I think it is understandable. Mostly since your improvements has been on your prose which is harder to see in your own writing compared to technical aspect in which you have been accomplished since you started out.
beast paths- probably a good use of an action, it will help defend the province. we'll still have the home grown beasties, but preventing reinforcements is always helpful.
Bird-men- Adds numbers to our small air force. with the difficulty all factions have in engaging flying units, this will be worth while.
blastweave upgrade- going from smooth to rifled bores on our cannons. improved accuracy. considering how important artillery has been in the wars we've fought, another solid choice.
Now for speculation
The soup battalion- a dedicated cookery battalion, including the soup tank, that can be attached to different armies and add to their moral.
more warrior priests- attached to the different armies. Each is missing 1 or more categories of priests.
cyclers- we probably want to finish off roading first for this.
heavy cavalry- we have the horses, we should know this is coming.
fencing training- We went to get the duelers to teach us. we'll probably get an option for it.
grenadeers- we're researching it now, sooooo.
War collage- better trained officers.
Mercs
more mercs- I'm all for picking up everything that's left. Most of it's heavy cavalry which is where we are weak. some more horse archers, light cavalry, and a few foot knights won't hurt either.
fewer mercs- the scorners are gouging us. They're mercs, so it's expected, and they haven't violated their contract, but good business would have been for them to recruit back up to strength.
no change- default option.
Navy
guarding ships- make money and hope it covers operating costs. good when there is nothing else to do.
Bird-men- good addition for our ships. better scouting helps us intercept raids before they land.
Shipbuilding- we are below capacity, and have more docks on the way. probably should build more ships.
speculation
more docks- we need them to keep expanding.
coast guard expansion- our current 5000 men are probably getting spread thin now that we have 2 more ports.
Riverwardens- defend our southern border and river trade.
Diplomacy
double barrel- boost to our allies handgun attacks. more money for us. not that we need it right now, but it might help in the future.
a loan-... nah might be interesting if we didn't have so many other things to do just to see, but not really worth it otherwise.
fix the kid with Jades- again nah. he's fine. adversity builds character, or something like that.
speak to Gunther- I actually like this option. DD on it to boost to 25% and hope for the best. it's diplomacy and going through Nat, so it's in the open. even if it fails it probably won't be as bad as failing an intrigue action.
Speak with Rommel- the third good known choice. or second depending on how you look at it. closer ties with Riekland.
speculation
talk to Averland- We are trading heavily with them. closer relations wouldn't be a bad thing.
talk to Wissenland- the Countess seems smitten with our deeds. closer ties wouldn't be a bad thing. may be able to interest her in some birds or other Ostland specials.
talk to whoever is on Albion- I hear talking helps with trade.
Talk with Brittons- booze bring people together.
more Wizards- there are a few collages we haven't talked to yet.
more immigrants- from ???.
Talk to Marenberg elves- leverage some of the good will we have into trading directly with the marenberg elves instead of going through human middlemen.
Stewardship
Charcoal- new business, more money, better steel maybe, 1/3 gunpowder manufacturing?
lighthouse- prestige, safer ships.
speculation
Apple brandy?- new alcohol?
saltpeter- 2/3 of gunpowder
logging- fewer trees, more money, more potatos.
Research
mountain bikes- like regular bikes but off road. faster troops?
shotguns and horses- what could go wrong? new units?
vaporcycle- like a bike but self propelled. much faster troops? new unit?
titan cannons- BIGGER BOOM!! better artillery.
multi-barrel cannon- fast firing artillery.
upgraded cannons- better artillery.
speculation
the farmer's friend- a tractor.
Piety
Myrmidian art- probably a good idea.
speculation
priests for the army- wasn't sure where to put this.
build temples- to ???.
Intrigue
poke the wolf- let's not do that.
speculation
move against enemies in marenberg- we are identifying them now.
make friends in Marenberg- When you know who doesn't like you, the enemy of my enemy is... my enemy's enemy nothing more or less. but we could still try to make friends with them.
personal
Gold wizards- for the army. more firepower never hurts.
Well that's about it. Anyone else have any speculations? thoughts? ideas?
more mercs- I'm all for picking up everything that's left. Most of it's heavy cavalry which is where we are weak. some more horse archers, light cavalry, and a few foot knights won't hurt either.
fewer mercs- the scorners are gouging us. They're mercs, so it's expected, and they haven't violated their contract, but good business would have been for them to recruit back up to strength.
This is the only 'wrong' part I can see in the analysis.
More cavalry is a bad thing. Ostland is mostly forest, the cavalry won't be a massive aid inside the forest, as such the cavalry will mostly be a drain on our resources for relatively little gain unless we fire the cavalry a few turns after we hire the cavalry. Space to keep the horses healthy might be a bit of an issue depending on how Ostland's horse trade grows.
Saying the scorners are gouging us because they are not immediately at full strength after they recently lost people should be considered wrong. Give them until about the Electors Meet to get back up to full strength at least.
Timeline
Turn 31 - Black Scorners lose people (You cannot hire people on the same turn you lose people)
Turn 32 Results - 34 results, at some point the Black Scorners refilled their ranks by 250 people. (3 years for the Black Scorners to replenish, which they seem to be working towards through replenishing by 250 people)
Turn 35 ( a 4th chance to replenish)
The Future....
turn 36 (a 5th chance to replenish)
turn 37 (a 6th chance)
turn 38 (a 7th chance) This would be a good cutoff year if the Black Scorners don't have more numbers than 500 pikes by this point.
turn 39 / Electors Meet
This is the only 'wrong' part I can see in the analysis.
More cavalry is a bad thing. Ostland is mostly forest, the cavalry won't be a massive aid inside the forest, as such the cavalry will mostly be a drain on our resources for relatively little gain unless we fire the cavalry a few turns after we hire the cavalry. Space to keep the horses healthy might be a bit of an issue depending on how Ostland's horse trade grows.
Ostland is mostly forested true. But most of the battlegrounds we can expect to fight on are not. Norsacan or dark elf raids will come from the coast which is plains. Kuragan raids or a Kislev civil war will come from Kislev which is plains and tundra. The WAAAGH will come through black fire pass. Averland is mostly pastureland. Continuing to help in Sylvania. mostly plains. Only beastmen/greenskin raids from our interior forests, which we have culled extensively, and Skaven are a threat where cavalry are of limited use.
We could use the cavalry.
As for the scorners, the qm said they weren't recruiting up to full strength so they could pocket more money each.
Oh FFS will y'all stop with the scorners already.
Defenders and offenders both, everything that could be said has already been said, and the entire issue provides no more material for than a single sentence each.
Stop beating the poor nag, it's been dead and buried after the first exchange.
If you want to dismiss them, vote for it, if you don't, then don't vote for it.
Simple as that.
I don't know about the rest of you, but I find speculations about the next turn, before we've even gotten to thisturn's results way too premature.
It's a prime example of putting the cart ahead of the horse.
Ostland is mostly forested true. But most of the battlegrounds we can expect to fight on are not. Norsacan or dark elf raids will come from the coast which is plains. Kuragan raids or a Kislev civil war will come from Kislev which is plains and tundra. The WAAAGH will come through black fire pass. Averland is mostly pastureland. Continuing to help in Sylvania. mostly plains. Only beastmen/greenskin raids from our interior forests, which we have culled extensively, and Skaven are a threat where cavalry are of limited use.
We could use the cavalry.
As for the scorners, the qm said they weren't recruiting up to full strength so they could pocket more money each.
Coastal battles will probably revolve around the ports. Which is Urban combat.
Kislev has no problem dealing with regular Kurgan raids and Kattarin's policy is that we Stay Out unless something like the next Everchosen appears lest our intervention makes her appear weak.
Averland can already supply a large amount of Cavalry. And the hope is that most of the fighting will take place in the (trapped and fortified) Black Fire Pass in the event that the Bonelands Waaagh! heads North to the Empire. Because if the Bonelands Waaagh! breaks through Black Fire Pass? Odds are that we'll be fighting in the Northern Deeps soon enough.
Stirland reports that they have Sylvania handled. Yes, there's still the occasional band of zombies or ghouls, but the Vampire Counts which kept them as a unified threat are broken. Ostland's help in that area comes in the form of helping Stirland set up settlements and Arthur spreading his branch of Morrism.
We're better off churning out non-Company offers every year. Even if it's just a shitty T1 offer with the hopes of rolling something like a large amount of Low-Quality Mercs(in the hopes that they'll stick around and upgrade to Medium quality after their contract is up) or a small tribe of Ogres(have you sampled the good food of the Lady Esmerelda?).
[X] Plan NCRTrooper
-[X] Halberding
-[X] Crossbow Up:
-[X] Hard Knock Shipping:
-[X] Greatship 3:
-[X] Hard Drinking Markets:
-[X] Back To Bordeleaux:
-[X] Estalian Extracting DD on Estalian Extracting.
-[X] The Annulii Apple:
-[X] Grenadier Suits
-[X] Titan Cannon
-[X] A True Mountain Garden:
-[X] The Temples Of Dunkelstal:
-[X] Find Your Enemies:
-[X] Quinsberry Questioning:
-[X]Soul Study
-[X] Send Oskana South:
-[X] Attend:
GM NOTE: YA'LL I CANNOT STAND HOW THIS THING DOUBLE OR EVEN TRIPLE SPACES MY JUNK WHEN COPY PASTING FROM WORD, OOOOOOOOOOOH. MAKES ME WANNA NOT EVEN POST AT ALL. GM NOTE 2: Questions, comments, concerns, etc, let me know. Corrections will come when I can make them.
Turn 35 Results
2339 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 2):
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% In Progress. Due To Failure Last Year, Progress At 3 Years.
Required: 25. Rolled: 36.
The infusion of a few more thousand troops helps make the difference. A considerable amount of blood is shed in the defense of the logging camps. A considerable amount will continue to be shed in the future. But at least progress was made this year. The pilgrims, priests, and workers sent by the Cult of Ulric have a much easier time of things. While they forced their way through alone last year, you've little doubt that this will help speed up construction. Will Complete In 2 Years.
Halberding: The Army of the Forest and the Army of the Range could use some help, in the shape of the halberdiers. It's a very effective weapon. Not quite the same reach as the pikes, but with variable uses. You have the numbers, have had them for a while frankly. Von Raukov has been pushing this for some time, but you have to admit you've finally been ground down enough to put it on the official docket of options. And frankly, raising more troops is something you are happy to spend money on. The more men you have patrolling the forests and roads, the better for your people. Plus, it's something that the people of Ostland take pride in, being part of the armed forces. Cost: 1,400. Time: 1 Year. Reward: 2,000 Halberdiers Join Army of the Forest, 2,000 Halberdiers Join Army of the Range.
- It's been a good number of years, enough for the populace to be a bit more flush with bodies. Youths eager to get a taste of adventure outside the village. Such idealists are soon disabused of a number of notions they'd had about combat, especially with the fighting ongoing to clear the way to the Temple of the Iceborn Flame. To battle greenskins and beastmen, to march at grueling paces, trained and thrust into battle. That is the duty of all of these new halberdiers. Even more join the harsh but occasionally vibrant climes of the Middle Mountains. Reward: 2,000 Halberdiers Join Army of the Forest, 2,000 Halberdiers Join Army of the Range.
Crossbow Up: Crossbows occupy a strong position these days, and are in use across the whole of the Empire. They are more assuredly safe than guns, and take less time to reach nominal mastery than either guns or bows. A number of regiments of Ostlander origin even participated in the Great War Against Chaos under your father's reign. Furthermore, they are more acceptable than gunpowder weaponry for more devout Ulricans and Taalites, meaning that you can recruit more people for the position than you otherwise could have. Plus, they are in use even in Middenland, for instance. Gunther may be quite Ulrican indeed, but he isn't so mad as to deny them – or even some handgunners – in his armies. It's time you bring back the loyal and useful crossbows of Ostland, who can fire in the rain and inclement weather far better than handguns, able to arc their bolts slightly and the like. Cost: 2,100. Time: 1 Year. Reward: 2,000 Crossbowmen Added To All 3 Armies. Ranged weaponry, reliable.
- Well, damn it. You could have used these in the past. The simple fact of the matter is, they can fire faster with less risks of deadly misfires, and can do so in the sleet and snow which seems to rather annoyingly becoming more common in the area near the Iceborn Temple itself. Not to a ridiculous extent, obviously, not year round or anything. But when winter comes, it seems to come just a little bit harder in that area. They may not possess the sheer penetrating power of handguns, but a dozen crossbow bolts can do plenty when fired correctly. And while truly strong winds might cause a bolt to flutter a bit off course, it's better than the match being blown out. Plus, you feel oddly nostalgic, thinking of your father's own crossbow regiments. Reward: 2,000 Crossbowmen Added To All 3 Armies. Ranged weaponry, reliable.
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)
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. Will Complete Next Turn
- More and more construction continues. By the end of next year, Gauschdorf will possess a moderate guard force and seawall of its own. Nothing comparable to Salkalten, of course, but then, you aren't trying to do that. Yet. Will Complete Next Turn
Hard Knock Shipping: The ships to Albion were lost last time. It need not happen again. Dedicate some of the wolf ships in extra to guard the trade caravan. It will pull them away from the coastal defenses, but it could still be useful in the run. After all, pirates, raiders, or worse might be an issue. Plus, the marines on the ships might be able to help guard the merchants once they actually hit land. It is up to you, of course, they're your ships to do with as you will, but it might be worth it. Or not, who knows. Cost: 500. Time: 1 Year. Reward: +20 To Hard Drinking Markets Action. Don't Select Unless Hard Drinking Markets Chosen, Because…Like, Don't Be Silly?
- A number of wolf ships head out, and leave the coastline a bit more barren in terms of defense this year. Reward: +20 To Hard Drinking Markets Action
Greatship 3: 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.
- Another massive greatship now floats in the Sea of Claws when it is not resting in the docks of Salkalten. This one has been named Alexandra's Hammer. Reward: 1 New Greatship, the Alexandra's Hammer.
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):
Hard Drinking Markets: The land of Albion is strange, hard to find, harder to get to, and harder still to land on without dashing oneself against the rocks. Or into swamplands infested with Fimir. You've even heard tale that there exists giant wagon-sized crustaceans on what shores it does possess. Worse at the rumors that one side of the island simply cannot be approached, though the reasons why are unknown. Nevertheless, Sabine has turned her eyes onto the wealth available through the alcohol markets, tapped heavily by Ostland as it is. As such, one of the things that makes the most money is rarity, which in this case means…Albion. You have a fleet, you have ships, and she wants to see if it is possible to establish some sort of post or contact with the strange island, beyond the occasional daring trader who makes it every few years. Cost: 1,000. Time: 1 Year. Reward: Albion Connection, more access to Albionese drinks? Chance of Success: 50%
- Required: 50. Rolled: 95+20 From Hard Knock Shipping=115/100. Critical Success!
It is a direly good thing that you sent those extra ships as defensive insurance. Just as your ships broke fully free from the Sea of Claws, they found themselves rapidly surrounded by a squadron of Druchii dagger ships. But rather than a mere trading flotilla, they came face to face with warships bristling with not just cannons and sailors. For the Sons of Manann were there as well. As near as you can tell, the knights who swear by the mercurial God of Sea and Storm assign themselves almost completely randomly. At least, they do so when not directly ordered by their superiors. Or, perhaps, by the Grand Admiral himself over in Nordland. As it is, however, Commodore Lars Gildemeister, the outright leader of all the Sons of Manann in Ostland, simply…decided to attach himself to the mission. Entirely without anyone else asking him. And he decided to go with much of his inner circle, and a number of priests and lesser knights besides. Apparently, when templars of Manann get it in their heads that a particular seaborne venture requires their presence, few intelligent sailors will deny them. In fact, from what you hear, they welcomed them with open arms despite the new supply requirements to feed and water them.
As for the Druchii squadron? Conflict ensued, as it had to, for they were no doubt eager for blood and plunder. The trading vessels huddled about in the center while your ships began to fire upon the foe. Based on reports, boarding was inevitable, the Druchii just too damned fast and agile in the water to stop, but your troops did manage to damage their ships reasonably well before the elves got too close to safely fire upon. When they did, however, they found not just mere sailors, but the furious servants of Manann. The Commodore personally accounted for the slaying of two Druchii captains before leading counter-boarding onto their vessels. There, he discovered, and recovered, a number of slaves, scoured not just from Ostland and Nordland, but from distant lands as well. Amongst the Bretonnians and Estalians, the Tileans and Arabyans, and even a few Norscans, he made a fateful discovery. Beaten, but defiant, and lashed by chains to the wall of the slave hold, was a man named Mardudd ab Owain Glyldŵrlyr. A Chieftain of Albion.
A number of Druchii ships sank beneath the waves, but a number of others were cleared out, and a detachment of Sons of Manann helped chart them back towards proper civilization. There was quite a furor when they came close to Ostland's coastline, all things considered, but the sight of flags of the Knightly Order waving wildly were enough to prevent any tragic misunderstandings.
Lars, fresh off of his victory, elected to push onwards. This time, using Chieftain Mardudd as aid in charting the correct course. How he managed to correctly spell out the Albionese man's name, of course, is beyond you. Maybe he's just guessing.
Eventually, they reached Albion proper, and the rumors did not do it justice. The sheer thickness of its mists are not merely natural, at least according to the priests of Manann. Then there were the rocks, barely avoided by most ships, with some still receiving some minor damage that would require repair. But then they did hit the shoreline. The rainy, rainy shoreline. With almost no sign of civilization whatsoever except for some paths driven into the muck and dirt by sheer dint of time. But Chieftain Glyldŵrlyr was a, perhaps literal, godsend. In that he was able to guide the knights and traders to his home village, nestled beneath a thick canopy of trees, and from there, able to participate in some proper trading. By which, you learn, that they've got their own specialty alcohol – something called Albix, a single malt whiskey. Apparently, according to the Albionese, you've not tasted good alcohol until 'you've had a fine peat Albix'. At which point your traders thumped down some Bugmans and ostka to challenge the claim.
By the end of it, in their cups as they were, they revealed much to you about the state of Albion recently. Specifically, that the island is – and has been – at war. For a great many generations. Fimir have been the primary threat, to your brief surprise, the reptilian monsters may be occasional menaces in the larger swamps of the world, but they're pretty rare. Apparently, not so in Albion. They appear to find the climate there most agreeable. And so they contest the hide-wearing, stone and bronze wielding Albionese. And have for a long, long time. A small hamlet in Ostland is a village in Albion. In point of fact, they don't have a single human city in Albion, at least as far as the Glyldŵrlyr tribesfolk can tell you. Unlike the Fimir, who have constructed many an unwholesome fastness upon the isle, all of which are awful in their own rights but pale before Caerniwlatgas. Which is one of those most unbelievable things, a true city, ruled and populated solely by the Fimir and their slaves. It apparently lies deep within the depths of Albion, and Mardudd was unwilling to take your people anywhere near it. But that was fine, as this was a trading expedition, not a military one. Mardudd was, on the other hand, more than willing to help escort them to a few other tribes scattered about. As far as you can tell, there is no major unifying leadership on Albion, based on the reports you received, and the letters the merchants and knights sent.
But you met the Glyldŵrlyr, the Matholwyr, and the rather oddly named Nudd, all three of which were more than happy to trade with you. With a rather remarkable amount of silver. Not gold, but silver. They apparently have quite a healthy amount of the stuff, dredged up from the swamps or mined in the hills, much of which is used for currency purposes. Beyond that, of course, is a barter system.
Ah, but back to the war, information only granted by the prideful Albionese due to you saving Mardudd and returning him to his tribe and two wives.
Apparently, a number of years back, a Black Ark came to Albion. Or, at least, as near as what you can tell is one. The Albionese don't call it exactly that, but there's only a few 'Gaed aweful black moontain frem th' seays' that it could be, right? Besides which, afterwards the Druchii came stomping out in waves, slaughtering Fimir and Albionese alike. They also ended up capturing a few 'Sidhe', whatever that means, and dragged a number of captives back to the Ark. Ever since, they've been a plague on Albion. With fatal whimsy, they uproot themselves and slam into a different part of the coast, making it so that even the Fimir are struggling to fight them off, as any time there is a significantly large concentration of forces, the elves simply…pull back, and retreat elsewhere before coming back on another part of the island.
So, that neatly explains the recent sightings within the Sea of Claws. The Druchii are using Albion as an unwilling port of call. And have been for some time. All information you'd never have gotten if you were stuck at just one village. Even with you having – or rather the Commodore rescuing – Mardudd, the Albionese have no small amount of suspicion to them towards outsiders. But that is all that can be gained over the course of a single trade mission.
In the end, your ships return to Ostland with holds laden with silver, laden with trade goods, including regular Albionese whiskey and their prize Albix. Minds, on the other hands, are filled with no small amount of information. Chieftain Mardudd said that you were more than welcome to come back, so you have at least one invitation to one village. Reward: Albion Connection To Chieftain Mardudd ab Owain Glyldŵrlyr. Albionese Whiskey, including their most potent and treasured, Albix, a single malt. Significant knowledge of current Albion situation – Fimir dominance and city, Druchii usage of Albion. +2000 Immediate Income To Treasury From Success. Translates to +500 net to treasury, after deducting cost of Hard Knock Shipping and Hard Drinking Markets.
Back To Bordeleaux: There are multiple major ports in the Dukedom of Bordeleaux, beyond the city actually named after the land. It is time to go to there as well, to try and expand your own trade with them. It is, you think, the one Dukedom that you can truly empathize with, if only based purely on your love for the drink. Surely, they might be desirous to partake in things other than their own wines? For a hint of variety if nothing else. While you, in turn, could profit from those same wines dragged so far north. Furthermore, the more Ostland ship banners that are present across the Bretonnian coastline, the more your presence can be felt in that land. If that's what on wishes to focus on, that is. Personally, at the moment you're fine with just getting some more funds into the treasury. Cost: 1,000. Time: 1 Year. Reward: Increased Alcohol Trade Income/Ostland Presence In Bretonnia Increases.
- While there were surprisingly deadly issues with trading towards Albion, further diplomacy with Bordeleaux goes much easier. Mostly because it largely focuses on alcohol, which, solely amongst the rest of Bretonnia, does Bordeleaux focus significantly on. You can understand that quite well, you think. Your traders have not yet met with any of the major nobility of the Dukedom, but they have met a considerable amount of the citizenry. Merchants are disdained more heavily in Bretonnia than they are in the Empire, and to Sabine and Natasha's amusement they are apparently somewhat happy with those who are a bit more amiable to them. A few of your merchants even made distant acquaintances with some knights errant who wished to partake of the wines and such. Reward: +100 Alcohol Income/Ostland Presence In Bretonnia Increases.
Estalian Extracting: Estalia has a lot of things worth making use of. Specifically, their steel, and their duelists. Estalian Diestros are some of the most famously deadly fighters in the world, and that's just a fact. Despite having their origins be based purely in that far off nation, bereft of the troubles that the Empire faces in comparison? They are nevertheless quite skilled and deadly besides. Enough to the point that there are plenty of mercenary Diestros in the world. In the southern provinces, in major cities like Altdorf and Nuln, there are even fencing schools for the wealthiest nobility to send their sons to. Plus, drawing more Estalian smiths to the Street of Steel will be of great aid for your citizenry and your armed forces both. Without a central unifying force in Estalia, drawing in such individuals is likely to be far easier than it might otherwise have been. Perhaps there might even be simply Estalians willing to leave behind the simmering anarchy of their homeland for someplace slightly more stable, a place where some of their fellow countrymen have already settled? Cost: 750. Time: 1 Year. Reward: Estalians Drawn To Ostland – Smiths, Diestros, Peasants. Possible Effects include improvement to Street of Steel, Diestro trainers for nobility, peasants for settlements? Chance of Success: 50% DD Enacted
Required: 50. 36+20=56/100
Well, you can't call it an unmitigated success, but it is a success nonetheless. By the end of the year, a little over a thousand Estalians elected to immigrate to Ostland, drawn by the concepts of cities not constantly fighting one another. Your people managed to get a few local diestros to come along with, and they've slotted reasonably well into the fighting culture of Ostland. At the very least, the Imperial Fighting League. A number of smiths were able to be convinced to go, largely by convincing their families to go around them, forcing them to come north out of familial loyalty. If you'd purely gone after the smiths alone, they'd likely have been far too stubborn. It's a modest take, but every little bit helps in further ensuring a strong populace in Ostland. Reward: Estalians Drawn To Ostland – Smiths, Diestros, Peasants. +25 Income From Trade Per Turn. Due To Increased Specialist Numbers In Street of Steel. Handful of Diestros Join IFL. May have knock on effects later.
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 1):
The Annulii Apple: So, you've received a supposedly 'small token gift' from the High Elves. Some kind of apple from some place called the Annulii Mountains. Apparently, it's a hell of an apple. Some of the Jade Wizards have, after some cursory inquiry, admitted that they possess spells to help not only grow the apple quickly, but to rapidly help craft an entire grove. A year's worth of plant growth in a single hour? By Sigmar, that's a disconcerting thing to hear. But if the apple is at all exceptional, then it wouldn't be the worst thing to make. And you could possibly make some kind of cider or brandy out of it, so there is that as well. All you would need to do is dedicate some of the Jade Wizards to the task, and you could have an entire test grove out of it by the end of the year. Possibly more than one test grove, if you truly start factoring in time versus how much time it requires to get a tree to a flowering level for harvesting, and reproduction. Apparently, to preserve the apple as much as possible, they'll not be using the seeds precisely so much as samples from the first initial tree itself. Sabine was rather excitable about the whole matter. Luxury goods run as much on reputation as anything else. An apple previously only accessible in Ulthuan? Apparently she is convinced that bushels will go quite highly priced. Cost: 750. Time: 1 Year. Reward: Annulii Apple Grove(s)? Farming Income. Trading Income. Further options for Middle Mountain development.
- Well damn, they weren't kidding! Half of the Jade Wizards bustled on up to the Middle Mountains and, while it was still summer, still the first few months of the year, they called you up there to observe. It was a bit more difficult without Oskana, but you managed fine enough. Escorted by a major detachment of the Army of Ostland to couple with your Greatswords, you pushed through and found them in one of the larger valleys a bit removed from any current settlements. There, standing before you, was an entire orchard of the things. From the first trees, grown from the seeds of that first apple, they gathered a number of cuttings, and from those cuttings, they created more and more trees. From the first, the originator, they simply made sure to heal the damage done by the next day for more cuttings. It was, according to them, a pleasant excursion and difference from their usual healing duties. To put it into perspective, as the wizards explained it, a proper usage of the spell can ensure a year's worth of growth in an hour for a single tree. Thus, twenty-four hours could account for twenty-four year's worth of growth. Not continuously, of course, that would demand a tremendous amount of focus and energy. But considering that they could work in shifts, and had an entire year to do it? Even by spring, before you were set to depart to Laurelorn, they had created quite a mighty grove, with the assurance that if you desired they could create larger groves.
Then, of course, you were finally able to bite into one of the apples.
And damn you if it isn't the literal best apple you've ever bitten before. Seriously. It isn't the sweetest or sourest apple you've ever had. But something about the crunch, the texture entirely, the flavor? It is just…unbelievably good. The first few that are used in a pie made by Hagrid? Transforms that apple pie. It's incredible. According to the Jade Wizards, the Annulii Apples are actually quite receptive to their particular brand of magic, far more than initially expected. Something about them being elf-based, perhaps. Or maybe it was being handled by the Everqueen that did it. Sabine seized upon it rather aggressively, marketing them as luxurious and high-end apples, charging a higher price than a mere Imperial-grown apple might get. You also have immediately heard noise from some formerly Talabeclander brewers. Or, more specifically, thunderwater makers. They think they can make some kind of exceedingly potent 'mashes' with just a few barrels of Annulii Apples. And still others, subtly poked at by Sabine's future-thinking mercantile instincts, think it might make quite a cider. In either case, it opens up a, to use your daughter-in-law's own words 'bold new world of alcoholic endeavors, something to become a major industry for Ostland's portion of the Middle Mountains'. Time will tell. Reward: +100 Farming Income Per Turn/+100 Trade Income Per Turn. Further Options For Middle Mountain Development.
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. Will Complete Next Turn.
- They're nearly done, a few more dwarf family members have come to join their cousins, uncles, aunts, and so on, beneath the city. Now that there is a proper place for them. Some might think that they might have turned up their noses at the plumbing and sewage situation, but one must also remember that the dwarfs have worked very hard over the past, well, forever, to have clear divides between living spaces and plumbing spaces. After all, the dawi in the Deeps of a karak still have to deal with the dawi in the upper portions of the mountain. Will Complete Next Turn.
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 This Turn.
- It is finally done! A thorough expansion of Wulfenburg itself, it's walls rising high and strong, cannons and towers covering it. There are not just regular great cannons, but swivel guns on approaches built in case someone does scale the walls, barrel throwers on certain raised platforms, and more. There are even a few towers constructed as extensions of guard houses, able to become wing-suit launcher positions at a moment's notice. Behind all of it, has risen civilian housing and places of business alike. More than a few taverns and pubs have sprung up near the walls, eager to take advantage of those who come down from patrolling. There are new fighting pits, courtesy of an expanding and still growing IFL. Smithies, alchemists, apothecaries, butchers, general stores, grocers, and more. And, though someone with no major combat experience might not notice it, from atop the new set of walls you've built around your city, one can clearly see that the newest area of expansion is laid out defensively. Chokepoints, funneling and pincer deployment-aiding streets, and so on. Whereas the inner portion of Wulfenburg is a haphazard choked anarchy of generational growth, like many of the Empire's larger cities, this new area is both cleaner and more easily defended without really sacrificing anything. On the western half of the city, the river has been even further protected and encapsulated. It's not like you're reaching the river Eiskalt, or anything, but still. As an added benefit, there's a bit more area to the school, so there could be an expansion there as well. And, of course, there are a great number of temples now filling the new areas, to all approved Gods. Even Myrmidia, though that was somewhat hastily done with the influx of Estalians. Reward: Wulfenburg City Limits Extended. Dwarf-approved walls in terms of height and thickness now raised. Bristling with weaponry, built not just to prevent the enemy from getting on the walls, but built with the grim assumption that someday, someone might. Swivel guns and defensive city planning were included as well. Cannons of all sorts, barrel throwers, wing-suit launchers. Wulfenburg has expanded by about 1/4 of its previous size. Overpopulation pressures greatly eased.
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 (Choose 2):
Grenadier Suits: Anna has been working on this in her off time for a while now. A suit of armor, partly harness, built to carry bombs for a special sort of trooper. One who can carry bombs in as watertight and protective as possible containers. At the same time, they need to allow full range of movement so that the ones wearing them can throw as far and accurately as possible. A sling could be added for being able to throw further if they can, too. Considering the amount of time Anna's spent on this, throwing it to the lesser Master Engineers ensures that such a project would likely not take that long at all. Bombs are quite expensive though, so testing will have to be excruciatingly careful! Cost: 1,000. Time: 1 Year. Reward: Grenadier Suits created, for a specialized group of troops to carry, light, and throw explosives in battle as their primary armament. Obviously they'll get a blade too, for when they run out. Chance of Success: 90%
- Required: 10. Rolled: 17.
Well, Anna was right. She'd pretty much done most of the work for the engineers already. You almost wish she'd done all of it. It was a remarkably near thing, with more than a few suits being reduced to scrap metal after too many flaws were discovered in the manufacturing. But in the end, it was completed. Without a hint of shame or embarrassment, Anna confessed to you that she had been inspired by the globadiers of the skaven, having grown intimately familiar with them during the Karak Ungor campaign. She has killed more than her fair share of the bastard abominations, and poked over their suits and arsenals plenty before the corpses were burned alone with the rest of the skaven bodies. Which, now that you think of it, makes a bit of sense. Only, rather than throwing globes of poisonous gas, they'll be throwing bombs. It will take a special breed to be willing to carry a backpack of explosives, how the globadiers of the skaven manage to conduct themselves with canisters of skin-melting, lung-disintegrating gasses you'll never know. But you are not skaven, so your suits are actually built with, you know, the safety of its wearers in mind. Dawi engineers would be revolted by the concept of trying to make something inspired by the skaven. Anna literally cannot bring herself to care, other than how effective the derivative design can be. Reward: Grenadier Suits created, for a specialized group of troops to carry, light, and throw explosives in battle as their primary armament. Obviously they'll get a sword or axe too, for when they run out.
Titan Cannon: The Ironblaster is the most effective proof of concept that could possibly exist. It's made of bronze, however. Extremely advanced, possibly magical bronze, for all you know. But you have pretty damn good steel, if you say so yourself. So it should not be impossible for you to create something like the Ironblasters, but better, or at least something that could be replicated in terms of not having the special bronze. A better, more stable platform, rather than the awful things that the ogres use. Horse-pulled, obviously. Something to help aim. Thankfully, it would come with the blastweave installed, due to its essentially being a lift from the ironblaster design directly, in terms of size at least. Thankfully, the intense studies that Anna and yourself worked on will greatly reduce the time it takes to do this. Cost: 1,000. Time: 1 Year. Reward: Titan Cannons, Ironblaster-sized properly maintained steel-based cannons. Chance of Success: 75%
- Required: 25. Rolled: 44.
Honestly, the biggest issue was, at this point, creating new casting molds, expanding and refurbishing the foundries. But that was done without issue, thanks to the newly opened real estate. Or would the word expanded be better? The lands opened up by expanding the city meant that a not inconsiderable amount of money for the project was spent buying a few buildings out entirely. By it's been done. You've had the Ironblaster for some time, and while the Gold Wizards examined it, nearby, your engineers and smiths worked on the first casting. Each individual Ironblaster is the prize weapon of entire tribes of ogres, and you can understand why. They're damned big! But by the end of this year, however, it has been done. One brand new Titan Cannon, fitted not just with some incredibly huge spheres of stone and iron for cannonballs, but with oddly fitted grapeshot. The latter, when loaded and stacked properly, fling themselves forward without causing undue damage to the inner portion of the barrel. Wheeling it about is a hell of a thing, and it requires an entire team to load it. For now, the Titan Cannon has been placed upon a large armor-plated wooden platform on a wheelbed. It takes four strong horses to pull it about, and they have to be moved about before firing. Unless one wants permanently deafened ones, at least. But oh, for all the expense…when it fires…oh yes. If you manage to fire a good Great Cannon shot, properly aimed at a mass of infantry? You can bounce it through their bodies pretty well. But one Titan Cannon shot can take out just…so many foes. It's incredible, but they'll be expensive as all hell to engineer and to craft the ammo and platforms for. All things considered, however, it should be worth it. Reward: Titan Cannons, Ironblaster-sized properly maintained steel-based cannons. Requires 7 To Properly Crew/Load/Etc. +1 Titan Cannon Added To Army of Ostland Roster.
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):
A True Mountain Garden: Minor temples are one thing, but Arthur wishes there to be a true Garden of Morr, similar to the greater ones that have been built in Ostland proper, below the mountains. A place not just for internment of the dead, but for sermons on the God of the Dead, his responsibilities to the living and theirs to him, and so on and so forth. As well as wings and areas for augurs to be contacted, rather than having to hope for them to just come by, or wander past. Ever little bit of civilization helps, and you know this well. The more secure the dead, the happier the living. A bit of an odd thing, likely in certain parts of the Empire, but the specter of Zacharias, of necromancy, remains strong. A quiet undercurrent of fear erupted, you find, when rumors of the sacking carried out by one of the abominable Tomb Kings trickled north. Far to the south of Ostland, to be sure, but the threat of an undead naval force spooked a lot of people. Plus, perhaps it will help people with their dreams. For that is one of the purviews of Morr as well. Reassurance goes a long way, if one believes in such things. And a good number do. Cost: 1,500. Time: 3 Years. Reward: Major Temple of Morr built in the Middle Mountains. Morale improvement to the people, hopeful protection against necromancy and the like.
- This new Garden of Morr is shaping up to be quite the powerful statement, a somewhat classic example of Arthur's divergent sect of the Cult in terms of use and stance. Dunkelstal will soon possess its own place where folk can go to ensure their relatives and friends may rest in peace, speak to priests and priestesses on their dreams, and so on. And, when the living may be threatened, the protectors of the dead will have a place to ride out from, to ensure that they may truly live their lives, and die naturally, not at the hands of the horrible things of the world. Will Complete In 2 More Years.
The Temples Of Dunkelstal: The large town of Mierach was the most established settlement that could have been considered part of the Middle Mountains in the past. At least within Ostland's previously claimed territories. But said territory has expanded quite considerably. Both in geographic distance and population. The latter remarkably so, though you've certainly put a lot of work into exactly such a thing. As of now, if there is a settlement which could be considered a 'capital' equivalent, or at the least a large nexus, in the new Middle Mountain territories, it would be Dunkelstal. High walls, the resident location of the Middle Mountain's Great Kitchen of Esmeralda, and the most populated settlement in the Middle Mountains. Literally, to the point of somehow outpacing Mierach itself. But it will be more, in the future. Jogen and Emil wish you to construct true temples to Sigmar and Ulric within Dunkelstal. It is these which mark truly strong settlements, providing a place of security in body and soul. It will increase the profile of the town, and make people more inclined to settle there. The stronger that central nexus point, the benefits can only spread to the lesser towns and villages in the Middle Mountains, if only for a major rallying point to flee to in times of great trouble. Cost: 1,000. Time: 2 Years. Reward: Major Temple of Sigmar and Ulric built within Middle Mountains.
- Construction begins, gathering of resources, and making sure the foundations are as strong as possible. Will Complete Next Turn.
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 This Turn.
- Arthur has, over the past three years, taken many a trip back to Sylvania. Truly, it is where he found his own legend. It was not Karak Ungor, but it was a war, and one which he was quite involved in. Where the Order of the Garden truly began to come about. Where he forged connections amongst the Cult of Sigmar and the Cult of Ulric, as well as with some of the Magic Colleges. Even, you know, the Emperor himself. All of which Arthur used in his efforts here. The forging of new temples, the blessings and consecration of new shrines along the roads. All throughout Sylvania, along roads old and new, stretching up towards Ostermark and down to Stirland proper, west to Talabecland and east to the World's Edge Mountains. He did this in concert with the state troops of Stirland, with the sons of the Countess. Truly, he has found friends outside of Ostland in them, and they in him. From what you hear, there are even a few discussions over perhaps a marriage between Arthur's children and one of those from Stirand. Perhaps. In any case, while the Cults are not provinces, they still hold a massive amount of influence in the Empire, and this is no different. Stirland, specifically, is quite happy indeed to have received such help. A number of priests and Black Guard patrol Sylvania now, with the assurance of the Von Carsteins not coming after them, and in fact instead of being aided by Stirland's troops. They are eager and stubborn to keep matters that way. Reward: Sylvania Receives Massive Morrite Support/Temple And Garden Construction/Consecration/Education For Anti-Undead Purposes. Stirland Approval.
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. (Choose 2):
Find Your Enemies: So, your Marienburg Spy Ring is now aware that some of the families are against you, while others are not. Such is the financial scope available to the various merchants in that city, that there are those whose aims are entirely based on southern climes, or simply elsewhere, leaving their opponents to be those who scour the northern portions of the Empire for their own profits. So, you need to find out which of the three of those families are actually aimed directly against you. Use their connections with the so-called Lodge, and track down which ones are actually your enemies and which ones are not. Once you've positively identified them, you can keep proper watch on them. It is one thing to figure that the resources involved were flowing from three families, it is another to identify them fully. But it will be done. It must be, so that you can't be caught off guard like you were before. Cost: 1,000. Time: 1 Year. Reward: Primary Marienburg Opposition To Ostland Identified, Information, Etc. Chance of Success: 65%
- Required: 35. Rolled: 40.
Ahah, and there they are. Three of the major families of Marienburg, their trade interests aligned towards the northern parts of the Empire. Not just the coasts, but the rivers and roads as well. Trade interests, compacts, and so on. It's quite a tangle, one that Sabine spent a considerable amount of the year tearing into. Giesen. Rutger. Weiss. These are the three major trade families of Marienburg who have elected to work against you. Because you are a threat to their bottom line. A matter of life and death to them, apparently. It is only right that you, perhaps, return the favor? The Emperor would not like it if you ended up burning down a quarter of Marienburg, however. Nor would he like it if you outright slaughtered them all. One for each of the provinces of the Northern Trident. Hells, you'd hoped that the Marienburgers would content themselves with their ludicrously profitable sea trade, but of course that couldn't be the case. Their influence stretches across the Empire and beyond. But you know their names now, and a few of their servants, subsidiaries, and so on. Sabine thinks you should begin replacing their merchants and take control of the routes they've been making use of. Hagrid thinks that after what they did a little bloodshed would not be out of place – his genial mask slipping just a moment when he made that statement. Then Sabine surprised you, and said that the blood could come later. With a tone that meant that she expected that it would come at some point.
But no, it makes sense. Simply slaughtering these families, root and stem, as well as their subordinates? Could have tremendous knock-on effects to the economy due to how involved they are in the Northern Trident and rest of the Empire. Centuries and centuries worth of rooting themselves in, and the damage that could result from their total loss could be considerable not just in money, but in lives as so many people's very existence is thrown out of step. The first step must be hardening your economies against them, replacing slowly, so that even if something truly untoward were to happen, it wouldn't damage your own economies or people either. At the same time, you could look into opening up vulnerabilities within Marienburg itself, and try to let the very nature of the city work against them. The mercantile cannibalism of that place is well known across the Old World. Reward: Primary Marienburg Opposition To Ostland Identified – Giesen, Rutger, and Weiss Families of Marienburg. Feel threatened economically by the Northern Trident.
Quinsberry Questioning: So, Hagrid has revealed the presence of the Quinsberry Lodge to you. Grudgingly, worriedly, and for good reason. A bunch of murderous, thieving, skulking bastards bobbling into your province? Absolutely not. You've got plenty good halflings, Hagrid among them, who are doing much to advance the interests of the halfling people throughout Ostland. For goodness sake, it was because of him that you even added an enormous section in your law project on pruning and fixing halfling-targeting laws, fees, and so on. If this was the Era of Three Emperors…well. It is not the first time that a province has burned half the Moot down. Sometimes it was Stirland. Other times it was Averland. But for now, you need to find how much, if at all, they've infiltrated the rest of the Northern Trident. And you know what? Stirland too. You doubt that the Countess would mind, it's not like you're ordering a culling. Right now, at least. Find them, if they're there. Shore up your defenses as best you can even if they are not. Once that's done, you can work on…next steps. Cost: 1,000. Time: 2 Years. Reward: Quinsberry Lodge agents identified throughout Northern Trident/Stirland if they are there at all. Shore up intrigue-based defenses from potential Quinsberry movements against the Trident. Chance of Success: 75%
Required: 25. Rolled: 29.
Hagrid seemed mightily uncomfortable as you loomed within his kitchen office after that first unfortunate reveal. Perhaps it was due to your shouting at him for an entire hour, or having shouldered your way through his incredibly thick oak door as if it weren't there. But by the end of it, you'd come to a new understanding. About the Quinsberry Lodge, about what they'd done, tried to do, and what he'd done to push them back out. You don't ask for constant daily reports from the witch hunters. Neither did you do the same for Hagrid Baggins. But perhaps that needs to change, somewhat. You know that as a matter of his job he associates with certain criminal organizations. So long as they avoid stepping too far over the line, you are normally quite obviously busy with other threats. And, once you'd worked past the anger, you had to admit that the halflings were, just as dwarfs are in some places of the Empire, unreasonably discriminated against. But you've worked pretty hard against that, as has Hagrid. Hell, a not insignificant portion of your law work specifically focused on just such things. Even if an asshole is an asshole, regardless of species. But where Hagrid had been content with a defensive posture for many years…you are not. Now he is actively seeking them out. He might have gotten them out of Wulfenburg, but there are other cities in Ostland. And the rest of the Trident. Will Complete Next Turn.
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 think you might actually be done soon. Something clicked this year, some sort of critical tipping point from…perhaps sheer volume of paperwork and research put into the project. 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% Will Complete This Turn.
Required: 15. Rolled: 33.
- It's not a boom disc or anything like that, but you're proud of it regardless. Considering that you had your attention plenty occupied with other things, especially. But the Erdolchen is a reality now! It has changed considerably from the period in which you had first envisioned it, nothing more than a simple knife forged into the barrel of the handgun. But over the past few years of experimentation, long nights in the forge and engineering schools, you've created something else. It can be, effectively, socketed onto the handgun, but it is more than just a piercing point you stick on the gun. It's somewhat of a tool for other matters as well, shortened slightly but also built so that, when pulled off of the handgun, it can be a knife able to either cut or stab in immediate close quarters if the sword cannot be unsheathed. Perhaps even to help dig latrines, if the handgunners are unfortunate enough to be slated for such a duty while on deployment. Reward: Gun-based Stabbery/Erdolchen (Stabby bit attached to handguns). Handgunners gain increased survivability/viability in melee combat.
Soul Study: Ever since coming back from Karak Ungor, you've been noticing things. Odd sensations, noises, feelings, and so on. You are called stone-souled by some, and frankly, you need to actually know what's going on with your soul. It barely survived that fight, after all. Speak to the Priests of Gazul, and your son Arthur, to get some in-depth, actually relevant and hopefully revealing information about what is going on with your soul. Or, at least, know who else to talk to next if this fails. A soul is quite important, after all. You'd like it if yours wasn't horribly mangled or something. Cost: 100. Time: 1 Year. Reward: Information???
- Will Continue In Next Post
Special Options
On Matters Of Feather
[] Send Oskana South: The Emperor has requested the presence of Oskana as the only other vaguely tame gryphon in the Empire to try and breed her with Sigismund. The latter is the gryphon who hatched from the egg you sent to him so long ago. In return, he has promised to donate a number of his elite Knights Griffon to make up the difference until Oskana returns to you. Should things go well,
[] Retain Oskana: The Emperor has made it plain that this is only a request, not a demand. As such, you are fully within your rights to refuse him. He'll be disappointed, but you could use Oskana this year in the forests.
-Oskana goes south, squawking the entire way. But for once, you can tell that she doesn't necessarily wish to go, turning back around to eye you with tilts of her head as she is led away repeatedly.
Lovely Laurelorn
[] Attend: Your 'success' was apparently noticed. Now they'd like you to repeat it, mostly by proving that trust and meaningful reciprocation is possible. By existing. Hopefully you are, if not a friend, a good enough associate that the elves of Laurelorn won't disappear you into their forest. Thank goodness you chose to make sure the Everqueen remembered you, huh?
[] Decline: You've had quite enough of elf business at this point. You could decline, and be done with the matter. Besides, they can't keep using you as a diplomatic crutch forever, just sort of sitting there while they dance around the matter, right?
Maybe we can try to make some overtures to Nordland and Kislev to see if we can fuck that Black Ark up?
Or hell, maybe we could ask the High Elves after the meeting this year is over? They might be willing to help up destroy a Druuchi staging ground after all.
Albion... well shit that explain a lot.
I always found suspicious that the Druchii could raid us without any friendly port
We need to tell Kislev, Nordland and the High-elf, so we can mount a reponse for that
Also i'm all for arming the Humans Tribes of Albion, because fuck the fimir, they need to go extinct fast
We did vote for that, and the torroar has bits acknowledging it, just didn't have the X in the portion we chose. More information will come in subsequent posts.
GM NOTE: YA'LL I CANNOT STAND HOW THIS THING DOUBLE OR EVEN TRIPLE SPACES MY JUNK WHEN COPY PASTING FROM WORD, OOOOOOOOOOOH. MAKES ME WANNA NOT EVEN POST AT ALL.
Does Paste As Plain Text help? If not, you might want to take a look at your Word settings, specifically about paragraph spacing? I think that gets funny when transferred to some text systems.
Nothing bad happened. I am shocked. An Adventure in Albion seems like a good idea, if only to deny the Drucchi a port in our sphere of influence. Overall this was an excellent turn. I hope Oskana comes back fine.
Let me put this way. Too many. A Black ark might as well be invincible to our current fleets. Kislev may be able to take them out but only if they are willing to lose most of there navy.
Well well Albion certainly presents quite the opportunity, a new market for our various export be them booze or weapons, one which we alone have access to currently and various monsters on which to kill to gain the locals respect. Why if we're lucky we might be able to annex some of the island and if not at least bargain for some land to build a trading port.
Well well Albion certainly presents quite the opportunity, a new market for our various export be them booze or weapons, one which we alone have access to currently and various monsters on which to kill to gain the locals respect. Why if we're lucky we might be able to annex some of the island and if not at least bargain for some land to build a trading port.
For formatting, at least over on SB, I've found pasting into Google docs and then copy and pasting from there into the forum preserves my Word formatting and gets rid of the huge gaps.
Man, that was a good turn! Let's hope this luck keeps up. Druchii in Albion explains their raiding, so I'm thinking talk with Kislev and Nordland as well as Ulthaun to hopefully to maybe drive the Druchii away from Albion. Sinking a Black Ark would be awesome but those are very tough to sink and Malekith would definitely look at us, super pissed. Now that we know which families are against us in Marienburg, we should definitely destroy them economically. Also, here's hoping Oskana has more than one egg!
You expect us to know something like that IC? We're not gonna be able to sail up and challenge it in a cage match on the seas anyway. Way too many factors.