, a very important shield in the world. Cost: 500. Time: 3 Years. Reward: Cult of Taal and Rhya Further Entrenched Amongst Ogre Population. Ogres To Aid Cult/Work With Cult/Further Effects? Chance of Success: 75%

Required: 25. Rolled: 73.

Thankfully, you get Helmut and Raina into Wulfenburg proper. Or at least nearby. Whereupon both of these ridiculously spry yet elderly appearing folk correct you. They are not Patriarchs or Matriarchs, but Hierarchs. There's a Hierarch of Taal and a Hierarch of Rhya in every province, and these are your two. The Hierarch of Taal is an absolute bull of a man, broad in chest, neck, and everything else it seems. A staff of vines and wood and a helmet made from an elk skull are the only things he holds which shows a bit of his status, though his beard is thick and bramble-filled enough that you could have guessed without anything else. Though Helmut was not particularly happy with your damage to the forests immediately surrounding the city, there yet remains plenty of vegetation for him to hold a pseudo court of instruction amongst the ogres. Raina, on the other hand, invited the ogres out to the fields, teaching them what she could with admirable aplomb for a woman who had never met an ogre before. She appears like an old matron, more than a little on the plump side, but there are thick calluses on her hands and a broadness to her shoulders and hips that speak of years of hard labor. Time will tell as to how well things will go, but luckily the very nature of their cults means that there is no friction at all between their works and those of the Esmeraldans. After all, a cookfire on the trail is as much a place to make a meal to aid your fellows as a full kitchen. Will Complete In Two Turns.

Intrigue:
You have two different intelligence organizations. One, Witch Hunter Marlisa, is focused on combating cults, threats, monsters, and generally outside forces. The other is Master Baggins, a very influential halfling cook and champion of the common man. Now, a third, is present in the form of Sabine. Her own experience is different, but that does not preclude her from having value in this. (Choose One):

Feeling Out The Shadows: You failed before, with Marienburg, and they are aware that you are aware of their agents. Those that they had, at least. Now they've pulled back, strongly, and to make any attempt now means that you would have to be the aggressor. You could try to prepare your defenses, but both Baggins and Sabine speak towards a stance of proactive investigation. This time, you'll be trying to infiltrate them, get more information on the family's which have so taken the city and province for themselves. You don't really have a leg to stand on when it comes to merchants, so really you're just annoyed with them bothering you, not angry at them existing in the first place. On the other hand, they know, and they know that you probably know that they know, and that they'll know you know they know for when you try to know more about what they know. It will not be easy. Cost: 1,500. Time: 1 Year. Reward: Intrigue Beachhead made into Westerland Intrigue Sphere. Chance of Success: 60%

Required: 40. Rolled: 22.

It fails. Miserably. Well, no, not miserably, but it does fail. Your few agents are happily approached, accepted, and fleeced. This is due to the fact that, Hagrid patiently explains to you, that you don't have an actual spy network. No experienced agents and passers-by of whole cities and provinces, people who can slip in and out of the place. No one who takes bribes regularly for the passage of information. Marienburg is flooded with these, especially, due to its sheer financial importance and place of joining of so many cultures and places. Over a dozen large Norscan ships are there trading mead, meats, furs, and so forth, while elsewhere Bretonnian and Arabian traders mingle. There are even a few representatives of the New World present, or at least the colonies there. Your people are alternatively caught or outright lied to with such skill they are adamant that there was no Marienburg influence in your lands at all. Two joined up with those who paid better and had more expertise. It is a…humiliatingly obvious result, you cannot help but conclude at the end. It will be rectified. You need to go even slower than you thought, and build up a base. Contact people already within Marienburg, finds cracks and seams in it. It is not a monolith, there are too many trading houses constantly vying for control for that to be true. It is like fighting an orc for the first time. Something you can't properly prepare for until it happens…but if you survive you can move forward. Learn. Adapt. Failure, however repeated failures and issues has unlocked option for improvement/actual creation of intrigue agent stuff, etc.

Investigate Hochland: Your province and Hochland have been the subject of incredible enmity that has more than once flared up into outright fighting, an enmity that has lasted not just generations but centuries. Territory, culture, and more are all contention points, or at least they used to be. After the last Counts death, despite your attempt to save him, the bastard, his successor seems wholly intent on letting nothing stop him from hunting and sleeping the days away. Recent events have only made you more aware that threats should be investigated or at the least considered rather than ignored, for they may attack in vectors that you simply did not expect. What have your ancestral enemies been up to, lately? Perhaps nothing, perhaps not. Cost: 1,000. Time: 2 Years. Reward: Information. Chance of Success: 60%. Will Complete This Turn.

- Required: 40. Rolled: 44

You have learned, and what you have learned is…somewhat disturbing. No one sees the Count anymore. Not in Hergig, at least. The ruler of the whole of the province? Has sat in for court for all of a whopping zero days for the whole of this year. And the one before that. It started slowly, upon his coming to the throne, the waspish viper of a man that was his father perhaps leaving some sort of impression on him in terms of maintaining authority. But whatever it was that had Ludenhof staying within Hergig to rule after coming to the runefang has faded severely over the years. First it was a few journeys out. Then it was several. All over the province, just…wandering back and forth, from hunting lodge to hunting lodge. He hasn't even inspected his own state troops in years! Now the city, so grim and cloistered, is ruled by his Steward. Hedwig Ludenhof? Dead and gone, a hunting accident years ago took the only living female Ludenhof of Victor's get into Morr's embrace. Apparently she got in between two boars fighting over territory, and was slain for her efforts. You still remember when Magnus himself stamped down on the infighting issues of the family, but apparently he was almost too successful. Of the other Ludenhofs, the one who became a Warrior Priest headed east with a trading caravan, apparently never returning from Ind and Cathay where he sought to preach Sigmar's name. Others who were a part of the Reiksguard fell during the Vampire War, and the one in the Imperial Foot fell defending a village with a small group against a warherd thrice the size of his detachment. Apparently Otto Ludenhof has thusly gotten himself a nice little statue somewhere in Reikland as the hero of said hamlet.

There are no other Ludenhofs. And with Hans himself wandering about as he is, barely seen, scarcely even spoken of, governance has fallen to squabbling. Both between the various guilds, who strive against one another for prominence, and the Steward put in place by Victor beforehand…and the Steward that Hans put in place instead. Power in Hergig is quietly but fiercely defended, as the twin stewards refuse to accept the authority of the other. Well, in truth at least. By appearance, Theodoric Blaschke willingly stepped down from his post, and allowed Jurgen Ditezen to take his post. By appearance. Your people, or rather Hagrid's, have managed to gain themselves jobs. And, after so many, many months, the paranoia scales back, and mouths begin to speak. Theodoric holds unofficial court with a great many of the older and more influential individuals and groups within Hergig, and thus the province, while Jurgen has the more open support of the people and younger organizations who want and therefore received influence granted by the younger of the two. While Jurgen rules from the grand central fortress of Hergig, Theodoric rules from the places below the hill. Meanwhile, the Hochland College of Sorcery continues its studies of magic. And that's about it. The Order of Light is present, as is the Celestial College, but neither are particularly open to visitors, studying and exploring their magics without being nearly as in demand as you would have expected. And apparently they are just fine with that, preferring their somehow secluded studying within the city. Of note is the small dwarf quarter of the city being nearly abandoned by those for whom it was named. Somehow you'd missed that much of the dwarfs of Hochland had come to Ostland, either to Wulfenburg or to Bugman's Brewery directly. So that's something to know too.

So, in summary, Hans Ludenhof hasn't been in Hergig in five years, two stewards are fighting over the city, and the guilds are working to influence things on the side. And the only thing all four seem to agree on is making sure no one knows about this, or at least causes enough of an issue amongst themselves that something needs to be done. The Imperial Taxes are, in actuality, higher than average, trade flows, and violence is at a minimum. Amongst those of the city and villages, at least. The state troops are split apart among their leaders, and you don't doubt that a good many of them have turned to working for the guilds personally, bereft of orders to do otherwise. The Order of the Silver Mountain, the premier Knightly Order of Hochland, have been relentlessly running up and down the province, doing what they can, but they accept only young men of noble blood as trainees, and can only be in so many places. Hochland is simultaneously tenuous and stable…but is that not the Empire as a whole on some days? At least, now you know. And no, Hans isn't dead. He's still sighted around the province, hunting here and there, feasting here, and so on. But he's rarely in the same place for longer than a month at a time, and spends far more of that time ranging into the forests. And to think, all of this has been going on for years and years, but you never even bothered to look across the river! The question, of course, is now what? Reward: Information. New Options Unlocked.

Personal:
God's above, your family has been through too much. (Choose 2):

The Law Of Ostland: While you could not have imagined the delay it would take you to reach this point, you have at last, reached it. It is time to put your mind to use more than your blade, and shred away this insane wild tangle of laws, points of authority, agency, punishments, and more. It is a beast you are unfamiliar with, to be sure, one of paper and vellum and ink, but it is one that you will fight regardless. Ostland deserves better than that, and its people do as well. Might the nobles dislike how their authority may fluctuate as a result of what you do come up with? Perhaps. At the moment, you haven't put anything into place, and this is a private work, so there is nothing for them to complain about. For now, it is time to begin, sending out your feelers and servants across the province to bring every copy of every corner's legal code forth to you, that you may create a unified Ostlander legal code, rather than one that changes every few bloody feet outside of Wulfenburg! Cost: 1,000. Time: ??? Reward: Streamlined Unified Legal Code For Ostland Province. Will Complete In ??? Turns

- You dip into rulings, now. It is one thing to know the laws. Another entirely to see them enacted, and the success or failure of enforcement. If it cannot be enforced, why? Was it a question of feasibility in enforcement, or lack of enforcers? This is an issue as well and one you hadn't considered but feel foolish for not doing so. But things are coming together, now. From the top down, built from the bottom up. You've a solid foundation now. Several things are being stripped out, and by simple necessity for more efficient function of law many of those who benefitted from such are not going to be happy. In some cases, it is simply a case of authority radius being increased by word and bodies without printing into actual annals. In others, the nature of untangling means that some will come out ahead of their fellows. Will Complete In ??? Turns

Further Engineering Studies: Now, obviously you do not require the same unforgiving pace as before, but that does not mean you cannot continue in your studies of engineering. Anna, no longer attempting to replicate a kraken's arms in terms of project attention, can help teach you. As can Helga or her daughter. You will likely not end up learning at the sheer level as before, but that is fine. It is a fine way to keep one's mind well-oiled and kept busy. Continue to learn, and by learning, you will be able to further contribute to your daughter's works as able. Already, you are much better at maintaining the guns you carry with you, but who knows what else you might figure out as time goes on? Cost: 0. Time: 1 Year. Reward: Engineering Trait Advancement. Chance of Success: 50%

- Required: 50. Rolled: 85

You have the time, and you use it well. Anna helps instruct you, as does Helga, while you in turn assist in lectures on spreading knowledge of both cyclers and the wing suits to the rest of the engineers in the workshops. Better to spread the knowledge than lose it. And, to your shame, there is quite a bit to learn. Especially about blackpowder mixtures, and things like that. More intricate and personalized inventions become more common in your studies than the larger generalized constructs. At one point, you end up losing a finger towards one of Anna's projects, a massive spinning cylinder of metal that is apparently built for, of all things, crop harvesting. The Jade Wizards saw to it, but it was a healthy reminder that you cannot forget that much of what you deal with is deadly. You begin reaching into the more esoteric things. The fluctuation of certain kinds of magnetic metals, the bubbling of chemicals. Acids and the like, perhaps for usage in weaponry. And, for a wonder, something comes to you. It is, perhaps, a reversal in things. It is no strange new sort of cannon or handgun, nor a process for faster loading. But the thought comes to you in a dream, of a catapult or trebuchet sort of device launching barrels overhead, set to light, coming down and exploding in large piles of burning acids or blazing pitch. Something to arc fire, and cause larger areas of effect than a simple payload coming up and coming down. Then again, perhaps it is nothing more than a passing fancy. You may have the ability, perhaps more than anywhere else in the Empire, to produce the alcohol required to create burning barrel explosives by way of launchers…but would it be worth it? You don't know, yet. For now, you focus on your studies, learning better maintenance on your weaponry. Three pistols across your chest, and the last ditch gun against the small of your back. So engrossed are you in your studies that you are rather surprised when Anna stops you, one day, and asks if you're going to shave your head into the mohawk, considering you qualify for one. You, in turn, reply that you probably won't, considering Natasha would strip your hide for doing such a thing – considering your position and appearances and such. She shrugs, and the two of you get back to work. Reward: Skilled Engineer -> Masterful Engineer of Ostland – Not a traditionally ordained or mohawk'd engineer, their expertise and knowledge is enough to qualify them regardless. Skill and knowledge about weaponry and their usages have known benefits, at least for one's personal equipment! (+2 Martial, +4 Learning)

Work By Correspondence: Alexandra agonized over not completing a new armor for Urgdug. But just because she isn't here, doesn't mean you can't work with her on the matter. With your own knowledge, you can test and examine, while she can determine new methods and designs. Then you can mail your letters and perhaps even parts of the armor back and forth for fitting and what not. You can aid in that especially well, and give her the measurements she needs. It would be a good excuse for some back and forth communication between the two of you, and it would allow Alexandra to aid Urgdug in the manner she desires. A nice gesture for all. Plus, considering her nature, she will likely cover the costs of her own materials herself, with her own funds gained by her works in Kislev. You can do so as well on your end. It's not like some stranger commissioning something, after all! Cost: 500. Time: 1 Year. Reward: Urgdug receives personalized master-crafted armor from Alexandra.

- Urgdug has often been forced to just make do. Especially in the earlier days. For the most part, multiple suits of armor were continually forged in on themselves for him. When you later went through the effort of making outright ogre-sized suits of armor for your troops, he was a recipient as well. But this is something different. It is more than just oversizing some things, and form-fitting them to his increased bulk compared to even other ogres. But this is going to be a masterwork, created by your daughter, who you can say without any pain to your pride is a good thing. Back and forth, sections are sent from Wulfenburg to Kislev. Escorted by a dozen 'Icewings', Kattarin's latest project for elite loyal troops, you receive and return multiple prototypes. Measurements, notes on test cases for combat up to and including having Urgdug face multiple ogres, cavalry charges, Oskana, and the shot of a cannon, all these and more pass between you and Alexandra. Her words and tone have completely shifted, you cannot help but note, but that only makes sense in case her messages are intercepted. But while she writes in clipped formal bursts, her work is…magnificent. The quality is, if you are honest, zealously perfected. To an uncomfortable extent. The steel is as high-grade as you've ever seen, refined by dwarf techniques before being forged into each individual piece.

It is…horrifyingly deadly. Twinned razor edged steelfists, thick enough that a human would struggle under the weight, but sharpened to cut superbly finely. The fine movement of his fingers is almost completely unhindered, due to a combination of his inhuman physiology letting him move more weight even in slight adjustments and the metalworking at hand. The result is something mixed between lobstered dwarf plate and Kislevite aesthetics, harsh lines and coloration. Specifically, in a reference to some of your earlier suits of armor that you crafted yourself, his pauldrons are checkered in the black and white, while a massive red bull is painted along the gut plate. That too is its own weapon, just as Maw ogres use, blades sticking forward. It is not quite horns or anything of the like, but should Urgdug slam his gut forward, it is essentially multiple short blades stabbing forth with all the considerable force he can summon. The final piece is entirely form over function, but removable if desired by way of thick chains which can be tightened and locked over his shoulders and upper arms. They are massive steel wings, in the fashion of the famous Winged Lancers of Kislev, the 'feathers' solidly forged razor edges. These are painted black and white in a similar progressing pattern of the Engineers of Ostland. The sheer size of them brings to mind the massive tusks and fang set that the Tyrant possessed in Karak Ungor, but refined metal rather than mere savage bone.

It's pretty good, and you hear many ogres admiring it when Urgdug shows it off in the mustering fields. Only an ogre could withstand all of that weight, and be pleasantly unaffected by it like a proportional human would. Then again, the human race is not prone to making a habit of wrestling giants to the ground or smashing down castle walls with nothing more than their own bodies. It is a stunning work of functional art, and if Urgdug turned right, he could probably shred anyone behind him if he ever got surrounded. It is not gromril, the sheer expense of that would be absurd, but damned if it isn't some of the best steel you've ever seen. Reward: Urgdug receives personalized master-crafted armor from Alexandra.

873 Remaining In Treasury
+25 Trade [Amber]
+350 Farming [Slope Farming Major]
+100 Farming [Goats]
+100 Trade [Goats]
+250 Trade [Aligning]
Total Per Turn Income Increase: 825 Per Turn.
Treasury Ending Current [Pre-Rumor Mill]: 873+825=1,698 In Treasury
Militia Upkeep Reduced: -35
+35 To Treasury.

Urdug's Winged...bits, are around the same size as the bone on the tyrant (right) in this picture, only oriented differently and made of metal.
 
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Hm. None of the failures were terrible at least, and lacking one research option next turn might even be beneficial for conserving money.
 
Well 350 for slope farming major... wow! Solid turn and even though we failed the marienburg action it does unlock improvement. Failing the research action actually means next turn is easier to budget so there is that. That amber roll though, they are out doing good work and if we keep the momentum going and clear more forest hopefully we can reduce the area the beastmen and greenskin can gather in.

@torroar what was the reward for aligning trade? Also how much did the militia upkeep get reduced?
 
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Well Hochlands done fucked up. Whew. We need to ensure they get their shit in order before the WAAAGH!! comes.
Well, again.

They got hit by the tail end of one la-

Damn it, at the very least, we need to warn Magnus. I smell the Changer of Fate's hands in this. A count who nobody has seen in some time? Two Stewards feuding? All those "mysterious" deaths of the other claimants? I mean, hell, at the very least, the daughter wouldn't have gotten in between two boars unless she was just flat out stupid.
 
Ironblaster Considerations: Okay, so the ogres used to throw regular sized cannonballs inside for what is essentially massive grapeshot blasts. Each one of these badly damaged the Ironblaster in question. So, what about a cannonball that is sized for the damn thing? How hard can it be to create one that can fire regularly without damaging the internal functions and structural integrity of the cannons? It is time to find out. Could a Doomsphere potentially be sat inside, or should a smaller one be made? What about a cannonball sized normally that breaks apart after firing, but doesn't damage the Ironblaster's internals? All things that need to be considered, tested, and so on and so forth. Who knows what the engineers might find out in the long run? Cost: 1,000. Time: 2 Years. Reward: Ironblaster Ammo Considerations? Other??? Chance of Success: 80% Will Complete This Year.

- Required: 80. Rolled: 19.

So, it would've failed anyway, but if the CoS really was 80 percent then the required roll should've been 20, not 80.
 
Well 350 for slope farming major... wow! Solid turn and even though we failed the marienburg action it does unlock improvement. Failing the research action actually means next turn is easier to budget so there is that. That amber roll though, they are out doing good work and if we keep the momentum going and clear more forest hopefully we can reduce the area the beastmen and greenskin can gather in.

@torroar what was the reward for aligning trade? Also how much did the militia upkeep get reduced?

Whoops! Good eye, both should be in the update now.

So, it would've failed anyway, but if the CoS really was 80 percent then the required roll should've been 20, not 80.

Correct! Should be fixed now.
 
Well, again.

They got hit by the tail end of one la-

Damn it, at the very least, we need to warn Magnus. I smell the Changer of Fate's hands in this. A count who nobody has seen in some time? Two Stewards feuding? All those "mysterious" deaths of the other claimants? I mean, hell, at the very least, the daughter wouldn't have gotten in between two boars unless she was just flat out stupid.

Just for the record, Investigate Hochland has been an option since Turn 24. Who knows what might have been discovered/changed if investigated earlier?

Plus, people have seen Ludenhof, it says so in the update. He's just never in Hergig.
 
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Well end result is our net income jumped by 860! And the goats is going to keep on adding to that for a few turns. I feel a lot better about our actions next turn. Hochland though, I almost feel like we need to tell the Emperor so he can be ready for whatever happens there or deal with it. And on that note, ugh we should have tried sooner maybe we could have saved one of the kids to get them into governance.
 
Just for the record, Investigate Hochland has been an option since Turn 24. Who knows what might have been discovered/changed if investigated earlier?
True, but well, for once assuming that Hochland isn't all on fire, meaning we can focus on other stuff has not paid off.

Damn it Hochland, why you do this to us? First you have a idiot, now you have a possible puppet. Is the next one just gonna skip the pretense and be a outright cultist?
 
- You dip into rulings, now. It is one thing to know the laws. Another entirely to see them enacted, and the success or failure of enforcement. If it cannot be enforced, why? Was it a question of feasibility in enforcement, or lack of enforcers? This is an issue as well and one you hadn't considered but feel foolish for not doing so. But things are coming together, now. From the top down, built from the bottom up. You've a solid foundation now. Several things are being stripped out, and by simple necessity for more efficient function of law many of those who benefitted from such are not going to be happy. In some cases, it is simply a case of authority radius being increased by word and bodies without printing into actual annals. In others, the nature of untangling means that some will come out ahead of their fellows. Will Complete In ??? Turns

Frederick===> Just wanted an unified legal code.


Some years later.


Frederick===> Revolutionize the law system and law enforcement.

Good job Fred! :p
 
Hochlands is a bloody mess the question is now what the hell is Freddy going to do about it and should we get our wolfy neighbour to help us deal with it and tell the Emporer?
 
Eesh, Hochland is certainly in a state ain't it? While I wouldn't say it's immediately dangerous to not do anything we should probably bring this to Magnus at the very least.
1. We're close by. Closest ones around, actually.

2. We might still have some good will from the last time we went in there.
What we have is a succession crisis in the making. While I would be willing to go in and keep order this kind of politics is going to be messy, absurdly messy and quite frankly not the kind of thing Freddy should get involved in personally. At the very least we need to keep the province from killing itself and with the army divided and it's leaders split it's highly unlikely for them to work together and actually push us out or threaten us in any meaningful way. Not with the leaders bickering among themselves and trying to maintain personal power.
 
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