Hey, Remember Shallya: So, the first God you ever genuinely thanked in your entire life was Shallya. But you haven't done much for or with them lately, and that is something that should probably be rectified. They don't really much go for temples or whatever, but that's fine. They care for the sick, and those who are wounded. There were a lot of those all over Ostland after the end of the Vampire War. You have the ability to pay for new Shallyan sick houses, and charitable services, and there is really no reason not to fund the creation of these around the province, right? Yeah. Cost: 1000. Time: 1 Year. Reward: More Shallyan places for healing and care set up in Ostland.
- Shallya doesn't do big temples. She does do little healing stations, places of care for the sick, injured, and elderly. It's been a while since you did anything for Shallya or her priesthood, but it's nice to do some honest good charity. Unfortunately, your actions here go largely ignored on the wider national stage in favor of the bad, but that doesn't change that you have done some good. Reward: More Shallyan places for healing and care set up in Ostland.
By Shallya's Grace: By now, you've well learned that the Shallyan's don't particularly care for temples or shrines or what not of grand opulence or size. What they prefer is for any money given to them to go towards the improvement of their acetic healing houses, hospices, orphanages, and such. This, you perfectly understand. They require funding for such things, and you just happen to have come into the ability to fund said operations. To procure medicines, surgeries, or even simple warmth and care by those who dedicate their lives and souls to service in the name of the merciful Shallya herself. You cannot directly assume just what they're going to have, or want, or need, but if you make your coffers available to them in at least some part then they should be able to do more than they have up until now. Cost: -1000 Per Turn. Time: Until Funding Ceases. Reward: Improved Shallyan Budget For Shallyan Operations Across Province, In Various Shallyan Facilities/Operations. Increase in general peasant health, resistance to disease/deaths from certain sources.
- Shallyan's are not given for ostentatious displays of wealth. The exception in this case happens to be when a priestess personally receives a gift, though she immediately returns it for the temple for display or further transport to a higher temple in the line. There are almost no great and vast temples, filled with gilded statuary or colored glass, but that does not mean they are not grateful for the funds. This allows them to greatly increase their efforts in caring for the folk of Ostland, easing pain and reducing misery as is their holy mission. Reward: Improved Shallyan Budget For Shallyan Operations Across Province, In Various Shallyan Facilities/Operations. Increase in general peasant health, resistance to disease/deaths from certain sources. -1000 Income Per Turn For Shallyan Donations,
-[X] Making The Wolfways
-[X] Gauschdorf
-[X] Greatship 2
-[X] Coordinating With The General
-[X] Approach The Bright College DD Enacted
-[X] Horse Trade – Averland
-[X] Agricultural Overhaul
-[X] The Stone Beneath Wulfenburg
-[X] Bases Of Nature
-[X] Science of War
-[X] Stabbing With Guns
-[X] Old Metals
GM NOTE:Having to constantly rebold and re-italicize every dang thing even when copy+pasting into the BB code editor and then flipping back to normal is only a little bit better than having to go through the triple spacing it otherwise would shove in. Economy and such will update later. Next comes the Trident Meeting, which, as this is Turn 34, will take place in Nordland...
Turn 34 Results
2338 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):
Making The Wolfways: The Temple of the Iceborn Flame begins construction this year. You will have to carve paths to it, not just for the supplies but also for the pilgrims who will no doubt be coming to see it. It is time for a violent carving and uprooting through the forests. In the triangle between Smallhof, Ferlangen, and Bohsenfels is where the site lies, and so you will need three different roads. It will be somewhat profitable given that you'll have felled trees for sale afterwards. But damned if it won't be hard. It's many, many miles of forest. You'll start with the first path you carved up, reinforcing it, preparing it, before getting to the others. Ogres will have to be utilized in considerable number for this, but you're sure they'll be happy to be paid for the work. The name of 'Treebreaker' is one that Urgdug was recently granted by his peers due to them suddenly remembering his efforts in Nordland long ago, and one that has already been taken up by others. You'll have help from the Ulricans you'll be letting in at least, so there's that. Cost: 1,000. Time: 3 Years. Reward: Proper paths cut through the trees leading from Smallhof, Ferlangen, and Bohsenfels towards the Temple of the Iceborn Flame. Beastmen/goblins/bandits/etc. curtailed further from forest. Chance of Success: 75%
- Required: 25. Rolled: 2.
It should have been simple. Should, being the main issue at hand. Weather conditions fought you at every turn in attempting this. Heavy rains this year turned the paths to slogging mud, wagons broke down, morning and evening mists turned visibility to nothing. Then, of course, there were the raids. In some cases, disparate beastmen. You cannot forget that a good number of those who tried to wrest control of the Fane fled into the forests before you could cut them down. They are still out there, in the darkness, seething at their defeat. They revealed themselves once more this year. While detachments from the Army of the Forest and the Army of Ostland repeatedly fought them off, they managed to delay things significantly. At the least, the Amber Wizards were of help with that. But as for actual progress? Little to none was made. At the least, the Ulricans were fierce enough to make their way regardless. Critical Failure! Project Makes Zero Progress!
Combined Training: There were, apparently, some serious synchronicity issues with the Amber Wizards and your soldiery. Permissions, and the like. You'd like it if that doesn't happen again. Set them to training with the Army of the Range, who are at the least constantly patrolling while the Army of Ostland and the Army of the Forest might be otherwise occupied. Test their spells, train them to work alongside your soldiers, and smooth the inherent friction between two formerly foreign elements so that in the future there are less issues. Not a total dismissal of them, after all, the world is not that kind, but Magnus says it is important. And you believe him. Cost: 1,000. Time: 2 Years: Reward: No Further Issues With Amber Wizards Using Spells On Troops. Morale Issues/Etc. Stymied. Chance of Success: 75% Will Complete This Year
- Required: 25. Rolled: 54.
It takes time to familiarize yourself with a new weapon, always. Whether it takes a few minutes, a few hours, or two entire years of training. In this case, it took the later. The fighting, most certainly, helped. You've no idea whether or not these journeymen fought alongside others properly before, but by now they have. Their ways are strange, and perhaps the ways of those unlike them are also strange by their altered mindsets. But with practice, and warfare, such frictions are smoothed away. It is certainly hard to get used to the manner in which Amber magic can…enhance…a being, but the results are undeniable. And humanity is nothing if not adaptable. It just took a bit of time. Reward: No Further Issues With Amber Wizards Using Spells On Troops. Morale Issues/Etc. Stymied.
Hard Push: The Army of Ostland and the Army of the Forest will commit to harder pushes into the forests, beyond the usual patrolling and reprisal stance that the Empire has been forced to commit to in the long term since the time of Sigmar's rule as Emperor. The fact of the matter is that you simply cannot, more often than not, deliberately provoke the beasts of the forests. More than one Elector Count has done so, only to lose many in the ensuing bloodshed as beastmen and greenskins rise up in a rage. A deadly stalemate that has, depending on the Emperor and era, leaned one way or the other. You aim to make this one that is better for the Empire than not. The deeper you penetrate, the harder things will be, if only due to terrain issues as well as the intensity of fighting. But you've got two armies, and mercenaries besides to aid them. With the beastmen hopefully reeling after the battles of last year, you will not have another opportunity with such possibility for success before you for some time. Cost: 500 Time: 2 Years. Reward: Forests of Ostland Substantially Cleared Of Threats – Beastmen/Giant Spider Swarms/Banditry/Forest Goblins/??? Chance of Success: 65% Will Complete This Year. DD Previously Enactd.
- Required: 35. Rolled: 50+20=70.
The Hohenzollern family, once more, rides to war. Including Sabine! It is clear that this is not something she is nearly as proficient at, but that's fine. It is more the fact that she is willing at all. Especially considering the amount of time she and Magnus can spend together after fighting recovering. Why, you can recall many a time you and Natasha found each other after…well, in any case, your son was doing an admirable job of leading the Army of the Forest while you headed the Army of Ostland. As you both fought deeper into the forest, its horrors once more showed themselves. After the beastmen stymieing efforts towards the Flame, your family decided to take out your frustrations upon them. You slew beastmen, a number of bandits, four different mutant communes, a growing and now silenced ghoul gathering, and then more beastmen. Spider swarms are cut down again and again, as well as a few goblin mobs. Overall, you've cut a significant amount of lives away from the tapestry of darkness which has covered the forest. It will take time for such numbers to recover, even for such creatures and madmen. Reward: Forests of Ostland Substantially Cleared Of Threats – Beastmen/Giant Spider Swarms/Banditry/Forest Goblins/???
Mercenary Office: An office has been established, purely for the purchasing and ending of mercenary contracts, as well as ordering them to aid in different purposes. When one does not require this, the office will ensure that no issue is made of it. When does, it will not take away resources from other offices of the central government of Ostland. [Note: Do not need to act upon this if not desired]
Purchase Additional Mercenaries: You have the money to pay, and you have the need. Mercenaries are omni-present in this world, and you could use some extra bodies. Or expertise, or training, or any other number of things. Send out the call, see who responds, and set up the contracts. Depending on what is being done and who is being hired, they would arrive some time into the year, with an absolute guarantee of arrival by end of the year. Cost: Depends. Time: 1 Year. Reward: Choose Which Mercenary Band To Hire, and For What.
End Mercenary Contracts: Sometimes, you don't have the money to pay. Sometimes, you do but no longer need the assistance of mercenaries. As it is, the time has come for you to cancel some contracts. Probably nothing malicious, unless they screwed up and you need them to get out of your employ. Cost: 0. Time: 1 Year. Reward: At End Of Turn – Choose Which Mercenary Band Gets Fired.
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 its 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)
Verborgenbucht: Salkalten is as about as expanded as it can be. But there are other coastal settlements. The next largest would be Verborgenbucht, and it has nowhere near the defenses that the largest settlement possesses. For now. But you can change that. It will just take time. Grow its docks, put in a new watchtower, and so on and so forth. It will take another generation for it to grow too much larger, but for now, you can increase the size of its docks. Only a bit, as a test case to see how the area responds and construction ability, but more berths are never something to be given up easily. Expand the docks, build new sections entirely, and so on and so forth. The Salkalten Guard can shift a few of their soldiers to help guard it during the process. For without the walls of Salkalten, they are a far juicier target due to their vulnerability. It must not be like that forever. Starting now. Cost: 1,500. Time: 2 Years. Reward: Verborgenbucht docks expanded, defenses increased slightly. Ship Capacity Increase. Will Succeed This Year.
- Verborgenbucht has grown over these past two years, with a number of those who helped work on expanding the docks actually settling down there. It seems a few sharp-eyed fathers and mothers saw the opportunity in snagging folks to help grow the town considering their Elector's interest in the location. A number of marriages have apparently occurred up there, blessed by the local priests of Ulric and Manann. Reward: Verborgenbucht docks expanded, defenses increased slightly. Ship Capacity Increased by 10.
Gauschdorf: A barely acknowledgeable town, more important due to the fact that it is a garrison location for your troops on the border of Kislev. They are more guard station than village, but then those soldiers still have their families. More importantly, they are stuck right on the edge of the Gulf of Kislev and are somewhat nearby – nautically speaking – to Erengrad. A small dock exists there, and it may be time for said small dock to be changed. That close to Erengrad and its formidable defenses mean that, much like Verborgenbucht, it could be a target to naval raiders avoiding the harder targets. The people of Gauschdorf are for the most part soldiers, former and current, and their families. They will likely be more than willing to let you do with the town as you will so long as you are building up the defenses. Some minor diplomatic efforts to get people to head there to assist in populating it won't hurt either. Cost: 1,500. Time: 3 Years. Reward: Gauschdorf gains military berthing-capable docks, defenses increased. Ship Capacity Increase.
- Construction begins. Will Complete In 2 Turns.
Greatship 2: It's been many years, and the greatship hasn't capsized, exploded, or otherwise run into a disaster. It's proven itself in year after year of naval raids, so it is time to build another one. Considering the size of them and the actual specialized work it requires to make one compared to wolf ships or galleys, it will take a considerable bit of funds to produce another. But, hopefully, it should be worth it. Throw some money in, some lumber, and write up some new cannons to be granted. You can trust the Prince of Salkalten to select a proper captain for the ship. You'll also have to come up with a name for the thing. But, overall, it shouldn't be too hard to make one thanks to the repeated expansions on the docks of your major port city. Cost: 500. Time: 1 Year. Reward: 1 New Greatship.
- The greatship design has proven itself well. Sheer volume of cannon fire can tear apart even the larger Norscan dragonships. Sure, you may not have had to fight Bretonnian galleons or Tileans or the like with it just yet, but frankly you didn't want the ship built to fight those sorts, but rather the ones it has been fighting. The Fist of Frederick is, now, joined by the Natasha's Grace, both vessels currently docked at Salkalten. Perhaps, in time, as you expand the docks of other coastal settlements, they shall be capable of docking space and required maintenance efforts. Reward: +1 Greatship, the Natasha's Grace.
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 3):
Approach The Bright College: You have known, very well, that magic is useful in combat. And nowhere was that more prevalent than with Odelia Flamestar. She was one of the major lynchpins in keeping the fighting going in Nordland, alongside Stephan and a small cadre of devoted priests. Now she is a Magister of her College, and surely she would not say no to helping you speak to the College for perhaps seeing if some of their wizards would be willing to join up with your constantly patrolling and fighting armies? Just a few for the Army of Ostland in the here and now. After all, after your conversation with her on starting up some sort of Bright Whiskey Company – she said she'd approach the College with the idea but told you not to get your hopes up – she did mention that she'd been gathering some journeymen to join with Stephan's armies. Perhaps she could do the same with your own? You'd certainly be willing to pay the retainer. Cost: 100. Time: 1 Year. Reward: Bright Wizard Journeymen Join Army of Ostland. Bright Wizard Retainer Fees Added To Costs. Chance of Success: 60% DD Enacted
- Required: 40. Rolled: 85+20=105.
The Bright College has heard of your regular, and rather consistent, fighting! And as such they send you not just a number of journeymen who need more experience with such things, but one of the small handful of Master Wizards amongst their number. None of the five current Wizard Lords of the Bright College were available, it seemed, but a Master Wizard is far more than you expected when you asked for journeymen. Odelia apparently even knows this one, as all the first few 'classes' of the Magic Colleges know one another from their tutelage under Teclis and his very first students. This one's name is Casparan Smokewrought, and he bears quite the odd appearance. Strange glowing tattoos in unreadable script run up his hands, his red beard seeming to smolder at all times. They seem eager to learn, and to fight, alongside your forces. Reward: 1 Master Wizard Casparan Smokewrought, 5 Bright Journeymen. Fees = 20 Per Retainer Journeymen, 25 For Casparan. Total = 125 Retainer Fee Per Turn.
Coordinating With The General: Apparently, the Emperor is good friends with the man responsible from keeping Hochland from erupting into civil conflict. Largely by way of having complete control over the military who would be used in said fighting. Gustav Briggs seems a good man, and one willing to cooperate. You will not send troops into Hochland, and he will not do the same to Ostland. It's simply not done unless you are very much on your way elsewhere. While he may be the General in charge, you would have to negotiate with the nobility of Hochland to get permission to do anything more, and given historical precedent – armies of either province 'reclaiming land' which happened to be in the opposite province – it is something you are just as leery of. But you can try to work together in corralling the paths you locate on both sides. Cost: 500. Time: 1 Year. Reward: Coordination against beastmen attempting to cross between Hochland and Ostland going forward, penalty to beastmen's rolls. Chance of Success: 80% [Will not work if Army of Forest or Army of Ostland is not present in Ostland. So you'll need at least one present. Obviously.]
- Required: 20. Rolled: 23.
Even if General Briggs is willing to work with you, the same cannot necessarily be said of his soldiers. Far more homegrown, far more provincial than a man who has apparently crossed the lines of such things before, the vast majority of Hochland's state troops are those who are quite leery of you. So are many a Hochlander noble as well as Ostlander nobles at the threat posed by so many troops tromping up and down the border. Reward: Coordination against beastmen attempting to cross between Hochland and Ostland going forward, penalty to beastmen's rolls.
Horse Trade – Averland: There is something to be said for the stout horses that Ostland's march can produce, with generations spent rushing to the shore and back. But they are not, necessarily, the best horses in the land. But there is a place known in the Empire to be a very good place for finding quality horse flesh. Averland. Land of the Knightly Order of the Black Bear, to be sure, but they supply their horses all over the rest of the Empire and have done for many years. You could just as easily seek them out and see if they'd be willing to trade off some of their finer studs, or at least some mares of a quality bloodline, to you so that you could breed better horses yourself. Averland's Count is likely going to be willing to grant you quite the affordable price on such things considering the events of the Elector's Meet, but such contrition will not last forever. Time to strike while the iron is hot. Cost: 1,000. Time: 1 Year. Reward: Averland horse breeds added to Ostland horse breeds, to mix and strengthen. Increased income in Horse Trade as a result. Chance of Success: 100%
- The noble steeds of Averland have a long and storied history. They originate from the same horses as those that the ancestors of Stirland rode, along with much of the southern Empire. But when Stirland lost a great amount of their grazing lands and such to the Moot, it has been Reikland, Wissenland, and Averland who became the greater horseflesh nexus. In this case, you pull from Averland horses, made for running from one end of the province to the other when the orcs came rushing up the pass. Not literally made for that, of course, no horse could run the length of Averland in one run. In any case, you paid quite a low price indeed for what Serhild and Sabine assures you would have otherwise been far more expensive. These, bred with your current stock, can only result in a better creature. And you aren't aiming to have some famous racing bloodline, you want horses that can storm down a line of pikes without flinching! Reward: Averland horse breeds added to Ostland horse breeds, to mix and strengthen. Horse Trade Income +100 Per Turn.
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 2):
Agricultural Overhaul: The improvements have already begun, but why not continue them! More specified crop types in every area, as designated, with personalized rotations and fertilization efforts. With the results literally already proven, there should be no issues at all in organizing a widespread overhaul of farming practices. It might take some money to make up the fallout for differences in harvest times and amounts, as well as convincing the farmers to actually do as you ask, but, again, previous results have made such a prospect easier. The only issue, more likely than not, is the areas being in so many different parts of Ostland. On the bright side, trade and prep work will ensure that getting all of the seeds required will work out, as well as what planting efforts will be needed. Experts in the processes designed will be allocated as required. Cost: 1,500. Time: 1 Year. Reward: Major Ostland Agricultural Overhall. Major Agricultural Income Per Turn Boost.
- This has been a series of plans for a long time. You've had the research done, you know how to enact it. You just haven't yet. But now you can. A massive, year-long spanning effort of tilling, instruction, seeding, and so forth. From the farms in the mountains to the ones outside Wulfenburg to the ones near the coast, and so on and so forth. Instructing farmers into the new techniques, even if it disagrees with their generational knowledge, isn't too hard considering you've also gotten acolytes of Rhya roped into it. That, and promises of repayment if there truly are failures. Not that you expect too many. If anyone tries to abuse such a promise from the Steel Bull, you've little doubt that they'll try it after being…chastised. As to how you'll keep track of that, the priestesses along with agents of Hagrid will inform on them for you. By the end of the year, and a good harvest, the results are undeniable. Reward: Major Ostland Agricultural Overhall. +425 Agricultural Income Per Turn.
The Stone Beneath Wulfenburg: Once upon a time, there were skaven beneath your city. You would prefer if that was never the case again. As such, speak with the dwarfs of your city and see if they would be willing to apply their expertise on guarding against such things, whilst simultaneously making use of the space to create things such as underground granaries, storage facilities, and the like. Some areas can become permanently livable, if they would prefer it, and you think they might. But also, they need to properly reinforce the entire thing, reroute the sewer systems with dwarf expertise, and completely lock down the underground. Gates, walls, reinforcing pillars and the like. The dwarfs will be happy to have permissions and ownership for buildings that they build down there for their own purposes, and you know that they will be certainly eager to help protect their homes. Plus, as you expand Wulfenburg above, it can only help to expand it below as well to compensate. Thankfully, with all the dwarfs there and the area previously already cleared with some work done in this vein, it is only a continuation of what you've already done. Cost: 2,000. Time: 3 Years. Reward: Under-Wulfenburg Further Reinforced for safety and settlement for dwarfs and particularly weird humans. Better sewer/plumbing systems.
- There is a lot more to building up beneath the ground than simple mining architecture in terms of reinforcing beams. A lot to learn, and to understand. But the dwarfs are more than ready. Stone and earth are their bread and butter, shaping metal and rock with grace and mathematic perfection. Already they have done quite a bit. Apparently they've been expecting your request to do this for some time, relying on their impressions on your refusal to allow such a vulnerability in your defenses exist for too long. Well, they weren't wrong. Will Complete In 2 More Turns.
Walls Of The Wolf: Wulfenburg itself has steadily received immigrants for many years now. Imperial Dwarfs to the dwarf quarter. Estalians rescued from their embattled lands. Ogres funneled from elsewhere in the Empire where they are unwelcome. Those coming to join in the opportunities offered by your engineering school, or your growing settlements. Not to mention the growth of the already present population in the decades after the war against Zacharias. Wulfenburg is starting to strain. You know it, you've known it, really, but it's starting to reach the point where you can do so with greater magnitude, in the sort of scope you truly desire, and actually really need to. Financially, and resource-wise. You know that there are enemies coming to Wulfenburg. Maybe not now. Maybe not in your lifetime. But you wouldn't bet on the latter. They'll come. And this is not Middenheim, which quite literally cannot expand beyond its current bindings, only downwards to a certain point. But you will not simply throw up stone and wattle to be cast down at the nearest provocation. You have ogres. You have good contacts amongst the dwarfs. The amount of high quality stone you can bring in is not inconsequential. You have built plenty of walls around Salkalten. And while no settlement of the Empire with more than a hundred people is without some form of wall or another, Wulfenburg deserves more. Why not expand the city limits while you are at it? An act of civil and defense design, for both providing homes for the people and doing so defensively. Just in case. Cost: 3,500. Time: 3 Years. Reward: Wulfenburg City Limits Extended, ending with new large and stout walls of thick stone and crafted with the defensive expertise of the dwarfs. Significantly improves city defenses. Will be manned with additional cannons and guard towers as well. Will Complete Next Turn.
- There seems to be a dust cloud over outer Wulfenburg for most of the year, save for when the weather douses it. Even then, freezing rains are nothing to a people who have lived in the north for so many generations. The dwarfs are stubborn as well, barely acknowledging the rains and snows, simply continuing on regardless even as they gruffly brush off the white powders. Will Complete Next Year.
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 (LOCKED):
Smaller Blastweave: This will be much, much harder to do for handguns than for cannons. After all, the sheer fine manipulation of the internal carving despite the size of the barrels will be much harder. Pistols? Even harder. But you can do it. Of course you can, damn it. You've done quite possibly the most exhaustive study of blastweave ever performed. Replication has already been managed over cannons, for handguns and pistols? Entirely within the realm of possibility. The engineers are quite excited about the prospect, and so are already attempting to do so without you. Their private efforts could be channeled quite better, however, and so here we are. Cost: 1,000. Time: 2 Years. Reward: Handguns And Pistols Gain Blastweave Properties. Chance of Success: 70% Will Complete This Year.
- Required: 30. Rolled: 42.
Blastweave upgrades are complete! It has taken time, and money, and very intricate hand tools and engraving tool derivatives, but it has been done. It will make everything just a little bit more expensive to make, to upgrade, to sell, but the latter property should help make up for the cost when you sell them. More importantly, the increased range and accuracy of your handguns and pistols will be most valuable indeed! Reward: Handguns And Pistols Gain Blastweave Properties i.e increased range + accuracy.
Steam Boiler Improvements: Okay, so Valma refused and cannot be expected to release any more dwarfen truths, especially with her death. Still, Helga, and Agatha are willing to try and work on the Steam Boilers of your equipment, usually in the Doomspheres, though you hear that the steam power of the dwarfs helps their impressive Ironclad vessels move about. If you managed to improve your own steam power, your Doomspheres would be faster, and would probably just be far better in general. The more power in them, the harder they can hit things and…well. Who knows what improved steam power could bring in the future? You'll never know if you don't work on it. With the study of the Soup Tank completed so thoroughly, you can use ideas and concepts taken from the soup…boiler…and contribute to this project instead. It should certainly help! And if your engineers can do this, perhaps they can apply the knowledge they've gained on other sorts of engines… Cost: 1500. Time: 4 Years. Reward: Improved Steam Power For Future Projects. Doompsheres improved, though cost will go up equivalently. Better knowledge on boiler systems and engine works for other projects. Reward: Improved Steam Power For Future Projects. Doompsheres improved, though cost will go up equivalently. Better knowledge on boiler systems and engine works for other projects. Chance of Success: 75%. Will Complete This Turn.
- Required: 25. Rolled: 50.
With the added knowledge of Anna's creation, this project leapfrogged forwards. It is, finally, done. Your steam power is now significantly improved from where it was before, though you are unsure whether or not a full change over to the vapor engines would be better or worse for things. Both are effective, and sometimes you have water instead of the specialized mixtures required for the vapor engine, so there is that to be considered as well. In any case, your doomspheres, those that are water-based, are likely to be improved by this. Overall, however, is the knowledge gained by such intensive and long-term study. Boiler systems, mixing with vapor engine systems, for all your projects in the future, are likely to feature in one way or another. Excellent! Reward: Improved Steam Power For Future Projects. Doompsheres improved, though cost will go up equivalently. Better knowledge on boiler systems and engine works for other projects.
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 2):
Bases Of Nature: You are working now to thoroughly clear the forests, hopefully for at least a few years at least But what will certainly help is making use of the new Longshanks you have in your province to re-establish holy places for Taal and Rhya and create new ones as well where possible. You know, very well, how valuable the influence of the Gods can be in combating the darkness. By doing this, you could hopefully make sure that the said evils will have to at least work just a little harder to encroach on your people when they inevitably come pushing back. Even better, however, is the thought that Urgdug had with putting ogres in the forefront of this. A place for them, to guard with all the zealous fervor his people can be capable of as Taalites. Sure, it will be a harsh for them to live in the forests of the Empire as deep as these places will be, but do not the ogres thrive in the mountains of the east? It is better to do this now rather than wait, in order to take full advantage of the clearing your armies are performing currently. Cost: 1,000. Time: 1 Year. Reward: Re-establishment and creation of new shrines/holy places/hardpoints of Taal and Rhya within the forests of Ostland, to better hold off the possibility of darker powers and their influences encroaching once more.
- In the aftermath of your various battles throughout the province, the acolytes of Taal and Rhya follow behind. Priests and priestesses, all going forth to search for lost holy places to reclaim. And if they are too far gone, to create new ones. Renewal is, after all, one of the greatest of nature's properties. The ogres go with them, and where once upon a time man might have struggled to remain in so many places of nature where the darker aspects hold great strength? Ogres survive. In some cases, they even thrive. Flesh that cannon balls bounce off of, constitutions that can consume rock and tree as well as meat and bone. The most devout Taalite ogres have found places for themselves, all whilst retaining that vital if divergent connection to the rest of civilization and society regardless. Though there is no way for you to be certain, the priests of these elder gods of humanity seem pleased indeed. Reward: Re-establishment and creation of new shrines/holy places/hardpoints of Taal and Rhya within the forests of Ostland, to better hold off the possibility of darker powers and their influences encroaching once more.
Morr's Time: Arthur does not often choose to openly wield the hefty amount of influence over the Order of the Garden he truly possesses. He prefers journeying from province to province, sending letters, conferencing, speaking and convincing people rather than outright giving orders. But Stirland, or rather Sylvania, which is now fully decided as Stirland's territory barring a few slivers? It needs Morr. It needs Morr badly. Not as an army that righteously purges, but as builders, and educators, and protectors. Consecrators and augurs to protect and guide. Arthur's willing to do it, to marshal the Order of the Garden's priesthood and strength from across the provinces to Stirland. It is something that would greatly aid Stirland, while simultaneously improving their disposition towards the ones who helped it happen. Arthur, in turn, requests your aid in organizing things, as well as communicating with the rest of the Trident to shift militia and troop movements to watch over temples and gardens that will have, in turn, somewhat reduced garrisons for a time. Cost: 1,000. Time: 3 Years. Reward: Sylvania Receives Massive Morrite Support/Temple And Garden Construction/Consecration/Education For Anti-Undead Purposes. Stirland Approval. Will Complete Next Turn.
- Satellite shrines and newly promoted priests are being set up across Sylvania now. By the end of this, the place might have more holy places dedicated to Morr than even Ostland! Will Complete Next Turn.
Science of War: Verena and Myrmidia seem to share claims of science and knowledge, but you should investigate further. Because without a doubt, your engineering focus has and will be warfare, which the latter is said to also be more specialized in. But Verena is more known to those of the Empire, without the recent stigma surrounding Myrmidians. And yet, if your experiences have taught you anything about matters regarding the Gods, it is that faith is important in this world. A patron god could go a long way towards ensuring the long term success and regard held towards your school is amicable by the rest of the Empire. Patron Goddess? Patron Goddesses? Either or. A more in depth investigation as to their relationship with the things studied at the school, and the willingness to establish them as such, could go a long way. It can't precisely be Sigmar, it just doesn't quite fit, if only because you don't need the schools becoming an argument point between the cult of Sigmar and Ulric. You won't know for sure without checking. Cost: 500. Time: 1 Year. Reward: Study Complete For Deity Usage
- Okay, you'll admit it. There is more to these goddesses than you'd initially thought. Religious study, particularly going in-depth and straining for as little bias as you could – a task that was nearly impossible in the end – is something that a vast majority of people in the Empire could not put the time and funds into. But, it has been done. You wanted to know more, more than the simplistic interpretation of Myrmidia that has become of her in the minds of the Empire's citizens. So, too, you needed to know more about Verena, beyond the muttered cursing of the Witch Hunters and others who distrust them. There is much more to both of these deities, things that no other Gods of the Empire share. A Goddess of War, but also Civilization, Beauty, and Honor. She has just as much to do with the arts, and vengeance, according to the early myths of her. It is only later that she learned war, as a result of actually living amongst the people of the Old World. That, you can understand. You also understand the opposing positions, unrelenting force and furious passion have won a great many wars in the Empire's name. But you also know that considered tactics and strategy have done exactly the same. You can accept those who follow only the former, but to disregard the latter is stupidity, in your opinion.
Honestly, you've spent a such a considerable amount of your battles bawling for messengers to order the army about while at the front that you'd hope more people would appreciate such a thing. A flank is not reinforced, a rear guard brought up, an artillery barrage directed to a specific location, without you or a select few officers ordering it based on a sense of strategy considering the constantly shifting battlefield conditions!
Though certain things, like her 'Rites of War', frankly do not work, you think. Not against greenskins, nor drucchi, nor Norscans, nor skaven, nor undead, nor beastmen. Possibly others. Which she technically makes allowances for, but just well you know that the most treacherous of foes the Empire has faced in the past are only human, and who gets to decide who an 'enemy of humanity' is anyway? At the least, you've read her book. The battles and thoughts within were refreshingly direct, though you don't doubt that the priests of Myrmidia have prettied it up. No song or story has ever portrayed battle as you know it to truly be, not really. Unfortunately, recent events regarding the so-called 'Knights of Magritta ' have caused Myrmidia's star to fall slightly, though perhaps there remains something to be said of bringing a bit of art appreciation to the north? Then again, perhaps not.
On the other hand, you have a Goddess of Justice but also learning and wisdom. Warfare and more. There are certain parts of Verena's nature that makes her naturally conflict with Sigmar, particularly when it comes to laws and their persecution, but you knew that one already. You can reasonably say that their belief in all knowledge being valuable to be a bit short-sided, in that you know accursed knowledge corrupts those who get near it, much less read it. Wonderful sorts of things the witch hunters can tell you about such incidents, as can other priests, and the wizards as well. There are portions of her you do not particularly care for, yet there is no true major organized cult like there is of Myrmidia and others. Perhaps, if you attracted or cultivated the right cell of their scholars, they might be useful in their own way? Yes, that might work. Now you just have to figure out what to do with all the information you have. Reward: Study Complete, Myrmidian Art? Verenan Engineering/Scholars? Perhaps.
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. (LOCKED):
Entrenchment: You can't rush this. You simply can't. This isn't a war of swords, it is one of words and shadows. It will take far longer, but you need to actually find spies. Recruit them, gain their nominal loyalty, and it is not something that can be done quickly. Hagrid is confident that he can do it, but that it will take time and work to get it to happen. First off, you aren't even going to start in Marienburg, but in the Wasteland surrounding it, and then work your way towards its heart. You've got to build up the ranks of your previously non-existent spy ring. It's going to take a while to pull off, but it will, hopefully, be worth it. First, Hagrid has to figure out someone in Marienburg willing to engage with you. Then move forward, until you've actually got information you can work with. Cost: 2,000. Time: 3 Years. Reward: Marienburg Spy Ring Established. Chance of Success: 70% Will Complete This Turn.
- Required: 30. Rolled: 37.
And it is done, finally. Your spy ring has managed to entrench itself into the landscape of Marienburg, and already a wealth of information has been gathered. There are dozens of major families throughout Marienburg, merchants and trading concerns who have amassed considerable wealth and influence about themselves. The only guiding characteristic seems to be how wealthy they are, with a disturbing lack of care for how they might have amassed it in every aspect. Surely, a vast amount of it comes from 'legitimate' sources, but your spies know that a few dip into more clandestine ones. But you know more, now, especially about your enemies. Unfortunately, they are powerful indeed. Three of the most powerful families in Marienburg appear to be the ones who spearheaded the efforts against you, whose trade fleets possess northern routes that Salkalten is beginning to challenge too much for their tastes, with a scattering of others who have exclusive elven trading rights within Marienburg finding the elves regularly sending ships to your port to be particularly distasteful. It may be payments to you, but to them it represents a dangerous precedent that is halfway over the knife edge of going against Marienburg's exclusive agreements with Ulthuan. But, and this is the crucial piece of information, the merchants of Marienburg are not united against you. It just so happens that some of their most powerful are. But treachery is life down there, and so long as one doesn't present a major enough personal threat to unite them, they are more than willing to indulge in all a manner of things to get ahead, to reach a new place of prominence. You know this because some of your spy ring have found places as informants, and even assassins, who work for different families at different times. Supposedly independent agents with a common thread, i.e. you. You can use this… Reward: Marienburg Spy Ring Established
Pre-Empting Outrage: You are getting quite close indeed on finishing on your law project. What this means is that you are getting quite close indeed to infuriating a large amount of nobility. The commoners likely won't care too much, other than a hope that they'll be treated a small bit better, that they won't have to pay taxes twice to two different nobles who both claim the land, and so on. But restricting, altering, or outright removing certain 'rights' and shifting authority borders is going to make everyone, just, everyone with a major noble title and some with just middling ones a bit peeved with you. Unless you take steps. Things to hold against them, obvious signs of silliness, and so on. It's been a chunk of years since the time of Zacharias, and you've little doubt that every single person in the aftermath was the pinnacle of justness, piety, and so on and so forth. It would be far better to build up your ability to blunt things than not. Cost: 1,000. Time: 2 Years. Reward: Law Project Blowback Blunted For When Released. Chance of Success: 70% Will Complete This Turn
- Required: 30. Rolled: 54.
You have quite a pile of blackmail sitting on your desk, now. Infidelity, pocketing of certain funds, recalcitrant initiatives to improve the lands in favor of what you can only surmise as laziness…among other things. This includes, to your disappointment, to even a few outer members of the Freud and Raukov families, though you hope that is because they are on said outside and desire a vague yet general 'more' for their unfortunate places in life. It will not stop the anger, but it will allow you to hold up a very large sign behind your works which lets them know what resisting will do. Hopefully you wouldn't have to use it…but you know not to hope too much. Reward: Law Project Blowback Blunted For When Released.
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 don't entirely disagree with some of the broadest strokes of the otherwise absolutely insulting pile of parchment-based garbage shat out on you during the Elector's Meet. Wulfenburg is one of the most diverse places you know of, in terms of different races. You have an enormous dwarf quarter, the halflings of course, and no one could forget the ogres. In far larger numbers amongst the city streets than any other northern city save perhaps Middenheim – and the ancient city largely has its age and prestige keeping it that way. In time, perhaps, Wulfenburg will be able to expand its walls and innards as the population grows, a benefit that Middenheim simply doesn't possess. Perhaps they can expand downward into the mountain, though. In any case, more revisions have to be made, more judges and bounty hunters quietly approached and questioned as to opinions and judgements rendered based on this information. All hypothetical, of course. Obviously. Will Complete In ? Turns
Stabbing With Guns: Okay, maybe you are being a bit presumptuous here. You have only just begun to learn engineering, within the past handful of years. Far less than any senior or master engineer, Anna included. But, more than once, you have seen your handgunners forced to fight at close range. Maybe they aren't able to pull a knife or blade out before the enemy is upon them. Maybe they weren't carrying one at all. An ironfist would undeniably help, but that's largely for defense, and even closer range. You could offer a point beyond that, something that they could fight with to keep the enemy just that little bit further away. Just stick a blade on the end of the gun. How hard can that be? Just mix your knowledge of blacksmithing and engineering, and just…put a stabbing portion on the gun? It's going to take some time, of course, but it's a project that you can do on your own. Your experience in ironfists should help, even, in terms of melding blade with greater masses of metal. Cost: 100. Time: 3 Years. Reward: Gun-based Stabbery/Erdolchen (Stabby bit attached to handguns). Chance of Success: 85%
- Required: 15. Rolled: 96. Critical Success!
You are the one who perfected the ironfist, improving it from that ramshackle contraption that the ogres had possessed before. You created man-sized ones, several varieties, for yourself. You have repeatedly proven their worth, again and again. You also learned engineering, and far more about the personal handling of handguns from Anna and your own personal training. So you get to work. Hammering out new weapons without hurting the weight distribution or anything like that. It won't be the same thing as sword, but it might be able to serve as a spear derivative. Whenever you grow frustrated at your work on the legal reform, you go down to the castle smithy and work on this instead. It'll be done, you know. And soon. Will Complete Next Turn.
Old Metals: The Gold College is willing to pay you to study the Ironblaster. They'd even be willing to send their people north to do it rather than have you deliver it down south. They are simply fascinated by the ancient metals making up its body. The survivability, and so on, are admittedly impressive. You've had something akin to substantial amounts of experience with a lot of magic users, and with metallurgy. You know the value of metals and their study almost as well as you do fighting and war. This is something you can actually negotiate in, though it is a step higher than an upstart young exiled noble shouting with a merchant over ore delivery fees. But your treasury is a bit lighter than it has been for a while, and it is whispered that the Gold College may in fact be quite wealthy indeed as befitting the name. Cost: 100. Time: 1 Year. Reward: Large financial fee added to treasury, improved relations with Gold College. Gold College members come north to study [NOT FOR COMBAT, will be stationed within Wulfenburg]
- A quartet of wizards arrive before the year is out. They, unfortunately, are not great friends of the engineers at first due to their studies beginning. An entire section of the school is dedicated to them, with them producing a variety of strange implements. Many of which are apparently magically based. Three of them are journeymen, you think, but they repeatedly mention they are not for combat purposes like other wizards you've attracted. Their senior, a Master Wizard, repeats the same when approached. They do not like speaking to anyone who can't talk to them more about the cannon, though they repeatedly talk to the ogres about the myths surrounding them. They are, in fact, quite rude about it. But given the generally foul language of the school, that's fine with most of the engineers. The insults you've heard there makes even a stand-offish personality little to care about. Far more importantly, they brought in some gold with them, as well as pleasantries from the Gold College itself. Specifically, their Matriarch, Gehenna, sent warm words of appreciation that you came to them for metallurgic consultation. Interesting. Reward: +2500 Gold To Treasury. 3 Gold Wizard Journeymen, 1 Master Wizard of the Gold College are present and researching the Ironblaster. Improved relations with the Gold College.
Great turn except for the crit fail, nice to have more magic around, the forest more clear and hopefully we've laid the foundations for cooperation between us and the gold college.
Great turn except for the crit fail, nice to have more magic around, the forest more clear and hopefully we've laid the foundations for cooperation between us and the gold college.
Great turn except for the crit fail, nice to have more magic around, the forest more clear and hopefully we've laid the foundations for cooperation between us and the gold college.
You know- for a critfail, it wasn't bad.
It was a mere fail, really. No progress was made, action was wasted. But... that's it.
It wasn't a full uprising of beastmen. It wasn't a diplomatic incident. There was no fallout.
You know- for a critfail, it wasn't bad.
It was a mere fail, really. No progress was made, action was wasted. But... that's it.
It wasn't a full uprising of beastmen. It wasn't a diplomatic incident. There was no fallout.
Reading the part about all the amount of intrigues in Marienburg make me realise with the right application of force we could do major damage to the city with the right word in the right place or a knife.
You know- for a critfail, it wasn't bad.
It was a mere fail, really. No progress was made, action was wasted. But... that's it.
It wasn't a full uprising of beastmen. It wasn't a diplomatic incident. There was no fallout.
Steam Boiler Improvements: Okay, so Valma refused and cannot be expected to release any more dwarfen truths, especially with her death. Still, Helga, and Agatha are willing to try and work on the Steam Boilers of your equipment, usually in the Doomspheres, though you hear that the steam power of the dwarfs helps their impressive Ironclad vessels move about. If you managed to improve your own steam power, your Doomspheres would be faster, and would probably just be far better in general. The more power in them, the harder they can hit things and…well. Who knows what improved steam power could bring in the future? You'll never know if you don't work on it. With the study of the Soup Tank completed so thoroughly, you can use ideas and concepts taken from the soup…boiler…and contribute to this project instead. It should certainly help! And if your engineers can do this, perhaps they can apply the knowledge they've gained on other sorts of engines… Cost: 1500. Time: 4 Years. Reward: Improved Steam Power For Future Projects. Doompsheres improved, though cost will go up equivalently. Better knowledge on boiler systems and engine works for other projects. Chance of Success: 75%. Will Complete In 3 More Turns.
- Required: 25. Rolled: 50.
With the added knowledge of Anna's creation, this project has grown far easier for the engineers working on it. Will Complete In 3 More Turns.
For a military action, I wonder if there could be a general scouting action to try and figure out where goblins and beastmen are likely to set up camps, and where ancient ruins might be.
For a military action, I wonder if there could be a general scouting action to try and figure out where goblins and beastmen are likely to set up camps, and where ancient ruins might be.
Until we have all the Beast-Paths scouted. That would probably be a little pointless when those groups would likely be nomadic. As for ancient ruins, that might need the Morr priest place in the mountains built to start that quest chain. The woodland would have the ruins long decayed.
except for the crit fail which was offset by the actions of other groups we have done very good this turn. As for the Greatships, I want to start building one every 4 years that way we can build up the class slowly but still added them to our fleet as time passes.
The 'and such' would include the updates to the character sheets for Karola, and for Arthur's daughter, Trudi? Just want to check you haven't forgotten them.
This plus double-barreling should make action to increase income worth the risk.
@torroar might gun income increase action be altered to account for double-barreling and now new blastweave so one action rather than two? Also worth upgrading armies now with both upgrades so handgunners even better, though maybe wait till Freddy research done so we have three upgrades to do at once.
Maybe this means that success chance for clearing path through forest will be better next turn? Maybe more forest options for a bit?
This plus double-barreling should make action to increase income worth the risk.
@torroar might gun income increase action be altered to account for double-barreling and now new blastweave so one action rather than two? Also worth upgrading armies now with both upgrades so handgunners even better, though maybe wait till Freddy research done so we have three upgrades to do at once.
Mercenary Office: An office has been established, purely for the purchasing and ending of mercenary contracts, as well as ordering them to aid in different purposes. When one does not require this, the office will ensure that no issue is made of it. When does, it will not take away resources from other offices of the central government of Ostland. [Note: Do not need to act upon this if not desired]
Purchase Additional Mercenaries: You have the money to pay, and you have the need. Mercenaries are omni-present in this world, and you could use some extra bodies. Or expertise, or training, or any other number of things. Send out the call, see who responds, and set up the contracts. Depending on what is being done and who is being hired, they would arrive some time into the year, with an absolute guarantee of arrival by end of the year. Cost: Depends. Time: 1 Year. Reward: Choose Which Mercenary Band To Hire, and For What.
End Mercenary Contracts: Sometimes, you don't have the money to pay. Sometimes, you do but no longer need the assistance of mercenaries. As it is, the time has come for you to cancel some contracts. Probably nothing malicious, unless they screwed up and you need them to get out of your employ. Cost: 0. Time: 1 Year. Reward: At End Of Turn – Choose Which Mercenary Band Gets Fired.
Even if General Briggs is willing to work with you, the same cannot necessarily be said of his soldiers. Far more homegrown, far more provincial than a man who has apparently crossed the lines of such things before, the vast majority of Hochland's state troops are those who are quite leery of you. So are many a Hochlander noble as well as Ostlander nobles at the threat posed by so many troops tromping up and down the border. Reward: Coordination against beastmen attempting to cross between Hochland and Ostland going forward, penalty to beastmen's rolls. Chance of Success: 80% [Will not work if Army of Forest or Army of Ostland is not present in Ostland. So you'll need at least one present. Obviously.]
Nice turn all around with the exception of one fail crit. Also, in regards to patron gods. What would be exactly the Patron God/Goddess of Ostland. With Morr being rooted in Stirland/Slyvania, is Verana the patron god of Ostland or not?
@torroar the Steam Boiler in turn 33 results said two more years, and then in the vote option for turn 34 it said would finish this turn due to the alcohol engine cutting time off. Which is correct, that it finishes next year or finished this year?