Eh, could have been worse.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!
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/???
Truly, Freddy is a romantic soul.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.
*tilts vodka bottle backwards.*
Prudent of them. This might have accelerated the timetable for when Berborgenbucht can sustain another expansion.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.
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.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.
Excellent on both counts.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.
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).
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.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.
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.