Happy Halloween everyone! Nobody on Mallus pertinent to the main dynasty or their allies/friends/etc. at the moment is really in a position to have a 'treat' sort of interlude, so I couldn't really pull that off this time around, unfortunately. To those of you who celebrate it, I hope you have a good time today/tonight! To those of you who don't or cannot for whatever reason, I still send you all the well wishes that I can and that you can accept.
Happy Halloween my friend, wishing you the best.
 
Happy Halloween everyone! Nobody on Mallus pertinent to the main dynasty or their allies/friends/etc. at the moment is really in a position to have a 'treat' sort of interlude, so I couldn't really pull that off this time around, unfortunately. To those of you who celebrate it, I hope you have a good time today/tonight! To those of you who don't or cannot for whatever reason, I still send you all the well wishes that I can and that you can accept.
Happy Halloween King
 
A Bit on Fate Points vs. Fortune Points New
so I just did a reread of the "spike and horns"ark, because why not. And when I got to the point where it says "Fate point burned" I got curious as to what that means does that means we permanently loses a fate point and it can't be used every again, or did we just use it up until we reach safety? This might be a stupid question that may have been answered before but I'm just wondering what it means
great question! i think its covered in faq. bassically we only earned the one. fortune points replenish, fate points do not. takes a lot to earn them.

I just checked and it is not, in fact, in the FAQ, at least on an immediate cursory reading.

So!

A Fate Point is, for DoDA purposes, the literal tilting of the scales, a mussing up of the fabric of reality, a skip forward and backwards and sideways in the corkscrew of time and space. We all know how the laws of physics and reality basically become less laws and more suggestions, suggestions that can become ignored, in the universes of Warhammer, whether 40k, Fantasy, or AoS. It's because the Warp/Immaterium/Realm of Chaos/Realm of the Gods/Realms of whatever the heck they call 'em in AoS, directly underlays and intersects and in some places overwhelms 'reality' as we know it. That's what the magic is, the influence of the Gods, the manifestation of daemons and entities and so on.

We get to see the Gods do it all the time, really.

A Sigmarite Priest summons, to the naked eye, a giant two-tailed meteor ex nihilo that appears from the heavens and drives it down like a rocket that explodes. A Shallyan priestess places her hands to someone's head, and regardless of their neurochemistry and neurological scarring caused from PTSD and genetic predispositions and can straight up cure their insanity. A Cultist of Tzeentch begs for favor and attention through a spell, and that the mob chasing him are mutated into terrifying creatures bonded by fleshy ropes that turn them into some kind of mega rat-king intertwined beast. A skaven Grey Seer chitters the right words, waves their hands, sacrifices some warpstone, and kaflash all of a sudden he's teleported through reality to pop up fifty feet away.

The difference is, the level of effort and activation and generally weight of a Fate Point is the God not simply granting divine favor and attention to cast a spell from their Divine Lore, but to actively intervene themselves ever so slightly. Any more than that, they usually cannot do, as the Gods acting so heavily upon the world would be like pressing a heavy weight to a paper map.

It might, well.

Tear.

The Dark Gods play around with it, tearing open portals as they wish, because bwahaha, evil, and they'll let loose an entire daemonic legion out of the Realm of Chaos as it corrupts the land and despoils the world around them because, like, that's their jam.

The non-Chaos Gods, on the other hand, try to preserve the world that their followers you know sort of exist on and also like to exist on, to a certain extent. And, functionally, they're just not as omnipresently strong as the Dark Gods are, in a lot of ways. They can stand up to them, hurt them, but are simply not as 'Broad' as a divine conceptual being on a metaphysical level, to go at them as pure equals most of the time. Those kinds of clashes take place in the Realm of Chaos/Realm of the Gods, because if they happened out in the regular world, well, shit, most of the time your mortals would be fucked. And a settlement of, say, Sigmar worshippers trying to make it in the Chaos Wastes is simply not going to work for any number of reasons.

So Fortune Points are small, wispy things, that can alter a single roll. You can get roll on the one thing or not, right? But they are effectively echoes of a Fate Point, by comparison.

See, a single Fortune Point might make you raise your shield in time when you weren't, or make a cavalry charge more effective, or so on. Maybe you dodge this or that.

A Fate Point, however, is a grander act, a far more potent thing. A fortune point might save you from certain death by rerolling an exchange of blades, this is true. But a Fate Point works on a wider scale. It saves you from being dragged away and executed, for on reason or another. Generally, Fate Points are outright full destiny alterations. Two examples are given in the more recent WHF rulebook, which is 'knocked out, left for dead, swept away by a river, or otherwise taken out of action; your character will survive, no matter the fatal incident's circumstances, but takes no further part in the current encounter'. The other is the more somehow avoids an immediate death but you are still in the fight, a fluke such as a blow slipping or whatever. You continue on, but no survival is guaranteed. It's a choice between the two, it seems, based on the rulebook.

But obviously, Warhammer being Warhammer, one always must pick and choose and decide for themselves what they are using and what makes more sense for them as a GM in-game.

To gain Fate Points is something else altogether. You only got it this time around because of a anniversary/boon roll sort of thing after many years. In WHF roleplaying, it's mean to come after significant important adventures. At the conclusion of them, or are otherwise granted for truly exceptional doings or favor from the Gods.

One could argue that surviving as Frederick has is some version of that, given how the dice have done for him. For instance, the last Fate Point ended up being inserted as a direct favor from Isha Herself, because of Frederick's intervening and aid to both of her Avatars in one fashion or another. Also, retroactively (but does such a thing really exist to Gods who exist in a realm where time and space are not so easily defined?) by helping save Ariel again from Drycha. She then used it in a fashion appropriate for her, that being to preach a single powerful impulse of compassion and love, which drove Hultressa who had been pickling in her own bitterness, grief, self-loathing, outward hatreds, and more after being denied safety and succor by the Shadow King who she had helped dozens of times before. She was close to giving up and just surrendering herself to the existence she'd used as a mask for a thousand years, and instead was inspired by Isha to hold on for one fucking last try at getting out and more importantly saving her daughter.

If the Fate Point had come from another God, it would have been a different intervention, though the result might have been similar. It might not have been, as well.

Like, technically, if we were to strictly and only use WHFRPG's latest edition, Frederick would probably have gotten a Fate Point after each major campaign, Nordland, Vampire War, etc. But we aren't, so we haven't, so he doesn't. Frederick's repeated survival is a mixture of his own inherent stubbornness, yes, but also very emphatically his connections and friendships, allies, associations with others. Access to magical healing, priestly connections for healing, and so on. Being restored by an Arcane Fulcrum-mantled Aurelion. Teclis potion after the Battle of Three Armies. Being seen to by Runelords, Wizard Lords, Priests, and more during Karak Ungor. So on and so on.

Without all of these things, through diplomacy and chance, he would most definitely been dead long ago.

Rolls only go so far, are only part of the picture, it is the actions and results of Frederick's actions - as well as that and those of others - which is responsible for a great deal and that should never be forgotten.
 
So is this post getting an Informational Threadmark?
 
To gain Fate Points is something else altogether. You only got it this time around because of a anniversary/boon roll sort of thing after many years. In WHF roleplaying, it's mean to come after significant important adventures. At the conclusion of them, or are otherwise granted for truly exceptional doings or favor from the Gods.
So, does that mean in January 2025, Frederick will gain 1 fate point for the quest 10 years anniversary?
 
The power of friendship was the key all along!
I mean the Fate point gave us an Druchii "Friend", so we can't beat the allegation no more
 
ltressa who had been pickling in her own bitterness, grief, self-loathing, outward hatreds, and more after being denied safety and succor by the Shadow King who she had helped dozens of times before. She was close to giving up and just surrendering herself to the existence she'd used as a mask for a thousand years, and instead was inspired by Isha to hold on for one fucking last try at getting out and more importantly saving her daughter.
And now she's constantly flabbergasted at how this IMPOSSIBILITY MADE MANIFEST keeps slapping her in the face with silly silly revelations that she's decided to go FACE TO WINDSHIELD and try to bluff her way to acquiring a handmaiden without a fight.

Good job Fredrick.
 
And now she's constantly flabbergasted at how this IMPOSSIBILITY MADE MANIFEST keeps slapping her in the face with silly silly revelations that she's decided to go FACE TO WINDSHIELD and try to bluff her way to acquiring a handmaiden without a fight.

Good job Fredrick.

One might even say it's the culmination of Freddy's unique brand of diplomacy.

The epitome - of Freddyplomacy.
 
And now she's constantly flabbergasted at how this IMPOSSIBILITY MADE MANIFEST keeps slapping her in the face with silly silly revelations that she's decided to go FACE TO WINDSHIELD and try to bluff her way to acquiring a handmaiden without a fight.

She will devinetly need a therapy after that. And enough alcohol to make a dwarf impressed... (Actually scratch that) be recognized as honorary Ostlander... oh no. Freddy's gonna adopt her as his sister... again

By the way what year is it again? Because legit this has been one of the most hectic years yet
2344?
and I feel ya, man . Shit's crazy

On that note, who's left in Empire outside of Ostland? Reikmarshal? Graf of Middenland? Al-Ulric?
Sword of Justise is stuck in Marienburg, and High priest of Morr readies in Ostland... just forgot who is where
 
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On that note, who's left in Empire outside of Ostland? Reikmarshal? Graf of Middenland? Al-Ulric?
Probably.



I can't give exact numbers, some are variable, but I can give some numbers.

2 of 3 State Armies from Reikland + Count Rommel and Runefang
2 of 2 State Armies from Wissenland + Count Toppenheimer and Runefangs of both Wissenland and Solland (CT has been training with the Cult of Sigmar most vigorously, it is a cult that thrives on martial zealotry) + Entire Order of the Shining Talon (Knights on Murderbirds)
2 of 2 State Armies from Stirland + Countess Ava von Krieglitz and Runefang + Stirland Chapterhouses of Raven Knights and Black Guard of Morr
4 of 4 State Armies of Averland + Count Siegrich Leitdorf + Runefang + Martial Trained Heir + Stockpiled Ostland War Weaponry/Machinery
3 of 3 State Armies of Westerland
Magnus von Bildofen aka Magnus the Pious aka Magnus the Emperor aka Greatest Living Hero of the Empire and Ghal Maraz and his gryphon that has spent it's entire life benefitting from the attentions of the Magic Colleges and a Chracian elf trainer
Entire Imperial Foot, half the size of a State Army made up of finest infantry in the Empire
Entire Knights Griffon, most elite knights in the Empire personally training with and trained by and equipped by the Emperor
Entire Reiksguard, led by Reiksmarshal Fuerbach of Talabecland wielding Runefang of the Drakwald
Grand Theogonist Molatok
Arch-Lector Thorgad
Arch-Lector Kasmir
Entire Knightly Order of Knights of the Twin-Tailed Orb
Entire Knightly Order of Knights of the Hammer
Entire Knightly Order of Order of the Hammers of Sigmar
Entire Knightly Order of Knights Panther
Entire Knightly Order of Knights of Sigmar's Blood
Entire Knightly Order of the Jade Griffon
Entire Knightly Order of the Red Griffon
Entire Knightly Order of Knights of the Fiery Heart
Knights of the Divine Sword
Knights of the Cleansing Flame
Entire Knightly Order of the Order of the Black Bear
Entire Knightly Order of the Golden Lion
Entire Knightly Order of the Sacred Scythe
Entire Knightly Order of the Broken Sword
Massive Detachment of the Knights Encarmine
Entire Knightly Order of the Black Rose
Entire Knightly Order of Glinting Steel
Some thousands of Free Knights, either from very small Orders or fully Independent
Detachment of Knights Mariner
1/2 of all the Empire's White Wolves
Entire Knightly Order of the Vengeful Sun
White Flower Company Mercenaries
Quilted Chargers Mercenaries
Greatbellow's Graduates Mercenaries
The Spinebreakers Mercenaries
Silver Lions Mercenaries
Unknown Numbers of Flagellants that will come out of the woodwork
Unknown Numbers of zealot citizenry who will abandon their lives to become soldiers for this single act of Sigmarite faith
3 Monasteries of Sisters of Sigmar Warrior Nuns of extreme zealotry
Battle Wizard Detachments from all 8 Magical Colleges (Includes ALL Battle Wizards alive)
Matriarch Hildegaard of the Jade Order
Patriarch Gehenna of the Golden Order
Patriarch Caelum of the Celestial Order
Patriarch Gunther of the Amethyst Order
Wizard Detachments from all 8 Magical Colleges including Wizard Lords, Magisters, Journeymen, Apprentices
Warrior Priests of Sigmar, Ulric, Morr, Myrmidia, Verena, and Taal
8 Steam Tanks
3 Celestial Hurricanum [Celestial College Battle Altar]
2 Luminarks of Hysh [Light College Battle Altar]
1 Amethyst Mortisiary [Amethyst College Battle Altar]
1 Golden Metallus Altar [Gold College Battle Altar]
1 Arbus Vitaerus of Ghyran [Jade College Battle Altar]
2 Ignusarum of Aqshy [Bright College Battle Altar]

May have forgotten some, might need to edit later.
1 out of 3 state armies in Reikland - No Elector Count or Runefang
0 of 2 State Armies from Wissenland - No Elector Count or Runefangs
0 of 2 State Armies from Stirland - No Elector Count or Runefangs
0 of 4 State Armies of Averland - No Elector Count or Runefangs, no heir, no stockpilled Hohenzollern stuff
0 of 3 State Armies of Westerland
??? of ??? State Armies of Ostland, 0 Elector Count of Ostland
??? of ??? State Armies of Nordland, 1 Elector Count of Nordland Stephan von Kessel
??? of ??? State Armies of Ostermark, 1 Elector Count of Ostermark Ortrud von Hertwig
??? of ??? State Armies of Hochland, 1 Elector Count of Hochland? Hans Ludenhof
??? of ??? State Armies of the Moot,
??? of ??? State Armies of Middenland, 1 Elector Count of Middenland – Gunthar von Bildhofen
??? of ??? State Armies of Talabecland, 1 Elector Count of Talabecland –Adolf Fuerbach, 1 Duke Krugar Fuerbach - Heir
No Magnus the Pious, no Ghal Maraz
No Imperial Foot
No Knights Griffon
No Reiksguard, No Reiksmarshal Fuerbach, No Runefang of the Drakwald
No Grand Theogonist Molatok
0 Arch-Lector Thorgad
0 Arch-Lector Kasmir
0 Knightly Order of Knights of the Twin-Tailed Orb
0 Knightly Order of Knights of the Hammer
0 Knightly Order of Order of the Hammers of Sigmar
0 Knightly Order of Knights Panther
0 Knightly Order of Knights of Sigmar's Blood
0 Knightly Order of the Jade Griffon
0 Knightly Order of the Red Griffon
0 Knightly Order of Knights of the Fiery Heart
?? Knights of the Divine Sword
?? Knights of the Cleansing Flame
0 Knightly Order of the Order of the Black Bear
0 Knightly Order of the Golden Lion
0 Knightly Order of the Sacred Scythe
0 Knightly Order of the Broken Sword
?? Detachment of the Knights Encarmine
0 Knightly Order of the Black Rose
0 Knightly Order of Glinting Steel
?? Free Knights, either from very small Orders or fully Independent
?? Detachment of Knights Mariner
1/2 of all the Empire's White Wolves
0 Knightly Order of the Vengeful Sun
??? Flagellants that will come out of the woodwork
??? zealot citizenry who will abandon their lives to become soldiers for this single act of Sigmarite faith
??? Sisters of Sigmar Warrior Nuns of extreme zealotry
0 Battle Wizard Detachments from all 8 Magical Colleges
0 Matriarch Hildegaard of the Jade Order
0 Matriarch Gehenna of the Golden Order
0 Patriarch Caelum of the Celestial Order
0 Patriarch Gunther of the Amethyst Order
1 Supreme Patriarch Volans of the Light Order
1 Patriarch Baldor of the Amber Orde
1 Patriarch Friedrich von Tarnus of the Bright Order
1 Matriarch Bruna of the Grey Order
??? Wizard Detachments from all 8 Magical Colleges including Wizard Lords, Magisters, Journeymen, Apprentices
??? Warrior Priests of Sigmar, Ulric, Morr, Myrmidia, Verena, and Taal
3? Vapor Tanks
0 Celestial Hurricanum [Celestial College Battle Altar]
0 Luminarks of Hysh [Light College Battle Altar]
0 Amethyst Mortisiary [Amethyst College Battle Altar]
0 Golden Metallus Altar [Gold College Battle Altar]
0 Arbus Vitaerus of Ghyran [Jade College Battle Altar]
0 Ignusarum of Aqshy [Bright College Battle Altar]
1 Ar-Ulric Logan Kron
0 High Matriarch Maghda Sprenger
1 Eagle of the North Boris Hirtzeller

There somewhat rough, but the Empire is empty right now of a lot of fighting power. That recent Magnus von Hohenzollern interlude covered the Imperial strength right now. One of the smarter options could be to get allies in Norsca for the fight in the Empire, or just go home as soon as possible by sea with nothing to really show for backup or aid apart from Freddy and group.
 
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One of the smarter options could be to get allies in Norsca for the fight in the Empire, or just go home as soon as possible by sea with nothing to really show for backup or aid apart from Freddy and group.

Disagreeing on Battle altars of Colleges, they should have few saved up or in assembly...
And we do know the state of Ostland.

Other options would either be Brittoninans or Asrai.
The wood elvs are already helping or aware and not acting. As for Bretonia, there might be some honor debt, but also Mussilion might be a problem that stops them, like when they wanted to help Estalia only for orks to mess with them.
There is a miniscule chance with Tileans fixing river of Echos early, but that is not something bet worthy.
That leave the suddenly rising heros of the common people... Admittedly it is something that happens, but most of those will not live lon enough.

It does however proves that the teoretical highest authority in Empire emergency force is Gunthar von Bildhofen and Al-Ulric with Cult of Ulric behind them... both of witch are stuck in Midenheim. leaving us with... Eagle of the North Boris Hirtzeller? as highest theological presence? Followed by any Elector that can make a recovery like Hohenzolenrs and Fuerbachs.

Could be better.
 
It does however proves that the teoretical highest authority in Empire emergency force is Gunthar von Bildhofen and Al-Ulric with Cult of Ulric behind them... both of witch are stuck in Midenheim. leaving us with... Eagle of the North Boris Hirtzeller? as highest theological presence? Followed by any Elector that can make a recovery like Hohenzolenrs and Fuerbachs.

Which was why I (wrongfully after misreading the various wikis on Taal) believed and hoped that the Talabacland Hierarch was something of a "Highest Authority" among the Cult of Taal and could use the sway of Taal being "The King of the Gods" to help Marshall, organise and retaliate against the Beastmen.

Edit*
By the way, is that something that could even happen in the quest?
I mean, we did aid in centralising the following of Morr into a more coherent organisation with a High Priest in charge, could something similar happen to the Cult of Taal and Ryha without Hohenzollern involvement?
 
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Sadly, Cult of Taal is even more 'headless' than that of Mannan or pre-Arthur-Morr. Meaning, he can rally all of Talabecland, outside of that... knights of the round table minus king. So not good.

Afraid that most of the Empire is on Survival stage of dealing with beasttide menace. Leaving actuall dealing with problem part to anyone able really.

Now the question is: Are the beastmen going to intecept the Ostland intervention?
 
The Cult of Taal is quite proud of the way they are, even if it seems utterly nonsensical to everyone else. They refused an Electoral Seat, they have never elevated one of their number to total primacy over the others, it just seems to depend on the individual proving themselves a particular way or amount. Like, in the older material, you've got stuff on the Hierarchs in Reikland, which, like, big surprise, that's where most of the infobooks had a ton of focus on. You'd think that the Hierarch of Talabecland would, by virtue of being the one in charge of the faith in Taal's province, would possibly be higher in prominence and power, but it just doesn't shake out that way. They like being independent, focusing on their own individual areas and lands, and trying to set up some kind of greater interconnected apparatus has never materialized in 2000+ years.

EDIT: The one big political doings that the Cult ever made was during the Era of Three Emperors, not before and not after.
 
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... not exacly a situation one would consider fortuitous given to ongoing events.

On another note. We had militia using 'excess' gunpowder to blowing up treestumps... Are people in Middle Mountains blowing up loose rocks and making unnecessary avalanches?
 
The Cult of Taal is quite proud of the way they are, even if it seems utterly nonsensical to everyone else. They refused an Electoral Seat, they have never elevated one of their number to total primacy over the others, it just seems to depend on the individual proving themselves a particular way or amount. Like, in the older material, you've got stuff on the Hierarchs in Reikland, which, like, big surprise, that's where most of the infobooks had a ton of focus on. You'd think that the Hierarch of Talabecland would, by virtue of being the one in charge of the faith in Taal's province, would possibly be higher in prominence and power, but it just doesn't shake out that way. They like being independent, focusing on their own individual areas and lands, and trying to set up some kind of greater interconnected apparatus has never materialized in 2000+ years.

EDIT: The one big political doings that the Cult ever made was during the Era of Three Emperors, not before and not after.
That does mean the cult of taal is pretty weak politically speaking lacking the decades/centuries of political connections , favors and influence accumulated through careful deliberate manipulation and politics nor the interest in doing so

Which is a good thing since listening to back to nature luddites telling us to stop using guns , living in cities, advancing technology and taming the wilds is not even the last thing we would do so much as being outright never happening
 
That does mean the cult of taal is pretty weak politically speaking lacking the decades/centuries of political connections , favors and influence accumulated through careful deliberate manipulation and politics nor the interest in doing so

Which is a good thing since listening to back to nature luddites telling us to stop using guns , living in cities, advancing technology and taming the wilds is not even the last thing we would do so much as being outright never happening

You know it's been at least 2 years since we had to deal with Taalite politics but as a reminder inside Ostland:

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.

- How strong is an ogre? On average, they are fully capable of picking up a portly human being in one hand, and throwing them down their gullet in one go while with the other hand they brandish a heavy club of wood and metal that is anywhere from seventy to a hundred pounds and swing it with the same vigorousness and energy that a small child does a thin stick. Their champions are able to shatter castle walls with their own bodies, and there are those known amongst their number to outright wrestle giants to the ground. They can lift entire cannons one handed, though using both helps with aiming. Records and tales and confirmed viewings of their javelins slamming through multiple men are common enough as well. The strength of humans, on average, quite simply cannot be compared. Is it any wonder, then, that ogres wielding specially designed bows that are actually fitted for their size and strength are incredibly terrifying? The sheer size of the average ogre's gut means that traditional stances are not always best, but with a bit of adaptation, the results are completely undeniable. Those that underestimate the eyesight and dexterity of an ogre have never seen them scavenge for every speck of food possible on a table, nor really considered what it must take for ogre hunters to take down well-adapted predators of the Mountains of Mourne in the middle of icy blizzards with nothing but javelins and their eyes. All of those that have joined the Army of Ostland are, for all of that, a curious bunch indeed. Devotees of Taal, they refuse most armors, but then historically the majority of ogres in the world wear little more than their pants and gut-plates. These ogres let their hair and beards run wild, thick and course, and wear large leather panels instead of the heavier gut-plates, and though they are barely any thinner than the rest of their kin, they have learned to move and fight with a shocking amount of quiet and stealth. The ogrebow you developed is a hefty thing, surely taking three average men to even lift, let alone draw from, and yet when one of these archers lets loose, it is essentially as a living bolt thrower than any mere bow. Especially given the sheer size of the shafts fitted for the ogre bow. Within a month of their deployment in the province, they showed their worth, not just as trackers, but as killers as well. Already, tales have begun spreading of the beastmen, greenskins, and various other creatures impaled so thoroughly onto trees, the roads, the dirt, that retrieval of each shaft required an ogre simply to pull it back out again. In one especially notable case the unofficial leader of the ogre archers, Smarbog Whisperstomp Farslayer, managed to shoot a duo of minotaurs in the eye with one shaft. Or, rather, he hit the first one through the eye socket, and the shaft continued to lodge itself in the eye of the minotaur directly behind the first, killing both instantly and ruining a charge of the beasts in one go, all with the back half of the shaft still sticking out into the open air. Such is what is possible with an ogrebow, and the missiles that fit into them. Reward: 100 Ogre Archers (Greater(-) Attack, Decent+ Defense, Great Mobility)

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]

-
Required: 35. Rolled: 36. Profit Return = Minimum Profit Possible

Seeding Drills have been sent out, and though you weren't expecting much, there technically is a profit that has been made. More important is that seeding drills have been delivered and explained out across the agricultural producers of the Empire. It is just unfortunate that there are certain swathes of Imperial territory of particularly devout Taalites and Rhyans that refuse to use them outright. There are others, of course, who are a bit more willing, and those who are frankly willing to use them when the cultists and especially devout aren't looking, and as such the results shall soon bear fruit. Or vegetables. It depends on what was planted. But yes, there does seem to be a bit of a furor amongst the cultists, especially when it came out that the Rhyans of Ostland agreed that they could be used. You've already begun to see a bit of arguing between the two Hierarchs of your province, and you got a few letters from Stephan and Ortrud saying that they were dealing with the same. Especially because, as it turns out, they had the same idea as you to talk to the Hierarchs of Rhya in Nordland and Ostermark and got similar concessions. Hmm. Maybe you should look into this sort of thing if you truly wish for the seeding drill to proliferate as fully as possible, though it might annoy the Taalites further if the Rhyans start to stray… Reward: Seeding Drills sold across the Empire. Base Treasury Return From Sales +2,500. +500 Net Gold Crowns to Treasury.

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%

- Required: 25 Rolled: 17

The Longshanks have been doing their job well, and you had thought that perhaps they would be more willing to aid your province in continuing to do that job. You were, in this case, mistaken. As it turns out, the Longshanks have dedicated a tremendous amount of their efforts not to the Hohenzollern forest, formerly the Forest of Shadows, but to the provinces of Middenland and Talabecland. Apparently, last year, Gunther and the Bildhofens of Middenland approached the Cult of Taal and made an impassioned effort to get their aid in patrolling the Drakwald's edges. Though the Drakwald has been remarkably quiet in the past few years, the sort of behavior only ever seems to lead to larger incursions later on. After a considerable period of debate and bargaining, The Cult of Taal agreed early this year. They also agreed, as it turns out, to the requests of the Duke Brothers Fuerbach, aiding in the patrolling of Talabecland on some intensive purging efforts of a few particularly resilient forest goblin tribes that had fled east from the Drakwald some time previous. Which, in turn, left Ostland without any chance of gaining further numbers of Longshanks. Failure.

We had Ogre Archers, the Seed Drill expansion and the failure to get more Longshanks to protect our forests on Turn 39 which is the turn before this clusterfuck which is Turn 40. The Cult of Taal matters everywhere, but in our case we have spent the last fiveish turns before this one building up various Taalite infrastructure (or what counts for it among that Cult) in order to have better protection from Beastmen in the forests of Ostland.

And we can look forward to the schism between the Cults of Taal and Rhya in the Northern Trident when it comes to the Seed Drills. That's right we gave the Taalite Ogres Ballista Longbows and the Cult of Taal Edit:instead has an issue with us giving the Cult of Rhya better means to dig a hole in the ground so more people can be fed.

Edit: I have no idea how I clicked on that 9.
 
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Disagreeing on Battle altars of Colleges, they should have few saved up or in assembly...
I think I've managed the final edit on the list post, now that I'm back home and hydrated:

3 Celestial Hurricanum [Celestial College Battle Altar]
2 Luminarks of Hysh [Light College Battle Altar]
1 Amethyst Mortisiary [Amethyst College Battle Altar]
1 Golden Metallus Altar [Gold College Battle Altar]
1 Arbus Vitaerus of Ghyran [Jade College Battle Altar]
2 Ignusarum of Aqshy [Bright College Battle Altar]

*for the record, the Amber and Grey Colleges decided not to stick the Orbs of Sorcery that Teclis gave them into Battle Altars. They're being used for other stuff.
Sure, and I'll do more than that. For those of you not in the know, the two canon Battle Altars are the Luminarks of Hysh and the Celestial Hurricanum, but we also know that Teclis granted all of the various Colleges Orbs of Sorcery what contain that Wind in extremely powerful levels. So these are non-canonical ones that I envision the Colleges making. I will also note that there are very few Orbs of Sorcery. This is not TWW, you will not see a doomstack of Luminarks or any of the others.

Especially because the Light College decided to use every single one of their Orbs of Sorcery to help power the spell network safeguarding all of the horrific evil artefacts and what not that they couldn't destroy yet locked beneath the Light College.
So any time you see a Luminark on the battlefield, one of the Hysh Orbs of Sorcery are missing from that crucial lattice of protection and binding. This is why a chunk of the Light College is staying behind, because, you know, kind of have to constantly be reinforcing that thing to make up for the missing Orbs.

And uh, you really don't want the things the Light College are keeping up to get out. For real.
What is true and what is not is hard to decipher when the canon is vague. "Each Orb is infused with the essence of one of the eight magical winds and it is even whispered that a portion of Lord Teclis's own power is bound within every one of them..." Canon also says Teclis gifted each order a "handful" of Orbs of Sorcery. That's either 16 orbs total, 24 orbs total, 32 orbs total, 40 orbs total, or more. 48 orbs of sorcery total, 56 orbs of sorcery total, 64 orbs of sorcery total, 72 orbs of sorcery total, 80 orbs of sorcery total, 88 orbs of sorcery total, 96 orbs of sorcery total, 104 orbs of sorcery total, 112 orbs of sorcery total, 120 orbs of sorcery total.

What about learning how many Luminark of Hysh exist in canon? Canon is vague again saying "the light college has distressingly few Luminarks of Hysh left". Pointing that they once had more than "distressingly few", so greater than 1-3 orbs of sorcery were in the possession of the light college at one point.

The Battle Altars have a resource issue.

Given the list has 2 Luminarks of Hysh, that's at least 24 Orbs of Sorcery total, or 3 orbs of sorcery for each College. Even if the assumption actually is Teclis made 120 Orbs of Sorcery total, that would only be 15 Orbs of Sorcery for each College.

The Battle Altars aren't going to appear in the Empire during the Beasttide, not unless things in Karaz-a-Karak finish up in the Empire's favour this year.

If any of the Colleges actually have a Battle Altar in development, that will still not exceed the number of six College Battle Altars, with the max more likely to be five College Battle Altars in development (light college cannot afford to weaken what they are using the Orbs of Sorcery for), and the more realistic zero.

A 'handful' by webster dictionary definition is 'as much or as many as the hand will grasp', 'a small quantity or number', 'as much as one can manage'. Vague wording, yay!

Personally, I'd say Teclis made eight orbs for each college of magic, but that's because '8 winds' symbology. The quest might have five orbs were given to each College.
 
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If albion dose drop the mists could their be possibility to introduce mainland giants to albion giants in an attempt to give the race a future or are they far to culturally divergent for such a thing? on top of that I might be misremembering but on top being Heavily inbred aren't mainland giants who are smart enough to remember the past constantly drunk because they can't handle the loss of their past perhaps if they got a influx of new blood and some artifacts like the sky titian cannon to remind them that not all their past is gone they might regain hope with the possibility of future?
 
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Still highly unlikely, but it might help a bit

Problem is the logistics and well, assuming the Albion Giants even want to do it.
 
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