I dunno, Kattarin trying to keep up with Alexandra? She probably counts as depressed. Her actions affects the whole Old World which would justify all this freaky drama.
-[] Gold Testing:
-[] Intensive Hunting: -[] Tracking Beast-Paths: -[] Purchase Additional Mercenaries
--[] Helmut's Free Company
--[] Perdición de Los Nórdicos
--[] The Smoking Manticores
-[] Galley Focus:
-[] Checking For Yourself: -[] Extra Careful: -[] An Open Hand:
-[] Stirland Soils – By Handrich: -[] Have Laws, Need Judges:
-[] Iceborn Flame Guardians: -[] Debating Rhya: -[] Equivalent Exchange:
-[] Corporate Espionage – Rutger: -[] Corporate Espionage - Geisen: -[] A Little More Conversation:
-[] Imperial Fighting Patronage
-[] Tutoring The Herd:
Turn 38 Results
2342 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 3):
Tracking Beast-Paths: The mercenaries found one last year, now it is time to find more. All, if possible. With aid from the Army of Ostland and the Army of the Forest, you need to start locating these assault vectors as soon as possible. With the beastmen hopefully scattered by the fighting at the Blood Fane, it will not nearly be as dangerous as before to investigate. By which you mean send the mercenaries in, and through fire and steel ensure their efforts succeed and that they live to continue doing the job you desire from them. The militia will likely help out as well, in different areas of course. Cost: 500. Time: 1 Year. Reward: At Least One Major Beast-Path Located. Chance Of Success: 75%
- Required: 25. Rolled: 29
You've discovered three major Beast-Paths so far: One that bridges Hochland and Ostland, one that bridges Ostland and Talabecland, and a third which bridges Nordland and Ostland. Now you've discovered a fourth, in the Middle Mountains. Disturbingly, it is dangerously close to Wulfenburg itself, and yet was so cunningly concealed that if your troops hadn't had the experience of hunting them down already you would have missed it. It ran through the valleys and forests directly across the Middle Mountains into the territory held by Middenland, and terminated shockingly close to your capital, opening out into the forests proper that could let the beastmen circle around and escape into the southeast or northwest of the province's forests. This cannot be stressed enough – if enough beastmen came thundering down this Beast-Path, they might well have been able to immediately strike Wulfenburg proper before anything else in the province. Worse, it has been traveled recently. Exceedingly so. Which makes sense, considering what your son found. Reward: Middle Mountain-Wulfenburg Outskirts Path Discovered, Could Not Be Discovered Without Prior Actions Building Experience.
Gold Testing: It's time to put your newest wizard journeymen to work. Just as before, with the Amber and the Bright and the Jade, you need to make sure that they are not only as capable in combat as the promise but also to make sure any teething issues between them and your troops are dealt with as soon as possible. You've seen some small demonstrations, but you would prefer that all three armies are able to understand and not necessarily freak out and scream or worse drop their weapons the moment they start glowing a bit. Unless the glowing is because a bray-shaman is casting something horrific, or anything like that. Differentiating that is also extremely important. Cost: 500. Time: 1 Year. Reward: Armies of Ostland Suffers No Penalties From Unfamiliarity With Gold Wizards.
- Gold Magic, or 'the Lore of Metal' as the wizards refer to it is not, as it turns out, as flashy and obvious as the magic of the Bright Wizards. At least not at first. You have seen the spears of magic thrown about by the Amber Wizards, the roots that tear upwards from seemingly nothing from the Jade Wizards, and things less direct and obvious. They prove capable of certain things, such as summoning forth a torrent of magic upon targets, a spell known as 'Searing Doom', of all things. But there are other spells as well, ones that focus not upon invasively 'improving' the body, if temporarily, but rather the arms and armor instead. All things said, you think you prefer that over the transformations of mind and body that the Amber Wizards engender with some of their spells. The spells of the Gold Wizards conjure glittering magical robes about your troops, protecting them, or may cause their blades to glow with magical light that lets them cut and cleave or shatter with greater ease. It is a good thing you did this, as for the first twenty or so tests there were at least a few who dropped their weapons immediately, or started screaming and trying to tear the magical armor that had sprung up around them off. They'd just gotten used to the Bright Wizards occasionally making their weapons burst into flame, but were not ready for searing golden auras instead. The other spells are not without their value either, though they can seem a bit more exhaustive – specifically one which briefly causes the weapons of the enemy to become leaden and tremendously more difficult to wield – as in the greenskins who suffered from it were stopped entirely in their tracks as they got distracted with trying to heft their weapons rather than run. As it is, there are other spells, but these are more intensive for the journeymen, and really what is needed is the troops basic familiarity with what spells of the Lore of Metal are like. And that is precisely what you achieve. Reward: Armies of Ostland Suffers No Penalties From Unfamiliarity With Gold Wizards.
Intensive Hunting: Now that you know that some of the Beast-Men have managed to infiltrate, you need to get rid of them. These are the sorts that managed to keep hidden all this time, or at least keep their true threat to a minimal profile to keep from your attentions. Which is disturbing. You don't want the beastmen to have patient and cunning leaders capable of such things. It's time that you put them down. Summon forth your wood elf mercenaries, put out the smoke signals for the Amber Wizards, bring the Jade, the Bright, and the new Gold Wizards. It is not time for regular patrols, but penetrative searching and aggressive scouting. The Wing-Suits will surely help as well. Bring the rest of the mercenaries in this effort rather than spreading them about the province like usual, including down from the Middle Mountains. Put a call out to the knights, see if they'll help too. You can't possibly stop them all, but you can get these ones, hopefully. Cost: 1,000. Time: 1 Year. Reward: Especially cunning beastmen warherds that made it through an Ostland-Talabeclander Beast-Path hunted down and killed. Chance of Success: 50% DD Enacted
- Required: 50. Rolled: 100+20=120/100
Complete and total slaughter. That is the only explanation that can really describe what your son enacts upon the creatures of darkness that dwelled within your forests. For all that you thought your pace getting to Marienburg was punishing, or that returning was so stymied by Ulric's wrath upon the world, your son exceeded you. And with tens of thousands more people. He plunged the Army of the Forest and the Army of Ostland deep into the forest, treading and forging new paths that both struck as deep, no, deeper even than those that were done during the Vampire War. The Knights of the Everlasting Light and the Blue Wolves are used to being cavalry in the swamps, plains, and forests alike. The Amber Wizards respond in full once the ritual smoke was lit and released, using their incredibly magical abilities and prior independent scouting to help locate warherds and herdstones alike. The Wing-Suit scouts are additionally valuable, not just in scouting further, but also in keeping an eye on potential flanking forces, tracking where the beastmen try to retreat to, and cutting them down with their crossbows or helping lead other forces to do so when they cannot. There are vast ditches cut and prepared, blessed by the priests of Taal and Rhya, and further touched by the magic of the Amber and Jade Wizards, for the sheer mounds of dead beastmen bodies being pushed into them, scorched alight by the Bright Wizards and then buried over after they are reduced to purified ashes. The forest goblins, the giant spiders, the more traditional greenskin bands, one cabal of witches that the Witch Hunters formally requested aid in dealing with – rather than going and dying alone like a certain Liesedotte – exterminated, one necromancer who thought himself clever by hiding as an insect beneath the boot, and more. The Amber Wizards helped flush out a pair of the horrifying Jabberslythes, which were brought down by the other wizards and the sheer weight of fire from the archers on a particularly sleety day that shut down all gunpowder weaponry. The Jade Wizards helped lead your armed forces to a skaven encampment that had a plague cauldron that was poisoning part of the wildlife just as they'd begun setting up. The various Knightly Orders of Ostland joined in as well in full numbers, including the White Wolves and the Sons of Manann. After you and Natasha return from Marienburg, you join in yourself, leading to the entire Herd once more mobilizing itself – not just Sabine joining her husband on a few occasions when she's not obsessing over the IFL, but Arthur and Serhild as well. Even Anna joins in, on occasion. You do not, however, take command of the entire effort. You are trusting Magnus to wield Brain Wounder well, and to lead well, and as such you allow him to direct you to where he thinks you might best be utilized across the province, leading different and smaller detachments here and there.
And then they run out.
They genuinely run out of concentrated enemies or issues to come down on, despite the year only being half through. But your son refuses to give up on proving himself, and so carefully breaks up the mercenaries and the armies into smaller generalist and specialist groups. The specialists are aided by mercenaries like Lumpin's crew, an Amber Wizard, or the Wing-Suit scouts, in various combinations and concentrations. Then, when they have located the latest beastmen or greenskins, whether they be a single dozen or a few hundred, they call in the generalized groups waiting for deployment placed at various points throughout the province in the major and minor settlements. It relies on joint communications between captains and sergeants, mercenary leaders and wizards, and yet it manages to work. It turns out to be incredibly effective. The world being what it is, there are certainly those who managed to remain out of sight, to keep just ahead, or are waiting elsewhere to come in through the Beast-Paths or the like, but for the most part the forests of Ostland are suppressed this year like possibly never before in your life. All the while, the Knights of Everlasting Light and the Blue Wolves joined in with your son and the Greatswords and Champions. Building legends and friendships through battle. In Salkalten, to celebrate their victories, and further fortify the bonds between the Northern Trident, in a city which is itself quite revitalized after your actions in Marienburg, he holds a celebration for many. You and Natasha elect to remain in Wulfenburg to keep everything else running in the meantime, besides which, it is your son's victory, truly. He wields the Runefang, he devised a system of recon and communication and allocation amongst the two armies and mercenaries as well. It is his time, they don't need you standing around, looming like a damned shadow. He needs to be able to stand tall on his own, from time to time, right?
At the same time, it is this same decentralized nature that leads to, well. What occurred afterwards. You rather wish you'd gone to the party, in hindsight. To help? To hinder? Something, at least... Reward: Especially cunning beastmen warherds that made it through an Ostland-Talabeclander Beast-Path hunted down and killed. Other beastmen killed. Greenskins. Giant Spiders. Etc. as a result of a Natural Critical Success, with the additional aid. Almost too successful, in fact…
Mercenary Office: An office has been established, purely for the purchasing and ending of mercenary contracts, as well as ordering them to aid in different purposes. When one does not require this, the office will ensure that no issue is made of it. When does, it will not take away resources from other offices of the central government of Ostland. [Note: Do not need to act upon this if not desired]
Purchase Additional Mercenaries: You have the money to pay, and you have the need. Mercenaries are omni-present in this world, and you could use some extra bodies. Or expertise, or training, or any other number of things. Send out the call, see who responds, and set up the contracts. Depending on what is being done and who is being hired, they would arrive some time into the year, with an absolute guarantee of arrival by end of the year. Cost: Depends. Time: 1 Year. Reward: Choose Which Mercenary Band To Hire, and For What.
- Given the coming conflict to the south, whatever form it might take, as well as the distressing rise in rumors of beastmen attacks, hiring more mercenaries seems somewhat prudent. You don't go mad with it, you already have a truly considerable amount of soldiers and mercenaries already and you don't need to give more ammunition to your political enemies, but a few more are all right. As such, you put out the call to Helmut's Free Company, the Perdición de Los Nórdicos, and the Smoking Manticores. By now, you have a lesser Merchant Prince's amount in mercenaries, and it shows as they join in with the regular patrolling of the province towards the end of the year when they arrive quite smoothly. Some are leery of hiring Hochlanders in like that, but they left Hochland years ago and haven't been back since. Reward: Helmut's Free Company, the Perdición de Los Nórdicos, and The Smoking Manticores mercenary companies arrive in Ostland by the end of 2342.
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 3)
Extra Careful: Magnus has brought this one to your attention. He has concerns about the relative safety of the convoys heading to Albion, especially because of the recent oddness in the Sea of Claws. Though the past years have not held too much trouble, that could all too easily turn into something else, something worse. The Norscans may have all headed inland for some reason or another, but the Druchii are definitely still out there. They have targeted your shores and your ships before, and more importantly, they use Albion as an anchorage point. At least two of their Black Arks have utilized it as such in the past, and though the Asur attempted to cast them down into the depths the Druchii managed to avoid their cousins. He thinks that some additional support should be made for the convoys heading to Albion, just in case. It's certainly not the most unreasonable idea. Cost: 250. Time: 1 Year. Reward: Assurance that even if Sea of Claw Rolls Fail, Albion Diplomacy Action Not Affected.
- You agreed with Magnus that the extra assurance is quite welcome. The extra ships from Nordland helped out quite a bit as well. The increased traffic was further aided by the Cult of Manann surging to Ostland to take possession of the Great Ships. By all accounts, there were far more ships traveling too and from Ostland than in the past. Little did you know... Reward: Assurance that even if Sea of Claw Rolls Fail, Albion Diplomacy Action Not Affected.
Checking For Yourself: There have been reports that the Norscan coastline is empty lately. Make a concerted effort to confirm this for true or not, for your own edification if nothing else. Your ships shouldn't do anything overly aggressive about it, as you absolutely do not want to somehow provoke them into coming back across the waters. Still, it might be your only chance to actually do some cursory mapping of the Norscan coast, if only to mark positions of past and future likely settlement. Which, in turn, could be quite valuable information. Something that would certainly fit into the useful if ever needed category. Cost: 500. Time: 2 Years. Reward: Southern Norscan Coastline scouted by Third Imperial Navy, in-depth, marking settlement sites past, possibly present, and likely future. Information. Chance of Success: 75%
- Required: 25. Rolled: 30.
Your ships make the first scouting with the coast that is directly opposite Ostland before going too far east or west. The reports that come back speak of a harsh, rugged land, yet one that is strangely less than what they had thought after all this time. Surely the homeland of the Norscans should be some awful, monstrous place akin to the Chaos Wastes themselves? That is how the tales go, at least. Instead, what they find are massive deltas of crystal clear waters, cool breezes rushing over large beaches covered in shells, crabs, and driftwood here and there. Of all the things you'd thought to hear of first-hand accounts of Norsca, beauty was not one of them. And yet there it is. Still, most importantly, they look for the most likely places for anchorages, villages, and ports…and find nothing. Or, mostly nothing. A few particularly daring sailors dare to make to shore, and find places where it is clear buildings once rested. Foundational sets in the earth, where massive wooden posts were once pounded down, areas of clearly shaped and altered beach, delta, and river exits onto the ocean that could have been places of settlement, construction, and rest for returning raiders. But of actual living Norscans, none are found. Even when a few of the Wing-Suit scouts go up and head a bit inland, they find nothing. It is, without a doubt, one of the most disconcerting things you've ever heard. There is much more coastline to map and check out, however, perhaps they'll be found elsewhere. Will Complete Next Year.
Galley Focus: Smaller ships, sure, but Wargalleys are perfect for quickly patrolling the coastline specifically. They might not be as directly powerful as wolf ships, but they can be built in greater numbers due to their size. Being ramships, they are more likely to actually engage Norscan raiders who are looking for a fight, in terms of boarding, while with wolf ships the raiders might try to sail around, or flee to attack from another direction. On the other hand, it is the wargalleys that will have more knights and soldiers on them, for just such a fight. It is a bloody work, but one worth it, you think. Cost: 1500. Time: 1 Year. Reward: 10 Wargalleys.
- The Wargalleys are built, and swiftly as well. Protecting the coasts is important work. Making one's fleet based around only one type of ship is foolishness, all serve different purposes to better extents. In short bursts, the wargalleys can outpace the wolf ships, even, ramming and breaking apart Norscan longships…not that you've seen any of those for a bit. Reward: 10 Wargalleys
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 2):
Arming Albion – Charity: It is entirely possible for you to sell steel weapons to the Albionese. However, it would also be possible for you to simply give it to them. The thought of it appeared to have caused Sabine to get green in the face, but she nevertheless acknowledged that it was possible. Do these people not fight against the horrible beasts of primordial times, beings that have worshipped Chaos since time immemorial and performed all manner of profane and horrific deeds upon humanity? As well as the Druchii? For the most part, the Albionese fight practically naked, and too much steel would have them sinking into the mud during one of the near constant rains that lash the island. But that doesn't mean a bit of chainmail and hardened studded leather couldn't improve things, as well as steel weaponry and crossbows. They could be simply given these things, which would understandably cost you, and if you wished them to get proper training with all of that it would require trainers to be present there for some time, at least a good half the year to more. Yet doing so would grant them significant aid against the literal forces of Chaos which – to your extreme distaste – seem to rule most of an island which is too close to Ostland and the Empire! Cost: 750 Per Turn Until Tribes Capable of Self-Training And Fully Equipped. Time: 1 Year For Training To Complete, 2 Years Until Fully Equipped. Reward: Albionese able to resist the Albion Fimir and druchii much better, significantly better equipped in arms and armor. Will Complete This Turn.
- You…okay. Yes. What you initial set out to do was accomplished. The tribes were equipped with new and improved weaponry. They were trained. They are now capable of propagating that further. The ships carried materials. The ships carried trainers. The ships…well. Reward: Albionese able to resist the Albion Fimir and druchii much better, significantly better equipped in arms and armor.
An Open Hand: You don't know Count Rommel personally, but then, the same could be said for many of the Electors. But Reikland is one of the strongest provinces in the Empire. It always has been, as befitting the land from where Sigmar himself once roamed. From there the Unberogen arose as a true power, a power they retain today. They are, you know, one of the wealthiest, strongest, and most populous provinces in the Empire and have been for a long, long time. It may be time to reach out to Count Rommel, as while he was not part of that odd little cabal which came up against you in the Meet, he was not one of those who was clearly on your side either. You could try reaching out to him, shoring up amiable relations. He will not simply become a friend out of nowhere, but you could get something out of it. Maybe. Cost: 500. Time: 1 Year. Reward: Amiable opening to relations with Count Rommel. Chance of Success: 65%
- Required: 35. Rolled: 6.
At first, you don't quite understand why you receive such blistering responses from Count Rommel. Critical, snooty, and full of a palpable distaste for your person. It hardly seems like the man you know at all. Then it turns out, it is exactly that. As one of your letters, later in the year, gets a wholly different response, and it is one as bewildered as you are as to why you have, in turn, become so aggressive to him in demanding answers as to his behavior. A flurry of work ensues, supposedly, whereupon it turns out that Count Rommel's steward had been sending the letters off and receiving them by a cheaper service than the usual one. One which disappeared in smoke the moment they were investigated, leaving almost no trace of themselves behind. Count Rommel swears to you that this was not him, and that this is the reason, but he's in Altdorf and you are not. Who would do this? And why? Failure. Mystery Party falsified letters sent and replied, disappeared upon investigation roll success by Rommel, avoiding -3 Opinion Drop For Count Rommel from falsified letters.
Stirland Soils – By Handrich: The Seeding Drills have proven their worth in the Northern Trident. Now it is time for you to steadily proliferate them south. If this were the Empire of old, the broken apart wreckage one, you wouldn't even consider this. But you've spent just about most of your life, numerically speaking, in the Empire of Magnus the Pious. As such, the question is not 'if' you will help ensure that the rest of the nation might benefit of increased agricultural yields, but 'how'. Sabine, obviously, agitates that you should sell them for tidy profits. Magnus, on the other hand, in direct contrast to his wife, thinks it might be worth it just to give them out. It would significantly increase the cost, doing so, but it would also be seen as an act of giving and charity in the long run. Or buffoonery, depending on who you're talking to. One province that could surely benefit from this, and would regard you kindly for it, would be Stirland. Even if you do choose to simply outright sell to them, instead of just giving them away, they'll likely be happy. Cost: 1,000. Time: 1 Year. Reward: Stirland granted many seeding drills for usage across their province, vastly increasing agricultural production. Will make back costs by selling, i.e. +1000 To Treasury.
- Though it is technically a zero sum profit in the short-term, only a fool thinks of purely that. By selling them the seeding drills, you establish precedent with the rest of the Empire, and also ensure that shortly after widespread usage across Stirland that agricultural yields will increase. As agricultural yields increase, so too does general wealth all around, and as such even in Ostland, on the other side of Talabecland, the effects will be felt. Of course, it will have to roll around a full harvesting cycle for said effects to be felt, but they will be. Reward: Stirland granted many seeding drills for usage across their province, vastly increasing agricultural production. Will make back costs by selling, i.e. +1000 To Treasury. Trade Income Next Turn Will Increase By +250 Per Turn. Treasury Losses = 0.
Stewardship: Morgan von Bernhardt is an energetic and creative woman. Though she is not the startlingly young spitfire she once was, regular checkups by Jade Wizards, priests, and physicians has ensured that she is as vibrant as ever. (Choose 1):
Have Laws, Need Judges: Your introduction of a revised law code has been, for now, accepted. A consequence of this, however, has been a sudden dearth of judges to carry them out. While in the north, much of justice and law is dealt with by the nobles themselves within the areas that are under their authority. But in many cases, the sprawling masse of humanity are too great for all to be easily dealt with. Hence, the traveling judges, who usually require special licenses by local magistrates within a territory to operate with. The problem being that license fees, requirements, and bounds of authority varied wildly. Now they don't, and suddenly many of the traveling judges within the province find they no longer have the right authority. It is a dangerous job, of course, and they do in fact serve a purpose. It's just that you also made it so that their wages had to be regular and standard, not based around how big and showy a trial was, as that led too many times over to spurious and fruitless endeavors whereupon they utilized the law purely as a money-making process than anything about actual justice. It seems that a great many local magistrates no longer wish to pay this standard wage, and the people are suffering as a result. That must change. Now. You wrote the damn system, you can add on to it and actually organize the traveling judge network, then. There are less than a handful of Barristers in Ostland, a far cry to the comparative swarms of them in the southern provinces anyhow. Cost: 1,000 Now, An Annual Fee To Maintain Traveling Judges Of Ostland Network Afterwards. Time: 2 Years. Reward: Traveling Judge Network set up with regular fair pay, who will work to utilize the Revised Law Code, thus making it more normalized. Also reduces corruption of Traveling Judges. Increases general Law and Order for province.
- This needs doing, and it needs doing soon. Corruption is already spreading as people bribe magistrates and each other to get the legal results they desire. Without true judges, as in people with actual legal training, doing the work, it falls to those who are more focused on money than actual solving of legal issues. This is not what you meant the revision of the Legal Code to do, and yet it is a natural result regardless until you can get the judges properly organized. First, you begin calling in all the judges you can to Wulfenburg, not just those in Ostland but others in the north as well. Men of at least reasonable character, attracted by regular high paying wage enough to ensure that only those not worthy of the position are tempted by most bribes. Will Complete Next Year.
The Lighthouse Of Salkalten, Foundation: Morgan wishes to create what is, effectively, a prestige project. Not vanity, no, the value of an actual lighthouse greatly improves a port's standing amongst its peers. In bad weather, storms and the like, such things are often all that can help a ship find its way home. Or, at the very least, avoid smashing itself into the coastline. And, not untruly, Morgan has noted that major ports do possess something similar which, if you want Salkalten to be taken seriously, will require. The actual lighthouse itself is something quite gigantic in the schematics, and she wishes to have it be an actual extension of the Temple of Manann located in Salkalten. The foundation itself will be enormous. She wishes to pull, once again, from the dwarf engineers of Barak Varr, to help. By the end of it, she wants it to stretch up above the walls, quite high, so that it can be visible from quite far away. She wishes to, at to start, have the most vital part be the 'light' portion, with the possibility of adding a bell or foghorns or the like to it later. This will involve the Bright Wizards – possibly more than the ones you have currently for it to be more advanced – but either way, it stands to be quite a thing. But first, you need to start. Cost: 3,500. Time: 2 Years. Reward: Salkalten Lighthouse Foundation Created/Bottom Third Of Structure Built. Will Complete This Turn.
- Though the Cult of Manann's branch in Ostland is incredibly leery of you, especially of you deciding to build a giant lighthouse attachment to their temple – which you also built for them by the way – they don't do anything to sabotage the proceedings. Besides which, the bottom of the lighthouse is absolutely enormous. Two whole years, built purely upon setting up an incredibly stable foundation with the aid of Barak Varr dwarf engineers but built along the vision of Morgan von Bernhardt. She is incredibly pleased with the work so far and seems even more energized than usual. Still, now that you can see the actual foundation? You're starting to realize that Morgan really does intend to make something quite enormous. Once this thing is complete, you're reasonably sure it will be a larger tower than any in even Marienburg, and without any of the dizzying leaning of Tilea's towers. Morgan wants it straight as an arrow, durable, and functional. And also enormous. There is already quite a bit of buzz about it, it seems. Morgan tells you with a bit of relief that she is happy you finally assented to doing this, as she was beginning to reconsider the entire matter. Of asking you, that is. She was going to approach other financiers soon, possibly trying to speak with the Cult of Manann – at least before half of the ones in Ostland were killed. She was getting to the end of her rope there, for a bit, and though she doesn't say it outright she was actually starting to consider something drastic. As in, Hagrid later confides in you that she was putting out quiet feelers for someone to replace her, rather than sit and wait for years yet for you to not let her take on her one passion project. She's done just about everything you've asked for decades, and her one major ask finally getting done seems to have made her quite happy, thankfully. Reward: Salkalten Lighthouse Foundation Created/Bottom Third Of Structure Built. Stewardship Advisor Morgan von Bernhardt no longer considering leaving service.
Secure Storage: Well, you've certainly learned that you cannot trust the militia as much as you had with as much black powder as you had. As such, you need to ensure that the black powder sent out to them is much more carefully managed and secured. This means an expansion and increased security to nearby forts, which will have to be the new distribution points, and you'll require them to be far more exacting in their records for what is going where. It won't ensure utterly zero corruption, that's frankly impossible, but you won't run into a scenario where a cultist is able to shift about whole wagons of the damn stuff in attempted assassination attempts or who knows what else. Hopefully. Cost: 1,000. Time: 2 Years. Reward: Militia Black Powder Distribution Process Made More Secure, Facilities More Secure. Will Complete This Turn.
- The process is now much more secure. The buildings are much more secure. The two together hopefully means a lot less loss in the future. It's impossible to eradicate all possible graft, not every single percentage point of it, but this will certainly help in the future. The militia now have much more restricted access, which upsets some of them, but too bad. You've already essentially caught a few of them for trying to gain access to more than they are properly allotted, and some cursory investigations show that they've even sometimes used the excess they've skimmed to blow up old stumps or things like that. Well, no more. Clearly, black powder needs to be more carefully controlled than in the past. Reward: Militia Black Powder Distribution Process Made More Secure, Facilities More Secure
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 0):
Off-Roading: Cyclers are a viable creation. However, they are thus far only exceedingly useful on paved roads. Off-road they are less viable for important things. But also there are concerns for weight and the effort it takes to use them. Anna can ride one around, a fully armored soldier never could. So, these two things must be worked upon. A way for the wheels to grip better, as well as testing truly what weights can and can't be used. The latter will determine what use they will have on the battlefield, though you know immediately that they will be of use for passing messages and packages at the very least amongst the roads. They do not require the same things that horses do, though they are not without cost in terms of maintenance. More research is required, but the goal is easily visible. Though the wheels are going to be the greater issue…and Anna is focusing on other projects now. Cost: 1,000. Time: 3 Years. Reward: Functional Cyclers For Both Road And Off-Road, Increased Knowledge. Chance of Success: 65% Will Complete This Turn
- Required: 35. Rolled: 35
So you've ridden a couple of these things, and over the past while you've seen steady improvements. What once began as a solid wooden wheel, like that of a wagon, instead your daughter Anna has made something else entirely. Apparently inspired by bugs of all things, small rollers in the dirt. The new wheels are larger, wider, and segmented like armor pieces might be, slats of hardened and treated wood that are curved and thick and run against one another. The design makes uses of several springs in each 'segment' creating an odd sort of bounce to the ride while simultaneously allowing them to 'catch' the ground and keep moving forward. Not just on the roads of the city, but in the wild as well. At first, you had feared that the dirt and mud of the wilds would prove an issue, but here is where the 'catching' tips and springs show their worth, essentially reducing shock to the buttock and spine when going over rough terrain. Clogging is a bit of an issue, but only after a long enough period of riding, requiring regular maintenance to clear out the innards of the segmented wheels. The nature of the segments, slid over one another like they are, lets them have enough 'drag' to ensure forward momentum over the ground, essentially creating a singular bending outer surface, a sort of continuous track created by the mechanisms of the two wheels. Admittedly, it takes a good bit of leg strength to manage higher speeds off of the roads, but that's just the price of being able to ride them well off the roads. Reward: Functional Cyclers For Both Road and Off-Road, creation of All-Terrain-Segmented-Continuous-Track-Wheels to ensure regular propulsion is successful regardless of most terrain.
Vapor Tanks: You know the Soup Tank intimately. As does Anna. The actual steam system was heavily modified by the halflings over many years. It likely bears very little resemblance to the steam systems present in the other steam tanks in Nuln. Not least of which is because each of the tanks have their own individualized internal components and systems. Leonardo may have been brilliant, but for wide-scale production he was perhaps just a bit less able. But that's fine. You don't need the steam systems anymore, or so Anna say. The 'fucking be-damned skaven', by Anna's own words, managed to create their precious rat tanks with the aid of warpstone. While you'll never touch the stuff out of your own volition if you can help it you don't need it either. You know how the frame works, both skaven and soup tank designs are well known to you for various reasons. You have an engine. Time put all of that knowledge together. Anna is willing to make an effort at it. It will be expensive, but your engineers have had years and years to study the damn tank, with the engine…well. You can fit on a cannon as well, that part is simple. Cost: 2,000. Time: 5 Years. Reward: The Vapor Tank, a war machine powered by alcoholic vapor based upon a foundation of knowledge gained from studying destroyed rat tanks and long-term possession of the soup tank, and knowledge skimmed of the steam tanks in Nuln. Chance of Success: 50% Will Complete This Turn. DD Applied.
- Required: 50. Rolled: 44+20=64
It is…magnificent. It wasn't done before you left for Marienburg, and in fact was unveiled months later. But it was unveiled, in a grand ceremony that had observers from all over the Northern Trident present. There were no doubt a good number of eyes from the south of the Empire as well, even if they were not so open about it, but you trust Hagrid on the matter when he says they were there. Each one of the legendary Steam Tanks are unique, held and maintained in Nuln where they were first created by the brilliant Leonardo. This, though, is not that. This is the Vapor Tank, buoyed by the incredible power of concentrated alcoholic superheated vapors rather than the power of steam. Incredibly thick steel plates its entire exterior save for the slits and holes meant to allow the ones inside to see outside and breath. A cupola of steel is openable with the twisting of a wheel, letting the engineer within to pop out and look into the distance to better direct it, or fire with their own weapons. Within, the engine rests in a protected compartment which can be closed off from the rest of the tank in case of emergency with certain dials and brightly colored gauges which display the various pressures within the tank and its system, while the great cannon itself is placed directly in the center. The vapor tank's main weapon is said cannon, with the cupola possessing a swivel cannon on top. An expertly trained team of five engineers is within, led by at minimum a Senior Engineer to maintain the vapor engine within. Overall, the entire creation is estimated to be a third-again in terms of size to the Steam Tank, though exact comparisons were not possible at the time. Anna, being a Master Engineer, is even more capable. She personally ensures that the hull striking ceremony, announcement, and demonstrations go off without a hitch before cheering and adulating crowds. Its name then, etched in bold text upon the steel, can only be one thing. Or so that is what Anna declares to the crowds watching. 'The Horns' is the first of its kind. But certainly not the last. Reward: The Vapor Tank, a war machine powered by alcoholic vapor based upon a foundation of knowledge gained from studying destroyed skaven rat tanks, long-term possession of the soup tank, and knowledge skimmed of the steam tanks in Nuln. Army of Ostland Gains +1 Steam Tank The Horns with Great Cannon and Swivel Cannon weapons. Requires 5 Engineers To Staff, One of Whom is a Senior or Master Engineer. Due to the incredibly intricate and advanced mechanisms within, regular usage of the machine means regular intensive maintenance. Upkeep For This Vapor Tank is set at -150 Gold Crowns Per Year.
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 3):
Iceborn Flame Guardians: The Iceborn Flame is a religious marvel. Every year since its creation, you've had at least a few handfuls of Ulrican pilgrims who wish to journey to a site where Ulric quite visibly triumphed over the forces of darkness. These same pilgrims have been helping open up the paths through the forest, set down the roads, and build up the temple itself. Or rather, the walls. It has been noted that normal rains and winds do not seem to affect the Iceborn Flame, which continually burns above the large patch of never melting ice which gives the fire its name. The White Wolves are quite proud and territorial about their chapterhouse in Wulfenburg, as it is one of the best ways for them to represent Ulric in the heart of Sigmarite territory in Ostland. However, with the Iceborn Flame being what it is, you would not be remiss to petition the Ar-Ulric, who has supreme command of the entire Order of the White Wolves, to dedicate some more guardians to the flame, right? To help protect it, without taking away from the other White Wolves in Ostland? It is known, to everyone, that the absolute largest Knightly Order in the entire Empire are the White Wolves, with members in literally every single province, even the Mootland. Surely they can spare a few? Cost: 500. Time: 1 Year. Reward: New Detachment of White Wolves Dedicated To Defending Iceborn Flame Sent To Ostland. Chance of Success: 80%
- Required: 20. Rolled: 96 Critical Success
The Iceborn Flame is a miracle of Ulric's will and power, a true place of outright victory over the powers of Chaos. It was created by none other than the Ar-Ulric, Logan Kron, himself whilst atop the first ever War Altar of Ulric. Well, there have been battle altars in the past, obviously, but this was one was wholly unique at the time due to bearing a sliver of the true Flame of Ulric, carried out of Middenheim and preserved with the nightly howled prayers of the Priests of Ulric. It was glorious victory for Ulric, and for Logan personally, a wondrous deed that few thought possible before it was actually done. As such, he is more than happy to send forth guards. It's practically as if he was waiting for your permission alone, given the sheer rapidity of the new White Wolves in the province. These are not like their brothers in their Chapterhouse in Wulfenburg, but rather are dedicated temple guards. Given that the Iceborn Flame is a true holy fire, one spawned from a sliver of the true Flame itself, this makes perfect sense. You can't be ordering them out and about, that is out of your purview and would go against their oaths to defend the Iceborn Flame or die in the course of such duties, but frankly you are comforted enough by the presence of so many – and thus so too are the other workers and pilgrims. These new knights spend every hour patrolling, defending in static positions, or helping shift and lay more and more stone. Reward: Full White Wolves Company sent to Ostland, take permanent guarding duties at the nascent Temple of the Iceborn Flame. +150 White Wolves (Foot) +30 White Wolves (Mounted) + 1 Company Commander Tybalt Richter. Increased defenses at Temple inspires more pilgrimages, workers, temple construction accelerates.
Equivalent Exchange: You did bring in the Verenans to help you out previously. With the actual studying and reworking of the legal code, but also to help legitimize it. You cannot, in good conscience, ignore that they helped you out. You also can't ignore it because you've started getting letters. From the Verenans of Ostland. They are a minority group, in the north. For the most part, they spend a lot of time solely in the cities, and rarely in the outer settlements. There is no comparative venerable learning institutions like in the south such as the University of Nuln, which as far as you know might well be the largest and most expansive of its kind in the Empire. There are trade schools and smaller universities throughout the Empire, obviously, but the biggest quasi-peer in the north is the school of gunnery and engineering, a mixture of the Altdorf Imperial Engineers School and the Nuln-based Imperial Gunnery School. It teaches purely hard subjects, sciences and mathematics that are rather purposefully focused. The Verenans don't wish to try and form one of their universities or what have you, just yet, but merely wish to set up another of their libraries. Which is possibly a more dangerous proposition than before, seeing as Verenans occasionally go a little too deep into their 'all knowledge is valuable, even Chaos-related knowledge' thing, and start doing things that most of the other Cults of the Empire call 'heretical' and 'pogrom-worthy'. They want to do this in the heart of the Order of the Silver Hammer's founding Chapterhouse, in the open before the very eyes of the witch hunters. On the other hand, if you do fund the creation of their library, you'll get the thanks of the Verenans of Ostland, which could be useful as they are a highly decentralized religion without a main central temple. You will, hopefully, be able to at least minorly improve the scholastic traditions and worth of Wulfenburg, and gain access to the library, which could be valuable in its own ways in the future. Plus, you'd prefer if the Verenans were happy with you, rather than agitating for some reason or another like they're occasionally known to do. Cost: 1,500. Time: 2 Years. Reward: Small Library of Verena built in Ostland. Verenan Approval. Access to library as desired. Future Verenan options unlocked.
- The Witch Hunters are, understandably, incredibly leery of Verenans. They have, in the past, fought for the preservation of knowledge that was rather not meant to be preserved. At least, that is what the Witch Hunters tell you. Repeatedly. Such as at least two occasions of accepting the deposit of books bound in human skin leather with cursed knowledge within that began twisting the mind of any who read it. But for now, the Verenans building the library assure you that they have no such thing within their catalogue. The Witch Hunters, Marlisa in particular, said it was just a matter of 'not yet', but for now you're content with letting the Verenans bring a little scholarly hint to Wulfenburg. Unfortunate occasions aside, the Verenans also inform you that they regularly check over the knowledge they possess, and if the Cult deems the knowledge truly problematic they don't just leave them out in the open, but rather lock them away. Entirely. With measures that are secret to the Cult, and thus things you are not privy to, but such that none can access them again – including the Verenans themselves. An interesting little work around the tenet of never destroying knowledge, but one you find agreeable. Will Complete Next Turn.
Debating Rhya: You give your respects to Taal and Rhya. Everyone does. But you don't quite agree with some of Taal's people, and especially not with the scriptures that essentially go directly against civilization and humanity growing stronger. The foes of the Empire are too numerous, too strong, and often too mightily equipped, that you would ever give up the usage of artillery and gunpowder, and most importantly, of wearing metal armor for Sigmar's sake! Anyway, this is more about Rhya. The Mother of Bounty, Patroness of Love. Though the Cult eschews the temples and concentrated institutional nature of most other Cults, every farmer who begs for aid asks Rhya first. Now, there is, in fact, a scripture which says 'Take pride in your strength and natural skill. Avoid firearms and other works of science.' The thing about that, is that firearms weren't always around. So at some point, that one had to be tacked on by some priest or priestess who didn't like the early handguns or something. But seeding drills are different, aren't they? You're getting a few reports of especially devout farmers refusing to use the things still, and many often hide the things when the cultists of Rhya come around. That needs to change. Seek out the Matriarch, and her sub-leaders, and try to talk to her about this. You don't necessarily think you'll convince them to upend everything, but surely an agreement can be reached? Cost: 500. Time: 1 Year. Reward: Cultists of Rhya relent on seeding drill as a 'work of science'. Increased Farming Income. Other Options In Future. Chance of Success: 65%
- Required: 35. Rolled: 36
Hierarch Raina is…well. She is the one who recommended that young Wolfila be allowed to grow into his own person rather than be altered at near birth by anything newfangled and untoward. You aren't quite sure if you're happy about the decision made in that moment, looking at him, but part of you is self-aware enough to realize you are trying to compare every other family member to one young boy, and it is literally in zero ways his fault that he is lacking in certain measures. His sisters Stephanie and Freya appear to adore him and are direly protective. Young Karola is always fussing over him too. But that is neither here nor there. This year, you summon her forth, and manage to get her to come back to Wulfenburg after only a few months of questioning – the cultists of Taal and Rhya do so love to wander.
In any case, Raina has seen much of the seeding drill, and has, indeed, counselled against it already. So you set to arguing theology with the wrinkled crone who has served as Hierarch for so many years. It's weird, and gangly, and it punches in the ground so oddly compared to the perfectly serviceable scattering and hand-burying of the past. Specifically, it seems to deny the natural skill and experience of farmers, replacing them with cold steel and springs and such. Anna pipes up around that point that often it will actually heat up, as metal does in sunlight, but this does not appear to be enough to convince the Hierarch, obviously. So you go around again, and again, and again. This is not the explosive boom of firearms and such, and Raina does actually go quiet when you mention that the damn things haven't been around that long, so clearly the tenets of the Cult are capable of changing or being altered. You feel like there wasn't a word for science, even, back when Sigmar was walking the land. Either way, you are able to grind her down by something remarkably simple – getting her to talk to the farmers who already adopted the devices. The bounty is obvious. The organization is clear. And while the fields are not quite so untamed as the kinds as before, does not Rhya aim to tame the wildness of nature which Taal made? Can she look them in the eye, and tell them to not use the thing that they've been using for over a year now, successfully? Carlotta and Ernst confirm with their abilities that this isn't somehow irreparably harming the soil, unlike any number of bad farming practices that the Bringers of Bounty educate against. And, finally, Raina herself performs a great ritual with many other high priests in the Cult…and comes to admit, grudgingly, that the seeding drills only seem to aid the farmers, and to counsel them to reduce their yields would be to literally try to tell them to not put food in their mouths.
As in, it is an argument that they cannot win.
In this, you appreciate the no nonsense and pragmatic nature of most of the cultists of Rhya, if not Taal, as they relent on the matter and thus those who are especially devout begin using the devices. You do, however, note that the Hierarch of Taal, Helmut, arrives on a particularly stormy day and drags Raina off into the forests in the middle of a rather intense argument. He's likely not happy about it, but as it was autumn and the beginning of spring, Raina's decision will hold until at least summer. At which point the first harvest will have gone through. Reward: Cultists of Rhya relent on seeding drill as a 'work of science'. +500 Farming Income Per Turn as especially devout worshippers of Taal and Rhya get 'permission' to utilize the seeding drills. Other Options.
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):
Corporate Espionage - Geisen: House Geisen runs generally perishable goods, which is an eminently profitable endeavor. Things that don't last long can easily become incredibly valuable. They are also major producers and traders of various apothecarial and herbalist goods, including medicinal items and cosmetics. They've managed to essentially dominate the trade of all such goods throughout the north of the Empire, from Middenland to Ostermark, but it is time for that to end. They have been poking at you for far too long. This, then, is a battlefield that you may not know, but Sabine does intimately. If you wish to be subtle about it, especially so, you could begin propping up competitors. The thing about monopolies, Sabine notes, is that if one does not take care, the establishment of one can often step on quite a few hands. She would prefer taking those hands and pulling them up with – but always beneath – her own companies and trade concerns, but the issue with that method is that it cuts into net profits for the person at the top. Something House Geisen clearly did not care for. Begin propping up the little folk crushed down, and trouble for House Geisen will follow. Cost: 1,000 A Turn To Fund/Protect Lesser Goods Producers/Traders. Time: N/A. Reward: Corporate Brushfire War for challengers to House Geisen dominance of markets begun. Independents funded/aided by Hohenzollern/Nassau funding. Trade Income Reduction, As Harming Geisen Assets Does Affect Trade. Chance of Discovery: 50%
Required: 50. Rolled: 59+10 Due To Rumors Spread While In Marienburg=69/100
It must be astonishing, on the outside, to see what occurs during this year. Suddenly, the tried and true seal of Geisen goods is joined in storefronts, on barges, and in wagon trains by a veritable horde of independents. Many of them fail soon afterwards, but just as many more manage to somehow survive. Perishable goods means that shorter supply lines equal profits. It's one thing to run things all the way over from Marienburg, sure. But that means that those who are only the next village over can negotiate before the messengers have even finished racing back and forth over prices, over supply, over demand. It is just the start, however. House Geisen is well established, their roots and their treasury runs deep. But your spies in Marienburg report that they are quite startled by the current events, and have lost out on a considerable amount of money this year from this unprepared onslaught of small businesses, that are themselves partially funded by your treasury. A good first blow in a series that will continue from this point forward. On the other hand, trade is understandably disrupted as Geisen goods arrive at warehouses, only to find their customers have fulfilled their orders with local merchants, and payments and services are thrown out of the smooth synch the Marienburgers devised. You know it would happen, though, so that makes it a bit easier to swallow. A bit. Reward: Corporate Brushfire War for challengers to House Geisen dominance of markets begun. Independents funded/aided by Hohenzollern/Nassau funding. Trade Income Reduction, As Harming Geisen Assets Does Affect Trade. -500 Trade Income Per Turn Due To Trade Instability Throughout The North of the Empire. 1,000 A Turn To Fund/Protect Lesser Goods Producers/Traders = Geisen Espionage Upkeep
Corporate Espionage – Rutger: If House Rutger falls, a vital pillar to House Geisen and House Weiss collapses underneath them. It is Rutger that transports their various goods, by wagon and boat, with merchant trains bearing the Rutger name or at least being subordinate to it present all across the North of the Empire. Rutger itself does not actually make its money on anything other than transport. But oh, do they transport. They transport all over the place, and have crushed numerous smaller coaching and wagon companies, on other occasions simply appearing soon after their competition 'suffered numerous unforeseen accidents'. Things like the wagons just never arriving. They are brutal and thuggish, on the face of it at least, and have to be in order to organize transport through the deadly world that you all live in, facing off not just against corporate competitors but beastmen, bandits, greenskins, and all sorts of other things as well. Still. They crushed a lot of companies to get their way, to make their brand, forcing independent ship captains off their beloved vessels, tearing down smaller coach companies, mysteriously showing up after a fire has destroyed the warehouse where the transport wagons were being stored to offer to buy them out, and so on. Many of those people, or their very angry children, are still alive. If someone were to fund these smaller groups, and help protect them, the utter dominance of Rutger would be thoroughly shaken. Cost: 1,000 A Turn To Fund/Protect Lesser Transport Companies That Will Begin Damaging House Rutger Dominance. Time: N/A. Reward: Corporate Brushfire War for challengers to House Rutger dominance of northern transportation begun. Independents funded/aided by Hohenzollern/Nassau funding. Trade Income Reduction, As Harming Geisen Assets Does Affect Trade. Chance of Discovery: 65%
Required: 35. Rolled: 86+10 Due To Rumors Spread While In Marienburg=96/100
- It must seem like an economic version of a vampire war. All of a sudden, mobs of lesser transport groups return from the dead, flying their sigils and symbols once more. Wagons offering lower prices, barges with cheaper prices promising faster delivery, and so on. A lot of these people simply ran out of money, and so their dreams died as Rutger browbeat, stole, or burned their way through everyone else's asset lists. Now those lists are filling up again, if somewhat. The giant that has stretched itself so far is once more feeling pinpricks against its flesh. By harming Rutger dominance, you harm the rest of the Tri-Claw Compact as well. Both Geisen and Weiss rely almost totally upon Rutger to transport their goods, and thus the struggle and damage compounds itself. When Rutger can't make its deliveries, it loses money. When those deliveries are late, Geisen and Weiss lose money. And so on. Reward: Corporate Brushfire War for challengers to House Rutger dominance of northern transportation begun. Independents funded/aided by Hohenzollern/Nassau funding. Trade Income Reduction, As Harming Rutger Assets Does Affect Trade. 1,000 A Turn To Fund/Protect Lesser Transport Companies That Will Begin Damaging House Rutger Dominance = Rutger Espionage Upkeep. Due to Rutger being transport for both Geisen and Weiss, Trade Disruption Spreads Significantly. -750 Trade Income Per Turn Due To Significant Trade Disruption, Reduced From -1000 Trade Income Per Turn Due to Dialogue With Marienburg Dwarfs/Opinion Of Marienburg Dwarfs
Personal: God's above, your family has been through too much. (Choose 3):
A Little More Conversation: You have a Handmaiden of the Everqueen wandering around Ostland as a semi-unofficial ambassador, informant, and general roustabout. Sadrina is pleasant in conversation and utterly deadly in battle. A thought came up between you and Natasha as you were musing about nothing one night. You've learned Kislevite to converse with your wife and understand the insults of her enemies in Kislev. You took up a bit of Bretonnian after making Roland's acquaintence. You're absolute shit at Classical, let alone most modern Tilean and Estalian, and are fluent in Khazalid for rather extranormal reasons. What Norscan words you know are mostly insults. Why not add another to the list? It might help you understand the insults and sneers better, and let you respond in turn. Of course, learning a language as complex as Eltharin, let alone Fan-Eltharin, will not be quick or simple. Especially with just how many meanings each damn character can represent. But, after an idle question, Sadrina offered to teach you, as it would be a way to occupy her time. Also she's apparently fascinated by Imperial-accented Eltharin. Cost: 0. Time: 1 Year. Reward: Exceedingly Rudimentary Foundation Of Eltharin, Language of the Elves, Positive Opinion On Part of Sadrina.
- Sadrina is pleased to instruct you! For about an hour, after which point the true issues began to rear their heads. Specifically, that Eltharin is an incredibly complex language. It is not purely phonetic, and the meaning behind individual words can vary considerably depending on stance, emotion, pronunciation, and more importantly – nothing. That's the part that repeatedly trips you up. Sometimes, the meaning is different simply because it is, and there is no other reason or measure by which you can fully understand. The elves do, obviously, because they're elves, but you struggle with it. It is a refreshing intellectual challenge, certainly, but you can see Sadrina wincing occasionally. Still, despite all of that, and the sheer difficulty of trying to take on this complex language, laced with so many damned layers, you actually do manage to get a rudimentary foundation. Sadrina is only somewhat patronizing about your progress, and appears to be entirely unaware about it. On the other hand, you spend a considerable amount of time with the Handmaiden, and more time than even you spent with Aurelion, or Eldyra. As a result of trying to learn a new language, you necessarily have quite a lot of conversation. Owing to the sheer difference in ages between the two of you, you quite literally run out of stories and topics because you are not just centuries, but more than two thousand years outright younger than her. And so you learn, instead, about her. There's quite a lot of things to learn. Such as the deed that won her a position in the Handmaidens. Elevated to the Sisters of Avelorn a few centuries before Sigmar was born, she took a particularly aggressive approach to the duties of the Sisters. Within Avelorn, it seems, there are places tainted by the touch of Chaos long ago, back when…apparently it first showed up. Which you struggle to comprehend – a world before Chaos, before the Dark Gods. Anyway, some of those places linger today, and tainted beasts and abominations still slouch from them to this day. It is the Sisters of Avelorn who watch over such places, as well as more pure sites of power. You get no specifics, obviously. Anyhow, Sadrina was not satisfied with watching and loosing volleys of arrows every now and then, but rather elected to travel inward, to hunt the beasts where they spawned. And kill them she did. It took her about until the reign of Emperor Fulk, the third Emperor of the Empire, to finish. She outright purged some of the locations, to the point that the Everqueen was able to arrive, heralded by her Handmaidens, and cleanse those places wholly. In the end, more than ten thousand monstrosities were hunted down over those many centuries – a good bushel of them being the sorts of individual creatures that entire sagas in the Empire or Bretonnia would be written about the hunting and killing of - until Everqueen Lothareann the Lustrous called upon her. It was not, however, to necessarily reward her. In that time, she had called upon not Isha, but Kurnous, and eventually even Anath Raema, so dedicated she was to the hunting and killing of the beasts. It was not until The Lustrous came to her that she saw how she had teetered upon the brink, how close her soul was to being lost to darker impulses despite the original noble intent. It was through that meeting that she learned the danger of good intentions. She then spent the time from the Lustrous to the Radiant dedicating her time to other things, balms for her soul. Poetry. Storytelling. Dance.
Of course, you know how her sheer skills at storytelling gained her a position as Handmaiden. But the tale of how she lived up until that point is still quite fascinating.
You learn quite a story, as well as an incredibly rudimentary knowledge of Eltharin by the end of the year, thanks to Sadrina. Reward: Exceedingly Rudimentary Foundation Of Eltharin, Language of the Elves, Positive Opinion On Part of Sadrina.
Imperial Fighting Patronage: Sabine has announced that the first Grand Arena of the Imperial Fighting League has just finished construction, as an addition to the already monolithic structure of a gambling house she bought out years ago. It rests in the Old City, having bought out and demolished a few other buildings around it so that it could fully expand properly. There is all manner of gambling there, with card and dice and various other board games being played for cash, as well as singing, dancing, and drinks. It sits only a short distance away from several inns that Sabine also owns. The arena, however, is a new expansion from the building, stretching more than three floors upwards, and is large enough to fit twenty thousand inside, while featuring multiple fights at once or one single main event match. She apparently consulted dwarf engineers on the acoustics. Which is…quite ambitious. On the other hand, it's the promise of being able to partake in pit fighting like everyone has for thousands of years without having to furtively huddle in a basement or move from place to place. It is legal, it is open, and though there are a few more rules than usual, Sabine has been working for years on this project to make it work. It would be the first major transition from the smaller fighting throughout the city, to a proper centralized location. It would really, really help her out, she says, if the Elector Count would attend the grand opening and first exhibition matches. All you would have to do is sit in one of the 'VIP Boxes', which are private, closed off, and furnished to Sabine's standards, but visible through high quality Tilean glass windows by the audience below. While she's sunk the majority of her own funds and work into this, you will gain some of the profits from it thanks to the shares in the company you possess. Though the funds you've gotten so far are not too much compared to other things, this could change that – while also further adding to the economy of Wulfenburg in the long run. Entertainment might not be as directly valuable as more crops, but diversifying income streams is vital in its own way, or so Sabine says. Cost: 0. Time: 1 Year. Reward: Considerable legitimacy given to Imperial Fighting League, increased IFL income.
You have to admit, the entire setup is incredibly…posh. Tickets to the VIP boxes are apparently quite expensive but are completely bought out for the first grand opening and tourney offered here. Sabine has been working on this tirelessly, with all the fervor of a devout of Handrich who knows that they have something good on their hands. She has multiple 'fighting divisions' even, just to ensure that almost all tastes can be catered to. Some are pure bareknuckle, some are classical with the weapons and garish outfits that are only partly protective and fully about looking impressive, and there are divisions for men, women, and mixed combats. There is an ogre only division as well, featuring wrestling and boxing. There is even a halfling division, known as the Mootsring, where they can show off to the disbelieving just how tough and vicious they can be in a fight. There are ticket sales, 'concession' sales, and of course rampant gambling.
Sabine admits that she wishes she could somehow ensure that Ranald doesn't get involved at all, but upsettingly Ranald is more accepted than Handrich in many places. And trying to ban people from praying to Ranald that their bets come out all right would be pointless. Regardless, the house takes a considerable take from the proceedings of everything. And you, as one of the main financiers behind the project as well as a major legal owner of a good amount of the company – something that Sabine did without you even asking – you get a chunk of those proceedings yourselves into the Hohenzollern treasury. The VIP box is richly furnished enough that you can basically get most of the entire Herd in here safely, though you keep the youngest children back at the castle. Some were more interested than others, of course, and some couldn't be present at all for when the entire opening occurred during the week in which the festival of Sonnstill took place. Magnus is even available to sit with his wife at her crowning achievement for the year.
The fighting itself is impressive. There are multiple rings set up at the moment, but the main event is visible from all directions. There is a complex piped horn system that Anna apparently devised for Sabine which allows an announcer with the right lungs to essentially cast their voice quite broadly throughout the entire Grand Arena. Add in a set of high quality spy glasses that let them see the fights as if they were a foot away, and you have considerably accurate calling of the matches. Calls which let one go to the bathrooms or get food from the internal restaurant built into the gambling house known across Ostland as 'Golden Gryphon', while still able to hear the fighting going on. Said restaurant also has private rooms – which can be rented at premium – where the sounds of the announcer does not penetrate. Your attendance is not missed by everyone, and Sabine went through the effort of attracting other noble guests, even Prince Waldemar of Salkalten and other nobility. Three of the VIP boxes are actually occupied by, of all things, priests! Of Sigmar, Ulric, and Taal, who of course might be the ones most appreciative of earnest physical contest. She's really gone all out. Wealthy burghers and nobles make bets, commoners cheer and scream for their chosen fighters, and groans or whoops can shake the entire structure when the announcer declares the stats and victories or losses. Incredibly important, however, is something that Sabine managed which surprises you considerably – the presence of the Shallyans. As safety watchers, it seems, who were convinced that if they couldn't keep people from putting themselves in the fights, they could at least reduce their suffering afterwards. When an opponent is declared down, the Shallyans rush in, and it is only a fool utterly blind that would dare raise a fist to the priestesses, at which point Sabine's guards would rush in next. It's a bewildering machine of exchanging money, entertainment, food, and drink, and Sabine is already talking about improvements. Specifically attracting people to different divisions on different nights, and something about advertisements for local businesses which could, in turn, increase sales for said businesses.
At the end of an astonishing night which began at six and ended at midnight – according to the large clock that Sabine had commissioned for the arena, there are multiple crowned 'First Champions' standing over the piles of the fallen, but not a single death and only a handful of crippling injuries. Purses are paid out, bets are counted out and profits tabulated. People keep pointing up to the box. In point of fact, more than a few of the First Champions would point towards your specific VIP box and dedicate their victories to the Steel Bull. Earnest flattery, or being paid to do so by Sabine? Hard to tell, to be honest, but the effect is obvious. Your attendance has significantly added to the entire endeavor's legitimacy in the eyes of the population of Wulfenburg. To show her gratitude, Sabine actually gives you the lion's share of the take for the entire night, swearing to pay out the employees and champions out of her own pocket – whereas in the future quite a bit of said take would be put right back into the pockets of the arena and the fighter with the rest of the income going to Sabine and you.
Reward: Considerable legitimacy given to Imperial Fighting League. +250 IFL Income Per Turn. One time +1,500 Take For The Night Given To Frederick.
Tutoring The Herd: It's time that you began spending more time with your grandchildren. Of all of them, only young Frederick is about ready for the sparring that the rest of the family partakes in. But the rest, possibly, could do with a bit of teaching from you. More than just in passing, actually make an in-depth concerted effort at it. It's one thing to idly discuss what they would do in a fight, tactics, etcetera, but there's more to fighting than just the brain. Obviously you aren't going to be knocking them around the place, they're children after all. Nothing that should require a Jade Wizard or a priest for, anyway. It could end up beneficial for them. Cost: 100. Time: 1 Year. Reward: Chance for younger Hohenzollern Herd members to gain Martial Traits. Chance of Success: 65%
- Required: 35. Rolled: 90 Critical Success
- Being a grandfather to many grandchildren is wonderful, a lot of the time. When they were all much younger, mostly. Because as they get older, they begin maturing in some measure, and that's about when the problems start coming into view. Karola is not…necessarily…the perfect heir for Magnus to have. The fact of the matter is that when you informed your grandchildren what you were planning, there were cheers from just about everyone except for Karola. And Ori. And Tasha, now that you think about it, but that's more because the girl often mirrors her mother's behavior in terms of expression and emotional displays. Not always, but a lot of the time. Ori didn't cheer because she just doesn't do that sort of thing, as near as you can tell, but Karola burst into tears instead. Which wasn't quite what you were expecting, at least until Magnus explained that it is not unusual for her to do that whenever the concept of the sparring yard comes up. You'd known there were issues but…well for goodness sake the Herd is enormous, and you're running a province at the same time. Perhaps in Hochland, or the Moot, such a thing wouldn't be too bad. But even in places like Marienburg, where many command and lead from high offices behind walls of bodies, there has to be the willingness to order pain unto others at the very least. Which Karola appears to lack. Apparently, of all people, it is Ori who confides in you with unblinking stare that the crying is usually how Karola shuts Magnus down when he attempts to get her to take on such things – having elected to inform you while Magnus was out in the forests and beyond. Now, you can't badly fault him for being vulnerable to the tears of his first child. It's perfectly understandable. But he needs to get over it or prepare for her having quite a tumultuous time later in life. The whole crying and cringing away when faced with adversity maneuver might work now, but it is not, traditionally, a method which has great results in adulthood. By the end of this year she'll be ten, for goodness sake.
Regardless, the other children, even Wolfila, seem more eager. Well, the ones who are six and above at least. The absolute youngest are not for such things. And Karola offers, repeatedly, to help take care of the other children. She's as persuasive as a nine year old can be about it, but unfortunately for her you are not swayed. Which is about when the tears start. But, forewarned by Ori, you remain mostly unfazed. It tears at your heartstrings, she's able to emote so forcefully that you come damn near close to relenting. Unfortunately for her, close is not complete. And for the first time, you think, she seems shocked out of her sobbing by your flat refusal to let her leave. The redness in her cheeks and eyes takes on a new shade as her fear twists, ever so slightly, into the beginnings of anger at the usual method not working.
You haven't really intervened heavily in the parenting of any of your children. But then again, you haven't really needed to up until this point. Still, despite Karola's anger, you proceed because the rest of the Herd seems perfectly eager.
Under your personal tutelage, they advance in leaps and bounds over the year. Eventually, Natasha joins in as well, leading to the two of you getting to spend an extensive amount of time with all of the younger Hohenzollerns for the first time in a long time, at least compared to up until this point. Arthur and Serhild even forgo bringing them with them over to their estates in the east as per usual, thanks to the pleading of not just young Frederick but Trudi as well. Anna is more than…well, you'd say happy, but she seems placidly satisfied to have Tasha spend more time in the fighting yard than in the school. It's remarkably absorbing teaching them, all of them. Except Karola. Who always puts in fractionally minimal work, and never spends any longer than she has to actually holding a weapon or shield. She sticks around to fuss over those who are injured or those who need to sit out for a bit to recover their breath as you and Natasha work one-on-one. It is a blessing of Rhya that there are so many grand children to teach.
Some of them, at least.
Reward:
Frederick, Natasha, Ortrud, and Ortrud, gain Martial Trait: Masterful Instruction – A truly effective foundation and increasing mastery of one's own body and mind through intensive training at the hands of one who has largely mastered such things. (+2 Martial)
Stephanie and Freya Gain Martial Trait: Masterful Foundation – A truly effective foundation is one which lends itself to aiding growth in the future. So it goes. (+1 Martial)
Karola successfully rolls in resisting gaining martial trait. Wolfila does not gain new martial trait.
Other Herd members too young to participate/gain benefit.
Urgdug Choice
Urgdug was knighted many, many years ago. He is, technically, Sir Greatbellow, though he is also technically Sir Captain Headmaster Urgdug Greatbellow Thunderbringer Daemonthumper Dragonrippa Giantbreaker Deathcheater Castleshatterer Maelstrombringer Beastcrush Overfather Monstertosser Ratsmasher Thronewielder Wormbreak Heartswallower Dragoneater Dal Bolg Tyrant Breaker Maw-Stomp Dawongr Treebreaker the Tremendously Sizable. But the former works better on most paperwork. In any case, he is the first ogre to ever be so ennobled, and you're still paying for it now with the gimlet glares of Talabeclanders from over the river. Regardless, he is a knight without a home, legally speaking. But that may be time to change. There is now a catalogue of potential options for him, and it is up to you, as the Elector Count, to decide where House Greatbellow might set its roots.
- Urgdug is honored by your decision, and cheerful about it as well. Frankly, he admits, he never actually expected to get such a thing in the long run, especially with how much his knighting caused issues for the province. Urgdug is, technically, ennobled, however, and thus deserves an estate. In this case, you'll let yourself be a bit selfish about it, and so he is sent off to be announced as the new legal controller and owner of the Trofurt Estates. The township of Trofurt has been without a lord for some time now, since the Vampire War, and since fell technically under your control to determine the matter. And now you have. Obviously, Urgdug will need a proper steward, or further education, likely both. As it is, he is now technically Sir Captain Headmaster Urgdug Greatbellow Thunderbringer Daemonthumper Dragonrippa Giantbreaker Deathcheater Castleshatterer Maelstrombringer Beastcrush Overfather Monstertosser Ratsmasher Thronewielder Wormbreak Heartswallower Dragoneater Dal Bolg Tyrant Breaker Maw-Stomp Dawongr Treebreaker the Tremendously Sizable of Trofurt. Reward: Urgdug becomes the Knight of Trofurt.
Runefang Choice
Magnus, your son, is a good heir. He has proven himself in battle many times over, not just as a fighter but as a leader amongst all three of the armies of Ostland. He bears a hammer of dwarf runecraft, honorably given for his aid in Karak Ungor. Most recently, you've begun letting him take over court proceedings more and more, including an abrupt and unplanned multi-month stint while you fell into a depressive hole over Natasha's condition immediately post-Laurelorn. Everyone knows that he is your heir. But while you've let him sit the throne, make decisions of minor and major import, there is one thing that you have yet to do – wield Brain Wounder in battle. It is more than a weapon; it is a symbol. Of power, and of trust. He's handled it in practice, in sparring, just to make sure that when the inevitable happens and you are no longer around to wield it he won't accidentally cut his head off. You could loan him the Runefang, to wield while out on patrol and in battle this year, showing all and sundry from the Middle Mountains to Salkalten to Wurzen what their one day future Elector Count will look like. This, of course, means that you won't be wielding it for the year, whatever it is you end up doing, but that doesn't mean you will be utterly useless without it.
[] Why Not?: Let him wield it properly. Cost: Frederick will not have Brain Wounder for a year. Time: 1 Year. Reward: Magnus wields Brain Wounder for the entire year, potent symbol of trust in your son as your heir, potent weapon for him to wield in battle.
- Magnus damn near falls to his knees when you announce what you are planning to do. You are, after all, getting to that point where most Elector Counts begin at least handing off the things to their heirs occasionally. If only to ensure that the transition of power, whenever it might occur, is smooth and regular. People must be accustomed to seeing your son wielding Brain Wounder, and there is little better time to do it than this year. It was all quiet ceremonial, in front of the entire court and all possible attending Hohenzollerns. You charged him to wield it in battle, in the name of his family, his province, his Empire, against the darkness that preys upon all that is good. He swore, voice only a little hoarse, to do you proud. Little did you know just how far he would take that… Reward: Magnus wields Brain Wounder for the entire year, potent symbol of trust in your son as your heir, potent weapon for him to wield in battle.
Jade Magister Choice
You don't know what happened to Jurgen and Ilse, only that that man and woman are not available. Carlotta and Karl, however, are willing to return to Ostland. Their fees have jumped up quite considerably, but so has their skill, power, and repertoire. Though neither of them are quite so powerful as, say, Wolfgang, who is one of the few Wizard Lords of the Jade College, both are quite a bit more than mere journeymen now. It is up to you if you hire them, however, back into Ostland.
[] Yes (250 Gold For Each, Recurring Retainer Cost Total = 500 Gold Per Turn)
- Arriving within the first month of the year, Carlotta and Karl have changed considerably in the few years since you saw them last. Where before they were already undeniably affected by their chosen Wind, but those changes have continued considerably. Carlotta's skin is a light washed out green, somehow giving off the impression of someone healthy when such a color would normally imply terrible sickness. Half of her waist-length hair is ivy, woven and intermingled inextricably from the rest of the tangled mass. A minor aura of something you can only describe as 'growth' surrounds her, in a manner oddly reminiscent to that which followed both Avatars of Isha. Karl is barefoot now, and his veins glow green. It makes him almost more disturbing than Carlotta to look at, somehow. There is a palpable strength and power to them now, something which almost weighs upon the world somehow, certainly more than when they were mere journeymen. They passed the tests that a number of their peers could not and have spent the years since accessing lore forbidden to them for fear that it would be beyond their grasp to manage beforehand. These. Are. Magisters. And they happily joined in your sons efforts to hunt the denizens of darkness who have taken root within the province. This was a good thing. Mostly. 250 Gold Per Turn For Retainer. Magister Carlotta and Magister Karl accept service in Ostland, arrived within first month.
Cult of Manann Choice
This entire situation with the Cult of Manann is intolerable in the long-term. So long as the Cult of Manann is leery of you, the worse it will get. New ships will not be blessed in their creation, or they will, but it will be out of fear rather than actual religious fervor and favor, which means that it isn't really a blessing at all. The especially superstitious ship captains will not sail to Ostland, for fear that they will lose the favor of Manann. Riverine trade is unquestionably and unavoidably vital to many of your southern settlements, and to your northern coast. You did the bloody Trouser Legs Ritual, you've been tortured for three days underneath the Grand Cathedral of Sigmar in Nuln, if it makes the Cult of Manann forgive you or move past the matter, you might damn well be willing to do it. Though you haven't had any massive unnatural storms that have wiped out your ships doesn't mean that there isn't the potential for one. Matriarch Maghda Sprenger gave you a somewhat vague letter inviting you to Marienburg to discuss reconciliation in some measure or another, some matter of public display of 'submission' to the Cult, a public bowing of the head to the power and strength of Manann, something like that. You would be leery of going into the nest of vipers and rats, especially given the Tri-Claw Compact, but it just so happens that the Sword of Justice, Evangeline Hertwig, is going to be in Marienburg this year in the course of her duties of the Emperor. Now, it is entirely possible that you could simply say no, she did add in a bit of a clause at the bottom that a financial donation could help salve some wounds, but you aren't an idiot. The amount of money it would take to cover up the blood completely would be…considerable. The Ostland branch has outright surrendered their independence, if only temporarily, to the decisions of the Marienburg temple. Sabine, coming at the problem from an entirely different perspective, says that if you could somehow get the Marienburg temple and the Matriarch on your side, you could potentially try to put pressure on House Rutger, dealing some damage to the Tri-Claw Compact. . It hasn't come to a head yet, aside from the initial shock, but Hagrid reports that it is already starting. Fewer ships are willing to dock, meaning belts are beginning to tighten. It hasn't really tipped over the cliff yet, but 'yet' is the operative word. For goodness sake, major portions of your cannon and handgun and alcohol sales throughout the Empire requires traveling along the waterways for significant portions of the journey.
[] Go Down: Meet with Maghda Sprenger directly. Deal with this problem once and for all, lest the tension end up utterly ruining your water-based economics and the lives of tens of thousands in Ostland who rely directly on it. This needs to be solved, one way or the other, definitively. Cost: N/A. Reward: Marienburg Interlude(s)
Can we have Freddy spend more time with his grandchildren again? Both to teach them and also just because, well...
Freddy is middle-aged or a bit old. He's got grandchildren. He should get to spend time with them!
Whether Magnus can spend more time learning to rule or not is also a possible thing -- but I want to do this again. With Freddy teaching the grandchildren, and spending time with grandchildren, and so on.
If we try again, could we potentially succeed in teaching Karola and potentially maybe even Wolfila too?
Frederick, Natasha, Ortrud, and Ortrud, gain Martial Trait: Masterful Instruction – A truly effective foundation and increasing mastery of one's own body and mind through intensive training at the hands of one who has largely mastered such things. (+2 Martial)
Stephanie and Freya Gain Martial Trait: Masterful Foundation – A truly effective foundation is one which lends itself to aiding growth in the future. So it goes. (+1 Martial)
Karola successfully rolls in resisting gaining martial trait. Wolfila does not gain new martial trait.
Other Herd members too young to participate/gain benefit.
... I mean. Both in order to have Frederick spend more time with his grandchildren -- possibly while having Magnus wield the Runefang again some more or take up some of the duties Frederick usually does -- and also in hopes of succeeding in teaching Karola again?
Frederick should get to enjoy time with his grandchildren! I don't see why he shouldn't get to do so multiple times, eh?
...Well, this Turn was awesome! Only one Failure, and even that was allieviated by Rommel finding out that someone was sabotaging our Attempts at Diplomacy.
When an opponent is declared down, the Shallyans rush in, and it is only a fool utterly blind that would dare raise a fist to the priestesses, at which point Sabine's guards would rush in next.
Think people hold bets on if someone's stupid enough to attack the clergy, and or the resulting fiasco of being dogpiled by all the guards once they try it?
... I mean. Both in order to have Frederick spend more time with his grandchildren -- possibly while having Magnus wield the Runefang again some more or take up some of the duties Frederick usually does -- and also in hopes of succeeding in teaching Karola again?
Frederick should get to enjoy time with his grandchildren! I don't see why he shouldn't get to do so multiple times, eh?
And so you learn, instead, about her. There's quite a lot of things to learn. Such as the deed that won her a position in the Handmaidens. Elevated to the Sisters of Avelorn a few centuries before Sigmar was born, she took a particularly aggressive approach to the duties of the Sisters. Within Avelorn, it seems, there are places tainted by the touch of Chaos long ago, back when…apparently it first showed up. Which you struggle to comprehend – a world before Chaos, before the Dark Gods. Anyway, some of those places linger today, and tainted beasts and abominations still slouch from them to this day. It is the Sisters of Avelorn who watch over such places, as well as more pure sites of power. You get no specifics, obviously. Anyhow, Sadrina was not satisfied with watching and loosing volleys of arrows every now and then, but rather elected to travel inward, to hunt the beasts where they spawned. And kill them she did. It took her about until the reign of Emperor Fulk, the third Emperor of the Empire, to finish. She outright purged some of the locations, to the point that the Everqueen was able to arrive, heralded by her Handmaidens, and cleanse those places wholly. In the end, more than ten thousand monstrosities were hunted down over those many centuries – a good bushel of them being the sorts of individual creatures that entire sagas in the Empire or Bretonnia would be written about the hunting and killing of - until Everqueen Lothareann the Lustrous called upon her.
The faintest glow of flushed pride appears on Sadrina's face at your words, followed by her revealing that it is, in fact, her main talent and what drew her up by the Everqueen's wishes from the court of Avelorn.
....
"But…yes, the Radiant selected me when I was entertaining at a minor gathering that she arrived at unannounced."
A small shiver makes its way through her at the memory, her eyes locked on some point past you.
"It was one of the most terrifying moments of my life when she entered the pavilion ahead of her Handmaidens, asking only that I continue telling my story." Then her gaze returns to you. "I thank Isha every day that I did not stammer or misspeak for next hour of the saga I'd chosen."
yah! we succeed on most of our rolls with a critical fail being avoided by rommel/ beastmen are worrying me look like malgor culling the herd/ also shittt norland heir is supper depressed it definitely her who torrar was talking about also who would have such a huge story impact as well/ the econominci war stuff is big though but just the first salvo
also I chuckled at this line Karola successfully rolls in resisting gaining martial trait.
This entire situation with the Cult of Manann is intolerable in the long-term. So long as the Cult of Manann is leery of you, the worse it will get. New ships will not be blessed in their creation, or they will, but it will be out of fear rather than actual religious fervor and favor, which means that it isn't really a blessing at all. The especially superstitious ship captains will not sail to Ostland, for fear that they will lose the favor of Manann. Riverine trade is unquestionably and unavoidably vital to many of your southern settlements, and to your northern coast. You did the bloody Trouser Legs Ritual, you've been tortured for three days underneath the Grand Cathedral of Sigmar in Nuln, if it makes the Cult of Manann forgive you or move past the matter, you might damn well be willing to do it. Though you haven't had any massive unnatural storms that have wiped out your ships doesn't mean that there isn't the potential for one. Matriarch Maghda Sprenger gave you a somewhat vague letter inviting you to Marienburg to discuss reconciliation in some measure or another, some matter of public display of 'submission' to the Cult, a public bowing of the head to the power and strength of Manann, something like that. You would be leery of going into the nest of vipers and rats, especially given the Tri-Claw Compact, but it just so happens that the Sword of Justice, Evangeline Hertwig, is going to be in Marienburg this year in the course of her duties of the Emperor. Now, it is entirely possible that you could simply say no, she did add in a bit of a clause at the bottom that a financial donation could help salve some wounds, but you aren't an idiot. The amount of money it would take to cover up the blood completely would be…considerable. The Ostland branch has outright surrendered their independence, if only temporarily, to the decisions of the Marienburg temple. Sabine, coming at the problem from an entirely different perspective, says that if you could somehow get the Marienburg temple and the Matriarch on your side, you could potentially try to put pressure on House Rutger, dealing some damage to the Tri-Claw Compact. . It hasn't come to a head yet, aside from the initial shock, but Hagrid reports that it is already starting. Fewer ships are willing to dock, meaning belts are beginning to tighten. It hasn't really tipped over the cliff yet, but 'yet' is the operative word. For goodness sake, major portions of your cannon and handgun and alcohol sales throughout the Empire requires traveling along the waterways for significant portions of the journey.
[] Go Down: Meet with Maghda Sprenger directly. Deal with this problem once and for all, lest the tension end up utterly ruining your water-based economics and the lives of tens of thousands in Ostland who rely directly on it. This needs to be solved, one way or the other, definitively. Cost: N/A. Reward: Marienburg Interlude(s)
Ok so something happen at Magnus party and Freddy wishes he been there to help or hinder what happen. Also good turn all around expect for that hiccup. I am also not liking the oldest granddaughter trying to resist being made into a proper murder machine.
Ok so something happen at Magnus party and Freddy wishes he been there to help or hinder what happen. Also good turn all around expect for that hiccup. I am also not liking the oldest granddaughter trying to resist being made into a proper murder machine.
At the same time, it is this same decentralized nature that leads to, well. What occurred afterwards. You rather wish you'd gone to the party, in hindsight. To help? To hinder? Something, at least...
I can only assume we have an event post or story post for the party and aftermath given the hints. Hmmm is Karola going to be heir to Magnus? Because from the sounds of it she has problems with fighting but is quite willing to look after others. Maybe one for Shallaya?
Ok so something happen at Magnus party and Freddy wishes he been there to help or hinder what happen. Also good turn all around expect for that hiccup. I am also not liking the oldest granddaughter trying to resist being made into a proper murder machine.