"Of course," you place a hand against your chest. "If there was a single Goddess to pray to about something like this, it would be her.
Needs a closing quote.
"Though he did proclaim such as he died after killing the hags of Ghrond who had done performed such gruesome acts."
*who had performed
The deep wells of anger burn, they've never stop. They never stop.
*they've never stopped
A beautiful scene. I'm really happy that those two can finally touch each other freely again.
 
Honestly. If the tree bears seeds, maybe we could give Thorgrim some for his XXXth birthday to plant upon the peaks of Karaz-a-Karak? AFAIK, that mountain is the tallest there is, period, so there should be no shortage of space on where to plant it.
Hell no. There is literally 6 of these trees in the entire world we are not giving any seed to anybody untill there is a grove at least in our borders. Which can take millenia. Only exception I am willing to make is if Emperor Magnus makes a pledge to build some sort Imperial Arboruim that would ensure they are protected and are not explotited unduly.

Seriously this tree is bound to Frederich and Natasha by blood, who knows what kind of things a black magister could do with its seed never mind the dark elves and like.
 
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Seriously this tree is bound to Frederich and Natasha by blood, who knows what kind of things a black magister could do with its seed never mind the dark elves and like.
Did you even read the update?
"Oh! Yes," Yhanna says proudly, holding a hand against it. "Channeling life requires a catalyst. But rather than consuming, destroying, and utilizing the resulting energies, I took a different approach," she pats the trunk.

"Is it…," a bolt of fear spikes through Natasha, one which has you clutch against her shoulder that much tighter. "Linked? If it…if someone were to-,"

"What? No, no no," Yhanna whirls and shakes her head vigorously, eyes wide again. "The entire point is that the interlocking matrix of the soul is-," she cuts herself off with another shake of the head. "No. The bond between you two is deliberately closed from such things, the better to protect you, in case-," she stutters to a halt.

The tree is specifically not a vector for this fuckery. Its just an incredibly rare tree. Giving gifts like this to royalty is pretty coolio.

Considering how much Dwarfs guard Wutroth, i think they understand how forestry works, too. Pretty sure if we give them some seeds, (of which there will be more enough because thats how trees work, they have a metric fuckton of seeds) they can take care of them well enough.
 
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Did you even read the update?


The tree is specifically not a vector for this fuckery. Its just an incredibly rare tree. Giving gifts like this to royalty is pretty coolio.

Considering how much Dwarfs guard Wutroth, i think they understand how forestry works, too. Pretty sure if we give them some seeds, (of which there will be more enough because thats how trees work, they have a metric fuckton of seeds) they can take care of them well enough.

The tree is still alive and is part if our family and is bounded to us in some way which is way it appears in the family section, it just can't hurt frederick or natasha and if someone were to try to hurt the tree to hurt us it wouldn't work
 
The tree is still alive and is part if our family and is bounded to us in some way which is way it appears in the family section, it just can't hurt frederick or natasha and if someone were to try to hurt the tree to hurt us it wouldn't work
Well yes, which is why i also quoted the relevant part and said that the tree is not a vector for this kind of fuckery.

They can't hurt us through it (Or its "offsprings") because that would be dumb :V
 
The tree is specifically not a vector for this fuckery. Its just an incredibly rare tree.
I read it, I wasn't saying it was a vector I was saying a badguy could do a lot of bad things with a tree that magical altough I wasn't clear so whatev. Altough I do feel that selling our bark and blood in to slavery and death very much wrong.
Giving gifts like this to royalty is pretty coolio.
We don't need to desperately seek validation everytime we get something valuable. That is just acting insecure and verymuch not "coolio"
Considering how much Dwarfs guard Wutroth, i think they understand how forestry works, too. Pretty sure if we give them some seeds, (of which there will be more enough because thats how trees work, they have a metric fuckton of seeds) they can take care of them well enough.
And There are seed yet there is only 6 trees have you wondered why? Clearly not every seed spouts. More to point I don't understand why you just want to give these out? Especially when we can use it ourselves!

There is also the point that You don't see others bringin us stuff unless we do something first for them.
 
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We don't need to desperately seek validation everytime we got something valuable. That is just acting insecure and verymuch not "coolio"
Its not seeking validation, its maintaining relations.
And There are seed yet there is only 6 trees have you wondered why? Clearly not every seed spouts. More to point I don't understand why you just want to give these out? Especially when we can use it ourselves!
That is also how trees work yes. But that just means that if we give some away it doesn't really matter.
I read it, I wasn't saying it was a vector I was saying a badguy could do a lot of bad things with a tree that magical altough I wasn't clear so whatev. Altough I do feel that selling our bark and blood in to slavery and death very much wrong.
Considering the fact that Starwood is anti-dark enough that it makes dark creatures combust on contact, i rather doubt it. And as said it is not a vector through which we can be hurt.
 
Its not seeking validation, its maintaining relations.
It looks desperate to my eye. We literally just got it and you are already making plans to give it and you still have not said why you want to give seeds. There is no advantage. Might even endger thins from Dwarves as proof that Elgi is experimenting on Ironbark trees.
That is also how trees work yes. But that just means that if we give some away it doesn't really matter.
It matters so stop trying to waste a priceless resource and family member both.
Considering the fact that Starwood is anti-dark enough that it makes dark creatures combust on contact, i rather doubt it. And as said it is not a vector through which we can be hurt.
You underestimate the Dhar and its ablity to corrupt. You will note grown trees are able to purify but seed might not able to defend itself and might be much worse if it is grown twisted with something like Deamon blood. Then we would be in a whole world of hurt.

We can't take the risk yet.
 
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also maybe the tree wants it tree children to stay by it, and doesn't want them sent across the world to where they will be cut down as soon as their a self sustaining population(also due to the very unique situation in which the seed was create it may have very unique growing conditions which mean it prob could not function in the mountains of karak ankor)
 
Turn 39
Voting Moratorium: 12 Hours

Turn 39
2343 IC​

The week after the ritual passed by in a blur, but none could ignore the joy it brought to the castle. It was not that Wulfenburg Castle was particularly dreary in any respect, of course. Aside from a few, the whole of the Hohenzollern dynasty houses itself in the castle. It is simply that after Laurelorn and Athel Loren, and Natasha's subsequent transformation, it was undeniable that there had grown a distance between the two of you. You fought against it, obviously, with all your might, holding tight to her even as your skin reddened and then blackened. But for all that the Jade Wizards were able to prevent you from losing any appendages permanently, you could see how Natasha recoiled. Not from you, but from herself. Where once the two of you embraced fully when you slept, the slight coolness of her body against the burning furnace of your own, it became a far more disgustingly distant affair. She could not bear the blankets, and eventually it was all either of you could do to simply clasp hands overnight. Which, in turn, could leave you with a nearly ruined hand by morning.

No longer.

It is impossible to miss the odd vitality that wizards seem to possess, even those of advanced age. Only a handful of decades have passed since the establishment of the Magic Colleges, but you've certainly gotten more experience with them than many in the Empire. The same is certainly true of the Priestesses of the Widow, as they are called now, formerly known as the Ice Witches of Kislev. Possibly for others as well. As for yourself, only an idiot would miss that you don't necessarily look your age. There are a multitude of potential reasons as to that. Beyond regular check-ups from the priests and wizards, you try not to worry about it overly much. What this means, of course, is that you are no longer in danger of losing parts of your body during extended periods of intimate contact. Everyone is well aware of this. There is quite literally no possible way for them not to be aware of it, save solely for the children who are swiftly removed from any area where they might become aware of it, often with the quick thinking of the servants, maids, and in a few possibly embarrassing cases, the Greatswords themselves working on their own initiative.

All that said, It is stupendously remarkable that someone has the temerity to knock on the door of the…whichever room you were in at the moment. Flashes of tired bemusement, lust, shot through with genuine irritation emanate from Natasha as you try not to stomp too heavily towards the door with a rug wrapped about your body for modesty's sake. You are a little less successful at calmly pulling the door open, something in the hinges squeak at the abuse while your sweat-drenched body is blasted by the sudden airflow. On the other side is, shockingly, none other than your daughter Anna von Hohenzollern and Magister Carlotta. Of course, you get about a fourth of the way through processing that observation when your mind recognizes the lit blastgun in Anna's hands, match fizzling merrily, just as she pulls the trigger and with an incredibly loud bang shoots you directly in the stomach.

The pain is horrific, your abdomen erupting in a fountain of gore outwards and coating Anna's front. You've been shot by handguns before, often by Anna herself during sparring matches and tests, but this is something else entirely. Pain shoots through your entire body, it feels like, even as initial numbness from blood loss sets in. A cry goes up from behind you, but it is not merely one tinged with surprise and horror at the sight of what had just been done to you, but there is a distinct pained note to it as well which sounds almost out of place. As you stumble backwards and fall to one knee, Anna kicks your shoulder to topple you over backwards to see Natasha clutching at her stomach as well, teeth clenched and eyes watering.

"Ah, so it is as Sadrina and Yhanna said," Anna says as flatly as ever. "The pain may well transfer if intense enough. Good afternoon father, mother."

"Agh, damn it, Anna!" You grunt out, hands going to your stomach and finding sliced pieces of intestines slipping out from between your fingers. "Why," you gasp out, vision greying out.

"Anna!" Natasha howls out, frost coating the floor around her and rapidly creeping towards the walls, with her at the center.

"One moment," your daughter tilts her head as she looks down at you before producing a large stone with a handle carved into it.

Which she proceeds to almost slam into your stomach, sending another ripple of pain through you which gets another cry from Natasha, followed by the stark and unique pain of all several metal shards slipping right back out of you, cutting your innards apart further on the way. All of them, slivers really, clink quietly onto the stone as Anna retreats slightly to allow Magister Carlotta forwards. The wound is a gruesome one, but the Magister is a true professional and well inured to the sorts of injuries common to the Hohenzollerns within and around Wulfenburg Castle. Her hands are enveloped in the healing energies of Ghyran and within moments everything is in the right place, skin and flesh perfectly healed with nary a sign of the near death you'd just experienced. By the time she is finished, Natasha is similarly draped in a rug, brimming anger buzzing from her and mixing about with your own. Magister Carlotta's cheeks are red, and she coughs into her fist as she curtsies to you both and then exists swiftly.

"You get one chance to explain yourself," you growl to the utterly unaffected Anna, who merely shoulders her handgun.

"You two have missed sparring for eight days straight," she informs you, getting a blink from you and a bloom of surprise from Natasha. "Furthermore, you have not yet acceded to beginning-of-the-year council meeting."

"Well that's-,"

"I'd think we'd notice-,"

"You have not," Anna interrupts her mother, dead eyes shifting between the two of you. "You have both been overly consumed with passion to notice. It was much work to keep moving around ostka and water to keep you hydrated enough to continue, as well as food."

Burning, burning shame from both you and your wife, mixed with bubbling if contained internal laughter.

"Well," you cough. "Was it necessary for you to shoot me?"

"I wished to test an experimental bullet design," she hefts up the stone, which you can now recognize as a dwarf lodestone. "It is purely metal, forged and cast in such a manner that upon penetration, it erupts and causes significant damage to flesh. Sam?"

"Here, ma'am," the ever-present assistant announces his presence, scribbling onto a piece of parchment held in place on a piece of shaped and sanded wood. "I was taking notes the whole time."

Honestly, you're astonished he decided to become an engineer, considering how dangerously stealthy the halfling is. But then, you suppose that might come with being a nephew of Master Baggins. Still, the nugget of information offered is just barely enough to start your mind to churning again as you hastily review forging techniques and what you know of engineering. Which, though it may surprise some people, is actually a considerable amount. Considering the sheer amount of pain you were in, as well as the damage dealt to your gut, you cannot help but grudgingly accept that the damage potential is worth investigation.

"Excellent. Father, if you could describe the pain to Sam, it would be of great aid to me. Also, I-ow. Ow. Mother. You are causing me pain," Anna says calmly as Natasha drags her down by the ear with her left hand.

Natasha merely raises an eyebrow as her iron nails begin to cut into Anna's skin and draw blood. Internally, however, you can feel a whirlwind of emotion. Anger, amusement, intellectual interest, and even an old echo of sadness. It does not surprise her when your hand goes to rest against her shoulder now, and she does not twitch physically, but you see a bloom of love and affection respond to your gesture. As well as some smoldering heat as once more the two of you luxuriate in the lack of painful cold hurting you. The other pains are there, obviously, but those were supposed to be. Or, at least, were, before Carlotta put her hands into your intestines.

"Anna. Next time, just talk to us," Natasha says with a false calm. "There was no need for this. Next time, we could simply have scheduled a test for both your bullet-,"

"Hollowburst," Samwise mutters before quailing as Natasha flicks her glare at him momentarily.

"And for the start of the year council meeting."

"I apologize if I have erred," Anna says calmly despite her head now being angled near horizontally. "If you are going to tear my ear off entirely, please allow me to retrieve it so that Oskana can consume it."

"She does love ears," you sigh, memories of small chunks of your own ears getting bitten off floating to the surface. Natasha does not need to turn to look at you anymore, not when you can now quite plainly feel an invisible spike of dangerous intent which angles itself directly at a particularly vulnerable part of you. "But, Anna," you say swiftly, "Your mother is right. This was not the best way to approach us."

"I apologize twice and thrice, then," Anna says, blood welling between Natasha's fingers now. "Still, would it not be best to organize the council meeting? They are monthly affairs anyway, surely there is time to exercise your passions properly once it is done."

Natasha's sigh is gusty, her self-control wrapping around her emotions and locking them in place for the moment as she looks back at you.

"I suppose we already are remiss, we should set it up, shouldn't we?"

"We should," you nod. "Anna? It is now your responsibility to gather the council members."

"But I was-,"

Permanently pruned of emotions and a mature adult she might be, Anna still pauses her protest as you and Natasha look at her.

"I shall do so, yes. Samwise-,"

"Yes ma'am!"

"I want a report on my desk by the end of the day. Mother, father," she bows slightly, "I shall ensure the council is ready to meet for dinner. Shall we have it at the Grand Kitchen?"

"That seems fair, to make up for our unfortunate laxness," Natasha nods, a sentiment you agree with.

Hagrid's quite eager to try out a couple potato recipes, after all. Apparently the Lustrian varieties are different from the Southlander varieties, somehow. Color, apparently.

"Additionally, father," Anna pauses as she turns to leave. "My Arabyan request? I believe it would be much appreciated by myself and others if-,"

"I'll consider it," you say roughly.

"...good bye then," Anna bows again before beginning her strategic withdrawal.

"Now then," Natasha thumps the door closed while tossing off the appropriated rug, which happens to remove all thoughts of potatoes and crop distributions from your head entirely. "You're missing a lot of bruises and marks, thanks to the good Magister."

"Well," you crack your neck from side to side and let your own stolen rug fall off your shoulders. "We've got a few hours until dinner, I think," you pause and set your feet. "All my love, forever."

"Forever," she says with a wicked smile as she leaps forwards.

Anna Has Started New Personal Project: Hollowburst Bullet???

============================================================================================================​

"-and agricultural yields are up across the north of the Empire, with trade changing accordingly," Sabine announces to approving nods across the table. "Stirland's especially."

The dinner spread is especially broad this evening, but you have to admit, you are quite interested in the newest iteration of potato which Hagrid has brought to bear. Apparently some Bretonnian was rather demanding a few weeks ago, and requested some lightly fried and salted potato, sliced thinly. Then, when the faithful adherents of Esmeralda acceded to his strange request, he sent it back, requesting even thinner slices. According to Hagrid this went on for some time before the slices were practically see-through, and only then was the Bretonnian satisfied. They are strange, but good though. More importantly, Sabine's mood seems to have recovered healthily after the short conference that was held between you, her, and Magnus about the difficulties revolving around Karola. Obviously you didn't want to throw around ideas such as altering who his heir would be, she is after all still a child, but Karola's sheer resistance was remarkable. Up until now, your presence in the Hohenzollerns has been enough, you are, after all, technically the patriarch of your rather large family. But if it can't be you, it quite simply must be her parents. Magnus and Sabine have both sworn to try and work on their daughter, and in that, you wish them luck. Trying to force it further from your end would only engender further resentment, which given how Karola tries not to even look at you anymore at this point seems well-established.

"Any other news on the economic front?" You ask politely while drinking a tenth mug of Bugman's Best.

"The IFL has expanded its remit," Sabine beams, "I have been in close negotiations with several of the Cults, who have acceded to offer some support to the fighters, nothing untoward, but simply allowing them to confess or pray as needed before each fight. It has brought further legitimacy to the fighters, and, it seems, a way for them to exercise out certain…issues, in a more controlled manner."

Both Jorgen Albrecht and Emil Beltz harumph simultaneously, which rather annoys the Sigmarite and the Ulrican. Of course the Cults would take it as a chance to try and one-up one another, they try to do it all the time. But you never would have imagined that Sabine would be able to get them involved in the IFL, so that an Ulrican and a Sigmarite might be able to pound one another to the raucous applause of thousands. That the Cult of Shallya is both horrified by the proceedings at all, but cannot stop themselves from trying to offer succor and aid to those hurt in the fighting, is just one more factor. Though you had heard that the Cult of Taal was actually putting forth some interest as well, for those who wield no weapons at all. Speaking of which…

"And what's this about 'divisions', Sabine?" You ask, reaching for a twelfth mug.

"Oh, yes, well," she smiles again, clearing her throat. "There are some who wish for more than the traditional, and so we have taken advantage of the multiple internal rings to set up different fight types. There is the standard, but now there is also a weaponless division, a more heavily armored division, and an ogre wrestling division. The halflings also have a division," she adds at the end, "On your advice, Hagrid," she looks to the man in question.

"Well," he shrugs and smiles sharply, "It's nice to remind people that my kind can fight, now and again."

"Profits are up considerably as a result," Sabine nods, "And as such the IFL's taxes and returns to investors have gone up as well."

Trade Income Per Turn: +150, +250

Farming Income Per Turn: +100

IFL Income Per Turn Increased: +100, +150


"Interesting. Anything else, anyone?"

"I have some news," Hagrid admits. "It seems that House Rutger of Marienburg have run into some issues of late," he says innocently. "Though, of course, we all knew that."

The priests and the Witch Hunter all make mild noises of interest at that, but then, they weren't invited to the more clandestine meetings. It just made thing simpler. Hagrid bringing this information to the fore now is actually somewhat surprising.

"The Cult of Manann is stretched, lately, and they haven't been able to dedicate nearly as many priests and priestesses to gird the sailors of House Rutger from Manann's wrath, and the dominating transport company in the northern Empire is suffering terribly as a result."

"Mmm, that is unfortunate for them," Jorgen Albrecht muses, the priest of Sigmar rubbing at his bushy mustache. "Will this have repercussions for Ostland, then?"

"Ostland and more. We shall have to prepare for deficits and delays on trade for our people in the future, best prepare them for it," Hagrid nods sadly.

"There are other methods, of course," Sabine speaks up, looking equally distressed on the outside. "There are a number of smaller companies which might be able to pick up the slack. I shall look into it immediately, Count Hohenzollern," she bows shallowly to you.

"See that you do, Sabine," you say back just as seriously as a passing waiter slips a small letter into your hand below the table.

Later examination would reveal it to be a simple, wordless message. Instead, it was a surprisingly detailed drawing of a trident rising up behind the waters of a bull. As well as a small, nearly invisible signature of a stylized M.

Possibly for Maghda, though of course, who can say for sure.

Information: The Cult of Manann appears, for some unknowable reason, to be offering significantly less support to House Rutger than usual, strangling their naval and riverine transport capabilities.

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%

Advance Watchers: You've discovered a handful of Beast-Paths in your province, and while that alone is no grand discovery, it is something that could be taken advantage of, perhaps. At least in one case, it definitely needs to be. The Middle Mountain-Wulfenburg path is of extreme concern, considering that it terminates dangerously close to Wulfenburg itself. It has been travelled recently, by the best reckoning of the scouts sent out at the time. By which they meant that within a few hours of their arrival, some beastmen had come through. Which is extremely worrying in its own right, let alone that this is a direct line to Wulfenburg that the beastmen could take advantage of. You cannot allow this to occur. Checking over the numbers, it is possible to set up a smaller watch force independent of the three armies of Ostland, building some towers to allow wing-suit launches and advanced scouting while also supplying them with horses to run if they need to. This will not be a force meant to halt the enemy, merely to provide warning for everyone else. Cost: -100 Gold Per Discovered Beast-Path. Time: N/A Reward: Advanced warning teams put into place to bring immediate warning should beastmen be coming down any Beast-Path.

Militarizing Militia: The militia of Ostland are those men who have taken up their obligation to the province to train together yet are not part of the proper armies. This is well and good because they are the regular citizenry for the most part who are needed at their jobs and homes and not marching about the province most of the time. It would serve no good in the long run if all the farmers, cobblers, smiths, tanners, and so on simply left their jobs. Then no one would be doing them, after all. However, the fact that they recently were so lax on the matter of the black powder does not speak well to how things have been going lately in terms of discipline. Perhaps that can be changed? Rather than just marching past on their way to other matters, it would not be too difficult to have certain detachments of the Army of Ostland and the Army of the Forest directly train certain large militia gatherings, especially now that there is a significant enough mercenary compliment in the province to pick up the slack. This would let some of your more professional troops get a closer eye on the militia – along with their accompanying Warrior Priests just in case of other issues – while also training them up to somewhat better standards. Nothing extreme, they'll still go back to their lives as not being soldiers after all, but a closer eye and some definite improvements can't hurt. Cost: 500. Time: 1 Year. Reward: Militia further scrutinized by professional troops, but also better trained. Improvements to Militia Capabilities/Discipline.

Ogre Archery: It is easy to imagine that ogres are universally slow and totally lacking in dexterity. Surely, something that large and bulky is a slow, lumbering brute, right? Wrong. Ogres are dangerous because of how fast they are. Their eyes are as sharp as a human's eyes, and even some cursory questions about the hunters of the eastern mountains will give you many tales about legendary scouts and killers. Trackers who manage to follow through an environment that frankly sounds nearly impossible to survive in, and yet the ogres continue to do so. The ogres that have taken to the worship of Taal help prove it. They can wander through the wilderness, hunting and living off the land, but harmoniously rather than as a damn near locust plague on two legs. The ogrebow that you've invented is toeing the line towards issues of technology and science, which Taal has issues with, but you're reasonably sure that you can convince them otherwise. Their worship is not perfect, after all, they've just been introduced into the faith. If you can convince them, they'll be able to be mobile devastating ranged warriors, who need not worry about rain or snow or the like ruining their ability to contribute. Or you'll just try to recruit other ogres who are Esmeraldan but who have sharp eyes and fast hands. Cost: 1,000. Time: 1 Year. Reward: 100 Ogre Archers Join Army of Ostland, devastating ranged units, faster firing rate than cannons or handguns, less affected by weather conditions that can stop black powder weapons.

Titan Cannon: One does not simply get rid of a good casting mold, even if it was only used once. Such forethought on behalf of the engineers of the School has proven useful, as it may well be time to produce another Titan Cannon. They are expensive to make, yes, and to crew, but they are undeniably powerful if a bit unwieldy. It will take much effort to produce another, as well as train the crews for them, and test fire the thing a few times to make sure it's actually functional, but otherwise it is quite possible. Perhaps that time has come again? Of course, the issue of such a large piece of artillery requiring regular maintenance, as well as that of its wheels, carrying carriage, horse pulling team, will also be factored in. Cost: 750 Time: 1 Year. Reward: 1 Titan Cannon. -100 Cost Per Turn Due To Titan Cannon Logistics.

Additional Artillery: It has been some years since the first Dash Volley Cannon rolled out of the school and went to work. Since then it has admirably served in Ostland, shooting down many a beastman and greenskin. It's ability to deploy and redeploy swiftly has more than proven useful, as well as the rapid firing capabilities. Yet, strangely, up until now, no more of its make have been produced. This is the same situation as the barrel throwers that were invented a shorter time ago, which also proved their use in battle more than once. The Army of Ostland most often benefits from the 'newest' technologies, but the Army of the Forest and the Army of the Range perform utterly vital duties. It is time that they are better equipped to do so. It will be expensive, training the engineers and building the new devices and making sure they are supplied, but it will surely be worth it in the long run. The Army of Ostland should also gain some more for themselves, of course. Cost: 2,000. Time: 1 Year. Reward: 9 Dash Volley Cannons To Army of Ostland, 10 Dash Volley Cannons each to Army of Forest and Army of Range, 5 Barrel Throwers to Each Army

Not This Year: Pull your ships back, keep them close to the coastlines, but move the Army of Ostland to the coast, along with elements of the Army of the Range, to defend them. Let the Norscans know that they will not find you easy prey this year. The fishing ships now have their guns, and will be better able to defend themselves. Keep the Norscans out, damn it. Keep the troops amongst the isolated hamlets and villages, not just the bigger settlements like Salkalten. Let them lend their cannons, bows, and guns, to defend the coastline this year. It is not the same as an actual deployment, but this is their homeland, let them defend it. Cost: 500. Time: 1 Year. Reward: Bonus To Sea of Claws Rolls For This Year, Slight Lowering Of Roll Requirements For Success.

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.

End Mercenary Contracts: Sometimes, you don't have the money to pay. Sometimes, you do but no longer need the assistance of mercenaries. As it is, the time has come for you to cancel some contracts. Probably nothing malicious, unless they screwed up and you need them to get out of your employ. Cost: 0. Time: 1 Year. Reward: At End Of Turn – Choose Which Mercenary Band Gets Fired.

Third Imperial Navy: As the Steward of the Third Imperial Navy, you have a responsibility to build up, maintain, and use the ships of the Empire for its betterment and protection. The First Imperial Navy is based in Nordland, while the Second Imperial Navy is based in Marienburg. Should the material requirements extend beyond that of the Imperial Stipend, they will come from the treasury to fill in the gap. (Choose 2)

Guarding Ships: A number of wolf ships could escort your trade caravans, ensuring that they can be relied upon to gain both more goods and be better protected in bringing them back. This will, obviously, draw away some of your wolf ships from regular patrol duty to do so, but it is not the worst thing in the world when you have a good number of wargalleys, right? Off they'll go, ranging out down the coasts in search of wealth, with some mighty Ostlander Wolf Ships guarding them the entire way. Far better than the simple defenses merchants would otherwise possess, right? Cost: 100. Time: 1 Year. Reward: 50% Chance Of Increased Trade Income For This Turn, Recoup Cost And A Bit Of Extra Profit.

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% Will Complete This Year

Greatship: Considering the size of them and the actual specialized work it requires to make one compared to wolf ships or galleys, it will take a considerable bit of funds to produce another greatship. However, by the reckoning of the Cult of Manann, they are worthy ships indeed. While you donated those you had built previously to the Cult, there is nothing preventing you from building another of your own. Throw some money in, some lumber, and write up some new cannons to be granted. You can trust the Prince of Salkalten to select a proper captain for the ship. You'll also have to come up with a name for the thing. But, overall, it shouldn't be too hard to make one thanks to the repeated expansions on the docks of your major port city. Cost: 500. Time: 1 Year. Reward: 1 New Greatship.

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.

Wolf Focus: You need Wolf Ships more than you need Wargalleys, you think. They are sleek, fast, and have good rams. Plus, they're capable of ranging further out than wargalleys. Considering how things went last year, it would be better for your naval forces to be capable of ranging out that far. If only to keep them out of the coasts entirely, right? It will take more men to crew them, but that is simply the cost of building things in this manner. Cost: 2000. Time: 1 Years. Reward: 10 Wolf Ships.

Greater Galley Focus: The Sea of Claws is one of the most treacherous of its kind, not because of weather conditions that might afflict large bodies of ocean anywhere, but because of those that might ply its waves at any given time. Druchii Corsairs. Norscan Raiders. Greenskins on their ramshackle pirate ships. Privateers and pirates of other races, seeking plunder or simple destruction. But one does not necessarily need to fight them out on the Sea of Claws, but instead remain close to the coast, which is where the war galley comes in, ships built to sail up and down the northern coastline, protecting the villages from up close and personal. Cost: 3000. Time: 1 Year. Reward: 20 War Galleys. [Due to Production Requirements, Dock Usage, Etc. Counts As Two Actions]

Greater Wolf Focus: You not only need more Wolf Ships, but you need a lot! They are sleek, fast, are good at ramming, and can range further out on the seas than the wargalleys. They are an invaluable and core part of your fleet, of any of the Imperial Fleets, and their usefulness cannot be understated. Plus, with the upgrades of cannons and scorpions, they are actually a bit more powerful than their peers in the other fleets - though you hear Nordland may or may not be changing that. It will take more men to crew them, and cost more to build more, but that is simple mathematics. This is the northern coast of the Emipre! You have plenty of Ostlanders who have grown up along the coast who could be willing, and others from further in who feel the call. Cost: 4000. Time: 1 Year. Reward: 20 Wolf Ships. [Due to Production Requirements, Dock Usage, Etc. Counts As Two Actions]

Diplomacy:
Natasha is your incomparable wife. She commits to her work with business-like attitude, with no distractions. With Sabine here, what can be done, and with who, has expanded in scope and scale, it seems. (Choose 3):

Double Barreling: With your double-barreled handguns created, it seems reasonable for you to extract a higher price for selling them, does it not? Some might not see it that way, but the effort must be made to convince certain customers that you are offering a better product and thus require more in payment for it. Or at least, that is what Sabine has stated most firmly in council meetings. Sure, there's a learning curve to the things, and they require greater amounts of black powder, but quite literally it is two bullets instead of one while firing. And given reloading rates? That's more than reasonable, one might think, in terms of stopping power. Still, if it works out, then it could represent a blanket increase in profits from your gun sale. If it fails you might lose customers, but that is the risk one takes when they enter Handrich's realm of influence...or so, again, Sabine says. Though she clearly is hoping that such a thing does not occur in this case. As do you. But, yet, nobody really likes paying more for things. Cost: 1,000. Time: 2 Years. Reward: Double-Barreled Ostland Handguns begin being sold to current customer base, current customer base begins paying more as a result in gun sales. Increase in Income From Gun Sales.

Grasping The Comet: You are not blind. Your finances have been running very closely to the wire for a short while now. It would not be the first time that a noble of the Empire has done something like this before. A thought you'd had after discussion with Stephan. But something new for you. Getting loans from the Cult of Sigmar – likely one of the wealthiest individual organizations in the Empire – is relatively simple. Paying them back on the other hand might not be so. After all, if you're asking for loans, you might not have the money to pay it back, now do you? Not to mention possible interest issues, both financially and literally. You cannot simply get money from a cult without them demanding something in turn, and at the least them being responsible for your funds gains them influence in your province whether you like it nor not. But…if you need the money…you know that they would love to provide. Their demands on the other hand, you cannot know until you ask. Cost: 100. Time: 1 Year. Reward: Loan Offering Special Choice (Immediate Choice After Vote Closes)

Approach The Jade College: It's been offered, or rather not offered but opined, that the Jade College might be able to do something for Magnus' son. His shrunken and somewhat twisted son. You've no idea on what his mental ability might be either. It is a horrifying thing to consider, yet one that you are in the smallest way experienced with. Those monstrous things, by description at least, that once nearly slew Natasha from within. But this boy is, at least, free of discernable taint from beyond. Sometimes these things just happen. Noble families give birth to disadvantaged children just as commoners do, they just have more money and the ability to hide it. You do not have to do it, and technically you should not have been told at all. But you know. So you can ask. It may not go over well, but if there is a chance…it may be a chance. On the other hand, perhaps it should not be done. He may grow up well enough, his mind whole and hale, but his body a bit off. But if…but if. Or they might refuse, angry that you would try to ply their secrets. Cost: 500. Time: 1 Year. Reward: Jade College ???? Aid Chance of Success: 50%

Trying To Speak To Middenland: At the very least, Gunthar's wife seemed less immediately and virulently hostile towards you. Somewhat. A bit. Considering the fact that she has her own reputation as a war leader and harsh law-giver in that she has performed the duties of executioner personally more than once. The beastmen are everyone's problem, and considering the situation going on in the Drakwald, it might be prudent to make plans or at least give the option of making plans for mutual defensive aid against one of mankind's greatest threats since the time of Sigmar. But you'll have to talk to Gunthar as well, because you've learned enough from Talabecland to not even try to go around the main roadblock. In one case, Adolf. In this, Gunthar. Maybe he'll be more considerate if you are a mountain range away and not pissing him off by being in the same city as him. Cost: 100. Time: 1 Year. Reward: Middenland approached on working together in defense on the off-chance the beastmen erupt from the Drakwald in greater numbers than the usual. Chance of Success: 4%

Radical's Measures: You've had a thought, though it is one that you were not sure you could even allow yourself to fully form. Yet it came to you and refused to leave. A drunken thing, slopping out into existence after one too many drinks late at night. Still it remains. This spell, the one mastered by the Jade Wizard Adira, that can ensure successful conception? There is a careful value to it, not only to you, but potentially others as well. Say, a race whose decline has been hammered into your mind like nothing else by your experiences? At the same time, that same race is intensely mistrustful of magic, for various reasons. But there are others, you know, who stand apart from the rest of their fellows. Those who have spent a considerable time apart, whether culturally or outright physically. It's something they probably would not consider at all, due to magic being involved, but they might, perhaps, maybe listen to you if you suggest it? Maybe? You would have to think about it, and the risk if it goes wrong could be considerable, but you could at the very least ask, right? Very, very carefully of course. You need to ask someone who has spent a long time away from the mountains, whose mindset is not calcified. Someone…like Kazul Goldeneye of Karak Ungor. Obviously, it is immensely arrogant to think you could suggest this at all…but you were quite drunk when you came up with the idea at all. Cost: 100. Time: 1 Year. Reward: Very, very quiet dialogue opened up with Kazul Goldeneye, Princess of Karak Ungor, former Mercenary Thane, about the possibility of a Jade Wizard like Adira aiding in increasing pregnancies and easing births for the dwarf population of Karak Ungor. Chance of Success: 50%

Northern Soils - Warmth: Kislev is becoming a colder and colder place, and you don't just mean the weather. However, out of an interest in trying to help your sister-in-law, and possibly assist your daughter without directly doing anything overly foolish, you could see if they would appreciate the seeding drills. Kattarin dominates the viable southern farmlands and increasing the yields of such things could only benefit her faction. On the face of it, however, it would just be you attempting to gain more income for your province by selling something to another national leader, right? As pragmatic a woman as Kattarin would surely make use of it. You are, after all, her brother-in-law, married to her younger sister. Let her expand her farming yields, strengthen her faction, and frankly enough just help feed a people who have suffered much. And if it just happens that you've subsidized the costs out of your own treasury, letting her have them for less than nothing, that's just you trying to create positive relations for the seeding drill, right? Cost: 2,000. Time: 1 Year. Reward: Romanov Farmlands in Kislev gain access to seeding drill, vastly increasing farming production for Kattarin (and your daughter's) faction. Greater speed of introduction/usage. Chance of Success: 60% CANNOT VOTE NORTHERN SOILS-COLD IF CHOSEN.

Northern Soils – Cold: Kislev is becoming a colder and colder place, and you don't just mean the weather. However, out of an interest in trying to help your sister-in-law, and possibly assist your daughter without directly doing anything overly foolish, you could see if they would appreciate the seeding drills. Kattarin dominates the viable southern farmlands and increasing the yields of such things could only benefit her faction. On the face of it, however, it would just be you attempting to gain more income for your province by selling something to another national leader, right? As pragmatic a woman as Kattarin would surely make use of it. You are, after all, her brother-in-law, married to her younger sister. Let her expand her farming yields, strengthen her faction, and frankly enough just help feed a people who have suffered much. If you sell it at around cost, you'll likely break even. Cost: 1,000. Time: 1 Year. Reward: Romanov Farmlands in Kislev gain access to seeding drill, vastly increasing farming production for Kattarin (and your daughter's) faction. If successful, will make back profit of +1,000 Chance of Success: 50%. CANNOT VOTE NORTHERN SOILS-WARMTH IF CHOSEN.

A Hand Stretched South: Anna has shown some significant interest in two things that you witnessed back in Marienburg. The first was, of course, the masterful glass and metal plumbing which makes up a significant portion of the Temple of Manann there, how it manifestly contains and displays sea life on an astonishing scale. The second is the Arabyan Water Clock. For the most part, the people of Ostland make due with rough estimates and precisely cut candles. Obviously, you know what a regular clock is, there's one in Nuln, and the dwarfs make use of them as well to keep time as precisely as possible. You also know that they are finicky things of gears and pulleys and parts aplenty. Anna, on the other hand, by volume of requests alone, shows that the water clock holds some interest for her, for some reason. Plus, it gives you an interesting reason to tentatively open relations with the nation of Araby. It is an odd land to you, but one that is capable of much indeed. The wisest choice seems to be trying to get some contacts in Copher, the City of Spices, as it is a well-established commercial port with much access to lands near and far. Surely you could acquire a few working water clocks there, and in the future, perhaps expand your contacts there? Cost: 500. Time: 1 Year. Reward: Multiple Arabyan Water Clocks Delivered To Anna, Who Has Expressed Significant Interest In Them. Potential Copher (Arabyan) Contacts/Relations. Chance of Success: 75%

Expanding Seeding Drill Sales: At this point, the success of the seeding drill cannot be denied. Everyone knows about them now, as they have proliferated across the entire north of the Empire, and a smidge beyond. Your production is well oiled and ready to produce. Following that, the Empire shall gain the bounty of the seeding drills. Of course, the Cult of Taal and Rhya might have some things to say of such clear technological nature flooding the fields, but hopefully you will be able to levy the agreement of Ostland's Hierarch of Rhya in letting them proliferate more fully. At this point, there really is no reason not to sell them to everyone in the Empire that you can. Before Altdorf and Nuln come up with copies or something, at least. The southern provinces are the ones that have much larger and more bountiful fields, historically, than the North. But there is little doubt in your mind that they will accept the seeding drills. The Moot as well, being the most productive agricultural force in the Empire. For all that you have your issues with them, more food for the people cannot be a bad thing. On the other hand, none of them are in the Trident, and quite frankly it is a quality product that deserves to be paid for its worth. Well, perhaps you can lower the prices for Averland and Wissenland. And maybe Reikland. Cost: 2,500. Time: 1 Year. Reward: Seeding Drills sold across the Empire. Base Treasury Return From Sales +2,500, with possibility of further profit. Chance of Success: 65% [CoS Refers To Potential Profit Gain, Not Sale Completion/Delivery]

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 2):

Lumbering Heat: Charcoal is one of the most common heating sources in the Empire, and is reasonably cheap. Everyone uses it in winter, even in Wulfenburg. But Sabine has spoken of diversifying your usages of lumber, for while a few minor charcoal producers exist in Ostland, most in Ostland independently make their own. Hamlets and villages make it themselves, and it is not necessarily the easiest work. Sabine has also brought up charcoal companies, entire organizations built around the production and selling of charcoal down in the southern parts of the Empire, where it doesn't even get as cold as it can up in the Trident! If it works down there, it should work here. Normally people do it on their own, but a full company could produce far more, and gain you some funds as well, if done properly. Sabine has, therefore, requested an allocation of funds given over to her to set up such a charcoal company. It would, by necessity, use Nassau traders and caravans, but your treasury should still be capable of making a profit. It will most likely not be based at Wulfenburg proper, but in Roezfels, Vandergart, or Jegow. Cost: 1,000. Time: 2 Years. Reward: Ostland Charocal Company created. New Income Source: Charcoal Sales.

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. Will Complete This Turn.

Some More Mountain Farms: The value of your Middle Mountain tiered farms have more than proven their worth. It was certainly a departure from standard practices, but the dwarfs know their stuff. In the past few years, they have been well-worked and have produced a great manner of fruits and vegetables to the rest of the province and even beyond it in some cases. As the settlements in the Middle Mountains grow more established, their roots more sturdy, their populations begin to grow. Not too fast, obviously, but steadily, and as such, injecting some funds in to help establish a few more farms can only benefit Ostland that much further in the times to come. After all, you have quite a few mountains to till and seed and harvest from, and the valleys between them as well. It is not a massive expansion, but even a few more farms can help further produce foods, and the more food, the greater the population can grow. Cost: 1,500. Time: 1 Year. Reward: +150 Increase To Farming Income Per Turn.

Expanding Ranches Investigation: Your son, Arthur, and his wife, Serhild, have taken to ranching horses up in the northern march in the lands you have granted their branch of the family going forward. This part, you knew. Sabine was mightily pleased when she got your help in setting the whole thing up, and for the past few years now they have experimented with breeding horses that are a mixture of Kislev's steppes ranging gallopers which are used heavily by the legendary Gryphon Legion and the hearty warhorses that are the pride of Averland. Obviously, such things will still take quite some time, but nevertheless, it is a worthy goal. Horses can provide for many different things in this life, and if there is a possible method to increase the wealth and prosperity of the villages along the northern edge of the forests – and the technical southern edge of the Northern March – it could be worth taking. While the Northern March has some good potentials as farmland, it has plenty of potential as pasture and lands for horses to roam and live for a time. But before you invest significantly there, it's best if you take your assumptions and stuff them. Better to actually study the proposition's possibilities, this is something that Sabine could surely help with. Cost: 1,000. Time: 2 Years. Reward: Study Completed On Viability Of Transforming Northern Forest Fringe Settlements Into More Prosperous Ranches/Ranching Settlements For Cattle/Horses.

Research: Helga and her daughter have taken up this position, switching off whenever the other has to be teaching a class or engineering something or other in your engineering facilities. ONE OPTION LOCKED OVERALL DUE TO AVERLAND PRODUCTION REQUIREMENTS (Choose 2):

Heavy Blastguns: The blastgun itself is not too bad of a weapon. An insanely short match, a quick light, and pop goes a concentrated shot straight to who or whatever is in front of the barrel. But it could be improved, especially with what you've learned of gunnery and metallurgy over the past years. If it were larger, it could fire more. If the barrel's internals were altered, they could increase the spray without losing penetration capabilities. But more specifically, recent pistolier developments elsewhere in the Empire have inspired some of your engineers. They want to make weapons capable of firing a much more powerful blast, much more than the damage a pair of pistols could manage. As such, they wish to create heavy blastguns, something that, say, a lightly armored horse could manage with ease. Allowing light cavalry to ride up to the enemy, fire, retreat, and then reload before turning about. With all of the experience and advances made in gunnery, it shouldn't be too difficult. Cost: 1,000. Time: 2 Years. Reward: Heavy Blastgun, an upgraded and more damaging version than the infantry version. Meant for cavalry use. Chance of Success: 75%

Vaporcyclers: Okay. You had to read through the proposal a few times. It is known that the steam boilers in both doomspheres and steam/soup tanks work as artificial and powerful motivation to get them moving. It can grind wheels forward harder and faster than legs of flesh could ever possibly pump. Well, human ones at least. You're reasonably sure that Urgdug could simply pick up a steam tank and throw it. If ogres can wrestle giants, after all…but in any case, this one came about as one of a proposal from Idette after a ten-day drinking binge in which she was even drunker than is normally tolerable. Seriously, she was sent home there due to how drunk she was. But she came back ranting about fully metal – or at least mostly metal – cyclers with the vapor engine attached to it. Because the wooden ones, reinforced as they might have been, would be torn apart by the potential strength behind it. No pedaling, only velocity-by-vapor! She won't stop talking about it. If you threw some money at Idette, maybe she'll actually manage it? Anna promises to help when she can, so at least there's that. The engines work, you know that much. But will the cycler? Cost: 2,000. Time: 4 Turn. Reward: Vaporcyclers? A likely highly expensive specialized vapor engine-accelerated cycler made of metal, possibly good for scouts/recon/??? Chance of Success: 50%

Vapor Tank Production: Vapor Tanks are, currently, the highest pinnacle of technology that your engineers are capable of. Specifically, Master Engineers and crews of Senior Engineers. Their creation is a labor-intensive process, and for good reason. The production of each part must be carefully done, and the installing and connecting of them more so. Testing the actual machine during assembly in stages is important, because the fact of the matter is that if the vapor engine, or its valves and siphons rupturing, injury or death of the crew is guaranteed. Such a thing could be extremely problematic, for obvious reasons, especially because the crew is made up of such highly educated individuals that it took years to produce. Nevertheless, should the funds be allocated, and the personnel dedicated to the project, another vapor tank may be unleashed upon the world. Cost: 1,000. Time: 1 Year. Reward: 1 Additional Vapor Tank. Upkeep Set At -150 Gold Crowns Per Year, Per Vapor Tank.

Imperial Organs, Big: The organ cannon used by the dwarfs was certainly very interesting, though unfortunately the somewhat distasteful business regarding Valma and her revealing apparently illegal secrets at your pressuring has resulted in the majority of the dwarf Engineering Guild to not much liking Anna. As such, at Karak Ungor she was not allowed to examine any of the more exotic and new dwarfen machinery that they had brought to bear. Still, the initial concept was intriguing and the engineers of Ostland are relatively sure that they can manage something similar only…bigger. Instead of four smaller dwarf cannons put together into a single device, they wish to try something with four imperial great cannons, and all that may or may not imply. Still, the better to not annoy the dwarfs any further they are happy to make it not be so blatant a copy. So instead of four they're going to stick three together. In a sort of…tri-barrel design. One on top of two. Testing and creating such a thing would of course take time. Hopefully this would just be a good amount of firepower. Cost: 2000. Time: 4 Years. Reward: The Ostlander Grand Volley Cannon, effectively 3 Imperial Great Cannons worked together, rotating to fire faster. Greater concentrated and more rapid firepower. Chance of Success: 65%

Piety: You now have three religious advisors. One, Jorgen Albrecht, is a Priest of Sigmar, Emil Beltz on the other hand is a Priest of Ulric, while Lady Rosa is a Priest of Morr. Having all three prominent advisors from all three of these religions is a powerful statement, and with their own staffs you get a little bit more ability to…well, do things. (Choose 2):

Seek Out Myrmidian Priests: The general opinion of Myrmidia in the Empire is that of a warrior Goddess. Or, simply, a treacherous wench considering the more immediately recent past. But they've been working quite hard to banish the latter opinion, throwing their knightly orders into the fray across the Empire with almost reckless abandon. Except going by her own tenets, it is quite rare for them to be reckless at all. At least that is what you think, based on your own cursory knowledge. It is time to expand such knowledge. Seek out Myrmidian priests or priestesses from beyond the Empire's borders who specialize in things not purely based around warfare. If they say that she is a Goddess of far more things than war, find some of their clergy who focus on such things and bring them to Ostland. Cost: 1,000. Time: 1 Year. Reward: Myrmidian clergy not purely focused around War arrive in Ostland, further Myrmidian options. Chance of Success: 75%

A Pilgrimage Of Cold Fire: Emil Beltz has been one of your advisors for many, many years now. His beard is white and full, his head as bald and hard like a rock with no moss on it. He has advised you, argued with you and your other advisors, and yet for the most part has proven a remarkably small presence in the council for all of that. Now, however, he comes to you with a proposal. The Iceborn Flame was created, essentially, as a child of the War Altar of Ulric that was built by the Cult, effectively carrying the Flame of Ulric – the proper silvery white religious one instead of the mundane ones built to represent it in temples of Ulric all over – that later trundled back to Middenheim. Leaving the Iceborn Flame as its own independent fire, if one that still radiates visibly with the power of Ulric. Emil has had a dream, a vision perhaps, of propagating the holy flame further. It is not something that can simply be done, even you know that, and Emil knows it too after the sheer effort exuded to give birth to the Iceborn Flame. But he still wants to try. There are Temples of Ulric all about Ostland, it being a majorly Ulrican province after all. But he wishes to give it a try nonetheless. First, more than any other, he wishes to bring the silver flame to Wulfenburg's main temple. It will be difficult, the flame might not light, it might be blasphemous or wrong to try and do more than what has been done, and still Emil stubbornly wishes to try. He won't without your permissions, however, as it would be a highly visible endeavor no matter what. You can evacuate the temple, add further guards to the train to and fro, and so on ahead of time. Cost: 1,000. Time: 1 Year. Reward: The Sacred Flame of Ulric will burn within Wulfenburg's main Temple of Ulric, replacing the mundane representative flame. Large opinion boost amongst Cult of Ulric. ????? Chance of Success: 40%

Standing Taal: You know that you won't ever get purely exact numbers on how many Longshanks there are in the province, they likely don't even know for certain. It's part of the nature of being such a spread out organization. But based on the words of the people, and rumors brought in thanks to Hagrid, you know for a fact that they are in fact doing good work. On their lonesome, they appear from the woods with warnings for villages, helping defend them, and then melting back into the forests. They travel along in similar manner to the Roadwardens, but are fanatical to an extent that most hard bitten Roadwardens simply are not. They are religiously dedicated. It may be possible to convince more of them to drift into Ostland, especially as the forest begins to truly come to life without the oppressive presence of Zacharias in it any longer. Cost: 500. Time: 1 Year. Reward: More Longshanks begin operating in Ostland. Chance of Success: 75%

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. Will Complete This Turn

A VERY Careful Study: The Cult of Taal is well known for its distaste for many 'modern' creations and ideas that have taken root throughout not just the Empire but the Old World. Their known scripture even specifically says things like 'do not clad yourself in metal' and 'avoid firearms and other works of science'. Now, yes, firearms are historically somewhat unreliable, but the simple fact of the matter is that you'd much rather some nice metal plate and a metal shield against an orc choppa than simple animal hide. And, furthermore, it's somewhat confusing as to why they banned 'works of science' when you are somewhat sure that 'works of science' weren't really much of a thing back when Sigmar walked around. You could be wrong on that front, but the point remains. You respect Taal, of course you do. Anyone sensible does. But you can't help but be struck by how flatly they refuse to engage on the matters of…advancing civilization, it could be phrased. The Cult of Rhya, on the other hand…technically, very technically…does not precisely have the same restrictions. They've been the Cult of Taal and Rhya, historically, for a long, long time. But there are clear delineation of duties and purposes. And, aside from certain odd convictions, they typically have a reputation for pragmatism. If you could, perhaps, study the theology enough to come up with an argument to have the Cultists of Rhya further support certain 'works of science' so long as they focus on agriculture, rather than 'just' tolerate them as you've managed so far, surely there could be some benefit. After all, is Rhya not the Goddess of cultivated fields, the farm and ranch her realm? Cultivating fields with tools of metal is already accepted, after all. But seeding drills. Other such potential things in the future? Who knows? Better to know ahead of time, though. Cost: 500. Time: 2 Years. Reward: Study completed on possibilities of Cult of Rhya, and Rhya alone, supporting certain acts of 'science' in contravention to Cult of Taal and Rhya disdain. Possible further repercussions. Chance of Success: 65%

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):

Into The Wolf Den: Who the hell is Dolph? What is going on in Middenland? You need more information. And there is someone who has already proven some ability at getting where you have had little success before. Sabine is sure that she can help in this, not least of which due to the small amount of additional trade she was able to establish with Middenheim. Which means spies. And, in turn, a bit of paranoia on your part that every caravan from everywhere might be carrying informants from said places. Sabine chuckling lightly at this did not help matters, though she clarified that the cost expenses would be absurd to ensure such a thing, and it is more likely that every few merchants and traders work for any singular entity in particular. Far more are more freelance, offering word for coin as much as any other good they might be able to sell. You need to know what the hell is going on in there, but can't do much without the groundwork being laid. Have to start somewhere after all. Cost: 1,000. Time: 2 Years. Reward: Information. Chance of Success: 10%

Request of a Friend: Nordland does not, strictly speaking, seem to have much of an intelligence apparatus. That is not to say that Stephan does not possess one, merely that the long-standing agents and informants for the Electoral Seat had been adjusted to work alongside Gruber, and thus were quite well corrupted by the time he revealed himself. They'd aided him in that, especially. In the decades since, Stephan has built up a network of his own once more, but thus far he has been reluctant to truly attempt to corral his nobility and those of the burghers with enough power to make too much noise for themselves. Finally, however, it seems that the courtiers and nobles of Nordland have run out of rope now that his daughter is returned on a more permanent basis and stricken by grief besides. As such, he has reached out, knowing that, while he has done a fantastic job of rebuilding the infrastructure, economy, and military of Nordland, this is a front he does not nearly possess as much skill or luck in. In turn, you were pleasantly surprised to hear that Magnus and Mena had already made the beginnings of some potential arrangements. It shows initiative, and a strong willingness to help his allies and friends. Good qualities both. In this case, however, it will not be you, but instead Sabine who will be both applying her expertise, as well as travelling to Nordland as a friend to Mena to comfort her – whilst also beginning an education in the quieter, more shadowy ways of things. Sabine, for her part, seems happy to do so, and in fact considers Mena a good friend in truth. As well she should, considering the purpose of the annual Trident Meetings being at least a third specifically to ensure such things. Cost: 100. Time: 1 Year. Reward: Sabine unleashed onto nobles and burghers of Nordland to shore up strength of Von Kessel Dynasty, give Mena some foundational Intrigue training/knowledge. Chance of Success: 65%

Pre-Emptive Offensive Defense – Geisen: You've put into place a system which is building up dozens of competitors to House Geisen of Marienburg, but merely supporting them may not be enough. Obviously, Sabine is her own woman, but she has stated that most anyone in their sorts of work always wonder about when 'such a day comes' that someone comes to challenge their mercantile kingdom. The tactics she is using are those that others have used elsewhere throughout history, and as such she knows what is likely to come next. Specifically, attempting to staunch the bleeding, locate lynchpins and crush them, and overall roll over smaller trade concerns and groups. It is one thing to prop up such things on your side, but there is also good reasoning behind aggressively defending them. Given the anarchic nature of the trade war, it is likely you could get away with it, shutting down House Geisen's attempts to defend its place at the top of the hill. This will, in turn, ensure the trade war continues to go against them with as much efficacy as possible. Cost: 1,000. Time: 1 Year. Reward: Direct countering to any Geisen actions in attempting to reassert control/strength in ongoing Trade War, if any. Even if none, will further support the non-Geisen aligned groups. Chance of Success: 75%

Pre-Emptive Offensive Defense – Rutger: House Rutger, the transport pillar for Geisen and Weiss, the one responsible for shifting all of their goods all across the North of the Empire and beyond. Now that you have discreetly sponsored numerous smaller transport companies, both wagon, coach, and even some small ships captained by particularly ambitious crews, the foe is surely to react. As in the past, House Rutger's enemies are in high danger of suffering 'unforeseen accidents', which is often house they crushed their opponents last time around when they were first taking an iron grip around the nation. If you wish to strip their strength, their wealth, their power from them, you must be prepared to actively defend against such things. Left alone, it is likely that the independents will suffer terribly, and might become utterly discouraged once again. This cannot be allowed. When the Rutger thugs come in the night, ready to break wheels and axels, to burn wagons and coaches, to ambush convoys on the road? There must be thugs waiting for them in the shadows, to crack the skulls of the leg breakers and intimidators. Cost: 1,000. Time: 1 Year. Reward: Direct countering to any Rutger actions in attempting to reassert control/strength in ongoing Trade war, if any. Even if none, will further support the non-Rutger aligned groups. Chance of Success: 75%

Weighty Weiss: House Weiss is a conglomerate which has essentially become the overarching trade group that one is forced to go to in some measure or another in the north. Furniture, clothing, vehicles, raw materials, these are just the start. They have fingers and controlling interests in the trading of basically all goods not included in the banner of the 'perishable' or 'soft' goods of House Geisen. As such, they technically make the most money out of the entire Tri-Claw Compact by dint of sheer control of so many separate categories. Even if certain things are not traded by their merchants directly, you can be assured that others selling things into the north are incredibly likely to, knowingly or not, aid in increasing House Weiss' coffers. Whether because the House commands the middlemen, are the middlemen, owns the parent company or has a controlling interest at the least, and so on. One cannot simply begin trying to prune out all of their traders, their storehouses, and so on. It would irreparably damage the economy not just for the Northern Trident, but likely could have knock on effects in Hochland, Middenland, hell, other parts of the Empire too. They are a giant too big to hack at the knees of. Sabine, however, has admitted that there is one way she can think of to challenge them – to make a giant of your own. It would not be easy, or fast, but if you give her the permission to do so, she can attempt to overtake them, starting in Ostland. Out of deference to you, and an effort to at least try and keep any potential blowback off of the Hohenzollerns, it would be under the name of the Nassau, already known to be a mercantile family that is growing more integrated into the north. On the positive side, she would be making use of House Nassau funds and resources rather than solely draining upon the Hohenzollern treasury. It wouldn't be, in the end, something that would suddenly make your own treasury explode. The point is to reduce Weiss, by challenging them in the markets directly and indirectly. Cost: 0. Time: Unknown. Reward: Nassau Family begins Mercantile War For Control of Northern Trident Markets, eradicating House Weiss Influence in Northern Trident.

Personal: God's above, your family has been through too much. (Choose 3):

Engineering Aid: While you are not technically accredited by the school you founded, your engineering knowledge is undeniable, even if you started a bit later than others. And, frankly, it is perhaps time that you put that knowledge to use. Not just for yourself, minor projects and the like, but with the big things. Actually enter the College, ensure that you are visible and participating in the research and development, which in turn will both hopefully help out the actual projects ongoing there, while also ensuring a positive relationship with all of those scholars and educated folk. Many of them might go on to just take on other lucrative scholarly positions, only some have the right grit for the army, but either way, there's likely some benefit to associating with them. And they with you! Cost: 0. Time: 1 Year. Reward: +20 To One Research Action's Roll This Turn thanks to Masterful Engineer+Blacksmith traits.

Some More Conversation: Already, you have learned a foundational amount of Eltharin. But there is much, much more to learn. And, frankly, you enjoy the intellectual challenge of taking on the language. You never much considered yourself a master of languages in any regard, but it must be said that you have managed to pick up quite a few at this point. Some with simple explanations, by way of wishing to communicate better with family and friends, and Khazalid because Karak Ungor was a unique experience indeed. Eltharin, and Fan-Eltharin, you suppose, are simply refreshing to learn, to flex the mind in a new way. Cost: 0. Time: 1 Year. Reward: General Foundation Of Eltharin, Language of the Elves, Positive Opinion On Part of Sadrina.

Studying The Past: The Gold Wizards are very, very specific about the jobs they do, and what they are being paid for. They are meant for combat, and combat only, without the more general 'aiding' aspect that the Jade Wizard are more comfortable with. But you've had a thought. You don't actually know that much about the blade that Arthur wields, the one recovered from the false Wulfenburg that Zacharias built. Night's Razor is the size of a zweihander, but is midnight black, magically enchanted, and curious all the more for its place of origin. There is also the strange necklace that Natasha bears, which seems to enhance her magical strength in battle. You could see if the Gold Wizards, with their penchant for examination and study of such things, at least from what you've seen thus far, and see if they could spend some time doing so. It will cost, though, as it remains outside the current limits of the contract they negotiated for. Cost: 1,500. Time: 1 Year. Reward: Gold Wizards study Night's Razor and power necklace. Chance of Success: 70%

Training The Bond: As explained by Sadrina and Yhanna, and demonstrated quite painfully by Anna, you really do need to get a handle on the bond. Spending some dedicated time to train yourselves in its methods, its effects, could prove vital going ahead. It is quite literally one of the first things that Natasha brought up, when it was first introduced to you as a possibility and is something that Sadrina expanded upon further. It will be very important learning how to separate oneself from the other, the emotions and more specifically pains. Yhanna said it was possible. Now you need to make that possibility a reality. Cost: 0. Time: 1 Year. Reward: Control over bond trained.

Armoring Oskana: Historically, only particularly wealthy and privileged folk could manage to secure a gryphon, let alone house them, feed them, and train them for war. There is, of course, a step further than that. Armoring them. Now, ordinary gryphons are quite hardy creatures indeed, they have to be considering that often the only thing a gryphon needs to worry about fighting is another gryphon, their beaks and claws capable of rending stone, plate armor, and flesh with dangerously close levels of effort. But, so too have gryphons fallen. As such, there are plenty of artworks and notes in the history books about armoring such beasts, though of course one must also take into consideration that too much weight makes them unable to fly. A large breastplate, however, can protect that precious area where the heart and lungs begin from frontal assaults, and a form of molded helm is not remiss either to protect their head. Every scrap of defensibility is important, after all, as any soldier will tell you. You have the capacity and the surety that you could try and request something of such a make from the dwarfs, to improve Oskana's chances on the battlefield. It will be costly, but quality almost always is. Cost: 2,500. Time: 1 Year. Reward: Runic Breastplate For Oskana.
 
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For diplomacy I advocate for the kislev warmth action and acquiring the araby water clock the kislev action espevially because ostland is far too tied with Kattarin's faction at this point. On the intrigue front we should continue to hammer house Rutger by supporting their competitors which is good for the people of Ostland in the long run due to competition also any requests from friends should be done ASAP so helping out Nordland should be a priority.
 
For plans- we have 11 dock space left right now so 1 great ship and 10 smaller ones would seem the route to go. The question is which do we do first

Stipend: 1200 Reserve, 1900 per turn so 3100 to spend on naval before using our funds
Treasury Reserves: 28,738 Gold Crowns
Net Income: 17,690 Gold Crowns Per Year
 
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A Pilgrimage Of Cold Fire: Emil Beltz has been one of your advisors for many, many years now. His beard is white and full, his head as bald and hard like a rock with no moss on it. He has advised you, argued with you and your other advisors, and yet for the most part has proven a remarkably small presence in the council for all of that. Now, however, he comes to you with a proposal. The Iceborn Flame was created, essentially, as a child of the War Altar of Ulric that was built by the Cult, effectively carrying the Flame of Ulric – the proper silvery white religious one instead of the mundane ones built to represent it in temples of Ulric all over – that later trundled back to Middenheim. Leaving the Iceborn Flame as its own independent fire, if one that still radiates visibly with the power of Ulric. Emil has had a dream, a vision perhaps, of propagating the holy flame further. It is not something that can simply be done, even you know that, and Emil knows it too after the sheer effort exuded to give birth to the Iceborn Flame. But he still wants to try. There are Temples of Ulric all about Ostland, it being a majorly Ulrican province after all. But he wishes to give it a try nonetheless. First, more than any other, he wishes to bring the silver flame to Wulfenburg's main temple. It will be difficult, the flame might not light, it might be blasphemous or wrong to try and do more than what has been done, and still Emil stubbornly wishes to try. He won't without your permissions, however, as it would be a highly visible endeavor no matter what. You can evacuate the temple, add further guards to the train to and fro, and so on ahead of time. Cost: 1,000. Time: 1 Year. Reward: The Sacred Flame of Ulric will burn within Wulfenburg's main Temple of Ulric, replacing the mundane representative flame. Large opinion boost amongst Cult of Ulric. ????? Chance of Success: 40%
I think we should do this with a DD on it. The question is, should we?
 
Current thoughts for Navy:
Wolf Focus- Cost 2000, 10 Wolf Ships
Greatship- Cost 500, 1 Greatship
2500 of 3100 stipend funds used, 600 is the new reserve

This maxes out our dockspace as well

Potential Mercs:
The Steel Rain- 500 Archers
The Famous Forty-Ninth Halbarders- 500 Halberdiers
The Painted Ladies- 250 Pistoliers, 1 House Mother
The Disgraced- 250 Men at Arms
Scattered Sons of Sigmar-500 Archers
Taal's Ever Faithful Pack- 101 hunting dogs, 10 dog handlers, 1 Warrior Priest of Taal
 
wonder what this is about
It kind of blatantly suggests what it's about. The Trident is a symbol of Manaan, Ostland is the bull, and...

Possibly for Maghda, though of course, who can say for sure.

Information: The Cult of Manann appears, for some unknowable reason, to be offering significantly less support to House Rutger than usual, strangling their naval and riverine transport capabilities.
 
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