Our concerns don't have to be actionable. At this point we are simply telling him, "We are concerned about the situation in Hochland. What do you think about it and if the worst happens, what are your thoughts?" I'm not proposing we try to get his help to invade Hochland.

If he blows us off, we come out looking like the bigger person. If he invades without us on just what se currently have, he looks like a loose cannon. if he takes it to Magnus, he looks weak.

His only real option is to respond in a reasonable manner, even if the response is we'll keep watching the situation. It may improve our relations with him and doesn't really cost us anything.

...have you even seen him on screen? The guy who started a punchup in the Meet because he bought a load of horseshit rumors?
 
we should focus on getting Trade Deals with Hochland and Middenland
Why Middenland? Not only does it offer us little, but that boosts Gunther, Hochland maybe, but IC Freddy distrusts Hochlanders and views them a greedy and lazy.

Overall, there's no reason whatsoever to reach out in such a fashion to them, aside from maybe digging some feelers and influence into Hochland in case we need to get involved.
 
Why Middenland? Not only does it offer us little, but that boosts Gunther, Hochland maybe, but IC Freddy distrusts Hochlanders and views them a greedy and lazy.

Overall, there's no reason whatsoever to reach out in such a fashion to them, aside from maybe digging some feelers and influence into Hochland in case we need to get involved.
still it will help improve the situation in the empire a bit as trade is always a good thing and give us more income yes we can use it gain feelers and influence in those places
 
...have you even seen him on screen? The guy who started a punchup in the Meet because he bought a load of horseshit rumors?
To be fair, those were horseshit rumors he was being fed by his spymaster.

Why Middenland? Not only does it offer us little, but that boosts Gunther, Hochland maybe, but IC Freddy distrusts Hochlanders and views them a greedy and lazy.

Overall, there's no reason whatsoever to reach out in such a fashion to them, aside from maybe digging some feelers and influence into Hochland in case we need to get involved.
No, he explicitly doesn't feel that way about Hochlanders in general, just the nobility/Ludenhofs.
 
Why Middenland? Not only does it offer us little, but that boosts Gunther, Hochland maybe, but IC Freddy distrusts Hochlanders and views them a greedy and lazy.
He thought the Ludenhoff's were asses, but when he personally went there, he felt that the Hochlanders in general were some of the most pleasant people he's ever met.
 
Besides, we need to help make the Empire more connected. If we isolate our good relations to the Trident and Big Magnus then we foment animosity and possibly lead to another war between the Elector Counts.
 
as someone that is catching up and is now looking very nervously at this mountain of dwarves, I look back at the beginning of this quest and wonder how you insane people got this

Diplomacy: 4+2=6 (You are not the most tactful. Instead of a silver tongue, you have one of barbed iron.)
Martial: 19+2+1=22 (You are one of the proficient fighters in all of Ostland.)
Stewardship: 8+2=10 (You know generally how to manage things.)
Intrigue: 10+2=12 (You know a little better than most about skulking in the dark.)
Piety: 1+2=3 (In the Age of Magnus the Pious, you are an incredibly small minority. Screw the Gods.)
Learning: 20+2+1=23 (One of the most brilliant people in all of Ostland.)

to this
Diplomacy: 4+2+1+2+1=10 (You were never the most tactful. Instead of a silver tongue, you had one of barbed iron. But over time, at the least, you are no worse than anyone else. Or any better.)
Martial: 19+2+1+2+3+3+1+3+1+2=37 (You are one of the most proficient fighters in the world, your strength beyond what most mere mortal men could manage, your durability just slightly inhuman.)
Stewardship: 8+2+1=11 (You know generally how to manage things.)
Intrigue: 11+2+1=14 (You know a little better than most about skulking in the dark.)
Piety: 5+2+1+1+3+4+2+2=20 (The God's themselves have actually divinely touched you...which goes quite away when your previous position was: The God's Aren't All That.)
Learning: 20+2+1+1+4=28 (One of the most brilliant people in all of Ostland.)
 
as someone that is catching up and is now looking very nervously at this mountain of dwarves, I look back at the beginning of this quest and wonder how you insane people got this

Diplomacy: 4+2=6 (You are not the most tactful. Instead of a silver tongue, you have one of barbed iron.)
Martial: 19+2+1=22 (You are one of the proficient fighters in all of Ostland.)
Stewardship: 8+2=10 (You know generally how to manage things.)
Intrigue: 10+2=12 (You know a little better than most about skulking in the dark.)
Piety: 1+2=3 (In the Age of Magnus the Pious, you are an incredibly small minority. Screw the Gods.)
Learning: 20+2+1=23 (One of the most brilliant people in all of Ostland.)

to this
Diplomacy: 4+2+1+2+1=10 (You were never the most tactful. Instead of a silver tongue, you had one of barbed iron. But over time, at the least, you are no worse than anyone else. Or any better.)
Martial: 19+2+1+2+3+3+1+3+1+2=37 (You are one of the most proficient fighters in the world, your strength beyond what most mere mortal men could manage, your durability just slightly inhuman.)
Stewardship: 8+2+1=11 (You know generally how to manage things.)
Intrigue: 11+2+1=14 (You know a little better than most about skulking in the dark.)
Piety: 5+2+1+1+3+4+2+2=20 (The God's themselves have actually divinely touched you...which goes quite away when your previous position was: The God's Aren't All That.)
Learning: 20+2+1+1+4=28 (One of the most brilliant people in all of Ostland.)
That Stewardship tho :cry:
 
as someone that is catching up and is now looking very nervously at this mountain of dwarves, I look back at the beginning of this quest and wonder how you insane people got this

Diplomacy: 4+2=6 (You are not the most tactful. Instead of a silver tongue, you have one of barbed iron.)
Martial: 19+2+1=22 (You are one of the proficient fighters in all of Ostland.)
Stewardship: 8+2=10 (You know generally how to manage things.)
Intrigue: 10+2=12 (You know a little better than most about skulking in the dark.)
Piety: 1+2=3 (In the Age of Magnus the Pious, you are an incredibly small minority. Screw the Gods.)
Learning: 20+2+1=23 (One of the most brilliant people in all of Ostland.)

to this
Diplomacy: 4+2+1+2+1=10 (You were never the most tactful. Instead of a silver tongue, you had one of barbed iron. But over time, at the least, you are no worse than anyone else. Or any better.)
Martial: 19+2+1+2+3+3+1+3+1+2=37 (You are one of the most proficient fighters in the world, your strength beyond what most mere mortal men could manage, your durability just slightly inhuman.)
Stewardship: 8+2+1=11 (You know generally how to manage things.)
Intrigue: 11+2+1=14 (You know a little better than most about skulking in the dark.)
Piety: 5+2+1+1+3+4+2+2=20 (The God's themselves have actually divinely touched you...which goes quite away when your previous position was: The God's Aren't All That.)
Learning: 20+2+1+1+4=28 (One of the most brilliant people in all of Ostland.)
I know, Piety was that stat I'm most surprised that we managed to raise, since it was originally our worst stat, and now it is our third best stat. All those small bonuses we accumulated over the course of the quest really added up. While I'm glad that Freddy raised his Piety and got character development from it, I almost wish he didn't since his lack of Piety was one of his most defining traits in this quest, but there is a certain beauty in Frederick finding faith and the changes it had on him. Frederick's change actually reminds me of something from Planescape Torment.
The Nameless One: If there is anything I have learned in my travels across the Planes, it is that many things may change the nature of a man. Whether regret, or love, or revenge or fear - whatever you believe can change the nature of a man, can. I've seen belief move cities, make men stave off death, and turn an evil hag's heart half-circle. This entire Fortress has been constructed from belief. Belief damned a woman, whose heart clung to the hope that another loved her when he did not. Once, it made a man seek immortality and achieve it. And it has made a posturing spirit think it is something more than a part of me.
 
I repeat my idea from earlier.
Let's invite Ludenhoff to come to visit us.
We have pretty good forests for hunting, he seems to care little for anything but hunting, and we can honestly claim that the reason for the invitation is that we kinda want to mend the rift between our provinces and households. It would not be the sole reason, but it would be a solid one.
And if he blows us off, we can send a friendly letter to Magny-majesty that we had tried to be friendly and got rebuffed. Which might help cover our ass down the line if we have to do something.
 
Listen yall..
Just leave him alone. Fortify our border and have a plan for the possibility of Hochland falling and keep upping the intrigue obviously. But like...let's not try to be seen as a meddlesome nanny? This sort of reeks like that idea about showing everyone our new lawcode as a basis for them to copy.

At most I'd tell Hochland's Count that he's got a bit of power jockeying he may want to look at.

If new intrigue shows something's up. Act on it. Otherwise, I'd say we stay in our proverbial lane on this one.

Seriously.
 
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look with Hochland and Middenland we have a land border with them so we should try and be friendly with them and i know we have had problems with there leaders and trade will help with that as is the bread and butter of any nation
 
as someone that is catching up and is now looking very nervously at this mountain of dwarves, I look back at the beginning of this quest and wonder how you insane people got this
Something something diamonds, something something mountain of pressure.

look with Hochland and Middenland we have a land border with them so we should try and be friendly with them and i know we have had problems with there leaders and trade will help with that as is the bread and butter of any nation
We don't have a problem with the leader of Hochland as much as Hochland has a problem with their leader. In both cases this is due to said leader's hands-off method of ruling.

Also:
But my final matters, aside from looking up the…information," she nods towards where her parchment lies now in a heavy sack at Urgdug's side. "Was to speak to Hochland's representative."

The night is dark, but you are surrounded by greatswords, have an ogre, and a runefang. None of this seems to be particularly effective at blocking off the glow of embarrassed satisfaction on Sabine's face. She coughs and straightens, apparently determined to stand up straight – if yet slightly bent by her belly.

"I…yes. Duke Taussig is…I was…historically," she almost shouts, "Hochland and Ostland have an antagonistic relationship, especially based on your last relationship with the former Ludenhof, correct?" She almost says frantically.

You frown at her slightly before shrugging

"…yes, he was an asshole, and I'm mostly sorry that he's dead because of what happened afterwards, not about the man himself," you eventually say.

"And, because of his son's negligence, beastmen were able to cross into Ostland through their border, right?" She says almost immediately after you finish speaking.

"…yes? Sabine?"

She looks a little guarded before breathing deeply.

"I…may or may not have threatened Duke Taussig, with tariffs, trade-based blockages, duty changes, and so on, while speaking to lapsed trading contracts," she says in a rush. "We…came out significantly ahead, and I'm afraid that may be why he may have been especially wary of you."

When you are silent, she worries at her lip, hands coming down to rub at her belly.

"You…tore Hochland a new asshole because they let beastmen get into Ostland?"

Sabine blinks at your genial tone.

"I…yes? O-Ostland is my home now too. I can't swing a sword at them like-,"

"Huh," is all you say, but it is all that you need to say before she is quiet.
Tore Hochland's representative up a bit in a series of trade agreements, through copious usage of threats of tariffs or simply cutting off land-based trade, using the very real threat of anger over the matter of the beastmen who managed to get across the way through Hochland's portion of the Middle Mountains, the bridgework, and certain discovered primitive rafts.
+250 Trade Income
New trade negotiations with Hochland might not help unless we make Sabine's existing agreement favour them a bit more. Because we currently have them in a bit of a bind(and Hochland's Elector Count doesn't seem to care).
 
[CANON] Ostland Troll Hunting - Massgamer
Ostland Troll Hunting
Alongside greenskins and beastmen some of the most common enemies of man are the foul, witlessly stupid, bone-crushingly powerful, and gods damned hard to put down trolls. Thankfully most trolls are solitary creatures outside of waaaghs, where they are "bribed" to join them, or rare cases of several of them forming a group thus making them on average easier to deal with if no less deadly due to their physical abilities. These beings while incredibly dim witted are rightfully infamous for their incredible strength, power digestive juices to let them eat practically anything, and their regenerate powers to heal from even grievous wounds in a short amount of time.

While mankind has dealt with them for a long time it is no surprise to most that the dwarfs have dealt with them even longer, what would surprise most however is how the dwarfs have learned to harvest and make use of trolls.

As noted by an Imperial scholar:
A curious example of dwarf resourcefulness is their use of the body parts of one of their most fearsome ancestral enemies, the Troll. When a troll's corpse is dragged into their hold by a band of courageous hunters, nothing goes to waste. The innards form the main ingredients of 'kuri', a traditional dish spiced with wild berries, washed down with 'troll brew', an intoxicating beverage with supposedly regenerative properties, traditionally imbibed from tankards fashioned from troll skulls. Tanned troll hide is used to make tough boots, coats, and cloaks, and even the creature's fat acid is utilized by engravers to etch metal.

Therefore it is not surprising most dwarfs are willing to pay a great deal of coin for even just pieces of a troll, to say nothing of a whole body. And with the establishment of the dwarf quarter in Wulfenburg along with it's large population and great deal of dwarf trade this has lead to many enterprising individuals to the profession of troll hunter.

It should be noted that most trolls are usually dealt with by gatherings of settlement militias, roadwardens, etc when said beasts wander too close to human civilization seeking to satisfy their never-ending hunger. Of course actually transporting the bodies of these trolls is arguably harder than killing the things in the first place since they require heavy labor to move and there is always the risk of it healing back up unless liberal amounts of fire is applied, not to mention most aren't even aware of the value trolls have for dwarf craftsmen. Therefore the usual response after killing trolls is burning the bodies to point there is no risk of it getting back up, though settlements who do successfully sell off a troll corpse, even through a third-party, usually earns enough to count as a hefty nest egg for the community.

Professional troll hunters in comparison rely more on skill than numbers, though that certainly helps, to take down trolls and usually go into the wilds themselves to track trolls down to their lairs. Troll hunters will even sometimes by payed by settlements to seek out trolls that are suspected to live near them without having to risk their own people. These hunters will usually use a good number of tricks in order to lead the dumb and easily distracted trolls into traps that if they don't kill them outright puts them in a position to be more easily killed, then it is a matter of transporting the corpse to Wulfenburg safely to sell. The most effective method discovered by hunters and basically copied from how dwarfs deal with them is to cut off all the limbs of a troll and continuously apply fire to the stumps to prevent any regeneration to take place.

The best troll hunting groups have dwarf rangers leading them with centuries of experience in basically the same job and ogres who's own great strength is a major boon in killing and transporting the corpse.

Whenever they come across them it isn't surprising that merc or army groups will also see about transporting troll corpses to provincial capital to be sold to profit from them as well.

Once said troll corpses are successfully brought to Wulfenburg the dwarf buyers are usually quite quick about the harvesting process, born of thousands of years of experience in the matter, and nothing goes to waste. Hide, bone, organs, muscle, fat, acidity juices, blood, etc is taken, properly stored, and then sold or used at a later date for any number of projects. Considering the profit these dwarfs stand to make from selling the products of the harvesting the pay off for the hunters is usually quite good, usually the larger the troll the better the pay in general.

While common trolls have a normally fixed rate, only varying depending on size of said troll, other types are sometimes even more profitable due to unique qualities. River trolls ability to vomit up their digestive acid and more water proof hide usually makes those parts of their body worth much more in general, not to mention the hazard pay of trying to hunt said trolls in their shallow river environments. Stone trolls, seen most often within Middle Mountains or at their foothills, stone-like hide from constantly eating large amounts of rocks makes the creatures much harder to take down on average but said hide is always in high demand due to the toughness of clothes one could make out of it.

Despite the riches one could gain from this line of work it should be noted that troll hunting is a very dangerous profession and has killed countless since it's rise in Ostland as a business. Trolls themselves are bad enough however many a party has been lost by underestimating the creatures or stumbling on a large band of them at once, or groups of greenskins, beastmen, or other monsters that make up the wilds trolls usually live in.

However those brave and skilled enough to hunt trolls for a living not only lead successful lives but serve as another form of protector of man against it's various enemies.
 
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as someone that is catching up and is now looking very nervously at this mountain of dwarves, I look back at the beginning of this quest and wonder how you insane people got this

Diplomacy: 4+2=6 (You are not the most tactful. Instead of a silver tongue, you have one of barbed iron.)
Martial: 19+2+1=22 (You are one of the proficient fighters in all of Ostland.)
Stewardship: 8+2=10 (You know generally how to manage things.)
Intrigue: 10+2=12 (You know a little better than most about skulking in the dark.)
Piety: 1+2=3 (In the Age of Magnus the Pious, you are an incredibly small minority. Screw the Gods.)
Learning: 20+2+1=23 (One of the most brilliant people in all of Ostland.)

to this
Diplomacy: 4+2+1+2+1=10 (You were never the most tactful. Instead of a silver tongue, you had one of barbed iron. But over time, at the least, you are no worse than anyone else. Or any better.)
Martial: 19+2+1+2+3+3+1+3+1+2=37 (You are one of the most proficient fighters in the world, your strength beyond what most mere mortal men could manage, your durability just slightly inhuman.)
Stewardship: 8+2+1=11 (You know generally how to manage things.)
Intrigue: 11+2+1=14 (You know a little better than most about skulking in the dark.)
Piety: 5+2+1+1+3+4+2+2=20 (The God's themselves have actually divinely touched you...which goes quite away when your previous position was: The God's Aren't All That.)
Learning: 20+2+1+1+4=28 (One of the most brilliant people in all of Ostland.)
Drinking. LOTS of drinking
 
as someone that is catching up and is now looking very nervously at this mountain of dwarves, I look back at the beginning of this quest and wonder how you insane people got this
Story of my freakin' life. I still remember back in the day when I thought that Bloodthirster down at Nuln was likely to be the most dangerous fight we'd ever deal with, let alone the thing that would kill us.

Boy was I wrong.

Also, found a song about our Bro, Magnus the Pious, based off of Sabaton's Carolus Rex.
 
I repeat my idea from earlier.
Let's invite Ludenhoff to come to visit us.
We have pretty good forests for hunting, he seems to care little for anything but hunting, and we can honestly claim that the reason for the invitation is that we kinda want to mend the rift between our provinces and households. It would not be the sole reason, but it would be a solid one.
And if he blows us off, we can send a friendly letter to Magny-majesty that we had tried to be friendly and got rebuffed. Which might help cover our ass down the line if we have to do something.

Reminder we are a sovereign ruler, not a kindergartener.
 
Are we still working on finding a good location for a second port for our Navy? Or have we already found one?
 
Are we still working on finding a good location for a second port for our Navy? Or have we already found one?
The bulk of our efforts with the turn 28/29 Beyond Salkalten option went to Verborgenbucht(though they may need a road connecting them to the rest of Ostland that isn't routed through Salkalten if we want them to be a backup plan in case Salkalten falls).

Maybe Gauschdorf was considered not enough of an upgrade over the various nameless hamlets, maybe it freezes over during the winter months. Or maybe it was simply considered too close to Kislev/Erengrad(risky for us if things push through Kislev or if relations take a nosedive, possibly something the Bohka can use to bolster any anti-Empire rhetoric used to criticize the Romanovs).
Is there really any difference, though?
Kindergarteners manage a lower number of subjects. Nearly all of whom are more gullible/impressionable(though less rational) in a less hostile/competitive work environment in exchange for lower wages.

Same similarity as a priest, a military officer or a management/HR position in a company(and just about any position that involves directly dealing with customers).
Armies. They have armies
In the Border Princes, some sovereign rulers are one-man armies.
Not necessarily because they're strong. Mostly just because nobody thought to take their shit yet.
 
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