Turn 9 Results
2312 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. –In light of the situation, you are putting far more effort into this aspect of ruling than your own personal life -1 Personal/+1 Military Until Gorebash/Thorgar dealt with- (Choose 2)
Forting Up: It's not that you don't trust your neighbors, but that constant talk of Thorgar has got you feeling a bit defensive. After all the casualties you took taking down Gruber, you are not looking forward to the potential warbands of Blooded Ones charging across the land borders. None are in Ostland right now, and once they return because you
know they will…you would
really prefer to keep them out instead of fighting them once they get in. Yes, it's costly, but the enormous reward you, Kessel, and Ortrud received from Magnus for freeing Nordland will help pay for it. Cost: 1500. Time: 2 Years. Reward: Defensive Forts built across the south and eastern borders of Ostland, far greater protection against foes from those directions.
Will Complete This Turn.
- Your forts have been completed, and with them anyone trying to attack your southern or eastern borders will find that they have to break through solid mortar and brick emplacements that possess cannons that will shoot at them. So long as they are manned, you need not worry. With these and your militia, you have far less to fear than before.
Reward: Defensive Forts built across the south and eastern borders of Ostland, far greater protection against foes from those directions
Bring The Thunder: You have the weapons, a proven concept, and the ogres. You pushed your engineers to the limit last year, and you aren't willing to do that again to them. An easier order of Bull Cannons and some training will help you create a single 'unit' of this newfangled type of soldier. Better to have some than none at all, and all the mishaps that happen earlier on mean that later they'll be better and better. It will be expensive to create the cannons and arm them, but then again many things are in life. Cost: 200. Time: 1 Year. Reward: 25 Ostland Thunderbringers.
- Captain Urgdug Greatbellow the Sizable. The highest ranked and overall leader of the ogres in the Army of Ostland. Since you became the Count of your province, he has stood guard over your cannons in battle. Now…now he can wield them. Ogres instinctively love louder noises, the louder an ogre is the more respect he can instantly command the moment he shouts. However, you cannot just hand a Bull Cannon to any old ogre. No, to use these new weapons to their best capacity requires an ogre that can be disciplined, listen to orders instantly, and possesses the technical ability to load and fire their weapon without blowing off their own body parts or have it explode. As such, the first Thunderbringer in the history of the world…is the ogre you trust most. Also, it adds another title to Urgdug, always a good thing when it comes to ogres now that you know so much more of their culture. Now Captain Urgdug Greatbellow Thunderbringer the Sizable leads twenty four of his fellows onto the battlefield. Such is his voice that he can cry out across the battlefield and still command the rest of his ogres, while retaining the tight reins required for commanding your newest unit. Your engineers manage to craft the twenty five cannons required, but they will need time to rest themselves, not to mention to have more people actually study and become educated enough in your facilities to create such things.
Reward: 25 Ostland Thunderbringers, led by Urgdug.
Southbound Charge: You can wait no longer. Nuln is caught between two whirlwinds of destruction, and the rest of the Empire is already on the march to relieve them. It goes against everything you think and believe in to stay out of this fight when you can contribute. Besides, it would be quite remiss of you to keep the
Foot detachments from fighting for the Emperor, as is their duty. Gather up your forces, and head south down Talabecland. You will be joined in your journey by what Nordland and Ostermark can provide, though you also know they must retain some forces to protect their coasts and lands respectively. Cost: 0. Time: 1 Year. Reward: The Battle of Three Armies begun.
-
Next Post War Turns.
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 twinkle in your grandfather's eye. She barely attends any meetings at all anymore. Instead it is your wife Natasha who has been coming to take her place. (Choose 1):
Bypassing the Asshole: Ok. Victor Ludenhof is a
terrible individual. You don't like him, no one seems to unless it is about things they can mutually hate. But how is it that Hochlanders have a reputation for optimism and kindness to their fellow man yet their leader is…is
that thing. You're terrible at diplomacy yourself, but this man went out of his way to directly antagonize you. But there has to be some nobles, some commoners,
someone in Hochland who looks if not favorably upon you then at least not nearly as
negatively. Right? Anyone? Cost: 100. Time: 1 Year. Reward: ???
- There is little to bar your way into Hochland at this point. The people there are still quite grateful that you had your forces remove the remnants of Gorebash's horde and provided medical aid and supplies. Doing the same again more than greases the wheels. You aren't sure what you expected to find, but the sheer drop off between Ludenhof and his people is somewhat astonishing. You had often heard of the strange optimism of the Hochlanders, their kindness to strangers and upbeat personalities, but up until this point you had never really been exposed to it. Instead you had dealt with the sour and prickly Ludenhof. It's enough to drive you to drink, though admittedly that takes little. But it's the annoyed sort of drinking, not angry drinking. Of course, in the back of your thoughts you knew that there was always a clear divide between the people and the nobles, but you rarely focused upon that consciously. For instance, you were willing to plunge into battle on a hair pins drop if it meant aiding your allies or the Empire. Ostlanders were much less eager to do such things, preferring to drink their days away and watch the Forest of Shadows for any sign of monsters. Hochland's Count was an arsehole, in your personal opinion, but his people were most welcoming, and yes…optimistic. So yes, you are annoyed, both at Victor for providing his specific sort of 'face' to the Empire at large when it was entirely unrepresentative of his people…and at yourself for considering Hochland in your thoughts as if they were all the same strutting scowling shit that Victor was. You don't remember much of what happened after came to that realization, as you drunk quite a considerable amount, even for an Ostlander.
In any case, as you survey Hochland, making a connection with the people, you begin to hear rumors a few weeks before you leave for Nuln. Rumors of wild…
things…appearing out of the wilderness and safeguarding slowly rebuilding settlements from a pack of beastmen, a starving pack of wolves, and some of the already present greenskins that had spawned in Hochland and for some reason chose not to join up with Gorebash. To all witnesses they looked nothing more than animate piles of rags, animal hides, and plant life. As for weapons, they used things crafted only of bone, wood, and stone, without a hint of metal or black powder. They also seemed somewhat resistant to speaking to anyone, retreating back into the wilderness the moment their jobs were done.
Having nothing better to do, you decided to investigate. For a few days you tromped about in the forests, probably making a mockery of every stealthy huntsman in existence, before abruptly finding the point of a nocked arrow practically touching your nose. It made your stomach all warm and fuzzy with memories of the Wood Elves, except without any actual warmth or fuzziness.
After half a minute of silence punctuated by an aborted attempt at communication, you were treated to the sight of their leader. Their…manic…feral…savage-looking leader. They were dressed in ragged clothes made of bones, woven grass, and the pelt of a black wolf, with an honest to goodness elk skull as a helmet. What surprised you most however was the fact that she spoke perfectly well, though you could tell there was some rust to her speech. Long and odd conversation short, you learned that the leader of the group of wild men and women was none other than Hedwig Ludenhof, the estranged daughter of the Ludenhof dynasty.
As for why she had left, there had been some serious issues between Hedwig and her father and mother, a large part of it centering on the fact that while Victor and his wife were devout Sigmarites, Hedwig is an equally if not more so devout…member of the Old Faith. Which you knew an incredibly small amount of. Oh, to be sure, she had begun as a worshipper of Taal, but after being sent away and then just wandering the forests, she stumbled upon the few remaining places where the Old Faith was practiced, by hermits and outcasts. In the years past, she has slowly cobbled together a small commune of incredibly skilled foresters and huntsmen, living within the savagery of the forests with nothing to their name but their own skills. Alone and unconnected to the wants and all-consuming wants and impulses of the Empire, they were perfectly content to live out their lives in total obscurity.
But Hedwig still remembers…somewhat…that others are not like them. So she chose to assist the 'grubbers' as she calls normal people, as her little clan of savages are threatened as well by the chaos going on in Hochland. Apparently squatting in the woods for years on end doing who knows what as a part of the Old Faith affects ones mentality oddly. More so to someone who melds a worship of Taal with said faith.
In any case, she laughed uproariously when she heard of her father's impending death by way of poison, her connections to anyone outside her little band having long frayed away to dust. There is little need, or desire, in her mind for her to try and unify or preserve Hochland, for at this point to her there
is no Hochland, only 'The Land'. The savages were fascinated with Ostka, as well as your clothing…and Urgdug, as they had never met an ogre before. But eventually you had to leave, and you were deposited outside of the forest they had taken temporary residence within.
On the one hand, the people of Hochland seem much better inclined towards…everyone really, more than you had ever thought. On the other hand, the only other member of the Ludenhof dynasty that
wasn't dying of poison, dying of grief, or squabbling is a near-completely feral Old Faith worshipper who leads a group of savages about in the forests who wants nothing to do with her family anymore.
Well.
Well then.
Reward? Information? Boost to Hochland relations.
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)
Walking On Moonshine, Woah Woah: This may or may not be a controversial move. Everyone in Ostland drinks. No, not mostly everyone, or almost everyone, everyone. The problem is that nobody really acknowledges this, it's just become so ingrained that no one really even questions it. But here's the thing, there would be no way to supply the demand if it weren't for the fact that a lot of people just make their own. That right there is an immediate income source just staring you in the face. Instead of having a bunch of independent brewers making incredibly disparate concoctions in their basement, contract a few on your own, and sell to the citizenry. A consistent quality and/or flavor (flavor optional) is rare in Ostland. Some people might raise an eyebrow at an Elector Count's government selling alcohol. Well, those people aren't Ostlanders. Cost: 500. Time: 1 Year. Reward: Government Controlled Breweries. Gain Alcohol Sales Income. May raise Peasant Opinion. May lower Peasant Opinion. 50% Chance of one or the other of those two. Required for - Ostka Breweries
- 1-50 = Worse Opinion. 51-100 = Better Opinion. Rolled: 69.
The people are pleased with your decision. More alcohol helps mightily well when there's things like beastmen and greenskins popping out of the woods every year. And when you remember that there is an immensely tough creature somewhere in the deepest depths of the Forest of Shadows, who by the oldest reports possesses an undead
dragon to his name. Nevertheless, you start off some small breweries, mostly based around Wulfenburg, and they produce a consistent quality and flavor. A rare thing in Ostland, and a valued one. Now, instead of hoping that your own private still works today, you can just run over to the market and grab some for yourself! You decide to name the beer you produce Lucian's Blue, after the one male sibling you actually liked.
Reward: Raised Peasant Opinion, +150 Alcohol Sales Income.
Research: Helga…has no last name. Despite the fact that you are
pretty sure that girls are not allowed in the Gunnery School in Nuln, she has shown to be extremely adept with firearms. As in she took one apart and put it back together supposedly 'better' during the first privy council meeting you had with her. Are there female dwarf engineers willing to teach people? Where did your father find this woman? (Choose 1):
Guns Of The Foot: The actual sophistication level of any one gun in the Empire is not that uniform. They range an astonishing gamut from the crudest versions which are little more than small, hand-held cannons, which the user fires by poking a length of burning cord, known as a match, into a small touch-hole to ignite the charge to more advanced versions that have firing mechanisms which use levers and springs to mechanize the firing process. Some of the most radical engineers in the Empire have theorized ways of improving this, the word 'wheel' has been bandied about for some reason, but such things are apparently centuries into the future. Or at least that is what everyone says. In any case, that is not important right now. What
isimportant is that the Handgunners of the
Imperial Foot are by far the most sophisticated guns that an Imperial army unit could gain access to. As such, they should be studied so that you can start
there instead of oh so many tiers below. Cost: 500. Time: 3 Years. Reward: Ostland Handgunner Units start with much higher grade guns than otherwise. Ostland handguns begin at
Foot quality for research purposes.
Will Complete This Turn
- It is done. It took three years to study the guns of the
Foot, then fully disseminate the knowledge amongst your engineering classes, then have it written down for further instruction properly, and then actually teach it across enough classes to ensure that the designs and knowledge remain at the same pace…but it is done. From here on out, any handguns produced in Ostland shall
start at the quality of the
Foot. Admittedly this means that it will be a bit more expensive to produce them, but your people have long accepted the maxim of paying for quality. Admittedly on a more alcoholic slant…but the point is that the concept fits the situation.
Reward: Ostland Handgunner Units start with much higher grade guns than otherwise. Ostland handguns begin at Foot quality for research purposes. Handgunner Units cost 10% more to produce due to costs of sophistication. Ostland Handgunners upgraded to Very Good Attack.
As At Sea, On Land: Spawned from a drunken brawl between a Nordland mariner and an undergraduate engineer in Salkalten, is the idea of transferring a specific type of weapon used at sea on land. Known as grapeshot, it is a method of tearing apart the sails and crews of targeted ships with impunity. From what you hear, it has only been used sparingly on land, where it could be one of the greatest anti-infantry weapons of all time! You need to figure out if its viable at all, but if it is, you'll be able to expand from standard round shot to
two different types of ammo on the battlefield. Diversity is the spice of life after all. Cost: 300+300=600. Time: 2 Years. Reward: Grapeshot Cannon Ammo for Great Cannons and Thunderbringers. Improved Anti-Infantry damage. Chance of Success: 75% Required: 25. Rolled: 41+
DD20=61/100
- The good news is that no one died. The bad news is that they won't be able to finish the design and make it workable in time for your march to the south, though they swear it will be ready by next year. Which…is fine, you suppose.
Will Complete Next Year
Piety: Most people wouldn't expect an Ulrican and Sigmarite Priest to stand shoulder to shoulder on something. Well, wonder of wonders, it's happening here in Ostland. Wulff and Leopold glare at you from across the table during Privy Council meetings, while Eizenhorn stands on the far wall behind them with his hands casually near his weapons. (Choose 1)
Esmeralda, Of Hearth And Home: The halflings have already acclimatized well to Ostland, and your people enjoy the cooking. You seem to have gotten the grimmest and most cynical halflings in the Mootland. You should send Moro something as thanks, because only she would know to send you the most Ostlandish halflings around. They drink, they complain, but when their backs are against the wall and when it's time to get to work, they get to it. Whispers of thievery and similar such tales about the halflings have died out more and more as the lot of short folk are perfectly willing to get into bar brawls over their respectability. And they don't even lose all the time. And because they have begun fitting in will with your coarse farmers and straightforward brewers and regular common folk, you should do something nice for them. There is absolutely nothing wrong with Esmeralda, the Goddess of Hearth, Home, and Cooking. The last part is according to the halflings, and you're willing to shrug and accept it. Build a small temple for their goddess in Wulfenburg to let them, and any other hallfings in the Mootland willing to travel here, that they are welcome! You can even tour the place with Urgdug. Hmm…ogres
do like food
…. Cost: 300. Time: 1 Year. Reward: Temple of Esmeralda built in Wulfenburg. Thoughts on ogres and Esmeralda? Potential to capture interest of other halflings.
- You are intrigued by Esmeralda. Unlike other gods that purport to be all about combat, battle, healing, or what not, she is much more simple. Hearth and Home, and Cooking. Those who worship her do not purport an ability to create miracles on demand, and quite honestly her strictures are some of the best you've ever heard, being quite simple and not
too hard to follow, being to never refuse food to the hungry, never use cooking utensils for anything else, never water ale down, never eat less than three square meals a day, never do anything strenuous after a meal, and finally to never leave anything unattended while it is cooking. As it turns out, when you approach the Halflings about constructing a Temple to Esmeralda, you learn something interesting.
Esmeralda has no temples.
Instead she is venerated in any kitchen where a halflings works. Often all that is changed from a normal kitchen is a simple statue of a matronly and smiling Halfling woman, Esmeralda herself, placed upon a shelf. This was astonishing to you, as ever religion you've been exposed to up until this point has needed at least a bare cairn of rocks as like Ursun or a full on temple with Sigmar or Ulric espoused oh so greatly. Its…quite strange to you, but you still try to convince the Halflings of the effort. The specialists sent to you from the Mootland are baffled themselves, but they seem genuinely touched by the fact that you wanted to make such an effort for them. As such, you craft something entirely new, something that the Empire has never had.
A 'functional' Temple to Esmeralda. What it is, as it turns out, is a massive…kitchen and dispensary. Except that doesn't really encapsulate what it is. Specifically, it's based around that first tenant of Esmeralda, to never refuse food to the hungry. A kitchen which provides food for free to any and all, with what is
the most welcoming and comfortable atmosphere you've ever had the good fortune to experience. It sits near the center of Wulfenburg, and is in fact quite a large building. Crafted of strong stone, mortar, and wood, the overall aesthetic of the place has quite the nice rustic feel, with large doorways built to accommodate even ogres of Urgdug's size. The center of the 'Temple' is the kitchen, but there are five floors of the place that honestly is the size of a fort, with the walls to match. Said floors are filled with great wide tables for entire families, smaller tables for couples, little nooks for people who wish to eat in solitude all supplied with comfortable chairs, roaring fireplaces, and finally paintings and artwork of human, Halfling, and even ogre design.
The latter is of course the most abstract of the three.
It is a place where the only way to worship Esmeralda is done, i.e. by eating good food and enjoying the company of one's peers. Soon enough people come to see the Temple/Kitchen and partake in its goods, which are produced by the pleasant and kind Clerics of Esmeralda…who mostly function as cooks.
However, noticeably, a few of those said Clerics actually
are capable of small bursts of priestly magic which intrigued you to no end. As well as Urgdug, who has become a welcome addition to the walks you take with your family. He is capable of holding all three of your sons in one arm while providing great mobile tower from which your twin daughters gleefully stand upon. Usually by standing on his shoulders, lightly holding onto his head. Here is a deity that demands you keep yourself well fed, and are kind to others in the same vein. And while it is not specifically in the scriptures, the general slant of kindness and simple pleasures is quite obvious whenever one speaks to a Halfling.
The Maw, as you understand it, demands endless blood and gore and gorging.
After a few nights of mulling on this and drinking copiously, due to your whole disgust with such a religion and what it seems to do to Urgdug's people, you had a wild and fantastical idea. You then shared the idea with Urgdug, who hemmed and hawed. Specifically, you wanted to see if it would be possible to turn the Ogres towards the worship of Esmeralda. Was she not kind, was she not also a God of Food, only that she did not demand carnage and gorging, only that one at their happy fill and helped others do the same? He thought it was an interesting idea, though the both of you know that the only reason you thought of it at
all was due to the incredible amounts of ale you quaffed the night before. Honestly, some of your more wild ideas seem to have a tendency to end up scrawled haphazardly on a piece of parchment by 'Smashed' Frederick in time for 'Slightly More Sober' Frederick to discover the next morning. Regardless, the idea has been spawned, and now it has doggedly remained attached to your mind, and Urgdug's as well. On the other hand, so far only adult halflings are allowed to worship Esmeralda. But that is something for you to think of later, though you are encouraged by the sight of ogres making a point of visiting the place whenever they are in town.
As for the halflings themselves? They
love the idea of this newfangled 'Temple' thing. Of course they call it a Grand Kitchen of Esmeralda, and as they
are her principle worshippers, you cannot precisely tell them they aren't allowed to do so. After a few months of having the Grand Kitchen being open, the food trade actually accelerates somewhat as more patrons partake, though the steadfast Ostlanders refuse to take charity if they don't have to, and for a few minutes there was some conflict between aggressive charity and angry paying Ostlanders, but you came down on them like the Elector Count you are, and solved the problem with yelling and making the parties drink together for several hours. In the end, an agreement was formed. Those who could not pay would receive just as much food as those who could, and the halflings would be able to use the coin to purchase better ingredients, perform maintenance on the Grand Kitchen, and just for themselves as civilians.
Notably you received a letter later on from Moro Bramblefoot, who expressed confusion and interest in the whole experiment you've made of her religion, but in a good natured way. She does, in fact note, that the sheer novelty has been enough to shake out some small noise in the Mootland that some of the more devout cooks want to see the thing for themselves. The Elder of the Moot also brings up the intriguing idea of her coming to visit.
Entertaining one of the Elector's of the Empire in the first temple-like structure for her provinces religion?
Why not?
Reward: Temple First Grand Kitchen of Esmeralda ever has been built in Wulfenburg. Thoughts on ogres and Esmeralda. Captured interest of other halflings. Elder of Moot inquisitive on visiting Ostland.
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. (Locked)
Investigating Middle Mountains: Well, you now know what was going on up there. But what was left behind beneath Gorebash's enormous boots? You won't know until you investigate. It will take time to check everything, but only by doing so will you be able to actually know what is what. Cost: 100. Time: 2 Years. Reward: Middle Mountain Information.
Will Complete This Turn.
- Its…amazing. Say what you will about greenskins and dark elves….but they have the precise
opposite of Shallya's Mercy when it comes to anything that could possibly provide a threat to them. Every wolf that they couldn't corral into being mounts for the greenskins was slaughtered down the pups. The bears were used for meat and pelts. Every…single…aggressive animal that you can think of was removed under the extreme devastation to the landscape that a full on WAAGH! is capable of when they for some unknown reason corral themselves within the range for several
years to deal a truly extensive amount of damage to the nature about them. But here's where it gets amazing.
The greenskins apparently did not get along with the beastmen. There are multiple sites of massive battles where all the tribes of the Middle Mountains, who were once unified under the long dead Gorthor who was one of the greatest threats they beastmen ever provided, fought against Gorebash. And they
lost. One valley is so filled with long rotten corpses of both greenskin and beastmen bodies that it is essentially impassable. Another has what appears to be a great pit of giant rat bodies that were crunched and crushed by footprints and fistprints that can only have been made by the rumored walking titans of rock and trash that accompany Gorebash's WAAGH!
Oh, also, those mines that Ludenhof spoke of? Back during the Elector's Meet? Their blood and body covered ruins were discovered in the center of what constitutes 'your' portion of the Middle Mountains…as well as what constituted a major point of contention between Gorebash and the beastmen of the range.
Regardless, after two years of painstaking scouting…the result is thus: The Middle Mountains have been cleared, not by man, but by orcish and goblin hands. Hand which then plunged out into Hochland and the rest of the Empire, leaving the Middle Mountains ruled only by the rapidly populating deer and bunnies.
And yes, that really…
really stings. It had been a distant desire in your mind to reclaim the Mountains for the Empire once and for all from the creatures that had plagued it since Sigmar's time amongst mortals. The whole thing has been snatched out of your hands before you could even mount a true campaign. Its all sort of just very disappointing…but then Natasha slapped some sense into you. Yes, you will not have the chance to say that you did what Nordland, Middenland, Hochland, and Ostland could not do in all the time of the Empire. But on the other hand…this is a
very powerful opportunity. If you can move yourself into the mountains as quickly as possible and take them as fully as you can….well that's an enormous amount of land and resources for you to tap, isn't it? You just have to ensure that no more beastmen or greenskins pop up in it again.
Reward: Information
Personal: You refuse to let being an Elector Count consume every free hour you have. (Choose 1)
Spending Time With Natasha: Your wife was terribly weakened by giving birth to your sons. She will be unable to accompany you south, but that is no reason to not spend some extra time with her. The two of you should spend some time just for the two of you, some light conversation and simple companionship. The past years have revolved around the Empire, but you know that she carries an eternal torch for her homeland. It might do her some good to just talk about it…Reward: Time spent with Natasha, informal information on Kislev, Natasha happier.
- You were right to do this. Natasha had been feeling useless lately, and there are few things she hates more than feeling useless. It's a leftover from being the shadow of her sister for her entire life to feel self-loathing when unable to do anything. Though she has been tutoring the Twins quite well, and they have progressed far faster than she did as a child, she enjoys just being able to talk to you. The glacial façade she presents to the world reduces to the puffy fluff kind of powder snow that is incredibly rare but so wonderful to see during a peaceful winter. The two of you while away the hours at night contemplating on the world, on the Gods, on Chaos, on alcohol, and a hundred other things. One of which is Kislev, which you finally get her to speak much more openly about. For all of it being under constant threat of raids and death, the frozen lands requiring a sturdy heart and hardy body just to eke out a living upon, she actually does miss it. It has been so long since she's since Kislev City, or even Erengrad just over to the north and east. Furthermore, one of the first things the two of you talked about early in life was that you were to at least try to help Kislev. And you admit you have been remiss in that. The night before you leave towards Nuln, you give her a solemn promise to rectify this posthaste. The rest of the night is spent in wonderfully companionable silence.
Reward: Time spent with Natasha, informal information on Kislev, Natasha happier.