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!
Eh, could have been worse.
Between the Ulricans getting through and the failure being access blockage for the wagons and less-dedicated travelers, some zealots might have interpreted the weather as Ulric intervening to keep the cannons and non-Ulricans away from the Blood Fane.

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/???
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.
Truly, Freddy is a romantic soul.
*tilts vodka bottle backwards.*

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.
Prudent of them. This might have accelerated the timetable for when Berborgenbucht can sustain another expansion.
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.
Heh, I wonder if this might have a knock-on effect when we hire the Gold Wizards for military ends. As Magister Leibonitz was quite peeved when he heard how little the Minstrels spoke of their contribution at the gates of Kislev.

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 college 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 college, 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 Patriarch, 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.
Excellent on both counts.
Lucky crit success that seems to underscore Freddy's legacy as a military innovator(of last-ditch sidearms) and the Gold College is actually thankful(which might boost the option of hiring a few for military purposes).

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 don't want to damage the city itself. Not only is that the sort of thing that would unite Marienburg against you, it would quite probably also cut into the Empire's security and trade.

Instead, you want to back sympathetic factions while undermining antagonistic factions. It's fine if some of them aren't happy, as long as the factions in power don't want to start shit with us.
 
@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?
Torroar mentioned earlier that thanks to Anna figuring out the steam engine that she gained enough knowledge to leap frog several turns ahead thanks to that to the point that we could finish this turn.
 
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.

Don't forget, Magnus has threatened to travel to Marienburg and make changes. Changes that were implied to involve how the city, if not the province, is lead. Now, if he actually does carry out his threat we should take a step back and just watch, because the last thing we want is to accidentally collapse Marienburg's Eco-Political structure after Magnus appoints an Elector Count, or something along those lines.

But if he doesn't, well...as long as we just ruin the three of the wealthiest and most powerful families in Marienburg you won't hear complaints from me.
 
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…

Frederick has found out that Marienburg is Game of Thrones (or Italian Politics) writ small, with all the advantages and disadvantages that brings. Now, he really has a chance to push for a change if he so wishes.

-Very nice to see that we enticed a Master Fire Wizard to Ostland, he will come in handy against a large number of our regular foes.
Reward: Forests of Ostland Substantially Cleared Of Threats – Beastmen/Giant Spider Swarms/Banditry/Forest Goblins/???
a growing and now silenced ghoul gathering,
- Ghouls?! In our Ostland! They have to go!
But seriously, there may be some necromantic types trying to reestablish themselves in the forests of Ostland and we just can't let that shit stand.

-Agriculture Reform had a nice payoff, 425 additional income a turn is very nice.

-Blastweave providing the promised range and accuracy upgrades is very nice. Makes a gunline that much more effective.
-Pairing off with that, the crit on the bayonet design may lead to a new designation for Ostland: Heavy Handgunners (Improved defense, Improved Offense(range), middling offense (melee))
Or something of the sort.
 
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.

Rather than seeking to damage the city, I think we should try to find if there are families or factions that would be more amenable to Ostland's expanding trade and finding ways to strengthen them.
 
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Interesting. How many Greatships can be docked at once? Salkatan can hold at least two, and maybe 2 more considering the upgrades to the place but probably not any more. And Retainer fees for wizards are proving to be extremely manageable. How should we split them up? Do they split up?

With Horse breeding, how long until we start seeing the cross breed start showing up? I think no it should take no less than five turns? What do you guys think?

We might be coming to one of the tech divergent points? Do we go full vapor engine or steam? Or even combine the two? We will have to discuss that
 
Interesting. How many Greatships can be docked at once? Salkatan can hold at least two, and maybe 2 more considering the upgrades to the place but probably not any more. And Retainer fees for wizards are proving to be extremely manageable. How should we split them up? Do they split up?

With Horse breeding, how long until we start seeing the cross breed start showing up? I think no it should take no less than five turns? What do you guys think?

We might be coming to one of the tech divergent points? Do we go full vapor engine or steam? Or even combine the two? We will have to discuss that
Isn't the vapor engine just a higher-spec version of the steam engine?
 
Just to confirm blastweave is rifling correct?
Well rifling is all well and good but two factors, we haven't developed a new shot for rifles, and muzzle loading rifles tends to take longer at this stage. Equally rifles at this time were harder to clean and given our gunpowder seems particularly crap, well it is probably a bad idea to mass produce them.
Our rifles would probably be best used as a specialist formation... so basically have our own long rifle units to take down particular targets while our Handgunners do more damage to formations.
 
Well rifling is all well and good but two factors, we haven't developed a new shot for rifles, and muzzle loading rifles tends to take longer at this stage.
I thought we had devised something when we made proper ammunition for the Ironblaster? If the results of that action carry over to the smaller guns, it should take care of the reload time and the gun's maintenance too, as the design of the Mine ball corrected both of those issues.
 
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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 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 Margritta' 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.

This was kinda hard to read considering both are Goddess of war. I honestly have no idea what I am reading here.
 
Interesting. How many Greatships can be docked at once? Salkatan can hold at least two, and maybe 2 more considering the upgrades to the place but probably not any more. And Retainer fees for wizards are proving to be extremely manageable. How should we split them up? Do they split up?
They take up 1 Naval Capacity each, so theoretically we could have up to a hundred or so at once. I think the issue is just that they have a deeper draft or something similar that means they can only use really well developed/dredged docks, which limits them to dwarf-made berths at Salkatan.
 
The beastmen are really feisty this year, hopefully we get that sorted out or mitigate it before we do the everqueen favor.
 
Marienburg families against us, problems of magic hate yadda yadda. Seems we're moving along fine.
 
They take up 1 Naval Capacity each, so theoretically we could have up to a hundred or so at once. I think the issue is just that they have a deeper draft or something similar that means they can only use really well developed/dredged docks, which limits them to dwarf-made berths at Salkatan.
realistically speaking we are probably planning on having around 8 to 9 Greatships total.
 
They take up 1 Naval Capacity each, so theoretically we could have up to a hundred or so at once. I think the issue is just that they have a deeper draft or something similar that means they can only use really well developed/dredged docks, which limits them to dwarf-made berths at Salkatan.
10 Galleys: 1.500 gold and 1 action taking 1 year each.
10 Wolf Ships: 2.000 gold and 1 action taking 1 year each.
10 Greatships: 5.000 gold and 10 actions taking 1 year each.

Docking requirements aside, Greatships are just slower and more expensive to build than the alternatives.
Money might not be an issue and docking space might be at a premium, but construction speed is a pretty significant bottleneck.
 
Arsenal 2 boogaloo? If the next 2 cities can recive the same upgrades we might be able to mass produce them. The main thing I want is the other Imperial marine powers start using them.
 
Lots of open options for next turn, I want to do trade with Albion if possible and stuff with Marienburg.

I wonder if we can do anything with Marienburg's new Elector Count since Magnus has made it clear one must be selected.

Also want to get combat Gold Wizards next turn as well to get a nice selection of them.
 
About the horses, it seems the focus of Frederick is to get the appropriate mix to get destriers, we already got the mix of warm-bloods and cold-bloods, we only need that hot-blooded added to the mix so we can have the Ostland Destrier.
 
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