Wasn't the reason Ice Magic work is because there's a dead Slann buried somewhere in Kislev, and it's doing all it can to kick the shit out of Chaos, even dead?
 
What family does Urgdug have, again? And are we sure there's no way we can make him a Baron or something? Baron of the Ogres? Or something?
Honestly, yeah, we should do something like that.
He deserves it, dude's a Lord-grade badass.

(Plus, well, I liked that little shaky laugh he did when Freddy stopped seeing Natasha - that was a nice touch, showing real friendship)

We don't think he has a wife or anything.

As for a noble title I agree once he retires.
He's basically the most badass Ogre, surely he's at least got some female Ogre interested in him if nothing else?
...I want his kids to be friends with our kids.
 
Can we please get Magnus to get involved in Hochland?

I don't want us to have to deal with civil war on our boarders.

EDIT: Oh, magnus already did.

Cool beans then.
 
Wasn't the reason Ice Magic work is because there's a dead Slann buried somewhere in Kislev, and it's doing all it can to kick the shit out of Chaos, even dead?

That would be in line with how insanely powerful the Slann have been shown to be in cannon.

Lord Kroak was tron apart by Greater Daemons and yet his disembodied spirit managed to complete the spell that banished all Daemons from the continent of Lustria.

This was during the fist war against Chaos when the influence of Chaos in the world was much greater than in recent times and Daemons were proportionally more powerful.
 
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Magnus did involve himself, he basically walked up to them and had a Talk, and sorted out the succession crisis.

I imagine he wouldn't have done this if we pressed too hard on him.
 
I mean, now I'm a big fan of democracy, but we're not running a democracy, right? And Ogres are our citizens. They have our ways, they have families and stuff.

So if humans have nobles...

Why shouldn't there be, like, Ogre Barons of Ogres sorta thing?

That's my thought. Depends on the numbers.

@torroar , if you don't mind me asking, how many Ogres are there in Ostland, roughly? Like, as a population?
 
Rest In Peace Drakenhoff: Reiksmarshal Drakenhoff, one of the premier warriors in the Empire and friend of Magnus the Pious, has died. Slain in the Battle of Nuln, his acerbic wit, incredible skills, and inspiring leadership shall be missed. Without him, the future of the heavily damaged Reiksguard has been left in uncertainty, as many of their number perished before Nuln was relieved. The largest concentrations of their forces at this point is now quite split between their detachments guarding the quarantined portion of Nordland and Nuln itself. It will be years before they return to their former number, if they ever do again. At this time the newest Reiksmarshal has yet to be nominated, though many are looking towards the brother of Count Rommel, Erwin, who is currently a Captain in the Knights Griffon.

Hope we have the option to help out the Reiksguard somehow.
 
I mean, now I'm a big fan of democracy, but we're not running a democracy, right? And Ogres are our citizens. They have our ways, they have families and stuff.

So if humans have nobles...

Why shouldn't there be, like, Ogre Barons of Ogres sorta thing?

That's my thought. Depends on the numbers.

@torroar , if you don't mind me asking, how many Ogres are there in Ostland, roughly? Like, as a population?

A lot less than the humans. The amount of resources it takes to sustain a larger Ogre pop go up exponentially.

Also, ogres don't do Nobles. I've posted links before on this you know. They have a mixed culture with that of the Mourne and the Empire.

They just have a group, a Tribe, which goes up to the biggest and strongest and smartest, and then the second biggest and strongest and smartest, and then there is a lower third tier entirely.

Tyrant Captain
Bruisers Thunderbringers
....
...
...
...
..
...
Everyone Else Everyone Else
 
Alright, fair enough. I did not see those links earlier. But yeah, fair enough. Still, Urgdug has earned more than just a farmstead. He's earned that ten times over. Anyways, @torroar , thanks for answering the question, sorry that I hadn't noticed you'd answered part of it (the Ogre Noble thing) before.
 
Looks like something is occupying middle mountains, damn it, nothing goes smooth doesn't it.

But condolence to Victor though, we never liked him but at least he went out like a badass before succumbing to poison. Though i have to ask, were we ever presented the option to send him mages to heal him or he just plain refuse to accept the help?
 
Turn 10
Turn 10
2313 IC​

You need to stop nearly dying. The last time it required over a year of healing and the best efforts of Shallyan priests and the magical powers of some elven mages, one of which was a full on Archmage. At the moment you should be wholly bedridden, but thanks to Teclis you are already pretty far along on the mend. If he hadn't been there you would have died on that field. Besides that bit of bad business, things are going swell. Gorebash has completely left the Empire, the damage from his rampage is already being repaired though it will take many, many years for that process to be considered 'complete'. Even better, he made a bit of a mistake when he tried to raid Barak Varr on the way back. For the apparently notorious Slayer known as Long Drong slew the Bonegrinder while the rest of the defenses of the dwarf port obliterated the remnants of the WAAGH! leaving Gorebash towards the Badlands with naught but a few dozen orcs at his side. Furthermore, the people of the Empire are riding on a bit of an adrenaline high from the victory. It was pretty heartening one, all things told.

Even though you cannot yet get out of bed for normal periods of time, you have Halfling food to keep you healthy and the company of your family to keep you occupied. And keep you occupied they do. Your daughters have decided that they want to know about blacksmithing of all things, and are perfectly willing to jump up and down on your bed to get you to lecture them on it.

Required: 50. Rolled 67 Success on the Instructors.

Luckily however, they don't constantly have the energy to do the jumping part. Thanks to the sisters Veronika and Valentina accepting your request, citing a desire to spend more time with their nieces as the Tzarina has yet to produce a child as far as you know, they are receiving a much more exacting an exhausting education in Ice Magic. Not to mention it is just nice to have two powerhouses in Wulfenburg further protecting it. You do not think them invincible however, you saw that when Vera died during your campaign in Nordland. But enough about your eldest, now about your sons.

They are growing well, though none of them quite match the other. Arthur is noticeably smaller than his siblings, with Magnus and Oskar being the bulkier brothers. Then again they are but toddlers, so any true judgments will have to wait for some years yet. As for your homeland instead of just Wulfenburg, Ostland is growing stronger, as is your industry.

The newly unveiled Bull Cannons are a stamp in your favor, and for all the more conservative engineers of Nuln and Altdorf might have twitched their noses and sniffed and in the case of the exceedingly orthodox dwarven instructors openly dismissed, their effectiveness was undeniable. They did after all tear huge holes into the enemy lines more than once, relieving the ranks of your allies several times. Also seeing Urgdug wield two of them at the same time was frankly…inspiring.

In any case, that is the bad news and good news. The new Elector Count of Hochland has been decided, with a healthy helping of Magnus stamping down on idiocy directly. Hans Ludenhof is the elder son by a year, and as of yet you have no idea what his policies will be like. Regardless, with Magnus's personal attentions, the rate of recovery and repair was most accelerated. As was the squabbling. When Magnus tells one to sit down, shut up, and help your province…..well. All that needs to be said is that some of Victor's children have been pressed into the Imperial Guard, one went off to become a Warrior Priest of Sigmar, and the opposing second eldest brother has joined the Foot and publically announced his abdicating his position in the line of succession entirely. Honestly, it's so easy to forget that Magnus stared down the Three Emperors and brought them into line practically on sheer glaring ability alone. Oh, and Hedwig is still running about doing things. Apparently with some convincing she's joined Hans's forces provincially as a quasi-mercenary.

With Gorebash gone, and Thorgar defeated, so goes the last remnants of the Everchosen. Now you get to go to work in –relative- peace. Best get to it. After all…

Your work is not yet done.

Military: Sir Maximilian von Raukov is a retired member of the Bull Warriors, Ostland's only Knightly Order. Despite being retired, there remains a fire in his belly. He is here to advise you on military matters. (Choose 2)

Securing The Range: Morale is at an all-time high, both amongst the people and with your armed forces. And you have the opportunity here, thanks to Gorebash, to secure the Middle Mountains in a manner that no one has ever been able to do before. Since the time of Sigmar the beastmen and greenskins held ultimate dominance, but because of a now an admittedly terrifyingly competent Warboss, that is no longer true. The cloven hooves of beastmen no longer clatter in the range, and the snarling greenskins all followed their leader into a ravaging charge across the southern Empire. But enough about the strangeness of the world. It is time for action. Expensive now but in the long run potentially lucrative action. Raise up a new force of people whose job it will be to keep the Middle Mountains secure, while producing some forts to guard the passes, this time from the 'inside'. Cost: 1500. Time: 1 Year. Reward: Army of the Range created, Forts protecting/guarding passes into Middle Mountains from the 'inside' of the Range. Ostland's portion of Middle Mountains claimed fully for once since Empire's inception. Chance of Success: 85% (Army of the Range will be created regardless)

Investigate Animals: This is something you shouldn't have to spare too much effort on. Urgdug has been looking for something to do, and frankly you think that if anything can take down your friend and his Thunderbringers then it would be doing far more than eating regular wildlife. Send him to investigate, let him get some free hiking time, and the issue should be either solved or at least become more clear to you at the end of it. But just in case, send him in his armor, and make sure they take their cannons with them. Cost: 0. Time: 1 Year. Reward: ???? Chance of Success: 100%

Arming The People: Your people like guns, but they don't have that much access to it. Well…that should be rectified shouldn't it? The militia is meant to only have a simple spear and set of armor, but they can do better than that, can't they? You have access to guns, and you think the people should too. Especially considering the Forest of Shadows. By providing a tad more incentive for people to join up with the Militias of the province, perhaps with a bit more pay, convince people that by purchasing and maintaining a nice gun or two that they should join up. By doing this your people will be better defended, will feel happier about themselves, and it should get people off from using those damn explosive blunderbusses, which honestly in comparison to what you have now are far more trouble than they are worth. Cost: -50 Militia Upkeep per turn. Gain new militia units: Minutemen, the militia equivalent of handgunners. Raise militia morale. Raise peasant opinion. Province better defended in general. Chance of Success: 80%

Veteran Civilians: If a soldier does not die in battle, they usually eventually retire. Sometimes due to age, others because they didn't particularly desire a full on military career, and others due to injuries. However, many of them usually join up in the militias, if only to keep their skills somewhat sharp. This can be used to the advantage of the people, if their experience and knowledge is applied properly. Specifically, if you were to have these people apply their training and discipline to the militia in the form of sergeants, it would improve likely greatly improve the effectiveness of your militia, to the point that you might even be able to trust them with manning the forts in times of emergency. Cost: 0. Time: 1 Year. Reward: Militia gains greater discipline and skills, Sergeants. Less likely to be corrupted or break when under attack. Chance of Success: 75%

Refilling The Ranks: You took casualties, and must now go about replacing them. The ogres had a low number of births this year, so you will have to relegate refilling the ranks of the Army of the Forest and the Army of Ostland with more mundane humans. Not that your people are worthless of course. All that it will take is some money and some time and some people hopefully willing to join up. You cannot avoid casualties in war, but the people are getting a bit wary of how few of their fellows are coming back from your campaigns. Cost: 1000. Time: 1 Year. Reward: Army of Ostland and Army of the Forest return to Full Strength. Chance of Success: 85%

Diplomacy: Baroness Katrin von Freud is a slim and stiff necked old bat. But she's been wining and dining with the best of them since before your father was a twinkle in your grandfather's eye. She barely attends any meetings at all anymore. Instead it is your wife Natasha who has been coming to take her place. (Choose 1):

Everlasting Light: Ortrud has successful revived her brothers' Templar Order of Knights. The Order of the Everlasting Light has already had a windfall of recruits and funding due to its relation to the Countess, and even better, it appears that the curse which afflicted the previous generation has finally come to a rest. Though it may have taken the death of every single member of their order, the cost may have been worth it. This new generation of knights retains the valiant and courageous dedication to the people, and all the incredible skills of their predecessors. Having constructed a mighty Citadel to house the Order and fully staffed it, Ortrud might be willing to send a group to set up a Chapterhouse in Ostland. Cost: 0. Time: 1 Year. Reward: Wulfenburg gains a Chapterhouse of the Order of Everlasting Light, a premier Knightly Order. Chance of Success: 65%

Port To Port: Now that Salkalten has been rebuilt and refurbished, it would be prudent to make overtures to the port of your wife's homeland. The amount of damage dealt to Kislev is mind boggling to consider, because for all the troubles that the Empire has been through in the past near decade, it did not have to deal with the direct touch of an Everchosen and his vast armies. One of the best ways to repair that damage is through trade, the exchange of goods and services. Besides making your wife happy that your attentions are turning once more to her frozen birthplace, you too really like the idea of a powerful enough Kislev that the next great horde of Chaos doesn't roll through and destroy all you know and love. Cost: 100. Time: 1 Year. Reward: +150 Trade Income, increased relations with Kislev. Chance of Success: 75%

Stewardship: Morgan von Bernhardt is an experienced steward, and often ran things while your father was off gallivanting around. The middle aged man is quiet, but his ideas more often than not have merit. For now he wants to repair the roads and ports, but you need to reclaim those from the creatures of the Forest first. (Choose 1)

Expansion: It will be expensive, but the long term benefits of expanding your cannon and gun sale facilities are undeniable. More to the point, Emperor Magnus only gave the Nuln facilities the Imperial Charter less than a decade ago. If left alone for too long, then they will likely become the only true source of such things that the Empire can turn to. But why should they? No, far better for you to pour all that you can into expanding your industry, to better yourself in the far flung future. Expensive, to be sure, but important all the same. Every year you don't do this allows Wissenland to expand its capabilities further, and they will do so now that they know they have a nascent competitor in the north. Cost: 3000. Time: 2 Years. Reward: Cannon and Gun production facilities expanded. Chance of Success: 80%

Roads And Posts: It is time. You have the funds remaining to you, and the Army of the Forest to guard your works. In a great wave of reconstruction and rebuilding, you shall restore the roads of Ostland. Clear out debris, repair broken areas, and all of the various things that are required to refurbish the long-suffering infrastructure of your province. The moment you do so you have little doubt that greenskins and beastmen will do their best to harry your efforts, but you have the militia and your armed forces to push them back. For too long have your people simply accepted and suffered, well no longer. If you have to go out there and cut down those creatures yourself, you will. And to keep things from falling apart afterwards, you're going to put down outposts to be staffed by soldiers both to do toll-work and keep your people better protected. Cost: 2000. Time: 3 Years. Reward: Roads of Ostland repaired, staffed by soldiery. Improved Economy and Infrastructure. +100 Trade Income. Chance of Success: 65%

Better Breweries: Now that the idea of Ostland…or at least Hohenzollern owned breweries has grown to be an acceptable one, it's time to upgrade from regular beer. Now you can move on to actual ale and ostka. Especially ostka. Once you have enough ostka breweries set up, you might even be able to begin selling across the Empire! If there's anything that Ostlanders know its alcohol and being grim about things. And give it a few generations and guns and engineering might join that and make one heck of a trifecta. But that is the future, this is the present. For now, get to work creating breweries for ale and ostka. After all, this can be the human and cheaper way to get drunk than dwarven ales! Hmm…Cost: 300. Time: 1 Year. Reward: Ale and Ostka Breweries join regular Beer breweries. Increased Alcohol Sales Income. Chance of Success: 75%

Research: Helga and Valma 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. (Choose 1):

As At Sea, On Land: Spawned from a drunken brawl between a Nordland mariner and an undergraduate engineer in Salkalten, is the idea of transferring a specific type of weapon used at sea on land. Known as grapeshot, it is a method of tearing apart the sails and crews of targeted ships with impunity. From what you hear, it has only been used sparingly on land, where it could be one of the greatest anti-infantry weapons of all time! You need to figure out if its viable at all, but if it is, you'll be able to expand from standard round shot to two different types of ammo on the battlefield. Diversity is the spice of life after all. Cost: 300. Time: 2 Years. Reward: Grapeshot Cannon Ammo for Great Cannons and Thunderbringers. Improved Anti-Infantry damage. Chance of Success: 75% Will Complete This Turn.

The Ironfist: A specific type of Ogre weapon, apparently designed somewhere far off in the Mountains of Mourn. A few of the mercenary ogres who met Urgdug long ago left a few behind as incentive for him to join them. He did not, but the weapon remains. They seem like a most effective weapon, though the strength requirements is something likely beyond humans. A shield, and a strong blade that can pierce and tear. Put together, quite devastating. However, each of the ones you saw was unique, or at the least not uniform. Some functioned as gauntlets, others covered the hand entirely. You would prefer one that could be used in its intended dual purposes while additionally allowing your ogres to hold weapons. It will take time to figure out the right measurements of course. Thankfully the design is so primitive, so it is just a matter of time. Cost: 300. Time: 3 Years. Reward: Ostland Ironfist, a dual weapon/shield system that ogres can use in uniformity along with other weapons. Boosts ogre attack and defense. Chance of Success: 70%

These Are Our Boomsticks: You know that double barreled design that the people seem to enjoy on trying to modify their weapons with? The one that ends up with blown off fingers and body parts and is generally a horrible idea that is nonetheless attempted by people who aren't educated as engineers? Yeah, that design. Well, now that you actually do have somewhat educated and skilled engineers, why not throw them at this problem to see what they make of it? How hard can it be to actually make a double barreled gun that works functionally? Of course, it might not work in the same manner as a regular gun…but…eh, who cares. It either works or it doesn't. Cost: 100. Time: 3 Years. Reward: ???? Chance of Success: 60%

Piety: Most people wouldn't expect an Ulrican and Sigmarite Priest to stand shoulder to shoulder on something. Well, wonder of wonders, it's happening here in Ostland. Wulff and Leopold glare at you from across the table during Privy Council meetings, while Eizenhorn stands on the far wall behind them with his hands casually near his weapons. (Choose 1)

Placebo Effect: Apparently sigils, symbols, engravings, and a bunch of other odd religious knick knacks are just the things for the ailing Empire family. At least according to Leopold and Wulff. It sounds ridiculous to you, because if they truly were that effective then why wouldn't everyone have covered their walls and homes with the things but you've already made enough of a mess with your relations to the religious folk. It's a way out that they are offering you, that adding these things will hearten the people and increase the protection of the faithful and…a bunch of odd religious pithy back and forth. You have no problem with it if it makes the people happier and less liable to try and kill you while you do some real work protecting them. Cost: 1000. Time: 1 Year. Reward: Sigmarite and Ulrican symbols built into buildings across Ostland as well as road signs and posts. Supposedly will grant some sort of protection, but will definitely make people feel better. Religious people, am I right? Boost to Peasant/Noble Opinion. Chance of Success: 65%

Thank You Shallya: Ok, so the Shallyan's don't go for majorly opulent temples, but you feel sort of obligated to build them something in response to what happened on the battlefield last year. Well, if they don't want a temple, ask them what they could use for you to make, then make it. Like a hospice…or….a poor house? The Shallyan's always need more help, and you're going to give it to them damn it. Cost: 200. Time: 1 Year. Reward: Something helpful built. Chance of Success: 75%

Intrigue: Ah yes, what could be better than one twitchy Witch Hunter? Another twitchy Witch Hunter. Unlike Eizenhorn, Marlisa is focused on matters of internal security and intrigue. With a smaller emphasis on faith. But not by much. Eh, you'll take what you can get. (Choose One)

Recruiting Non-Witch Hunters: If anything has been made clear to you at this point it is that the Witch Hunters cannot be your sole organization for intelligence. They are too volatile and wobbly, and are prone to going rogue or burning villages down. No, you must begin painstakingly recruiting a separate network entirely, and you are not fully sure whether or not Marlisa should be made aware of this either. Cost: 100. Time: 3 Years. Reward: Non-Witch Hunter based intrigue organization. Chance of Success: 65%

Hans Ludenhof: You know little to nothing about this man. It would behoove you to learn more. He could be another Victor, or he might go the way of Hedwig in how he regards everyone around him. Also, according to Natasha it is just good sense to get a read on a close neighbor. You believe this as well, especially with your less than stellar relations with the Ludenhof's so far. At the very least, you could try to have better relations with this one. Cost: 50. Time: 1 Year. Reward: Information. Chance of Success: 50%

Personal: You refuse to let being an Elector Count consume every free hour you have. (Choose 2)

The Everliving: A thought occurs to you. The sheer expanse of the Forest of Shadows is incredible, but so is its sheer thickness. The coiling branches and trunks form an impassible wall the further into it one travels. At its deepest point, you have extreme doubts that you would be able to actually move an army into it. Much less maneuver it well. But your foe remains that, deep within. Not since the deaths of your ancestors more than four centuries ago did a Hohenzollern attempt to bring down the one known as he Everliving. Such was the reprisal of the of the monster that your family was nearly brought to ruin then and there, and the von Raukov line had nearly become the new dynasty of Ostland. You know that Ostland is growing stronger, and soon enough that bastard will no doubt try to knock you back down again. Well you aren't going to let it happen. You will pre-empt this. But much will have to be done to prepare for this, and it must be done in utmost secrecy. Cost: 0. Time: 1 Year. Reward: No One Lives Forever quest line activated. New Options unlocked.

The Good Baroness: Baroness Freud has stopped coming to meetings all together these days. She has grown so feeble that getting out of bed requires an immense amount of energy that she simply no longer possesses. It may be time to approach the rest of your council with this fact, and honorably retire her before she up and dies trying to make it to a meeting. Natasha has been taking over her duties and long ago memorized her notes, and at this point it would just be making it official. Years and years of exposure to your wife has greatly reduced the usual fears that a 'foreign priest' might normally garner, especially as your wife has only ever been seen assisting the Empire's efforts. Cost: 0. Time: 1 Year. Reward: Natasha takes over fully as Diplomatic Advisor. Gain +1 Diplomacy Action Per Turn Due to Natasha's liveliness and new ideas.

Correspondence With Friends: All the allies and friendships you've formed over the past few years seem to have fallen by the wayside. This annoys you, when you have the ability to talk to most of them. Especially as they are all quite nearby. Kessel is unwilling to risk himself or his new child, so he is unlikely to head out on any foolhardy battles, and Ortrud has her hands full running Ostermark right now, though she seems to be building bridges with both Kislev and Karak Kadrin. Good on her. As for Johanna, her House Arrest had ended now that she's finally settled down with a Captain in Talabecland's army. Amazingly, she seems happy enough with her marriage that her wanderlust has faded somewhat. But you learn these things second hand, and that does not sit well with you. Also, what about Aurelion or Gurni? No, no this will not do at all. Reward: Receive and deliver messages with your allies/friends. Keep those connections alive and well.

Rest And Recovery: Hurrah! You lived! You also came exceedingly close to dying. It would do your health some good to take some time off, some real time off not just saying it. Also you might as well ask the Jade Wizards for some assistance, you're paying for them after all. And see what the Priests can do. Surely they wouldn't protest to seeing if their powers could help you along, right? Natasha would also probably appreciate. As would your kids, they don't like seeing you hurt. Also, Urgdug says that he's fine with you fighting, just...stop getting hurt every time. Cost: 0. Time: 1 Year. Reward: Healing, Family Time, Happy Friends and Family. Chance of Success: 95%
 
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...I want to start with the Everliving thing.
We NEED to smack that jackass down.
Hell, if we're lucky?
MAGNUS could come and help us.
 
We're fucked up right and proper, Everliving can wait a year. Starting correspondence with friends and resting to lose our Wounded trait seems best idea to me for personal.
 
Any chance we can contact Hochland about the idea to occupy the mountain range? They own part of the mountains, even if it's a relatively small part, so if we want to make sure it's absolutely clear, we will have to get them involved, and it seems like a good way to start to mend our relationship, working together on a somewhat joint project.
 
IF that means us jumping in combat again, i strongly advise against it. We just came out of a bloody war and dashing into another one is crazy.
 
Also, did ironfirst always had that 75%? I quite remember it used to be an option that's guarantee.

In fact, a lot of the options now have percentage. This kind of scares me. Did the kiddies glove came off?

Edit:Also, currently we have 4k gold. Next turn should bump it to 5k, so spending is going to be tight.

I really suggest we get the range, port and roads now. While we still have money, we'll have to be a bit tight on it but at least once those three get going we're clear for others.
 
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Ughhh, why does the Good Baroness require an action.

And we're still so short on Stewardship actions.
 
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