Turn 2 Results
Turn 2 Results
2305 IC​

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

Middle Mountain Scouting: You do not like large plumes of smoke in areas not under control by the Empire. Generally you just don't like large plumes of smoke. It usually means that a large number of greenskins have come together, or a large number of beastmen. You don't like either possibility. So, as such, put together a few scouting parties to investigate, yes? Cost: 50. Time: 1 Year. Reward: ???

- The vast majority of the Middle Mountains are within the vaguely defined boundaries of Ostland, which means that it technically is also your responsibility. Somewhat. Hochland and Middenland also partially own much smaller portions. In any case, you fund a few brave men and women to go and scout out the origin of those giant plumes of smoke, whatever they were. What they find is most unsettling. Just as innumerable tribes of beastmen and greenskins roam the Forest of Shadows, they are even more so in the Middle Mountains where Imperial control is even weaker in scope. But what is found is neither. The great plumes of smoke occurred, yes, but there is little sign of what made them. It had to have been a large group, perhaps even a small army, but they've managed to cover their tracks. They headed southwest and thus deep into the mountains, to where no Imperial has gone for some time. It will be a hell of a thing to make it into the true depths of the Middle Mountains, for no man or dwarf has ever made it into or out of there for more than a thousand years. Reward: There's an army of...something...in them there hills.

Reclaiming The Coast: The coast of Ostland is filled with beastmen and Norscan marauders who can come and go with impunity. It is there that your father fell, attempting to do just what you are about to try. The largest port of your province, Salkalten, is also the only real port of your province. Verborgenbucht is at best a very large yet singular dock. It is there that what seems like an entire clan of Norse raiders has taken up residence. There they sit, even now, drinking the copious stores of Ostland alcohol in its many forms, and prancing about the blackened ruins with their dark and disturbing culture and rituals. The Norse were supposed to be broken utterly by Magnus's actions, but not these ones. Perhaps they have gotten so drunk they have forgotten to be afraid. It's a common Ostlander problem to be so drunk that fear takes a holiday. Which means only one thing. They took your port, your beer and ale, and now they are starting to appropriate your culture. No. Longer. Your father attempted this with a small detachment of soldiery. You are going to bring an army. Cost: 0. Time: 1 Year. Reward: Battle of Salkalten (Ostland's only actual port, currently caught in the grip of a surprisingly stubborn band of Norscans. Success = Large boost to Peasant/Noble Opinion)

- Battle Turns Begin With Next Post.

Diplomacy: Baroness Katrin von Freud is a slim and stiff necked old bat. But she's been wining and dining with the best of them since before your father was a twinkle in your grandfather's eye. (Choose 1):

His Magnanimousness: Yes yes, hurray for the new Magic Colleges. But you know what you need right now? Imperial aid. The North has been greatly neglected by the Emperor as of yet, who has apparently been spending his time building colleges and rebuilding Nuln. Which is, fine, of course, for the Empire and all that rot. But it would be nice if he could send literally any form of help at all for the North. A helpful Order of Knights? Building materials? Some additional soldiers? You'll honestly just take an injection of capital for your treasury. But it would be nice if the Emperor could aid you somewhat. You are, after all, one of his Elector Counts. No, wait, ask him for his blessing for your marriage to Natasha! With a barrel of Ostka to go with it! Cost: 50. Time: 1 Year. Reward: ???. Chance of Success: 65%. Required: 35. Rolled: 96+20=116

- Well. Just…well. The Emperor did not come himself, but he apparently decided to do the next best thing. Apparently, according to the very well-equipped man in front of you, your short and simple letter explaining the issues that Ostland was suffering from reached Magnus. The words chastised and regretful were thrown about in your slight daze, as well as the words 'determined to make up for this neglect'.

The Emperor, Magnus the Pious, has not quite sent you an army. But he has sent you in no uncertain means a heady amount of support.

A full fourth of the newly named and founded Knights Griffon, anointed by Magnus himself, have come to Ostland. Formed this very year, from the most elite and devout of the famous Knights Panther. They, as well as their commander Sir Erwin, have been sent here to assist you in your efforts at the monstrously difficult task that you have set for yourself – the cleansing of the Forest of Shadows. These incredibly pious and skilled men have been sent here to assist your efforts and have been explicitly ordered by the Emperor to subordinate themselves to you. But as the Knights Griffon were formed out of the 100 most devout of the Knights Panther, and their numbers have not yet begun to grow, the Emperor who admittedly fought an entire war, the Great War in fact, he knows that you would need more.

So he sent a detachment of the Imperial Foot. You know, the foot equivalent of the Reiksguard Knights? Three thousand of the finest warriors accessible by the Empire have come, and with them their incredible expertise, experience, and equipment. There is much less fighting in the South against the general threats of the Empire, and so Magnus has sent them here where they can do the most good. Accompanying them are five veteran Warriors Priests of Sigmar, veterans of the Great War Against Chaos. Though the Foot is nominally under the command of their Lieutenant Jaeger, they follow the orders of Ser Erwin overall. As do the others who have come.

Four cannon, and the men trained to use them, have come to offer the power and devastation created by the famous weapons of Nuln. You have never seen one of these put to use yourself, but you have heard the stories. All three of these groups are to be here for some time, their 'objective' to assist you until you should feel you no longer need their services or they are dead. Retreat and return are not an option. It says something that Magnus believes in you that you can manage your apparent task within your lifetime and that of these men. Their loyalty, experience, and skill is unquestionable, and that they arrived and bowed to you during court sends a blatant message.

The Emperor is with Ostland, and her Count. The effect was only intensified when you are presented with an incredible gift for which you have no comparable return to. Magnus the Pious, that devout man who many say is one of the most humble men in history, has heard of your rather simple life up until this point. As such, he has sent you an absolutely expertly made smithing hammer with a lacquered black hilt and entirely featureless head. Humble. Yet effective. The message belted out by Sir Erwin when he presents the entire force to Wulfenburg and yourself in an entirely unplanned parade/celebration/greetings that the Emperor regrets being unable to be there during your wedding to Natasha and a generally circular set of phrases and sentences that were later clarified by said wife to be the Emperor explicitly giving approval to your marriage and to Natasha in particular. You didn't quite get it at the time, but the nobles of Ostland did. As did the Witch Hunters who turned out to see just what was going on.

The only negative thing, because the world is just like that, is that you didn't get everything that Magnus apparently sent you. There was even supposed to be an entire knightly order that was to shift their Primary Chapter House from Altdorf to Ostland. Unfortunately the Knights of the Everlasting Light somehow disappeared from the main body of the group on the way here. While alarming, that order of knights is also well known for their practically unnatural bad luck.

Reward: Marriage Approved by the Emperor Magnus the Pious. 25 Knights Griffon, 3000 Imperial Foot, 5 Veteran Warrior Priests of Sigmar, Four Cannon. Peasant Opinion Raised to 7/10. Noble Opinion Raised To 6/10.

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

Final Food Stretch: Two thirds of Ostland's farmland has been rebuilt and regrown as best it can. One third remains to be repaired and have farms rebuilt there. It will take an entire year to do, but helping Ostland get back up to its former levels of food production is probably one of the most vital things you need to do in the coming future. Cost: 100. Time: 1 Year. Reward: Ostland Farms return to Pre-Great War numbers. Increase Farming Income.

- At last, the devastation dealt unto Ostland in terms of farmland has been repaired. You wouldn't think it would take an entire year to fix things, re-plow, rebuild, have priests wave sticks around and mumble like a drunk to themselves, and a whole host of other things, but it did. In any case, Ostland's Farms have returned to generally the same amount of production that they reached before Kul rammed his armies into the Empire's throat. Reward: Farming Income +50. Farms Fully Rebuilt, Additional +25.

Research:
Helga…has no last name. Despite the fact that you are pretty sure that girls are not allowed in the Gunnery School in Nuln, she has shown to be extremely adept with firearms. As in she took one apart and put it back together supposedly 'better' during the first privy council meeting you had with her. Are there female dwarf engineers willing to teach people? Where did your father find this woman? (Choose 2):

Through the Trees: One of the greatest difficulties in fighting through the forestry that is most of your province is orders. Colors stick out like a sore thumb but are easy for enemy forces to detect. Same for flags. At the moment your people don't possess any real sort of communicating orders except through messengers. There has to be a way to do so, or else your people shall suffer reduced adaptability on the battlefield. Which…is bad. Cost: 100. Time: 1 Year. Reward: Something easier than colors/flags for forest operations (aka Ostland operations)

- It's, all right. It sounds primitive, but damn it if it doesn't work. Whistling, various different noises of the forest, a repetition of certain animal noises, etc. We know it sounds like going backwards technologically but until we have something that can somehow teleport orders from one person to the next instead of actually having to speak to them that is better than waving flags about, this is it. It was tested even during mock battles, with small piercing whistles that bounce sounds all around the forest so that it's even harder to detect the origin. Reward: Easier Communication between troops. Better mobility on battlefield translating to +3 during rolls.

Her Name Was Valma: All the tales say that dwarves are meant to be grim folk, which is understandable given the tales of how much they have lost over the millennia. Valma Tharmaniz is anything but grim. She is not bubbly, no, but she is not stoic in the least. She is filled with a harsh and spikey sort of energy, but she is filled with it. Curses abound, as well as drink, wherever she walks and talks. But, Valma did promise to teach Helga. Now it remains to be seen if Valma would be willing to teach others. Not to the extent of Helga, obviously, but every chunk of knowledge helps. Cost: 0. Time: 1 Year. Reward: Valma willing to teach others about engineering and guns. Chance of success: 65% Required: 35. Rolled: 35.

-She nearly refused. Nearly, but not quite. The Slayer hemmed and hawed, having titanic arguments with Helga that shook the rafters as they enacted an unholy combination of debate, pub crawl, and grappling combat. In the end, Helga succeeded. Somewhat. It took Helga a solid three months of plying the woman with Ostka and every kind of alcohol that Ostlanders can access (a lot) including a barrel of one of those most rare of things that Helga had apparently been holding onto for just such an occasion as this – a barrel of that rarest of spirits known as Bugmans XXXXXX. Apparently it is, bar none, the best dwarf produced drink on the planet. You've never had the stuff so you wouldn't know but apparently it was the clincher in helping Valma decide.

For now, Valma seems to have absconded with an entire tavern where her 'lessons' take place. The only patrons allowed inside are her students. Do you suppose it says something that the first engineering classes in Ostland took place in a place where the barrels of beer were close at hand with a drunken Slayer Engineer and a smattering of other 'students' who were also drinking? The instructors at Nuln would never approve. But then again the instructors at Nuln have never had to live in the Forest of Shadows. Wissenland is big fields and pleasant copses of trees. You have a forest filled with monsters that you have to live in. Helga knows much, and the selected few who are literate and can do numbers have rounded to about twelve men and women partaking in the extremely unorthodox learning experience of learning at the feet of Valma. Reward: Valma has taken on a few students. Having made the plunge of doing so, it is likely that she may accept doing more.

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

Damage Control: Oh damn it. The Witch Hunters have been following Natasha around the Castle. This will not do, but at this moment the Order of the Silver Hammer is far more likely to manage killing you for being a tainted traitor than you would be at defeating all of them. You don't fancy being filled with lead. Something must be done, and you aren't stupid enough to think that just ordering them to 'stop that' would actually work. You need to do something to at least somewhat relieve their suspicions. This means that you may…ugh…have to go to church. At least to put on a show. Natasha is willing to go. Perhaps if they see the two of you attending a few services then they'll back off because you're showing 'remorse and/or repentance." It also may do to have at least some of the Sigmarite Priests on your side. Through say…a few donations? Cost: 100. Time: 1 Year. Reward: Reduce Witch Hunter Suspicions. A bit. Chance of Success: 75%. Required: 25. Rolled: 28.

- Up until this point in time you have had a rather extreme distaste for the Gods. Said negative sensations have been upgraded a tad. Because now you have actually seen the damned powers that the Priests of Sigmar have been claimed to possess this entire time. If it were anyone else, they would have likely gained some amount of pious respect at the sight of the powers of a God actually acting through mortal men and women. But you aren't anyone else. Instead, you saw that an entity of some sort actually is capable of producing powers, shields of protection and healing.

Where. The. Hell. Has. That. Been.

Ostland has been ravaged by the denizens of the Forest of Shadows for two thousand years, and at no point in time did these priests with their powers change things! With all the light and powers granted by their God's, how have they not cleansed the forest, and struck down the dark creatures of the world?! A perfect example of this is the first time you entered the Church of Sigmar in Wulfenburg for a service. The people, of course, were stunned, as were the Witch Hunters who have been tailing your wife (the latter part told to you by said wife). You had never been there before. It was disgustingly wondrous. Light poured through the colored glass, structures of shiny brass and gold hung everywhere, and there was ornate artwork and sigils of Sigmar across the entire place. Being the only Temple of Sigmar in Wulfenburg, which is simultaneously the largest concentration of Sigmarites in Ostland has left it to be the sole recipient of all donations and build-up. A book was read from, a couple chants sung, a few prayers murmured in unison.

Then you went outside, and what did you see? The Forest of Shadows, with shapes and things creeping through the darkness that fills the forest of your home. How can no one else rage against the Gods? To go from that place of richness and 'piety' and power and worship to see the state of Ostland that has been that way for generations and generations? Natasha does not share your active dislike of the God's, and instead possesses a general sort of apathy towards them. But during your conversations after being forced by the latest circumstances into the temples she agrees somewhat which is more than you could have possibly hoped for with anyone else.

These priests, of Ulric, of Sigmar, they have all of this…and yet the Forest of Shadows remains. The God's aren't useless, as you had previously thought. No, they are guilty of another crime. Ineffectuality.

The powers of the God's are held and used by the hands of these people, and yet…they have changed nothing. Not in Ostland at least. Perhaps down in the South where Magnus the Pious resides the power of Sigmar is capable of doing much. Ugh.

Besides the evolving facets of your annoyance at the gods, supposedly good or absolutely bad, it seems to have worked. Apparently because when you left the temples the people whisper of just how incredibly energized you seem to be. You are, but because every time you exit a temple of a god you are reminded of the work that lays before you which they could have taken care of if they were less worthless by even a modicum of effort. The Witch Hunters still watch you and your wife, but their hands have moved from being directly on the holsters of their pistols and the grips of their torches to being an appreciably amicable distance. Reward: Reduce Witch Hunter Suspicions. A bit. Witch Hunter Reputation raised to 5/10, Suspicious Dislike.

Intrigue:
Ah yes, what could be better than one twitchy Witch Hunter? Another twitchy Witch Hunter. Unlike Eizenhorn, Marlisa is focused on matters of internal security and intrigue. With a smaller emphasis on faith. But not by much. Eh, you'll take what you can get. (Choose 1)

Trouble Makers: You aren't naïve enough to assume that the Witch Hunters are just going to let your marriage and general lack of religious fervor slide. You can hope that more intellectual ones will accept what the Emperor and High Theologian say, but know that the more zealous ones are likely to be an issue. Marlisa is one of the former, thankfully. She accepted the word of Magnus the Pious with immense stoicism as she apparently mentally reorganized her entire world-view. She also is aware that such an action will be beyond at least some of her Order. It will be better if she's the one asking instead of you, by the way. Cost: 50. Time: 1 Year. Reward: Problematic Witch Hunters within Ostland identified.

- This sort of internal survey is normally unheard of in the Order. It's actually quite disturbing now that you get to see some of the internal workings of the organization. Oh, by the way, now that you are making yourself more familiar with the Order, they have apparently phased out the usage of the Order of the Silver Hammer some time ago and replaced it with The Holy Order of the Templars of Sigmar. Also, they are based in Altdorf, meaning that you cannot actually change much about their policies or order more back like you had initially assumed.

To be fair, Marlisa mentions, rather the point of the Witch Hunters being so secretive is so that they can move without their targets immediately figuring out that they are in fact being hunted. In any case, Wulfenburg was after all named after the founder of the Order and as such has a substantial force of the Order. She cannot tell you all of the secrets of the Order, that would, again, defeat the point, but she can reveal some of the hierarchy. There is a singular Lord Protector, followed by a nebulous number of Grand Masters and Witch Hunter Generals, followed by a Supreme Council made of 12 Knights of the Inner Circle. Other positions exist, but the only thing you need to concern yourself is with Witch Hunter Captains, and the Witch Hunters beneath them…and the woman in charge of Ostland's Chapter House i.e. Witch Hunter Captain Lieselotte. She is the one in command of Ostland's Witch Hunters.

She doesn't like you, apparently. Her reports to the Witch Hunter General in charge of the North District of the Empire are apparently recommending that you be interrogated about your apparent magic sympathies and to learn whether or not you had been tainted by Chaos due to your distance from the rest of the Hohenzollerns. However, she doesn't hate you on principle. She simply is exceedingly dedicated to the edicts of the Empire. But as the Order is under the command of the Grand Theologian and the Emperor himself all comments about your suspicious closeness to someone who uses magic has disappeared.

So long as you stay within the confines of what the above two individuals say, you should be fine. Probably. You have more to worry about though. Specifically, three Templars. The field agents of the Order, these are the ones with the experience and the gumption to chase down cultists, sorcerers, vampires, and other such dark things with nothing but a pistol and rapier at their side. Sometimes with assistance, but sometimes not. So if nothing else their general ability to not die immediately as they stalk throughout the Empire on their lonesome is something to be respected.

If only the respect would be returned by the Templars Magnus, Otto, and Maud. Each of these three have raised numerous concerns about your rule, your general state of soul, piety, and whether or not you are secretly a corrupted agent of Chaos. Or have been ensorcelled by a foreign witch, no matter what the Edict's say. Or in Magnus's case, both. Magnus is a native of Averland, while Otto is of Nordland and Maud is of Ostland itself. All three got extremely distressed at the sight of your wife's powers which apparently only began melting several days after you left. They were the ones who most vigorously and painstakingly followed the both of you around, watching you in temples and without. They have decided that something is vigorously wrong with you, one way or another. They said that something must be done.

They disappeared the moment you began this little internal looksee into the Ostland Chapter.

Witch Hunter Captain Lieselotte says that Templars often disappear on their hunts but the woman did not get into her position by being stupid. She is fully aware that they might try to do something foolish, and has in fact ordered some of her own Templars to find these three before they attempt said potential foolish things. Only time will tell if it is successful. Reward: Information, Captain Lieselotte is the head of all Ostland Witch Hunters. Look to her if you need something, only the Emperor and Grand Theologinist working in tandem can order them as an organization to do something. They're based in Altdorf. Your city is named after their founder. Neat!

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

Frost And Steel: Your wife's command of ice magic is impressive, and on a battlefield you have no doubt that she would be a force to reckon with…individually. But what if someone gets too close, or she must lead troops instead of Captain Ivanov should the big man be incapacitated? Can she fight without her magic if she must or need to? You never know, especially in this neck of the woods. Offer to train her at least with a sword, while discussing battle tactics. It's a two for one. You get to know your wife better, and she gets to learn more about combat, something she was unable to do much of in Kislev while her sister did much of the work. Reward: Better spousal relationship. Natasha +1 Martial.

- As it turns out she has, in fact, not spent much time doing much exercise in the same manner as you are used to when it comes to combat. Now, a lot of people might get angry that you would suggest they are out of shape, but Natasha…well, she didn't get angry. She just made lots of vaguely mean snide comments while sweating her body weight several times over. But she doggedly hung on during your small spars as she formed an ice simulacrum of Brain Wounder. Despite how she sometimes says things that are the opposite of what she actually means, it eventually comes to a head. She never received much combat training, unlike her sister. The Tzarina is expected to at the very least be capable of the weird little ritual combats that nobles are meant to know the conduct of. Natasha never received that, so she takes to these exercises like water to a man dying of thirst. For all the time that she spent reading books and drinking wine and contacting people late at night, she never truly got to work on fighting. Almost all of her martial skills are due to her Ice Magic, and she has absolutely no bearing on actual combat tactics. Now that you have suggested it, however, she quite intends to rectify this. Reward: Boost to Spousal Relationship. Natasha gains +1 Martial.

Care For A Drink?: You have got to get the people used to Natasha. One of the best ways to connect to Ostlanders is to share a drink with one. Now, you know for a fact that your wife is a hell of a drinker, so perhaps it may be worth it to throw a bit of a party? Isn't that the noble thing to do, throwing parties? By doing so she can prove that she can drink with the rest of them, one of the best ways to set your people at ease, and also she can provide something which so far only you have gotten to experience – chilled Ostka. It makes it taste better. Make the people see it! This would have the added benefit of letting you and your wife make an entwined appearance. Cost: 300. Time: 1 Year. Reward: Party Thrown, Public Opinion improved? Chilled Ostka introduced to Nobles.

- An absolutely amazing change comes over Natasha as you plan it out. Unlike yourself and your rather less courtly experience…away from court, she has done things like this a thousand times. Well, maybe not literally that many, but the point is that she became an excellent hostess through intuition, experience, and luck. In Kislev, it was she who planned out the royal parties and meetings and balls and such for her oh so much more busy older sister. She is not the best at fighting without her magic, but she is one hell of a party thrower. You honestly have no idea where she found the people or materials to put this together but she did in a flash. Then she did something you hadn't even thought about – advertising.

Man. You are really terrible at diplomatic things like this. Natasha is the opposite. Intrigue and words, this is something she is quite good at indeed. The party is actually planned months ahead of itself, with mysterious rumors beginning at first, then confirmation from servants, then guards, then…well. It came out like dominos, and soon enough the nobles were clamoring for more. Regardless of what they think of you personally, it's practically a responsibility of nobles in the Empire to show up when the Elector Count throws a party. For a time your wife plays them like a fiddle, playing up sympathies and loyalties with one group and then the other, all the while slipping around them until even the most distrustful and resistant nobles are all wrapped up together like a present in a bow. Who knew that determining who was going to the party, when, and what they would wear could be such a competitive activity.

When the party does actually happen, everyone who was anyone in Ostland showed up. Natasha actually pushed you ahead instead of arriving alongside you, while informing you to simply be yourself and that she had a plan. You don't know why she wanted you to do that but hell she was better at the court crap anyhow. So yes, you were yourself.

Thus, conversations ended stillborn nine times out of ten, polite words were spoken with increased strain behind them, and what were probably dozens of veiled threats, promises, and apologies went right over your head. Eventually, after the better part of an hour, no one wanted to talk to you lest you end up making them very upset for one reason or another. Which is right around when your wife arrived.

Dressed in a gorgeous dress that must have cost a fortune, some parts of which at the very least must have been created with ice magic, Natasha Von Hohenzollern nee Romanov arrived as a literal saving grace. The lights dimmed somewhat, music played, and harps were strung. On the metaphorical battlefield of conversation and high society where the daemon known as Frederick had reined in his terrible lack of tact and manners, she arrived like a protective goddess to shield them.

The nobles of Ostland ran from you, leaving you to grab your own horderves and finally sit down and not have to listen to some drunken fop complain about literally nothing in particular. Drunken fops were terrible creatures indeed. Drunken sots were fine, that was a common Ostlander state of being, but drunken fops? Ugh.

More pleasant to think about was that immediately after this you were able to figure out what your wife had done once you translated the dresses and jewelry and drinks and food into military application. Off in Jegow, you had much time to read books and learn military strategy. You hadn't forged literally every hour of the day. With your general actions and disposition you had left them with no recourse but to seek out literally any other harbor than yourself, and the only other such place was Natasha herself.

You could even see some of them becoming frightened when she demonstrated a small lattice of ice which caused many an ooh and ahh…only to look back at you over by the ostka bowl at which point you would raise a glass filled with the liquid with a single raised eyebrow. They would then reconsider.

Ironically, to get many of your nobles over the fear of your wife's magic and foreignness, you needed to get them to fear you. At parties anyway. You are, quite truthfully, so mind bogglingly bad at even the barest form of diplomacy and intrigue that the magic using, foreign 'priestess' of the savage Kislev is the preferable choice at a party to talk to. In the province where the Witch Hunters were founded. Filled with Ulricans and Sigmarites, both of whom have issues that sort of thing. Burning-at-the-stake sorts of issues.

Then your wife introduced chilled Ostka which was an absolutely enormous boom of joy for everyone involved. Except for when you took over the ostka bowl and your wife had to make you slip on some ice to get you to understand to get out of the way. But it all turned out for the best. Your wife was apparently a delightful conversationalist and told many a great joke, all of which was enhanced two-fold whenever you were nearby to be compared silently.

Honestly, it was fine with you. The biggest issue had been their issue with her, and while this is most certainly not the end of it, a great amount of tension between your nobles and Natasha has been eased. It isn't done, not by a long shot, but this is a really good start. Even better, as an apology your wife and you found your way into your chambers at the end of the party after having imbibed a truly staggering amount of alcohol.

Oh uh…and now she's pregnant. Reward: Noble Opinion Boosted to 7/10 - Neutral.
 
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Battle of Salkalten 1
The Battle of Salkalten, 2305 IC

Middenheim-Erengrad Road, Approaching Salkalten.

"Marlisa?"

"Yes Count Hohenzollern?"

"Frederick will do."

"Yes Count Hohenzollern."

"Right."

Natasha smirks at you as your fingers pinch the bridge of your nose. Since the personal approval of the Emperor arrived in the form of the hammer which even now is at your belt and everything else, Marlisa has become respectful to an almost infuriating extent. Many of the Witch Hunters are quite leery of offending you now, though this brings about dark thoughts involving those of the order that have gone missing.

"Tell me more about the Count of Nordland," you say to her while holding yet another of the letters from said Count.

"Otto Gruber has been in power for about two decades at this point. He is considered to be a goodly devout man, as it was thanks to him that the treachery of the previous Count was discovered."

"Treachery?" you say raising an eyebrow. As the Witch Hunter has taken to standing at attention whenever you speak to her, the only part of her that moves is her head when she nods.

"Yes. Hans von Kessel, the previous Count of Nordland, as well as Hans's father, were discovered to be in league with the powers of Chaos. It is at their hands for both their generations that Nordland had suffered so greatly at the depredations of evil before the Emperor began his glorious crusade."

Hmm. Well on the one hand you can appreciate that, as you have no idea what precisely you would have done if it turned out that your family was in league with Chaos, but on the other, you are growing to dislike this Gruber. The man seems determined to try and insert someone 'in his trust' into your court because of the general forces of evil that still plague Ostland. No matter how good this Gruber is at sniffing out the forces of Chaos you are not about to let such a man into your province without it being absolutely necessary. That, and you just immediately found your hackles rising whenever one of his smarmy messengers arrives carrying yet another letter.

"I hear there remains a son," Natasha unexpectedly pipes up, drawing the eyes of both you and Marlisa. "A Stephan von Kessel. Apparently he was branded as a child to show what had occurred, but he's managed to become a Captain in the Nordland army."

Good for him, pushing his way past the stupidity of others. Even if those others were family.

"Annoying peers aside," you grumble, "we have work to do here."

Indeed you have. Your army has been assembled behind you, with the newest additions given their due place.

Ten thousand soldiers march in tandem along the roads before halting at the piercing whistles of Ostlander commanders. To the side of them, their armor and weaponry making it difficult to mesh seamlessly are the Bull Warriors. They have absconded with the left flank, which is now as heavily armored as it can be. Those who arrived at the orders of the Emperor are on the right, the master warriors of the Imperial Foot and their knightly commanders shining brightly in the daylight. It is, in your opinion, quite the mighty force you have assembled. As for your wife's personal guards…well, where honestly do you think they'll be?

You look north, then, at Salkalten. Your provinces only true port. Then you take a long pull of chilled Ostka. The burning in your throat is welcome.

The coasts of Ostland have never been as well protected as that of Nordland. They had the biggest fleet, you had…fishing boats and a harbor for especially brave traders. When the Norscans came on a wave of exultant fury brought about by their Everchosen, before Magnus gathered his army fully, your people were ravaged. The coast was lost, and has been for years since, completely and totally open like a newborn babe before the Norscan marauders. They've turned Salkalten into a port of their own, though they have done little to repair the desecrated corpse of the city. It is here that many a Norscan will dock at, supply up, share a drink, and then head out into the rest of the Empire to slaughter and kill.

No longer.

Your initial scouts report that the Norscans possess about as many as you do, perhaps more. It is, after all, an entire city for them to hide about in and numbers are difficult to ascertain with the winding streets and burnt buildings blocking much of your sight. A single Clan has established itself as the superiors of the occupied Salkalten, known as the Bjarni. There are others, of course, but this is the group with the highest numbers. You know little of their capabilities, as they have ruled the coast for years now and you have not.

But you will not fail. You are reclaiming Salkalten. Now.

Any closer and they cannot fail to see the dust kicked up by your army, and so it is here that your people set down to plan. Sir Erwin, in command of the Knights Griffon and thus the Imperial Detachment, joins you at your table as does Sir Stier who leads the Bull Warriors. Natasha does not come herself, she would have nothing to contribute as of yet, but she sends Captain Ivanov in her stead.

Over a short breakfast and two hours afterward, you hash out two differing plans.

So We Burned The City Down: This is proposed by the more zealous members of your small council, in other words Sir Erwin. The pious former member of the Knight's Panther knows as well as you do that the city has been in the dark grip of Chaos for years now. There is no possible way for it to have been tainted as badly as Praag, but the point remains that your scouts have seen posts set up where crucified and skinned men's corpses on the perimeter of Salkalten. He recommends bombarding the city with your cannon and sending cavalry in to throw torches. It would likely end up ruining what little remains of the city further, but honestly, you were going to have to demolish and rebuild it anyhow. Your forces in return will set up a defensive perimeter so that when the Norscans run out, they slam directly into your forces. [] Purge and Bombard

We Are The Horns: Sir Stier has proposed this infinitely more risky plan. He says that the Norsemen could simply just escape on their boats if the city starts being bombarded and burning. The point of this is to kill them, not let them escape without injury from you. These bastards have been squatting on Ostlander soil for too long, and it is time that they repaid the crops and fields they've burned and the land they've worsened with their presence with their lives, says Sir Stier. As such, he wishes to take the Bull Warriors forward, all of them, and to challenge the Norscans to a fight directly. Then, when the have left the confines of the city and have begun to tear into the tight formation of Bull Warriors, your army springs itself and surrounds them. The Bull Warriors shall be the anvil, and your army the hammer, and between you shall the Norscans will be slaughtered in a vice. [] Horns and Anvil

Something Else?: [] Write In
Order
Army of Ostland: 4,000 Swordsmen/2,000 Archers/2,000 Light Cavalry/1,000 Pike/500 Ogre/500 Greatswords.
Auxiliaries: 300 Kreml Guard/500 Kossars/25 Knights Griffon/3000 Imperial Foot/4 Cannon
Priests/Mages: 6 (1 Ice Mage/5 Sigmarite Warrior Priests)
Knightly Orders: 3000 Bull Warriors
Destruction
Clan Bjarni: ??,???
Clan Skrag: ?,???
Clan Ranulfsson: ?,???
????????
 
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Battle of Salkalten 2
The Battle of Salkalten, 2305 IC

Middenheim-Erengrad Road, Approaching Salkalten.

The Bull Warriors must be insane to do this, but if this works…

A heavy swig of ostka, ale, or whatever spirit of choice that the heavily armored warriors find to be their preference is provided. They know that this is a dangerous and risky maneuver, and that before your forces are able to encircle those that leave the city in response to the challenge they will be alone against a force that you may be equal to your own, or perhaps even be superior in numbers.

Then they head out, in a circular formation. Though they do not possess spears, halberds, or pikes of their own, a circular shield wall shall be their defense. As they move out, you order extra guards around the cannon. Your father died on this coast, attempting to do much of the same thing, and yet was somehow entirely encircled and defeated. Somewhat like what you are about to attempt to do. For the moment, you are entirely unsure if this is a good or a bad thing. It's enough to make you take a drink of ostka yourself.

Even from this distance you can hear the faint noises of the enemies sentries sighting the oncoming force. They do not come out in a wild horde, not just yet, but they do certainly take notice of three thousand burly men covered in heavy plate coming up the road at a steady pace. After the correct distance is reached, the Bull Warriors halt, and Sir Stier pushes his way to the fore. You have never fought Norscans before but they are said to be consummate warriors. Can they truly deny the challenge of a group of clearly experienced fighters?

(The Challenge Of The Bulls 71/100)

Apparently not. You could not clearly hear what Sir Stier said, but you caught echoes which sounded somewhat like honor, cowardice, combat, and something involving their mothers. The marauders respond with laughter, then rage. A great howl goes up amongst them, and then a horde of half-naked men and women erupt from the remains of Salkalten like an ant mound that has been kicked over. Even from here they look terrifying to behold, so thickly muscled as to dwarf many of your regular soldiery, wielding enormous axes, twin blades, and all a manner of other weapons. All of which look horrendously deadly. They do not form up in any specific formation, unlike the Bull Warriors who set themselves into the earth and raise their shields.

Some of your men tense, and prepare to charge themselves before stopping. The point of this is to bring the tide onto the Bull Warriors, and they have not yet fully become submerged in the enemy. From the outskirts of the city they come, running and yelling with a level of stamina that is almost unbelievable to you. They roar as one to their horrific and dark gods which is answered by one of the Bull Warriors own. Yet three thousand men against a force which outnumbers them creates a sound that is only but swallowed soon after.

(Bull against the Bear 84/100)

You had, up until this point, thought you knew volume. But nothing quite compares to the sound of a solid mass of marauders smashing themselves into solid metal and flesh. An absolute cacophony of skin and bone and muscle crunching into thick plating and blades. Many of the raiders had to have died instantly from being crushed both by their kin behind and the Bull Warriors in front. This does not seem to have reduced the enthusiasm of the savages of Norsca. They continue to stream forward, until the inevitable occurs. The Bull Warriors do not shatter, merely tighten their formation further, and fight. As the pressure and numbers build, more and more of the savages begin to stream around the edges of the front to the rest of the defensive ring.

Still, you do not charge. The Bull Warriors need to be swarmed. They need as many of the Norscans upon them as possible. You wince as part of the formation crumples as a man's head is hewed from his shoulders and his bulk is trampled into the sand and mud. It quickly repairs itself but fatalities are impossible to avoid in this situation. Darkly, you accept that this was going to happen sooner or later. You could not have let such a force of Chaos-aligned creatures on your lands forever, and the longer they controlled Salkalten the more of their brethren could be allowed onto the lands either west into Nordland or east into Kislev or an innumerable other locations.

Then, finally, they are enclosed. A full ring of Norscans has covered the Bull Warriors, one thick with the savages as they push past one another to get at the brave men of the Empire within. You give the order, and with a cry for the various gods and goddesses of the Empire on the lips of your soldiery and whatever 'Urraaaaaaaa' meant from the Kislevites you charge.

(Charge! 30/100)

Things go wrong immediately. Several of the Norscans turn at the noise of your charge, and immediately turn around. They begin to sprint towards you, and more and more of the savages notice this sudden lack of pressure allowing them to add more pressure on the Bull Warriors. As the gleeful visage of the Norscans comes closer and closer, several of front ranks panic. Some try to flee, but are either knocked back into place by what few officers you possess or the braver men.

Others nervously take a shot of liquid courage, and get ready to fight. The pikes set themselves at the ready, while your swordsmen take up next to them. Your bodyguard form around you in a single block, while the Kislevites do the same with your wife. Looking through the wild crowd of bodies you can just barely see some sort of ice armor slowly forming over Natasha's frame before she is obscured behind the Kreml Guard. The ogres bellow their own challenges, slamming chests or stomachs with their fists.

(Second Clash 21/100)

You see twenty men cut down in half as many seconds. Blood flies wildly as the first Norscans somehow dance between the pikes before hewing your soldiers like trees. That is not to say that some do not die, some get a sword through the heart, others are cut down and apart by those who are lucky or skilled, but the vast majority are doing fine. In the distance, before the dust kicks up further, you see more and more Norscans arriving out of Salkalten and crushing into the Bull Warriors. Then you have no time to think about anything as the fighting truly starts. Even from here you can feel the ground shaking under the boots of everyone in front of you. This is the first large scale combat that you have ever been a part of. Your hands begin to tremble, your vision blurring, and your heart pounds in your chest.

You need to do something…yet….

(Steel Yourself 95/100)

Fear blankets you for only a scant moment before rage takes over. Blurring vision is exchanged for almost painfully clear sight tinged with red. The top of your flask is viciously ripped off and you take a hard pull of Ostka which numbs the trembling. Your eyes narrow as your grip tightens around Brain Wounder. The Greatswords likely remember that the previous Elector Count was killed, and do not intend to fail you yourself. But they are wasted here in the back.

Right.

Screams of fear, of pain, go out from the front, before you harshly bawl out an order. For a moment your bodyguards look at you askance, but then they can do nothing but follow your orders as you rush forward. It is perhaps not the most intelligent move that you've ever made but you are not an incapable fighter. It was a simple order, one that goes up practically as a rallying cry amongst your people. The ogres shift forward, and against their incredible bulk and strength the Norscans cannot compare. The blades of your Greatswords rise up and strike down with every single time the result being a slain Norscan.

The order?

"Advance!"

The charge of the savages is blunted, then halted entirely, then it begins being pushed back.

"Forward, men of the Empire!"

A bright flash of blue tinged light goes up from somewhere, screams of awe and fear and pain coming out from the offspring of Norsca. The strange cry of the Kislevites are echoed once more, and with a single coordinate sweep of their halberds the Kreml Guard reap a gruesome tally from a group of Norscans who have found that their legs have been encased in ice.

Then you smash into the front ranks, and get into the fight. Brain Wounder slices a man's head off before finding itself sunk into another's chest. Your hammer, the new one that Magnus gave you, cracks into an uncovered and frankly filthy skull. Eyes bulge and pop from the pressure before the rest of the head goes, and another splash of sticky red splatters across your body.

(Front Lines 1 36/100)

So much of the earth has already become churned by the battle, adding the blood in only makes it worse. You slip on a man's intestines that have become strewn across the ground, and collapse to the earth. Your army crunches the bones of a corpse, even while the horror of a disemboweled ogre's face stares back at you. A heavily notched axe slams into your chest, and for a moment you wonder if that is how you'll die, only to realize just as the Norscan who attempts to tug his weapon back up that it has become lodged in your armor. You can feel the edge just barely on your chest, and you have no doubt that your skin was lacerated at least somewhat.

Then a Greatsword fulfills his duty and literally bisects the man at the waist. You do not know the man's name, and perhaps never will as his helmet has completely covered his face. But he is enormous, and rips the axe out of your chest armor with no effort whatsoever and literally wings it at another charging savage to catch them in the chest. With one hand he hauls you all the way to your feet while swinging the weapon that his rank is known for to block a gore covered raider's blade. His armored boot kicks up into loincloth of said foe where it impacts with a disgusting welt squelch before slamming his armored helm into the raiders face, breaking a nose, several teeth, and one of the eyeballs like an egg.

Combat swirls, and you are on your feet, and the Greatsword is gone. Brain Wounder begins to cut at the Norscans, and for a moment you are simply just in the fight. But something manages to pick up the swordsman you found yourself fighting alongside and throws him off into the dust and mud. Instincts scream and you raise the Runefang up into a block just as a blade covered in whorls that glow in with a disturbing hue of crimson comes slamming down. Apparently this was the wrong thing to do as the look of confusion that someone didn't just die immediately brings a look of such joy to his face that it looks rapturous.

"Yes. Yes! Give me your SKULL!"

(Khornate Champion 12/100)

Up until this point you had thought that you were a rather respectable fighter. You were quite good, and your grasp on tactics was a fine thing indeed. But where your martial abilities were a combination of training, books, and actual combat, whoever this man is apparently only ever focused on actual combat. And strength.

There is no way for him to shatter Brain Wounder, but that is fine because he apparently intends to wound everything else. No matter how hard or fast you move your blade his is there in exchange, smashing again and again. The runes on your weapon flare wildly, as do the crimson runes on the Norscans weapon. There is no actual conversation, only desperate defense as he hacks and cuts and stabs, a wild dervish that makes your bones rattle in your body with every single clash of your blades. Then it finally happens, with one hand he grasps Brain Wounder and pushes it aside even as it tears his hand into tatters, and slices downward with his sword. The plate that saved your life earlier crumples and you scream in pain as the jagged edges of the Norscan's weapon drag across your chest from shoulder to hip. White hot pain nearly knocks you unconscious, were it not for the alcohol brimming through your body numbing it only somewhat.

Your blood lands upon the blade where the runes glow with ever brighter intensity. The Norscan grins, and raises his blade high even as you struggle to raise any of your weapons to your defense. Or even simply roll away.

"Your skull is mine, warrior!"

(Last Chance 90/100)

"AWAY FROM HIM SAVAGE!"

A ballista bolt of ice slams into the man who would have been your killer directly through his torso, tearing apart and practically obliterating everything beneath his pectorals. The flesh surrounding the gaping hole turned black and dead while the whole of his body has turned blue such is the sudden change to his internal temperature. The look on his face is not one of pain, but of honest confusion and…disappointment? He looks down at you, and actually shakes his head.

"Shame, warrior. Worthy…but then magic? Tut tut, now your skull is going on the bottom of the Throne."

Then he topples over, with that same look of almost parental chastisement, the red whorls on his blade going out like a guttered torch. You blink blearily through the horrible haze of pain before you spot Greatswords surrounding you with several black armored figures that you feel like you should recognize standing shoulder to shoulder with them. Then the most beautiful thing you've ever seen looms over you.

Who then upends the contents of a flask onto your open chest wound. Cleansing ostka drenches your open wound, and suddenly the haze is gone as your scream in pain again, but this time more aware. Natasha grimaces at you before placing her unnaturally cold fingers along the enormous tear into your flesh and muscles.

"I liked your skin when it didn't have this. Alas. Come, hammer man!" she barks out.

A balding hulk of a figure comes into your sight, such as it is lying on the ground. Both his hammer and his free fist are covered in blood, though for now he holsters his weapon and retrieves a book at his side. The well cared for combination of armor and robes show some recent wear and tear, but you can tell they are of fine quality. He frowns at the sight of you, and kneels next to you.

"My apologies Count Hohenzollern, an entire band of fellows like that one pushed their way to the front and distracted a good number of our best from noticing what was going on. Damned Khornates. This wound is deep, and I can feel the disgusting touch of Chaos on the blade he struck you with. I shall heal you, but I must warn you that the pain will be immense," he says in a voice like grinding stones.

You look askance at him, then down at your chest where you can see the torn muscle fibers beneath your skin and the blood welling about you. Natasha looks at you with an actual look of concern on her face. The pain of your wound, both from the strike and the cleansing alcohol, blurs together with the various aches, pains, and exhaustion that you've already received upon this battle field. You gesture with your mouth at your wife who understands and tips the remains of her own flask into your mouth. All of the ostka within is drained into your stomach, dulling the pain an appreciable amount.

Now it only feels like trying to breathe glass instead of hot glass.

Then he places his hands onto your chest, and begins to mutter.

(Sigmar's Worst Worshipper 54/100)

He wasn't lying. Pain cascades through your body as a bright light bursts from around the priest of Sigmar. You can faintly hear the battle, before something rumbles the earth that you've never heard before. Something vaguely spherical flies through the air, and when you feel the thump of its landing screams go up from Norscan throats. Ah, the cannons then.

The light is a mixture of gold and bronze, and though it is somewhat soothing it cannot take away all the pain. You watch, fascinated, as the ragged line that now covers your front closes. The muscles mend, a light washing over them leaving them healed. Your skin is not quite so lucky. It scars over immensely, leaving a gnarled and twisted line that looks more like a flattened tree root than anything else. Even now it pains you, though significantly less so than before. The priest frowns at the sight of the massive scar.

"My apologies, Count, but this is the best I can do for you at this moment. The blade that Norscan possessed was a powerful one, and must be destroyed post haste if the difficulty the wounds it causes can make difficulty even for me," he says apologetically, frustration in his voice as well.

Shaking your head, you take your wife's hand and stand up, wincing at the pain. The new scar throbs. If there were any gods you truly put faith behind, you would be swearing at them. That could have been it right there, you could have died.

"Can I fight?" you ask after taking another swig, this time of beer from an offered Greatsword. Apparently the ostka has run out.

The Warrior Priest smiles.

"You are one of Sigmar's own. What do you think?" Then he turns and is off into the battle.

Natasha snaps her fingers to grab your attention.

"The plan is sort of ongoing, but that failed charge has broken our ability to fully cover the Norscans without immense difficulty. A complete encirclement of their forces is impossible without something changing. What should we do?"

A Norscan nearly leaps over one of the Kreml Guard who catches the woman with the shaft of his halberd and then stomps her skull into wet chunks. The rest of those who protect the small oasis of peace on the battlefield similarly kill those who approach.

You frown.

"Well…"

[] From Magnus, With Fury: Order the Imperial Foot to assist in completing the encirclement. The plan can still work, you just need to regain momentum and control of the battlefield. While those from the Empire strike across along the east, you shall guide your forces across the west. The ogres will go with the Imperials as well, as they are the strongest fighters you have, if not the 'best' as it were. You shall have to rely on your numbers while the southerners will have to rely on skill.

[] Screw It, Link Up: The encirclement plan failed utterly. It's time for a new tactic. Drive forward until your forces can link up fully with the currently still surrounded Bull Warriors. With both of your forces together, tear apart the Norscans who attack you. This would combine your forces and make it harder to encircle you yourself should the enemy try whatever it is what they did to your father.

[] Write In

Note: Frederick Gains Trait: Scarred – Cut from left shoulder to hip is a gnarled branch of scar tissue gained from a Khornate Norscan at the battle of Salkalten.

NoteNote: This game may or may not just give out traits that don't give bonuses or whatever. Scarred, in this case, will not give Martial. Thinking on it, that makes no sense for Mists either. I won't change stats in that game though. Just remember that these are two separate universes of Warhammer….and stuff.
 
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Battle of Salkalten 3
The Battle of Salkalten, 2305 IC

Road To Salkalten

"Get me Sir Erwin and the Foot!" you bawl at a messenger who immediately disappears into the scrum.

There is a tense moment where you simply wait, letting the sounds of battle wash over you and the crunch of corpses being trampled by thousands of pairs of boots. Then, from your right there a great cry goes up for Sigmar and all of a sudden the leader of the Knight's Griffon bursts into your small protective circle. His gorgeous armor has been littered with dents, the wax seals remaining but much of the paper they once held to his pauldrons and greaves having been torn to shreds or whipped away in the fight. Blood drips from his blade in such amounts that the grey and silver of the metal has gained an entire layer of red atop it.

"Count Hohenzollern! Your orders?!" he says through the slits in his helmet even as he straightens to attention.

You narrow your eyes at him and then north to where the Bull Warriors are even now being squeezed tighter and tighter. They are being swarmed now, so much so that you cannot actually see the knights beneath the pile of Norscan bodies that scream for their dark gods. The plan nearly failed, but hasn't. Not yet. Not entirely. If you are to win victory here then you must move forward, despite the failed charge.

"Advance to the east with the Foot! Encircle upon that front! We shall do the same! Take some ogres with you!"

He does not question, only salutes, and then he is gone, his voice rising above the crowd. A miniature earthquake rumbles as the metal boots of the Foot extricate themselves from the chaos that your front has become and assemble themselves into formation. Somewhere from the center of the fight onto its outside Sir Erwin managed to grab the attention of the ogres. The almost golden armored man then turns towards you, and nods before roaring out your orders to those he leads. There is another muffled boom and a cannon ball flies overhead, crashing directly into a formation of charging Norscans who had just left Salkalten. It seems that even if not all the Norscans wished to join the fight, the length and challenge has drawn them.

Now it is your turn.

(Rally 88/100)

"Soldiers of Ostland!" you cry out. Heads turn in your direction even as you, your wife, and your respective bodyguard formations begin to shift direction. All together that has to be at least a thousand men even with casualties during the battle. Thus it is hard to avoid being swept up alongside you.

"Cut these curs down! They have squatted on our lands for too long! Now, today, we take it back! Follow me! To Glory! For the EMPIRE!" Then your small contingent breaks apart the swirling melee amidst hoarse cheers.

The remaining Norscans around you are cut down, many requiring multiple strikes to finally put down, and they take a good many men with them, but they go down. A steady stream has continued drifting down from the fight with the Bull Warriors to meet your own, but now you have blunted it. The momentum begins to grow as the Foot and the Knights Griffon charge up the right flank, drawing plenty of attention to themselves. They are, after all, the best equipped on the battlefield.

A charging group of Norscans abruptly finds the ground beneath them to have become a thin sheet of ice and slip unexpectedly. They manage to catch themselves, surprisingly, only to be cut down by the rumbling avalanche that has become your personally led force. Greatswords and Kreml Guard form the vanguard, while behind you swordsmen and pikes rush forward. What cavalry your province possesses finally gets to work on the open plains, and restricted as they are in the forests they do this with great glee.

(Encircle 66/100)

It cannot go perfectly, nothing in this world does, but slowly what remains of your ten thousand men shift the battlefield. They grind up against the Norscans, who begin to be crushed between them and the Bull Warriors. Archers let loose with volley after volley, coating savages in arrows, while you smash into the remaining Norscan elements. Across the way you swear you can hear Sir Erwin bawling out praises for the Emperor, and once or twice there are sudden and blindingly bright flashes accompanied by raised hammers by Sigmar's most faithful priests. The results of these flashes are scorched Norscans and healed soldiery, and the result of everything is that after half a minute of work you suddenly see open ground before you.

Across it lies Sir Erwin who raises his sword in salute before whirling to cut down an approaching Norscan. You can finally turn your forces inward. Only now do the marauders realize what has occurred, and yet they can do nothing to escape the vice. They do their best, to be sure, one Norscan gets run through with a blade but continues to fight, killing four swordsmen and an archer before a Greatsword cuts him apart with an uncomfortably similar blow to what you were struck with a few moments before.

(Squeeze 42/100)

They are fierce, the Norscans. The ogres crush and smash, their clubs simply pulping multiple Norscans with each strike. Your Greatswords and the Kreml Guard tear apart the barely armored marauders. A corkscrewing spear of ice takes down about a dozen of the savages and leaves them twisted into malign shapes as parts of them were simply sheared off. Hundreds of injuries and kills must have been achieved in the time it took for your forces to fully encircle the Norscans and join together in a ring of your own much like they produced to slaughter the Bull Warriors.

(SQUEEZE 35/100)

Then it happens. Something breaks, a few too many were killed before a formation could be restored, or perhaps something else. Several of the Norscans begin to roar and bellow with intensifying volume as they begin to go berserk. Men are cracked and swept aside like toys before these brutes that seem unheeding of their injuries. One is disemboweled yet continues fighting until an ogre crushes the savage into the dirt and yet even then an arm grasps wildly for another solid few seconds. Part of the formation breaks down, and the Norscans actually manage to break it apart.

A full on gap opens up, in the rear of the circle. Or to be more cardinal, the south. Directly towards where the cannons are. You don't see it until the shouts of alarm go up, and by then it is too late. A group of charging berserkers, covered in what should have been mortal wounds, are roaring out and swinging their weapons like the madmen they are while running towards the four long metal tubes which were granted to you by the Emperor.

Luckily they are still defended. You knew that they could be targeted easily and that they were difficult to move. So you put something that was exceedingly difficult to move in front of them. Specifically, ogres. One hundred of the best ogres that are in your army, the best of the best, stand there wearing oversized half plate and enormous clubs of studded stone and metal. No matter how many injuries the savages could ignore while in their berserker state, being smashed into jelly is one of the things that one cannot simply ignore. Yet these warriors are incredibly skilled, and have only grown stronger in their states.

The lead Norscan, a man whose jaw was removed and is spilling blood, roars defiantly even as the ogres prepare themselves. For some reason you gain tunnel vision at this moment in time.

=============​

(Ogre Smash 93/100)

As one, clubs fall. As one, Norscans are smashed into pieces, little bits of rib cage going everywhere. The lead ogre, Captain Urgdug raises one sausage like finger and wags it back and forth.

"Uh uh. Shiny boom tubes are for Empire, not smelly man."

The largest ogre in the Ostland army then raised half a pig into his mouth and took a big satisfying bite.

"Best job ever."

================================
Well. Apparently you didn't need to be bothered. The circle quickly closed the gap, and the Norscans can fight all they want but they are dying. Too many of them have fallen, and when one of them descends into their wild berserker rages often they strike down some of their fellows in blind fury. The tactic is working, and now there are more dead Norscans on the field than dead Imperials. Hemmed in as they are, all they can do now is die taking out as many of you as they can.

Then suddenly their legs and arms start being encased in ice. Your wife sends out concentrated blasts of ice which lock down limbs and result in a quick death to many of the Norscans, prevented as they are from killing. The ice melts soon after, making the muddy ring of earth that the marauders have become trapped in turn into a mucky slush. Though they come from Norsca, a land which possesses infinitely more brutal terrain than this, every small advantage helps.

Every moment you come closer to victory, and you realize that there is a truly incredible amount of broken bodies upon the ground. Many are yours, but there are plenty of dead savages as well. At one point you are not even fighting anymore, just letting the better rested elements cut into the Norscans. Stepping back, you take a swig of an offered flask by one of your Greatswords. Then you nearly spit it out.

"Wine? Really?" you say with a raised eyebrow at the Greatsword.

They shrug, a shifting squeak of metal, leather, and cloth. You think about saying more, but then again you aren't about to tell a man when or what kind of alcohol they should drink. So you take a longer pull of the wine, which tastes like some kind of fruit, and hand it back. Sir Erwin appears, as does your wife with a bit of tiredness in her step and growing bags beneath her eyes after all the power she has slung back and forth during the fight. You open your mouth to speak and-

"Finally! A true challenge!"

-close it, spinning on your heels to face Salkalten. There is a rumbling in the earth, a disturbing one, as from the partially collapsed gates of your port they ride. Despite your previously positive feelings, a very cold pit grows in your stomach at the sight. The beasts beneath them paw wildly and snort flames, the unnatural flesh coating them twisting nauseatingly in the sunlight. Enormous cloaks of fur come down from the scratched and simultaneously glossy black armor that they wear. In their hands are blades, some of which you swear possess eyes.

No. No you've heard of these.

"Knights of Chaos," Sir Erwin hisses.

"We have been waiting for an actual fight for some time weaklings of the Empire. Do not disappoint us."

"PIKES! PIKES AND OGRES TO THE FORE!" You scream at the top of your lungs. People turn to look, and many blanch in fear. To fight Norscans is one thing. To face the black armored Champions of Chaos is another. To face Chaos Knights?

(Form Up! Form Up Now! 75/100)

You cannot get an accurate read on their numbers, as they seem to blur forwards. Their demonic steeds move far faster than they should be able to, no matter how many legs they possess. Your heart pounds even as you grip Brain Wounder tight. The Greatswords refuse to allow you to be in the front this time, placing themselves before you with their legendary blades held at the ready. The Kreml Guard do the same, while the Kossars cut down the Norscans behind even faster.

The pike and ogres rush into position, while behind them your archers draw strings. The last few of the Norscans kept between your forces are slaughtered, allowing everyone to turn and face this foe. Behind the charging Chaos Knights come more of the Norscans, and these must be the last. For judging what you remember of Salkalten and just how many screaming men and women have come streaming from her ruin they could not possibly have held any more within the settlement. It is not logistically possible, and for all that you know that the powers of Chaos can twist reality itself, today is not one of those days.

Mentally, you realize that these are why the Norscans so confidently strode about on your coasts. They were led by some of the deadliest warriors that their Gods could produce out of pure mortal stuff. These Chaos Knights are the masters of the Norscans plaguing your shores, and they have just been…sitting here waiting. The unnatural speed of their mounts makes sense. At last, you know how your father died.

He tried to take Salkalten, and found himself encircled by these horrific hooved beasts. But they are not shifting now, it is as if they intend to try and trample your entire force down. You can feel your teeth shake in your mouth as they come closer and closer.

(Charge of Chaos 19/100)

Practically with an explosion your very front ranks vaporize underneath the daemonic charge of Chaos. Impossibly some ogres smash down a few of the knights and several pikes snap apart yet manage to leave their tips in the beasts. One pike point slams through a helm's eye slit and kills one of the Knights immediately. They trample many a man, swiping down with blades and axes and their beasts spitting flames.

It is not a fight, this thing that they have done, it is a slaughter. You swallow the entire flask of wine this time. A slaughter that you will no longer abide.

(Rally Ostlanders All 78/100)

"Push! Them! Back!"

Your forces roar as they somehow managed to rally. The whinnying demonic beasts find themselves stabbed from a dozen different sources, sending their riders to the floor where they are assaulted. One Kreml Guard sweeps one of the beasts limbs and slams the blade of his halberd into the gap between shoulder and neck and driving it deep. Natasha whips out a hand and a block of ice encases one dismounted knight's skull before manifesting an enormous hammer of ice and then cracking the helmet into multiple pieces.

Sir Erwin trades blows with one Knight, while several ogres who do not suffer the height disadvantage many of you do begin smashing and crushing with their clubs. As for yourself, you sweep Brain Wounder and end up cutting directly through a daemon horses incredibly thick neck and right through the midsection of a Chaos Knight. One half of the damned warrior went one way, the other went another. Unable to risk it, you stab down into the thing that had once been a true man and pierce its skull multiple times. A good thing to, as one of the arms lifted up to try and strangle you.

"For Ostland!" you yell from a ragged throat.

"For Ostland!" the cry is echoed from all.

The fight continues, and for all that the Knights seem to be overwhelmed, they are only enjoying themselves more. Several manage to extricate themselves and trot back out, wheeling around for another charge. If they crash into your forces again then they will surely overwhelm another flank resulting in further deaths as they trample all before them. This is before your own cavalry attacks them. Light cavalry though they may be, but determined they most certainly are.

"For the Emperor!" you cry again.

"For the Emperor!" more voices cry out this time, stronger than before.

"Silence! Spew blood, not words!" Comes the dark and echoing voice of the same Knight that bellowed across the battlefield earlier.

His beast is massive, almost a third again the size of the other daemon horses. Multiple eyes spin wildly in their sockets along its head and nose, while gouts of red flame spew from its mouth scorching and melting flesh. Spikes of what appears to be metal have erupted from the hooves it attempts to kick you with, even while the brass braces across its legs nearly gore you again and again with the wicked spikes upon them. As for the rider himself, he is clearly the leader of the Knights. A plumed crest the color of fresh blood rises from his helm, while the blade he wields in one hand is easily the size of a Greatsword. In his other hand is a shield, which he nearly brains you with.

"Die!"

(Mortal Combat 34/100)

You don't, but you nearly do. With a wild exchange of blows that sees you forced to wield Brain Wounder with both hands instead of with your hammer in the other hand, he nearly slays you in about five different ways. The tip of his blade strikes the nearly useless cuirass and would have disemboweled you if you had not jerked out of the way just in time. As it is another long rent is added to the poor punished metal. Technically it has prevented your flesh from harm two out of three times today, so it isn't all bad.

Then his horse kicks you in the shoulder and sends you flying. Your back bangs off of an ogre's belly that rights you before getting back into his own fight with three different Chaos Knights. You shoulder is dislocated, clearly, though you simply snarl and with a fierce grip and angry twist you pop it back into place. The sensation of pain that floods through your right shoulder burns, but you ignore it. The Chaos Knight laughs at the sight of you standing up again.

"Yes. Yes! For too long have we sat here, doing nothing but rot. Under Kul, we were united, but he would have us act as if we had always been patrons of the eldest! Fight me, fight me and die for Chaos!"

"Bugger off you oversized cockring!" you snarl back.

(Kick Me Will You? 69/100)

You've had enough of that damned horse. Brain Wounder flashes through the air and does much more than simply 'wound' the brain of the Norscan who thought to get between you and your target. The last of the marauders have apparently committed themselves to the fight now. No more of the Norscans stream from the city. When their masters ordered everyone out to fight, everyone went out to fight.

The Knight laughs again and nearly lops off your head which you jerk away from. Another few inches and your Adams apple would have been sliced in two. His horse rears back, trying to kill you with its spiked hooves. But you aren't having it. You thrust Wounder forwards until it stabs into the creatures stomach before twisting and dragging downwards. The monster squeals in pain and attempts to set itself on all four hooves which is when you reverse your grip and drag upwards, essentially performing a cross section of the daemon horses body. Intestines spill out in a wild rush, and from one second to the next the creature is dead, collapsed into its own pile of disgusting and off-colored organs.

The Knight is no longer laughing.

"That beast has carried me for three hundred years, warrior. Your soul will purchase me another."

You laugh, harshly, even as he removes himself from his dead mount.

"You want my soul, warp fuck? Come and get it!"

The only thing visible in the fully covering helmet are two red orbs. They narrow at your words.

"Raaaagh!"

=============================
Captain Urgdug blinked as a gasping man covered in black plate and a halberd ran up to him.

"Hullo Kislevite man. You not Empire, but you are…kinda. What you want. Want use boom tube?" the ogre said with a reassuring pat on one of the cannons mentioned.

"Yes, yes I would. Lady Natasha says that bombardment is to begin of Salkalten immediately. She has ordered the remaining cavalry to begin torching the place. Any remaining Norscans are to be killed."

Urgdug blinked again and rubbed his many chins.

"Mmmm…ok."

====================================​

(The Duel 76/100)

Pulling air through your lungs is requiring extreme effort at this point. It feels like you are gasping in dust and glass with every breath, and you're only slightly sure that the latter is not true. Your arms burn with pain and exhaustion, more tired than they ever were when you were smithing something. He is simply so much stronger than you that if it weren't for the Runefang in your hands he would have broken you already. As it is every impact of your respective weapons sends ripples throughout what feels like your entire skeleton. Both of your eyes have begun to blur, and yet even while you feel like you should be slowing down, you aren't. Much to the joy of your opponent.

"You have taken my horde from me, man of the south. And without the precious guns of your Emperor and Nuln!"

He's praising you, even as you know he is doing his level best to slay you.

"Even now, you face me without fear! Hah! If only there were more of your kind, maybe the rest of your Empire could call itself one of men!"

Brain Wounder pierces through his massive shield and into his arm beneath. A wild twist ends up nearly tearing the forearm in two but it yet remains somehow attached. The shield falls away to the ground, and the Knight laughs again.

"Yes! Too long acting under the orders of decay! Too long without giving homage to Khorne and the rest of the true Gods!"

The very name of the Chaos god sends shudders down your frame. Echoes somehow whisper seductively in your ear, promises of endless war and bloodshed. The satisfaction of slaying a foe magnified a thousand times and provided as a prize to be forever sought and always to be gained. Blood, the power of blood…blood and brass. You blink and for a moment see your armor in red and brass instead of the black and white of Ostland. Then you blink again.

(Screw The Gods 87/100)

Then you blink, and the familiar red haze that sometimes fills your gaze disappears. The bleariness of your vision clears up, and air passes into your chest without difficulty for the first time in the whole fight. The rage within you descends into that cold pit that has been there since these Knights arrived, and takes hold there. The two mix, until a cold fury comes over you.

His blade bounces off of the Runefang, and then again and again. Every time his blade is stopped farther and farther from your body. You are quite sure that he is saying something, but it disappears. Your sight and hearing tunnel upon him, and then it is you who is advancing. The gods. Always the gods. Sigmar this and Sigmar that. Ulric this and Ulric that. Hammers and wolves and blood and all the damned gods of Chaos.

Can no man do anything in this world without it being attributed to a god? Why? Why can nothing be simply the result of a good man's work, with his own two hands? Why? Why? Why. Why. Why. WHY!

You scream wordlessly as you slice through the Chaos Knights hands, disarming him quite literally. There is a small grunt of surprise.

"To hell with your gods! GO JOIN THEM IF YOU LOVE THEM SO MUCH!"

Surgically, purposefully, you remove his legs. Brain Wounder's runes flare wildly as you do so. Then you cut off everything below his waist. Stabbing follows this, all across his chest. Then both shoulders, and so you are left with a torso. Then a rapidly smaller and smaller torso. Finally, there is nothing left but the head. Which you pick up.

"Your skull…goes to no one."

Then the helmet drops to the ground and you look towards the northern skies. Your free hand rises up in an obscene gesture while Brain Wounder slams down onto the helm which carried the Knight's head. Again, and again, and again. Until there is nothing left. After that you grip the blade with both hands and raise it high into the sky, its runes still flaring.

"FOR THE EMPIRE!"

"FOR THE EMPIRE!"

You just about have a heart attack from how loud, close, and unified the responding cry is. As it is you jump a little before a chill hand finds its way onto your face and slightly tugs at you. Your eyes turn to find the blood splattered visage of your wife, her ice armor cracking apart as she lets it go. A searing kiss is planted upon your lips before she releases you so that you do not suffocate. Then, and only then, you notice that the fighting has stopped. All around you the soldiers who followed you here stand, saluting and cheering.

"I was about to step in, but then it turned out you had it," Natasha murmurs in your ear, "Which is good, because you don't want to make a habit of me having to rescue you. What will the stories say?" she whispers with a teasing lilt to her voice.

Your fight had been the last, your forces successful at slaying the rest of the enemy. Everyone had turned to watch your duel. Everyone saw. Everyone also watched as you abruptly collapsed, exhaustion finally taking hold of you. Many voiced concern, and you saw the same warrior priest from earlier arrive and place his hands onto your chest. There is that buzzing you realize must be his powers, before he draws back, informing everyone that you had simply driven yourself to exhaustion in the fight.

"Next time…do it anyway," you tell your wife from your position on her lap which she somehow managed to get you into as you fell.

Then she leans down again.

"But I needed them to see you win, darling."

This time…this time there is no sarcastic drawl to the word of affection.

Good. Your eyes close, and you pass into dreamless sleep to the sounds of cannon fire and burning buildings.

=========================================================

Victory!
Enemy Fatalities:
Total.
Clan Clan Bjarni: 11,000
Clan Skrag: 1,750
Clan Ranulfsson: 3,125
Chaos Knights: 75

Remaining Forces:
Army of Ostland: 2,000 Swordsmen/1,250 Archers/750 Light Cavalry/250 Pike/320 Ogre/400 Greatswords.
Auxiliaries: 100 Kreml Guard/200 Kossars/14 Knights Griffon/2000 Imperial Foot/4 Cannon
Priests/Mages: 6 (1 Ice Mage/5 Sigmarite Warrior Priests)
Knightly Orders: 800 Bull Warriors

Public Opinion Changes:
Peasant and Noble Opinion to 8/10
Military Morale - Poor to Decent
Wife Opinion - From He'll Do to 'Yeah, I like him a lot, what of it?
 
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Salkalten Aftermath
Have a little aftermath.

Salkalten, 2305 IC

You grumble to yourself as you recline in the medical tent. For all that you had accomplished before, all the healers were refusing to let you up. Fighting as you had ended up ripping open your newly healed scar and causing even more bleeding. Some of the bones in your body had been broken at some point or another. At one point you'd bitten your tongue. The wound was surprisingly clean however, and there was no hint of any infection.

Unfortunately, you found yourself in the most unenviable position for any Ostlander to be in.

While you were healing, you were denied alcohol in any form. Thus, as the time had gone on, you had come closer and closer to the state of being sober. Simultaneously, you had gained a pounding hangover. Only by the grace of the warrior priests was the pressure in your skull reduced. Well, that and your wife wrapping her hands around your head. The nice chill was an absolute blessing. For a time you had just had a bit of pleasant conversation about various things in life. Mundane things, like favorite colors (yours is black and hers is blue), favorite foods and drinks. Both of you agreed on ostka, which was nice. But then you had turned to discussing the battle, and that was a grim topic enough. However, a few minutes ago your wife had just slowly ceased, a thoughtful look on her face.

"What are you thinking about Natasha?"

She hummed in response, even as her cool fingers rubbed about your head, the blue light emanating from them casting an interesting light show upon the walls of the tent.

"I'm thinking about what the Chaos warrior said. The one you fought. His screeches reached across the whole of the battlefield."

You remember. You remember very well. Your scar throbs even thinking about it, even disregarding the fact that he was not the one to give it to you. But now that your mind has been turned to it, the intelligence that is normally obscured behind your normally abrasive nature to everyone around you except for those you like begins to grind forward.

"He referenced someone else, someone who worships the…eldest?" you posit, looking up into her eyes.

She dips her head and places a small kiss of icy lips upon your forehead.

"Indeed. We both know of whom he speaks, the dark god of decay and rot. Someone whose orders they were following. As mighty as they were, someone was their superior," she says while rubbing your temples carefully with her nimble fingers.

You groan in the release of pressure, but frown at her words. She is correct. That is a disturbing thought.

"Not the best news to have after losing half of the army in the fight."

"True, but is it not better to know of our enemies beforehand? I for one do not like such surprises."

The two of you lapse into silence as she quietly massages your head, the hustle and bustle of an army camping out after a day of burning what remains of Salkalten into the ground filling the silence for you. There are other medical tents obviously, but this one is purely for yourself and Natasha.

"It doesn't matter," you say finally, drawing Natasha's attention.

"What doesn't?"

"If this superior, this 'he' fellow, follows one of the dark gods specifically. He'll die all the same."

Natasha tilts her head before nodding.

"True. Now rest, Frederick. You have done much this day."

"All right, all right."
 
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Turn 2 Rumor Mill
Rumor Mill

Chaos, Unbroken?: Despite the victory of Magnus the Pious a few years ago at the gates of Kislev, the broken armies of Asavar Kul have shown frightening signs of reunification. Across the Empire's northern provinces dozens of shattered warbands have been seen moving in concert with one another towards an unknown location, meeting up and ravaging miles of land before disappearing once more. Thousands of survivors are coming out of the woodwork, laying waste to a small village or town, and then disappearing once more. The Emperor has called for all Elector Counts to increase efforts to root out these savage creatures, and has organized the Rieksguard and much of the Imperial Foot to wipe out these chaos-aligned warriors wherever they may appear.

Major Chaos Warband Destroyed: The new Elector Count of Ostland, Frederick von Hohenzollern, has struck a mighty blow against the forces of Chaos that remained in his lands. The port of Salkalten was taken and cleansed from the disgusting touch of Chaos. Despite facing a force numerically superior to his own, the youngest Elector Count in the Empire sustained a great wound yet succeeded in reclaiming his lands. Many in the Ostland court praise the young Count for his martial abilities and the rapid speed with which he has retaken the coast of his Province. Others have spoken in whispers of the incredible powers shown by Lady Natasha, the Ice Mage of Kislev who is the Count's Wife. Not in fear, but in praise.

Nordland Troubles: The Province of Nordland suffered greatly during the Great War Against Chaos, as all did. However, unlike other northern provinces like Ostland or Ostermark, it seems plagued with issues. Of these are two separate peasant rebellions, a higher than expected amount of Chaos-aligned warriors who survived the death of Asavar Kul, food shortages, a shattered fleet that has yet to be fully repaired and replaced, and worst of all, actual plague. A terrible disease has taken hold in the south eastern edges of Nordland, with over a dozen villages forced to be quarantined.
 
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Turn 3
Turn 3
2306 IC​

"The plague in Nordland is spreading. They say if we had any major settlements in the west of the province we would have been affected already," Natasha says while playing with your hair.

You sigh, your head in her lap once more. The two of you have just come back from an especially boring time at the Temple of Sigmar. You hate church. Now you recline in your bed, her back against the wall and yours upon the bed. She is right though, you have heard the rumors. The plague popped up in southern Nordland in the middle of last year, and has only spread since. Marienburg had riots when a fourth of the crew of a Nordland vessel was discovered to have been plagued. After they had visited a brothel.

"I'm going to have to block the border," you mutter. Natasha nods her head in agreement.

Her stomach has begun to bulge, meaning that at some point during this year your child will be born. You have no idea what to expect, though she apparently has some fair idea. Apparently she shall become tempestuous, emotional, and wild. Cravings of various strange sorts, and so on and so forth. Worst of all, she cannot drink for the period of her pregnancy. She is just as annoyed by this as you.

"If we cannot move into Nordland, why not have our merchants ply Talabecland or Kislev?" she says with a questioning tone.

Well, there is that.

In any case, you've got some work to do.

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

Systematic Clearing: You've come a decision. You are going to clear Ostland of beastmen. Now, just because this has been attempted before and never succeeded at by multiple Elector Counts of Ostland doesn't mean you can't try. The times are changing. Magic is now allowed in the Empire. You're married to the only person who wasn't a dwarf who can match you drink for drink and who also has strange and terrifying powers of ice magic. You have the Bull Warriors now, and you are going to grind down the beastmen from your province inch by inch if you have to. It's time to begin. Cost: 50. Time: 1 Year. Reward: The Beastmen of Ostland Quest Line Activated. Dead Beastmen. Peasant and Noble Opinion Boost.

Filling The Ranks: The Army of Ostland was essentially halved by your victory at Salkalten. Those that remain are in good spirits, especially considering how many of their fellows were killed. Sir Maximilian wishes to begin a recruitment drive in order to refill the ranks to former state. You don't have to, but what sort of Elector Count doesn't try to keep a fully staffed army, even if it's just the singular one? Give the order and open the treasury to let him train and equip them. Cost: 850. Time: 1 Year. Reward: Swordsmen restored to 4000, Archers to 2000, Light Cavalry to 1000, Pike to 2000, Ogre to 500, Greatswords to 500.

Smoke In The Mountains: You cannot go deep into the Middle Mountains, you simply don't have the soldiers for it. Even if your army was brought up to full strength you wouldn't be able to do so. But that doesn't mean you can't post guards. Part of the reason it is so hard to keep control over the Middle Mountains is due to the size of the passes into them. Hard to pass large numbers through save for the one which is directly near Wulfenburg, it creates a situation where beastmen and greenskins are free to build up numbers amongst the range but struggle to make it down, and your armies can be recruited and trained outside of the mountains but struggle to make it in. But you can post guards, and that can make all the difference with warnings. Cost: 200. Time: 1 Year. Reward: Middle Mountain Passes guarded.

Quarantine: Nordland has been struck with the plague. Though it started in the south east of their province, it has begun to spread. You won't let that happen. There is only one route into Ostland from Nordland, and that is the same road upon which you recently marched upon to Salkalten. Set up a border guard to ensure that no plagued refugees make it across the border. You already have the Forest of Shadows, you don't need plague added to the problem. Cost: 50. Time: 1 Year. Reward: Nordland-Ostland border quarantined.

Better Training: The Imperial Foot was brought here to assist you in clearing the Forest of Shadows, no matter what form that assistance may take. Within reasonable limits of course. But one of the things that most stuck out to you was the fact that despite all that you faced at Salkalten, the Foot did not break, and kept formation at all times. When ordered to move, they did so smoothly and without a single batted eye. Some of this may have come from experience, and their superior equipment, but they also likely have much better training. Many of the Foot here were trained in Reikland and Middenland. Perhaps they would be able to train your own forces to a similar standard? Cost: 300. Time: 2 Years. Reward: Ostland Army trained by Imperial Foot.

The Guns of Nuln
: You don't have that many guns, despite your peoples love for them. You should get more. While it would be nice if you could build some of your own, it might be time for you to get access to some early, to get at least some people trained with them. Though it would normally cost a premium to do this, considering the distance between Ostland and Wissenland, both Sir Erwin and the remaining commanders of the Foot assure you that they can expedite the process. It turns out that men carrying a Writ of the Emperor can grease wheels exponentially more than anyone could on their on. The combat engineers who watch over the cannon like mother hens can then teach your men. Cost: 500. Time: 1 Year. Reward: 2 Handgunner Regiments of 500. Total of 1000 Handgunners.

Diplomacy: Baroness Katrin von Freud is a slim and stiff necked old bat. But she's been wining and dining with the best of them since before your father was a twinkle in your grandfather's eye. (Choose 1):

The Wood Never Bothered Me Anyway: If there's one thing that Kislev needs, its food and building materials. You can provide only the second right now as you need to deal with your own food issues before selling any surplus. You would have approached the Tzarina about this but Natasha steered you elsewhere. The royal treasury of Kislev is a single source, and to negotiate a bulk mercantile supply and demand would end up with you selling at a loss due to the volume required. Instead you will sell on a case by case basis, what your wife calls a 'grassroots market'. In the end, however, the citizenry of Kislev will be able to build new houses, heat new fires, and be able to get back to their lives. Which in turn produces money, which…well, its all somewhat circular after that point. Cost: 10. Time: 1 Year. Reward: Trading Income +50 Crowns Per Turn, Logging Income +50 Crowns Per Turn. Kislev citizenry appreciative. Wife Approval Increased.

Talabecland Sympathies: For a wonder, the Elector Count of Talabecland seems to be genuinely interested in aiding you. Tales of lowered tariffs at the cost of profit so that trade and goods may flow easier through the bruised and battered Empire have created an odd wave of simultaneous gratitude everywhere in the Empire and slight irritation at the mercantile quarter of his province. But for the most part he seems to be very well regarded for his kindness. Also the man fought in the Great War Against Chaos so none can call him soft, not after he lost an eye in the war in exchange for slaying one of those dastardly armored Chaos Champions. It might to do try and increase trading exchanges between your people. Trade is always good for improving peoples mood. Cost: 0. Time: 1 Year. Reward: Trading Income +50 Crowns Per Turn. Better Diplomatic Contact with Talabecland.

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

The Middle Mountains: The greater portion of this greenskin and beastmen infected mountain range belongs to Ostland, with minor portions ceded to Middenland and Hochland to the south. Your father never did much with it, focused as he was on the fool's errand of trying to challenge the naval superiority of Nordland and Erenburg of Kislev in an only somewhat friendly rivalry. You are not as idiotically competitive. There must be some sort of resources in the Middle Mountains. It's time that you got at them. Cost: 0. Time: 1 Year. Reward: Small portion of Middle Mountains get a mineral survey.

Potatoes For Everyone…in Ostland: This thing grows all over the place and does it well. Morgan wishes to add potatoes to just about every food production farm in Ostland so that crops gain that extra boost. By adding potatoes to your annual crop you'll gain access to the things in much greater numbers. Plus, the people seem to like them boiled and salted. Furthermore, from this point onward he wishes to make it a policy that future farms make sure that they produce potatoes along with other general food crops. Cost: 100. Time: 1 Year. Reward: Farm Income Boosted.

Walking On Moonshine, Woah Woah: This may or may not be a controversial move. Everyone in Ostland drinks. No, not mostly everyone, or almost everyone, everyone. The problem is that nobody really acknowledges this, it's just become so ingrained that no one really even questions it. But here's the thing, there would be no way to supply the demand if it weren't for the fact that a lot of people just make their own. That right there is an immediate income source just staring you in the face. Instead of having a bunch of independent brewers making incredibly disparate concoctions in their basement, contract a few on your own, and sell to the citizenry. A consistent quality and/or flavor (flavor optional) is rare in Ostland. Some people might raise an eyebrow at an Elector Count's government selling alcohol. Well, those people Ostlanders. Cost: 500. Time: 1 Year. Reward: Government Controlled Breweries. Gain Alcohol Selling Income. May raise Peasant Opinion. May lower Peasant Opinion. 50% Chance of one or the other of those two.

Research: Helga…has no last name. Despite the fact that you are pretty sure that girls are not allowed in the Gunnery School in Nuln, she has shown to be extremely adept with firearms. As in she took one apart and put it back together supposedly 'better' during the first privy council meeting you had with her. Are there female dwarf engineers willing to teach people? Where did your father find this woman? (Choose 2):

The Wulfenburg School of Gunnery and Engineering: First, you must convince Valma to help you build one. Then, you must actually build it. At this point in time you are entirely unsure which of the two will be harder. Teaching manlings in a crowded room over a few barrels of drink is one thing, according to the Slayer Engineer, but teaching them akin to what the dwarves down in Nuln do is entirely another. The venerable woman may have fully come to the accept that she is a dead woman walking and was perfectly willing to teach Helga…but that was an Oath. Oaths are specific. She owes neither Ostland nor her people an Oath to teach and/or build a school. Not to mention just how expensive it would be to create an institution even a quarter the size of Nuln's and to properly run it. But you must try. Cost: 0. Time: 1 Year. Reward: Valma willing to help construction of a gunnery/engineering school. Chance of Success: 75%

Study The Cannon: Cannon are some the most effective and powerful items in the Empires arsenal. You have only been loaned four, and while you would love some more it might be prudent to let some of your tiny engineering class, singular, take a look at them. The combat engineers sent with them jealously watch over their charges, but they were ordered by the Emperor to assist you, and if that assistance includes letting your people figure out cannons just that little bit later so that you could perhaps build your own in the future? All the better. Cost: 50. Time: 1 Year. Reward: First hand cannon knowledge for your future Engineering school.

Join The Lessons: You don't intend on shoving the cannon into every battle. They're too valuable to use willy nilly. Instead, why not have these experienced and veteran engineers of the Imperial Foot assist in teaching Valma's classes? They are not privy to specifically be a part of Nuln. They are the Emperor's personal army, and are thus the army and soldiers of the Empire instead of a single province. Itmay take some convincing to have them teach all they know however. Cost: 100. Time: 1 Year. Reward: Imperial Foot combat engineers assist Valma in teaching.

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

Placebo Effect: Apparently sigils, symbols, engravings, and a bunch of other odd religious knick knacks are just the things for the ailing Empire family. At least according to Leopold and Wulff. It sounds ridiculous to you, because if they truly were that effective then why wouldn't everyone have covered their walls and homes with the things but you've already made enough of a mess with your relations to the religious folk. It's a way out that they are offering you, that adding these things will hearten the people and increase the protection of the faithful and…a bunch of odd religious pithy back and forth. You have no problem with it if it makes the people happier and less liable to try and kill you while you do some real work protecting them. Cost: 500. Time: 1 Year. Reward: Sigmarite and Ulrican symbols built into buildings across Ostland as well as road signs and posts. Supposedly will grant some sort of protection, but will definitely make people feel better. Religious people, am I right? Boost to Peasant/Noble Opinion.

Cleansing Salkalten: The only true port that Ostland had to her name has been burnt to the ground, and thusly purified somewhat in fire. But you want to make sure. The place had Chaos Knights boarding in her, and must be purified! Good thing you have five veteran Warrior Priests of Sigmar on hand. With their cleansing powers, surely they can help re-consecrate your lands. They'd better too, you need a port. Sort of important things, ports. Also, send some guards there just in case. Cost: 100. Time: 1 Year. Reward: Salkaltenruins purified fully. Can rebuild Salkalten.

Intrigue: Ah yes, what could be better than one twitchy Witch Hunter? Another twitchy Witch Hunter. Unlike Eizenhorn, Marlisa is focused on matters of internal security and intrigue. With a smaller emphasis on faith. But not by much. Eh, you'll take what you can get. (Choose 1)

Emperor Says So: The Emperor has ordered that witches are no longer to be burnt at the stake. While the Witch Hunter's must follow his orders, you can tell that they are doing so quite grudgingly and you don't believe for a second that they truly do so every single time. More likely they kill the poor fellows when no one is looking and claim that they had no choice. Well they're right about one thing, they don't have a choice. But first you need proof. Marlisa was only somewhat offended when you posited that this was occurring, but eventually admitted that there were those amongst the Order who would do so without remorse or caution. This cannot be allowed. If the Emperor wants people who have 'it', then by your hands he'll get people who have 'it.' Cost: 0. Time: 1 Year. Reward: Witch Hunters kill less potential Wizards for the Empire. Chance of Success: 65%

Internal Hunt: Ah, here is something the Witch Hunters should revel in. You want them to go hunting for this supposed Nurglite commander. Whoever they were they somehow had enough authority to order a bunch of Chaos Knights to stay put. The Witch Hunters should relish being let off the leash for this. Your authority and public opinion is doing quite well, which is good because allowing the Witch Hunters full reign to do what they wish without applying any of the normal pressure required to keep them from burning entire villages down means it is likely to take a hit. But you cannot allow yourself to be weak hearted, not in this case. Ostland must be clean, internally. Cost: 50. Time: 1 Year. Reward: Event

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

Steely Frost: Your wife's command of ice magic is impressive, and on a battlefield you have no doubt that she would be a force to reckon with…individually. But what if someone gets too close, or she must lead troops instead of Captain Ivanov should the big man be incapacitated? Can she fight without her magic if she must or need to? You never know, especially in this neck of the woods. Offer to train her at least with a sword, while discussing battle tactics. It's a two for one. You get to know your wife better, and she gets to learn more about combat, something she was unable to do much of in Kislev while her sister did much of the work. Reward: Better spousal relationship. Natasha +1 Martial.

A Trade: Smithing is your true passion. Yet you exhausted all avenues for further growth in your former residence. Now, as an Elector Count you have the rare opportunity to try and see if you could request a true teacher. You speak, of course, of a dwarf. Would any dwarf be willing to help teach you to be even better? If you succeed in getting a dwarven teacher, this would likely be quite a positive in any future dwarven relations. Cost: 0. Time: 1 Year. Reward: Dwarven Blacksmith Teacher. Chance of Success: 60%

Honoring The Fallen: More than half of Ostland's army died in the battle to cleanse Salkalten. They should be honored for their sacrifice. A more manipulative person, like Natasha, would note that it would be likely to increase the personal loyalty of the army and the opinion of the peasantry. You just think that they deserve to be honored for what they've managed. It will be a much more somber affair than last year's party, but those who live deserve to get medals and those who died should be buried with grace. And if that Morr knows what's good for him, he'll keep their souls in comfort and peace. Cost: 100. Time: 1 Year. Reward: Fallen Honored.

Survey Here
 
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Turn 3 Results
Turn 3 Results
2306 IC​

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

Filling The Ranks: The Army of Ostland was essentially halved by your victory at Salkalten. Those that remain are in good spirits, especially considering how many of their fellows were killed. Sir Maximilian wishes to begin a recruitment drive in order to refill the ranks to former state. You don't have to, but what sort of Elector Count doesn't try to keep a fully staffed army, even if it's just the singular one? Give the order and open the treasury to let him train and equip them. Cost: 850=765. Time: 1 Year. Reward: Swordsmen restored to 4000, Archers to 2000, Light Cavalry to 1000, Pike to 2000, Ogre to 500, Greatswords to 500.

- It costs a hefty sum, but you need your army to be back to full strength. Wonder of wonders, you have no shortage of recruits. Your victory at Salkalten is one that the people can take pride in, and many are eager for glory. Also, anything to not just sit around drinking is a welcome activity. So now they can march and drink which is far better because you get to carry weapons along with your fellows so you have numbers. Reward: Swordsmen restored to 4000, Archers to 2000, Light Cavalry to 1000, Pike to 2000, Ogre to 500, Greatswords to 500.

Quarantine: Nordland has been struck with the plague. Though it started in the south east of their province, it has begun to spread. You won't let that happen. There is only one route into Ostland from Nordland, and that is the same road upon which you recently marched upon to Salkalten. Set up a border guard to ensure that no plagued refugees make it across the border. You already have the Forest of Shadows, you don't need plague added to the problem. Cost: 50. Time: 1 Year. Reward: Nordland-Ostland border quarantined.

- You send a rather hefty amount of soldiers to the border. One, because you really don't want any plague in your province, and two because they have to travel through the Forest. Any military movement is one that involves a hefty amount due to that. Regardless, they reached the border weeks before any refugees showed up, but then they began to show up in force. Your people were forced to turn away about half of them due to signs of plague and worse, and as for now they have been halted at going any further into the forest at Limshof. This plague is pretty bad, people are beginning to simply rot in their own skins yet keep moving for far longer than they should, according to the brave doctors who examine the bodies while fully enclosed in their protective gear. Reward: Nordland-Ostland border quarantined.

Diplomacy:
Baroness Katrin von Freud is a slim and stiff necked old bat. But she's been wining and dining with the best of them since before your father was a twinkle in your grandfather's eye. (Choose 1):

The Wood Never Bothered Me Anyway: If there's one thing that Kislev needs, its food and building materials. You can provide only the second right now as you need to deal with your own food issues before selling any surplus. You would have approached the Tzarina about this but Natasha steered you elsewhere. The royal treasury of Kislev is a single source, and to negotiate a bulk mercantile supply and demand would end up with you selling at a loss due to the volume required. Instead you will sell on a case by case basis, what your wife calls a 'grassroots market'. In the end, however, the citizenry of Kislev will be able to build new houses, heat new fires, and be able to get back to their lives. Which in turn produces money, which…well, its all somewhat circular after that point. Cost: 10. Time: 1 Year. Reward: Trading Income +50 Crowns Per Turn, Logging Income +50 Crowns Per Turn. Kislev citizenry appreciative. Wife Approval Increased.

- The trade road between Erengrad and Schönfeld is suddenly filled with goods. Ever so slowly, Ostland timber makes it way into Kislev. Not much of it goes to Praag or any of the major cities, and instead goes to small town and local Kislev nobles who wish to repair their individual lands. Money is pooled together by these people in varying yet stable amounts. Surprisingly, especially to Natasha, not much repairs are being done for Kislev as a whole. Most of the repairs have been in Kislev which, admittedly, was wrecked by Asavar Kul before he was defeated, but still. Thus, you are looked to as a godsend, no matter your uncomfortableness with that word, as many of the Kislevites scrabble to purchase from you at frankly obscene prices. In any case, Natasha is happy that her land is being slowly rebuilt. Reward: Trading Income +50 Crowns Per Turn, Logging Income +50 Crowns Per Turn. Kislev citizenry appreciative. Wife Approval Increased.

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

Potatoes For Everyone…in Ostland: This thing grows all over the place and does it well. Morgan wishes to add potatoes to just about every food production farm in Ostland so that crops gain that extra boost. By adding potatoes to your annual crop you'll gain access to the things in much greater numbers. Plus, the people seem to like them boiled and salted. Furthermore, from this point onward he wishes to make it a policy that future farms make sure that they produce potatoes along with other general food crops. Cost: 100. Time: 1 Year. Reward: Farm Income Boosted.

- By adding potatoes to your crops, you have vastly increased your amount of food per year as time goes on. These robust and powerful little tubers can be consumed in various forms, boiled, mashed, in a stew. They're great! Also, way more important, you make ostka from them. Now that your farms have added potatoes, and some small new farms have been built purely for potatoes, you will likely be able to produce some ostka breweries of your own. Reward: Farm Income +150 Per Turn.

Research:
Helga…has no last name. Despite the fact that you are pretty sure that girls are not allowed in the Gunnery School in Nuln, she has shown to be extremely adept with firearms. As in she took one apart and put it back together supposedly 'better' during the first privy council meeting you had with her. Are there female dwarf engineers willing to teach people? Where did your father find this woman? (Choose 2):

The Wulfenburg School of Gunnery and Engineering: First, you must convince Valma to help you build one. Then, you must actually build it. At this point in time you are entirely unsure which of the two will be harder. Teaching manlings in a crowded room over a few barrels of drink is one thing, according to the Slayer Engineer, but teaching them akin to what the dwarves down in Nuln do is entirely another. The venerable woman may have fully come to the accept that she is a dead woman walking and was perfectly willing to teach Helga…but that was an Oath. Oaths are specific. She owes neither Ostland nor her people an Oath to teach and/or build a school. Not to mention just how expensive it would be to create an institution even a quarter the size of Nuln's and to properly run it. But you must try. Cost: 0. Time: 1 Year. Reward: Valma willing to help construction of a gunnery/engineering school. Chance of Success: 75% Required: 25. Rolled: 53+20-73/100

- Valma grumbled, she groaned, she went out into the woods and came back with a hundred beastman heads that she then threw into a fire which she made fly bigger with a splash of dwarven ale, she agreed. She isn't happy about it, and says that she will have incredibly exacting standards about her students. Idiots, layabouts, fools, embarrassments, and simpletons will not be allowed. If anyone tries to mess around, she'll either beat them up, kill them, or beat them up then kill them. And then she'll expel them. But…she'll do it. Now all you have to do is actually build the school. Valma, obviously, is thusly going to be heavily involved. Reward: Valma willing to help construction of a gunnery/engineering school

Join The Lessons: You don't intend on shoving the cannon into every battle. They're too valuable to use willy nilly. Instead, why not have these experienced and veteran engineers of the Imperial Foot assist in teaching Valma's classes? They are not privy to specifically be a part of Nuln. They are the Emperor's personal army, and are thus the army and soldiers of the Empire instead of a single province. Itmay take some convincing to have them teach all they know however. Cost: 100. Time: 1 Year. Reward: Imperial Foot combat engineers assist Valma in teaching.

- The members of the Foot are surprisingly not that much into carousing. The stark and stern discipline that has been beaten into their skulls by the Reiksmarshal and personally serving one of the greatest heroes in the Empire's history has left them quite the soldiers. They do not seem to go into the usual relaxation phase that most soldiers do when they are not fighting or just sitting around. Thus, they are surprisingly open to teaching. It gives them the ability to practice their craft, and further ensure the protection of the Empire. If your future engineers and gunners save Imperial lives, then it will be worth sitting down and teaching. Perhaps even better, as they are quite experienced and have first hand combat knowledge instead of someone who has never left the school in their life. Reward: Imperial Foot combat engineers assist Valma in teaching.

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

Cleansing Salkalten: The only true port that Ostland had to her name has been burnt to the ground, and thusly purified somewhat in fire. But you want to make sure. The place had Chaos Knights boarding in her, and must be purified! Good thing you have five veteran Warrior Priests of Sigmar on hand. With their cleansing powers, surely they can help re-consecrate your lands. They'd better too, you need a port. Sort of important things, ports. Also, send some guards there just in case. Cost: 100. Time: 1 Year. Reward: Salkalten ruins purified fully. Can rebuild Salkalten.

- Ah, good, yes there was most certainly a trap. Specifically, a demon. Nothing too bad, just what is apparently known as a Horror, and though it would have torn apart regular workers, it was literally nothing before five Warrior Priests who stood with Magnus the Pious. They carefully cleared every building, basement, and the perimeter, letting loose great purifying bursts of Sigmar's light, or so they said, and had many a ritual. By the end, they tell you that Salkalten is pure, and ready to be reborn. Reward: Salkalten ruins purified fully. Can rebuild Salkalten.

Intrigue:
Ah yes, what could be better than one twitchy Witch Hunter? Another twitchy Witch Hunter. Unlike Eizenhorn, Marlisa is focused on matters of internal security and intrigue. With a smaller emphasis on faith. But not by much. Eh, you'll take what you can get. (Choose 1)

Internal Hunt: Ah, here is something the Witch Hunters should revel in. You want them to go hunting for this supposed Nurglite commander. Whoever they were they somehow had enough authority to order a bunch of Chaos Knights to stay put. The Witch Hunters should relish being let off the leash for this. Your authority and public opinion is doing quite well, which is good because allowing the Witch Hunters full reign to do what they wish without applying any of the normal pressure required to keep them from burning entire villages down means it is likely to take a hit. But you cannot allow yourself to be weak hearted, not in this case. Ostland must be clean, internally. Cost: 50. Time: 1 Year. Reward: Event

- One of Magnus the Pious's greatest stated missions beyond establishing the magic schools and rebuilding all the damage that was dealt by Chaos and foolishness during the Era of Three Emperors is to fix up all the corruption in the higher governmental echelons of your civilization. You weren't expecting for that to happen this year, but, well, it did. Captain Lieselotte seemed surprised yet pleased that you asked her to perform a painstaking survey of Ostland. Then, they did. Wow, they…they really did. Doors were kicked down, citizens hung for crimes they had thought they could escape from and fifteen different people were located with the talent. Under their new edict they were sent south with an escort to the Magic Colleges. Collateral damage was unavoidable, with many wise women, amateur herbalists, taxidermists, smugglers and petty criminals, and those who claimed to be hedge wizards. The latter were chained up and sent south to Altdorf, while the smugglers and most petty criminals found that the hangman's noose was quite active this year.

All of this was very impressive but then the Witch Hunters went beyond the common citizenry. After all, a place of influence is easier to spread chaos from, capital C or otherwise. What they found was that most of your nobility were not aligned with Chaos…but some were aligned with just general corruption. Bribes, embezzling, and abuse of power amongst them. Twelve nobles died. The nobles were actually somewhat alright with this as much of the assets and estates of those twelve were divvied up amongst the nobles. However, you did reap a bounty of illegally obtained funds which were either stolen from your treasury, not reported for taxation, or gained through smuggling or some other manner of things. In the end, however, your supposed Nurglite champion was not located. The Captain assures you that they would have found them if they existed…in Ostland. She then asked you a rather foreboding question – did not a large amount of plague suddenly appear in Nordland? Reward: Crime reduced, corruption reduced, is Nordland in the sway of a Nurglite? 1000 Gold reclaimed from corrupted Nobles. Peasant Opinion Reduced to 7/10.

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

A Trade: Smithing is your true passion. Yet you exhausted all avenues for further growth in your former residence. Now, as an Elector Count you have the rare opportunity to try and see if you could request a true teacher. You speak, of course, of a dwarf. Would any dwarf be willing to help teach you to be even better? If you succeed in getting a dwarven teacher, this would likely be quite a positive in any future dwarven relations. Cost: 0. Time: 1 Year. Reward: Dwarven Blacksmith Teacher. Chance of Success: 60% Required: 40. Rolled: 43.

- Valma may be a Slayer, but that does not mean that she has become completely cut off from the rest of dwarf society. As such she manages to put you in contact with another of her kind, an especially craggy old dwarf named Borgin Thorleksson. Borgin is quite old indeed, and his clan is quite small. He did not choose to become a Slayer, and instead simply plies the last few decades of his life teaching. It would be impossible for you to manage to learn everything he has to offer, but it is better than nothing. Simply being around Borgin makes you feel more alive. The next set of armor you forge will be much better than the set you wore at Salkalten! Reward: Dwarven Blacksmithing Teacher – Borgin Thorleksson.

Honoring The Fallen: More than half of Ostland's army died in the battle to cleanse Salkalten. They should be honored for their sacrifice. A more manipulative person, like Natasha, would note that it would be likely to increase the personal loyalty of the army and the opinion of the peasantry. You just think that they deserve to be honored for what they've managed. It will be a much more somber affair than last year's party, but those who live deserve to get medals and those who died should be buried with grace. And if that Morr knows what's good for him, he'll keep their souls in comfort and peace. Cost: 100. Time: 1 Year. Reward: Fallen Honored.

- Last year you held a party that left the people pleasantly surprised and happy with your wife. This year you are throwing another, though it is a substantially more formal affair. Over five thousand men died, died to reclaim Salkalten and fight the predations of Chaos. Each and every one is honored, the bells of all the temples to the gods of the Empire ringing out on a day of communal mourning. Others who were nominated for their valor and honor and as of yet live are rewarded. Sir Stier, of the Bull Warriors, viciously guarded the lives of ten men when they were injured. Captain Urgdug, who protected the cannons and is the highest ranked ogre in the Ostland Military, received a very large shiny medal and an entire portion of the feast for himself. He managed a bow and said almost eloquently how he was honored. Impressive. All the remaining Knights Griffon were similarly honored. All in all, the people were respectful and mournful. Your actions in the battle and afterwards by honoring these men does much to alleviate the resentment that your peasantry felt post Witch Hunt. Reward: Fallen Honored. Peasant Opinion 8/10.

Rumor Mill
Plagues of Nordland Worsening: All land routes into Nordland have been locked down by bordering provinces, and the ports of the province have been locked down. Any ships that arrive bearing the heraldry of the maritime power are to be quarantined and kept from disembarking. It is said that almost a full fourth of the entire province has been struck by the plague. Witnesses and surviving refugees report that a massive amount of marauders of Chaos made it into the province before the borders were closed, initiating massacres on many of those not affected. The sounds of cannons come from further inland, but none are willing to investigate just as of yet.

New Province: All hail the new province of the Empire, Westerland. Their capital shall be the great trading city of Marienburg. Unlike other provinces Westerland shall be run without a specific Elector Count and is instead ruled by a trio of patriarchs of the most powerful merchant families in Marienburg at the time of the passing of the edict transforming the area into a Province. Trade has already increased between Westerland and other portions of the Empire, though they are unable to do much of their normally profitable naval trading with their northern neighbor of Nordland.

Ostland's New Twins: In the waning months of the year, the wife of Elector Count Frederick Hohenzollern of Ostland gave birth to twin baby girls. Though Natasha Hohenzollern nee Romanov was greatly weakened by the exertion, by all reports her health was not permanently affected. This is more than likely the result of five separate priests of Sigmar being on hand to provide healing. Though it is unknown what the names of the children are, Count Hohenzollern has publicly announced that both children are in no danger of a premature death. Reward: Natasha gains Trait: Weakened – As a result of giving birth to twins, Natasha has been greatly weakened. Gain – 2 Twin Daughters.

[ Will need you guys to name the twin girls]
 
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Turn 4
Turn 4
2307 IC
As the dust and dirt of the rode tore up into the sky beneath your charger, you could not help but think that the day had gone quite unexpectedly. You had barely had enough time to strap on Brain Wounder before you were thundering down the road. The Knights Griffon accompanied you, their own fine horses fully capable of outpacing your own but instead they kept a protective grip around you. Ten Greatswords were here as well, the horses beneath them struggling to keep up the weight. But they were Ostland bred and raised, and were game for it so long as a nice drink was at the end. The horses would only get water of course.

The message had come in the night, and you had ridden until now, with morning just barely having passed. Three times you had exchanged horses at settlements along the way. But you needed to, as speed was of the absolute essence. While your wife and daughters sat and played at home, you were needed for this. The information promised to you at your destination would more than likely prove dangerous, and most certainly game changing. You did not relish it, yet go to it you must.

"Make way! Make way for the Count!" the criers came out from the guards.

You did not even pause as you blew past into the border outpost. Neither did any of your guards. As you approached the border line where even now crowds of people milled, you headed for the place where no one dared approach. To where but one…thing…stood.

The vast majority of the plate armor has rusted horrendously, scraps of rotten leather hanging where parts of the suit have disappeared entirely. A faint green liquid drips from the savage wound where an elbow used to be. Nothing else remains beneath, save for the ever dripping liquid. The helmet remains fully enclosed, perhaps to prevent others from seeing the likely horrifying visage, or perhaps it simply cannot be removed due to the flesh swelling beneath it. The right arm clutches at the hilt of a once fine bastard sword which has sunken its tip into the earth, providing a service akin to a walking cane. Every inch of the exposed flesh has turned a myriad of unnatural colors. Indeed, all that remains unmarked is a clear and impossibly clean necklace carrying a symbol of Verena; a downward blade with scales as a crossguard.

All that moves in the hulking swollen creature is its chest, wetly wheezing up and down as if each breathe was a difficulty. Yet when you arrive, and carefully dismount your half dead horse, it turns abruptly, sending screams up from the people. For when it moves…parts of it fall off. Brain Wounder finds its way into your hands before you even realize it. As the rest of your guard dismount behind you, the thing does nothing but shift its helmet until it appears to be 'looking' at you.

"At…last…."the thing burbles. A disgusting greenish yellow smog chokes out through the slits in the things helm with its words. Your skin crawls with the echo accompanying its words, similar to someone who almost killed you just last year.

You frown. All reports said that the creature was seemingly invincible, and nothing could dissuade it's movement. Five men were terribly weakened from the aura of sickness the thing carried with it before they simply could do nothing more and gave up. All were surprised when it simply halted before fully crossing the border, speaking in that same sepulchral voice and demanding to see…well, you.

"I am here, as you requested…?" you trail off.

"Ah….my….apologies!" it said with a grim, phlegm filled chuckle. "I….have….not….introduced….myself." Then with a movement that looked more to be a collapse than an actual purposeful movement, it landed upon a single knee. The impact shook few more pieces of its flesh loose. "I…am…Sir…Reinhardt."

Your eyes widen as 'Reinhardt' visibly struggles to salute you with its remaining arm.

"Of….the…Order…of…the…Everlasting Light!" it finishes with audible pride. Before you can speak further it jerks its remaining arm upwards. "I….I understand…if you have…questions. But…a-as you can see…my time….grows short…," it says with another hacking cough. Then it stands, its legs wobbly, but its sole hand, dripping with ichor, grips hard around the symbol at its neck. You hear the whispering of a prayer, and then it drops its hand, movements becoming slightly easier.

"We…lost ourselves somehow on our path to you, Count Hohenzollern," Reinhardt says with chagrin, "A plagued village was about to be burnt to the ground, yet there remained so many uninfected that we could not let them all be put to the flame. Circumstances changed rapidly, we were assaulted by soldiers bearing the sigils of Nordland for our actions in removing the sick from the pure!"

"Nordland?!" you whisper in a strangled voice despite yourself. Reinhardt nods.

"Aye Count. Nordland. We could not leave without investigating. And so we did…and we discovered treachery!"

Treachery. Nordland. Plagues. A mysterious Nurglite commander. He has not spoken, and yet you can feel the ground drop beneath you as your mind races to the conclusion.

"Things were tense there, uprisings abounded, and so we demanded to see Count Gruber, to force him to explain his men assaulting a Knightly Order of the Empire. He explained…all right. As he imprisoned all of us in his castle for 'quarantine and potential Chaos corruption'!" he says, rage coloring his words.

An Elector Count? No. Please, by what any grace any of the Gods of the Empire possess…

"He…he took many of our number…for…I don't know what. We never saw them again. But, we were rescued!" he exclaims, making you look up. "Captain Kessel rescued us. Barely older than you my Count and yet he broke into Gruber's castle to rescue us. He revealed the truth! Gruber…Gruber…!" Reinhardt abruptly stops, coughing horrendously and falling to his knees. You must work hard to clamp down on your instincts to go to his side. Eventually the plagued knight struggled back to his knees, but could obviously rise no further. You could spare him wasting his limited breath, at the least.

"Gruber has fallen to Chaos, to the plague god, and he even now works dark rituals across Nordland. Captain Kessel has rebelled, attempting to rally the people. Even now I assume he fights, and you volunteered to come to me?"

Reinhardt can only nod, and even that is weakly.

"I…I was struck….with a daemons blade. One eyed…horned…ugly beast it was. Heh, I killed it though! I…killed it. I volunteered to make the run. Someone had to be told, and there's barrier of some sort keeping travel south. Like…a wall of poisoned plague fog."

He coughs again, and this time a black liquid runs down his throat.

"That was…a week ago? My mind…it burns with the haze of Chaos. It is doing its best to take me, but I wouldn't let it! Wouldn't let it!" he says, a bare amount of vigor returning to his voice in defiance.

But then his head droops once more.

"I have received your message, Sir Reinhardt," you whisper softly. "Your sacrifice shall not be in vain."

"Nordland…desseerrves better. We, we won at Kislev. Why wonn't they st'p?" he mumbles.

"I don't know."

"Y-you'll help te'm?"

"Yes."

"Kill Gruber?"

"Yes."

"Kill me?"

"…yes."

"Good. Se'n wh't happ'ns. I won't be wnnathem."

Solemnly you approach, Brain Wounder in both hands. Your guards begin to approach, then halt. The warrior priest helping at the border waits, a faint glow covering the head of his hammer. Sir Reinhardt is too far gone to be healed or cured. Here is a man, horribly wounded in the name of justice and common human decency. For protecting innocents, the Order of the Everlasting Heart was imprisoned by a servant of one of the dark gods. Nordland suffers, even now.

Yet, just as you raise Brain Wounder high, careful to be as far as possible lest infectious fluids come upon you, the knight's head raises up sharply.

"Wait. My little sister, she-she should know…"

Brain Wounder lowers a single inch.

"Your sister?"

"Ortrud Hertwig. Ostermark."

You blink. Then harden your gaze and nod, raising Brain Wounder once more. The knight looks directly up into the sky, head tilted to give you the best angle.

"You didn't get me, you hear me?!? Reinhardt Hertwig died with his soul free!

Brain Wounder fell, and a few seconds later, a head.

Upon the ground, flung a distance that should be impossible, is an utterly unblemished and perfectly clean twin tailed comet necklace. You pick it up, and walk back to your horse. The priest bathes you in a cleansing glow, but you know you don't need it. One of the bravest men you have ever known forced all the corruption inside of him, refusing to let it out. The grass he walked upon, the trail behind him, is clean. All the corruption at the plague gods disposal, and he let none of it out.

"Burn the body down to the ashes. I want you to purify them to all high hell and back by the end of the week, do you hear me?" you say to the warrior priest.

You don't know his name, yet he nods solemnly all the same.

Then your eyes turn west, to where a bastard of a slug still lives. Beneath your gloves, all of your knuckles turn white in fury. Damn Gruber, damn him for taking such an Order, for what he has done and likely further plans to do. The Middle Mountains are impassible, for the most part, not to mention whatever is lurking in them this year. A wall of solid plague that none can pass through preventing movement through the south. Which means…you. Here. Ostland.

Fine.

Fine.

"Get me my horse. We have a province to rescue and a Count to kill."

You drain half of your flask of Ostka, and then think better of it. Five men have thrown blessed torches onto Reinhardt's body. The flames lick at the corpse, bloated by plague as it was. Then you pour the remaining half onto the fire, sending it wildly bursting upwards. As the sparks rise up into the morning sky, you growl.

"Sigmar, you better help me in this because there is no one who is going to help you when I come after you if you don't," you growl beneath your breath.

Military: Sir Maximilian von Raukov is a retired member of the Bull Warriors, Ostland's only Knightly Order. Despite being retired, there remains a fire in his belly. He is here to advise you on military matters. (Choose 2 3) – As a result of your general hatred of Chaos and galvanized energy, +1 Military Actions Per Turn Until Gruber Is Dealt With.

Systematic Clearing: You've come a decision. You are going to clear Ostland of beastmen. Now, just because this has been attempted before and never succeeded at by multiple Elector Counts of Ostland doesn't mean you can't try. The times are changing. Magic is now allowed in the Empire. You're married to the only person who wasn't a dwarf who can match you drink for drink and who also has strange and terrifying powers of ice magic. You have the Bull Warriors now, and you are going to grind down the beastmen from your province inch by inch if you have to. It's time to begin. Cost: 50. Time: 1 Year. Reward: The Beastmen of Ostland Quest Line Activated. Dead Beastmen. Peasant and Noble Opinion Boost.

Smoke In The Mountains: You cannot go deep into the Middle Mountains, you simply don't have the soldiers for it. Even if your army was brought up to full strength you wouldn't be able to do so. But that doesn't mean you can't post guards. Part of the reason it is so hard to keep control over the Middle Mountains is due to the size of the passes into them. Hard to pass large numbers through save for the one which is directly near Wulfenburg, it creates a situation where beastmen and greenskins are free to build up numbers amongst the range but struggle to make it down, and your armies can be recruited and trained outside of the mountains but struggle to make it in. But you can post guards, and that can make all the difference with warnings. Cost: 200. Time: 1 Year. Reward: Middle Mountain Passes guarded.

Better Training: The Imperial Foot was brought here to assist you in clearing the Forest of Shadows, no matter what form that assistance may take. Within reasonable limits of course. But one of the things that most stuck out to you was the fact that despite all that you faced at Salkalten, the Foot did not break, and kept formation at all times. When ordered to move, they did so smoothly and without a single batted eye. Some of this may have come from experience, and their superior equipment, but they also likely have much better training. Many of the Foot here were trained in Reikland and Middenland. Perhaps they would be able to train your own forces to a similar standard? Cost: 300. Time: 2 Years. Reward: Ostland Army trained byImperial Foot.

The Guns of Nuln
: You don't have that many guns, despite your peoples love for them. You should get more. While it would be nice if you could build some of your own, it might be time for you to get access to some early, to get at least some people trained with them. Though it would normally cost a premium to do this, considering the distance between Ostland and Wissenland, both Sir Erwin and the remaining commanders of the Foot assure you that they can expedite the process. It turns out that men carrying a Writ of the Emperor can grease wheels exponentially more than anyone could on their on. The combat engineers who watch over the cannon like mother hens can then teach your men. Cost: 500. Time: 1 Year. Reward: 2 Handgunner Regiments of 500. Total of 1000 Handgunners.

Get Me Everyone!: Nordland is in the sways of corruption at the hands of Count Otto Gruber. His ships are unable to land anywhere, yet he has cut off land access from the south. That means that it is up to you. It will cost an absolutely immense amount of money, but you don't care. Neither do your people. Last year you had trouble turning away so many who wished to join up for the military. You shall not have such a problem this year. This will hurt your treasury mightily, but when you have a Chaos-corrupted Elector Count literally next door it is not too hard to justify. Cost: 3050. Time: 1 Year. Reward: 4000 Swordsmen, 2000 Archers, 1000 Light Cavalry, 2000 Pike, 1000 Ogres.

Initial Forays: You need to scout Nordland, because as far as you are concerned it is as of this moment entirely enemy territory. And by scouting, you mean killing every plagued thing there and burning infected trees and wildlife. Dangerous, to be sure, but you cannot simply allow Count Gruber to go about his business without some kind of reprisal. The Foot has volunteered to ensure the success of this mission, but they are not so arrogant as to believe that there will be no casualties. They will simply do their best. Cost: 100. Time: 1 Year. Reward: Information, Slightly pushed back boundary.

Diplomacy: Baroness Katrin von Freud is a slim and stiff necked old bat. But she's been wining and dining with the best of them since before your father was a twinkle in your grandfather's eye. (Choose 1):

Talabecland Sympathies: For a wonder, the Elector Count of Talabecland seems to be genuinely interested in aiding you. Tales of lowered tariffs at the cost of profit so that trade and goods may flow easier through the bruised and battered Empire have created an odd wave of simultaneous gratitude everywhere in the Empire and slight irritation at the mercantile quarter of his province. But for the most part he seems to be very well regarded for his kindness. Also the man fought in the Great War Against Chaos so none can call him soft, not after he lost an eye in the war in exchange for slaying one of those dastardly armored Chaos Champions. It might to do try and increase trading exchanges between your people. Trade is always good for improving peoples mood. Cost: 0. Time: 1 Year. Reward: Trading Income +50 Crowns Per Turn. Better Diplomatic Contact with Talabecland.

EVERYONE!: Count Gruber is aligned with Chaos! Something must be done, and you are not foolish to think you could do it alone. It will take too long for troops to arrive from the Riekland or many of the southern provinces, but you do know somewhere that is close and has a certain grudge against Chaos. Kislev, your wives nation of origin. While they have done little to repair their general infrastructure if there is one thing that they've rebuilt it's their military. You could do with some Kislevite support when you get into it, and you have the only sibling of the Tzarina as your wife…but still, though it will take a much longer period to get the aid of troops from Magnus or anyone else in the Empire save perhaps Hochland, and they are much smaller than you and have far less troops just in general. Also they are spindly. But the effort must be made to contact the rest of the Empire. If even half of Nordland has fallen into alignment with Chaos you will have one hell of a fight on your hands. All you can do now is send a message, and hope that it gets there in time for their troops to come up. Cost: 10. Time: 1 Year. Reward: Kislevite Support Against Gruber Chance of Success 100%. Other Province Support 50% For Each.

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

The Middle Mountains: The greater portion of this greenskin and beastmen infected mountain range belongs to Ostland, with minor portions ceded to Middenland and Hochland to the south. Your father never did much with it, focused as he was on the fool's errand of trying to challenge the naval superiority of Nordland and Erenburg of Kislev in an only somewhat friendly rivalry. You are not as idiotically competitive. There must be some sort of resources in the Middle Mountains. It's time that you got at them. Cost: 0. Time: 1 Year. Reward: Small portion of Middle Mountains get a mineral survey.

Walking On Moonshine, Woah Woah: This may or may not be a controversial move. Everyone in Ostland drinks. No, not mostly everyone, or almost everyone, everyone. The problem is that nobody really acknowledges this, it's just become so ingrained that no one really even questions it. But here's the thing, there would be no way to supply the demand if it weren't for the fact that a lot of people just make their own. That right there is an immediate income source just staring you in the face. Instead of having a bunch of independent brewers making incredibly disparate concoctions in their basement, contract a few on your own, and sell to the citizenry. A consistent quality and/or flavor (flavor optional) is rare in Ostland. Some people might raise an eyebrow at an Elector Count's government selling alcohol. Well, those people Ostlanders. Cost: 500. Time: 1 Year. Reward: Government Controlled Breweries. Gain Alcohol Selling Income. May raise Peasant Opinion. May lower Peasant Opinion. 50% Chance of one or the other of those two.

Research: Helga…has no last name. Despite the fact that you are pretty sure that girls are not allowed in the Gunnery School in Nuln, she has shown to be extremely adept with firearms. As in she took one apart and put it back together supposedly 'better' during the first privy council meeting you had with her. Are there female dwarf engineers willing to teach people? Where did your father find this woman? (Choose 2):

Study The Cannon: Cannon are some the most effective and powerful items in the Empires arsenal. You have only been loaned four, and while you would love some more it might be prudent to let some of your tiny engineering class, singular, take a look at them. The combat engineers sent with them jealously watch over their charges, but they were ordered by the Emperor to assist you, and if that assistance includes letting your people figure out cannons just that little bit later so that you could perhaps build your own in the future? All the better. Cost: 50. Time: 1 Year. Reward: First hand cannon knowledge for your future Engineering school.

The Schools: You've convinced Valma, you've convinced the combat engineers of the Foot. Now it is time that you actually got to building the thing that you need both of them for. With the experience of both you should be able to create something that while it will obviously be smaller than the Nuln Schools it will be quite efficient for its size. After all, these fellows know what really matters about the guns and engineering, minus the sort of frilly bits that southerners need. It will, obviously, take a lot of time to fully create it. All worth it however. Cost: 1000. Time: 3 Years. Reward: Ostland School of Engineering and Ostland School of Gunnery.

Ogre Armor: Most ogre armor is haphazardly put together. There is no uniformity to it, due to the varying size of an ogres gut and/or height. But it doesn't have to be. If a concerted effort was made to actually create some nice armor that interlocked and protected while emphasizing the strength and gut of the ogres to satisfy both good Imperial sense and the portions of ogre culture that Ostland ogres retain, then the survivability of all the ogres on the field in your army would take an impressive leap forwards. A worthy task, wouldn't you say? Cost: 500. Time: 2 Years. Reward: Uniform Ogre Armor.

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

Placebo Effect: Apparently sigils, symbols, engravings, and a bunch of other odd religious knick knacks are just the things for the ailing Empire family. At least according to Leopold and Wulff. It sounds ridiculous to you, because if they truly were that effective then why wouldn't everyone have covered their walls and homes with the things but you've already made enough of a mess with your relations to the religious folk. It's a way out that they are offering you, that adding these things will hearten the people and increase the protection of the faithful and…a bunch of odd religious pithy back and forth. You have no problem with it if it makes the people happier and less liable to try and kill you while you do some real work protecting them. Cost: 500. Time: 1 Year. Reward: Sigmarite and Ulrican symbols built into buildings across Ostland as well as road signs and posts. Supposedly will grant some sort of protection, but will definitely make people feel better. Religious people, am I right? Boost to Peasant/Noble Opinion.

Training More: These Priests of Sigmar have shown just how useful they were multiple times over. You need more. If Sigmar can't do anything but through his agents, then damn it you'll produce as many of his 'agents' as possible. Ostland will be filled with these priests if you have anything to say about it. The five veteran Warrior Priests of Sigmar are extensively experienced, suitably corruption free, and simply good fellows in general. Have them scour the populace of Wulfenburg for worthy apprentices. You don't need and pudgy fellows whose largest movement is from the pews to the stands. You want Warrior Priests. Cost: 50. Time: 1 Year. Reward: Apprentice Warrior Priests of Sigmar. Chance of Success: 65%

Intrigue: Ah yes, what could be better than one twitchy Witch Hunter? Another twitchy Witch Hunter. Unlike Eizenhorn, Marlisa is focused on matters of internal security and intrigue. With a smaller emphasis on faith. But not by much. Eh, you'll take what you can get. (Choose 1)

Emperor Says So: The Emperor has ordered that witches are no longer to be burnt at the stake. While the Witch Hunter's must follow his orders, you can tell that they are doing so quite grudgingly and you don't believe for a second that they truly do so every single time. More likely they kill the poor fellows when no one is looking and claim that they had no choice. Well they're right about one thing, they don't have a choice. But first you need proof. Marlisa was only somewhat offended when you posited that this was occurring, but eventually admitted that there were those amongst the Order who would do so without remorse or caution. This cannot be allowed. If the Emperor wants people who have 'it', then by your hands he'll get people who have 'it.' Cost: 0. Time: 1 Year. Reward: Witch Hunters kill less potential Wizards for the Empire. Chance of Success: 85%

We Must Stand Together: Faced with a foe like Otto Gruber, you cannot afford to have dissension in your home city. Or in your province. You need to come to terms with the Witch Hunters, those that like you and those that don't, and insure that nothing happens while you face the machinations of Gruber. Can you not work together with these people, or will you be at each other's throats for all time? Cost: 0. Time: 1 Year. Reward: Witch Hunter's Will Work Closer With You While Gruber Lives. Chance of Success: 75%

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

Steely Frost: Your wife's command of ice magic is impressive, and on a battlefield you have no doubt that she would be a force to reckon with…individually. But what if someone gets too close, or she must lead troops instead of Captain Ivanov should the big man be incapacitated? Can she fight without her magic if she must or need to? You never know, especially in this neck of the woods. Offer to train her at least with a sword, while discussing battle tactics. It's a two for one. You get to know your wife better, and she gets to learn more about combat, something she was unable to do much of in Kislev while her sister did much of the work. Reward: Better spousal relationship. Natasha +1 Martial.

Ortrud Hertwig: The sister of Sir Reinhardt deserves to know of her brothers fate, and just what brought it about. The only thing that remained after many purification rituals and dips in holy water and the like is his necklace. Every last scrap of everything else about him had to be removed. Not even the ashes could be kept, instead they were spread out into the open sea. The war hero of Ostermark…you had no idea that she had a brother in a Knightly Order, much last the Order of the Everlasting Light. This will not be a letter you will look forward to, but it is one that must be sent. It is the least you can do for such a brave man. Time: 1 Year. Reward: Hertwig Family informed.

Beseech The People: The plight of Nordland must touch the hearts of your people. Sure, you're maritime rivals, or rather you were uppity and they were a dominating giant, but no one deserves what is being done to them. Your people hate the forces of Chaos with a passion, and here it is right next door. Ask your people for volunteers, those willing to plunge into the dark to just get one single stab at the enemy. Last year you suffered an issue where too many people wanted in and not enough supplies were available. Not this year. Not if this works. The people can pay for their own equipment, to join for this. For the glorious opportunity to fight for Ostland! Cost: 0. Time: 1 Year. Reward: Same As Get Me Everyone! [Except Free, Also not mutually exclusive. Choose this and get me everyone get twice the soldiers.] Chance of Success: 75%
 
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Turn 4 Results
Turn 4 Results
2307 IC​

Military: Sir Maximilian von Raukov is a retired member of the Bull Warriors, Ostland's only Knightly Order. Despite being retired, there remains a fire in his belly. He is here to advise you on military matters. (Choose 2 3) – As a result of your general hatred of Chaos and galvanized energy, +1 Military Actions Per Turn Until Gruber Is Dealt With.

Smoke In The Mountains: You cannot go deep into the Middle Mountains, you simply don't have the soldiers for it. Even if your army was brought up to full strength you wouldn't be able to do so. But that doesn't mean you can't post guards. Part of the reason it is so hard to keep control over the Middle Mountains is due to the size of the passes into them. Hard to pass large numbers through save for the one which is directly near Wulfenburg, it creates a situation where beastmen and greenskins are free to build up numbers amongst the range but struggle to make it down, and your armies can be recruited and trained outside of the mountains but struggle to make it in. But you can post guards, and that can make all the difference with warnings. Cost: 200. Time: 1 Year. Reward: Middle Mountain Passes guarded.

- It costs an appreciable amount to get the guard posts set up, but at least you've done it. The town of Mierach, Castle Lenkster, the river Eiskalt, all somewhat reachable. Of the five ways into the Middle Mountains, these have gained towers, some watch men, and sundry other forces. The passes near Roezfels…are less so. Understandable, given how far into the Forest of Shadows as they are. Some very brave men are set up there with horses and messenger birds. If anything decides to try and squeeze out through the passes, they'll find their movements to be much less stealthy than they otherwise would be. Reward: Middle Mountain Passes guarded.

Better Training: The Imperial Foot was brought here to assist you in clearing the Forest of Shadows, no matter what form that assistance may take. Within reasonable limits of course. But one of the things that most stuck out to you was the fact that despite all that you faced at Salkalten, the Foot did not break, and kept formation at all times. When ordered to move, they did so smoothly and without a single batted eye. Some of this may have come from experience, and their superior equipment, but they also likely have much better training. Many of the Foot here were trained in Reikland and Middenland. Perhaps they would be able to train your own forces to a similar standard? Cost: 300. Time: 2 Years. Reward: Ostland Army trained by Imperial Foot.

- Up here in the north you don't have easy access to the famous academies and all the fancy generals of the south. Up until now, of course, and even then it is second hand. But what a second hand it is. The Imperial Foot easily agrees to doing training your men. Though their numbers were reduced during the fight to reclaim Salkalten, they can work in administrative and training duties with far more ease with much less chance of being killed. It will take time to train everyone however. Luckily, at the end of it, after being raised to their standards you can work to stay there. Hmm. Considering the numbers issue, might it not be better to just keep them in command positions? Like sergeants? This would keep discipline as people rally around such experienced and well trained individuals. They are quite respected. Will Complete Next Year.

Initial Forays: You need to scout Nordland, because as far as you are concerned it is as of this moment entirely enemy territory. And by scouting, you mean killing every plagued thing there and burning infected trees and wildlife. Dangerous, to be sure, but you cannot simply allow Count Gruber to go about his business without some kind of reprisal. The Foot has volunteered to ensure the success of this mission, but they are not so arrogant as to believe that there will be no casualties. They will simply do their best. Cost: 100. Time: 1 Year. Reward: Information, Slightly pushed back boundary.

- You aren't about to charge into Nordland without gaining some information. A group of one hundred extremely brave volunteer huntsmen strove into the struggling and embattled province. Less than half that number returned, but their information is valuable. A vast number of the villages and towns near the border have been burnt to scrap, yet little remained of their inhabitants. That is because, as it turns out, they yet live…in a horribly half-life. The plague is disgusting and horrifying, because you have seen what happens to those who are unable to resist or enable their own deaths like Sir Reinhardt did. Plague zombies, things that should be dead but are not, animated solely by the unnatural sicknesses that swell their flesh, are the result. Whole villages and entire settlements have been emptied out for this, and thus much of the people of Nordland have become these disgusting creatures. All are capable of wielding weapons, possessing a strength and vitality that is inhuman due to the nature of the Chaotic plague which has swallowed their bodies, minds, and souls.

Yet, all is not lost. Stephan von Kessel yet lives, and has banded together the people into a surviving hard point in the city of Luftburg. It is filled quite beyond bursting with rescued civilians and citizenry, yet through the young man's courage and charisma they have not fallen to the hordes of creatures surrounding them. One scarred huntsman swears he saw the banner of the Order of Everlasting Light flying high upon the hastily constructed walls. As for the quarantined ships of Nordland, few actually remain. You can only guess at the reasons why, but Kessel burned down much of the fleet, taking all the cannon and ammo with him. It is this which has kept Luftburg from doom thus far, but your men tell you that every day brings them closer to utter ruin. Additionally, they say that they saw a large component of these…plague creatures heading northwest of Luftburg along the coast in heavy numbers, as if for combat. One, delirious from his wounds, said that he saw great plumes of multicolored light and magic from that direction as well, though his testimony is of course somewhat suspect.

Additionally, your people helped establish a few forward positions to begin cutting down these poor things that were once human. With any luck, your ability to penetrate into Nordland will be much easier than it otherwise would have been. Reward: Information, Slightly pushed back boundary.

Diplomacy:
Baroness Katrin von Freud is a slim and stiff necked old bat. But she's been wining and dining with the best of them since before your father was a twinkle in your grandfather's eye. (Choose 1):

EVERYONE!: Count Gruber is aligned with Chaos! Something must be done, and you are not foolish to think you could do it alone. It will take too long for troops to arrive from the Riekland or many of the southern provinces, but you do know somewhere that is close and has a certain grudge against Chaos. Kislev, your wives nation of origin. While they have done little to repair their general infrastructure if there is one thing that they've rebuilt it's their military. You could do with some Kislevite support when you get into it, and you have the only sibling of the Tzarina as your wife…but still, though it will take a much longer period to get the aid of troops from Magnus or anyone else in the Empire save perhaps Hochland, and they are much smaller than you and have far less troops just in general. Also they are spindly. But the effort must be made to contact the rest of the Empire. If even half of Nordland has fallen into alignment with Chaos you will have one hell of a fight on your hands. All you can do now is send a message, and hope that it gets there in time for their troops to come up. Cost: 10. Time: 1 Year. Reward: Kislevite Support Against Gruber Chance of Success 100%. Other Province Support 50% For Each. Double Down Activated.

- The missives go out. For some time, you hear nothing, even as you pound out ogre armor and set guard posts around the passes. Then your guards at the eastern border bring word. The Tzarina of Kislev has heard the pleas of her only siblings husband, and has answered accordingly. Though the relationship between the two Ice Mages is quite rocky indeed, against the forces of Chaos they will align together in utmost cooperation and mutual protection. The Tzarina may not possess the treasury, influence, or (whispered by Natasha, ability) to assist in the recovery of her lands, but if there is one thing that Kislevites can be trusted to always have is fighting men. Much of Kislev was devastated, and one of the few places one can receive consistent pay, food, and drink, is the Pulks. According to your wife, Pulk is Gospodar for army. Which…is what you receive.

Unlike other nations, pulks are apparently small, and to face large scale threats many can be drawn together at once. In this case, three march down the road, their boots shaking the earth. Reinforcements for your daughters Kreml Guard are in the front, and behind them come some of the Kossars whose axes bite so deep into the Norseman at Salkalten. But behind them is the true strength of Kislev. The Kreml Guard and Kossars are fine soldiery, but it is in cavalry that Kislev truly shines. Running down entire warbands on the plains of Kislev, the Winged Lancers and Ungol Horse Archers have come. Then, unfortunately it seems for your wife, they sent magical support as well. Much like how you met Natasha, the Kreml Guard shifts apart like the parting of a black sea to reveal three women who bear armor constructed from pure ice and the visible presence of magic surrounding them. As for why this was unfortunate, they were apparently her teachers. Her snide, snooty, overly demanding Ice Mage teachers. When you asked them how they were to exercise their powers in Nordland, which quite literaly an Ostland away from Kislev, they laughed. Apparently when there are enough Ice Mages together, if they cannot summon the powers of Kislev due to distance, they will bring winter to them. You are unsure what that means, but it sound relatively ominous.

Gain: 3 Master Ice Mages[Veronika/Valentina/Vera], Auxiliary Kreml Guard at 1500. Kreml Guard Per Master Ice Mage = 500 Kossars per Master Ice Mage = 5,000. 10,000 Winged Lancers, 5,000 Ungol Horse Archers.

As for the actual Empire? You ordered your assistance to help you write to everything regarded as a Province in the Empire. Yes, even the ones without Runefangs.

Required: 50% For Each Province [Averland, Hochland, Middenland, Ostermark, Reikland, Stirland, Talabecland, Wissenland, The Moot, Westerland]

Rolled: 4+20=24, 20+20=40, 84+20=104, 10+20=30, 9+20=29, 11+20=31, 85+20=105, 17+20=37, 95+20=115, 11+20=31.

24/Averland = Alas, a rash of recent attacks from Kul Survivors, as the group is starting to become known, has ravaged the province. Many of their exceedingly valuable horseflesh was slaughtered and consumed, and much of Averland's army is being spent chasing the warriors of Chaos. A rash of goblin attacks is not helping either, splitting even the Order of the Black Bear's ability to do much more than put out fires. However, they send a small amount of funds and supplies for you, it is the least that they can do…and quite literally the most. Gain 500 Gold.

40/Hochland = Damn it all they are right there, why can't Hochland help? Oh, right, because they don't really have an army. Well, to hear them say it they do but it's honestly just a bunch of cobbled together patrol and hunting groups whenever there is an occasion big enough. In comparison to Averland, they cannot give nearly as good a reason that literally the closest province cannot provide much assistance. Which is…somewhat suspicious. Aren't Hochlanders supposed to be pleasant people? They donate some supplies though, so there is that. Gain 250 Gold.

104/Middenland = A province that, save for its capital, is largely Ulric calls for aid! And by that self-same God, does Middenland answer. Perhaps they were especially furious at the Plague Barrier keeping them from simply advancing along their normal roads and thus must go all the way around to attack from the only land avenue i.e. the eastern border which is claimed by you. Perhaps they've grown tired of all the beastmen they normally have to constantly fight, and want something different. In any case, soon after Hochland sent their most sincere apologies, an army arrived having marched right through the smaller province. Led by an enormous Priest of Ulric named Gunther Hauer, Middenland has contributed an extremely impressive force. Though he seems extremely wary of your wife and the Ice Mages that Kislev contributed, he accepts the edicts of Magnus, as the Emperor did walk through the sacred flame, or so you hear. For now, he has subordinated his army to you, as after all it was you who called for aid and are already planning on going. He apparently really likes your gumption, and immediately took to Ostka. He apparently can't get enough or the stories of the battle of Salkalten. Perhaps the fact that he burst into your training area as you practiced with only a pair of trousers on and saw your enormous scar has something to do with it, based on how his demeanor went from abrasive and dismissive to respectful. Well, it looks like that scar has come in handy after all. Gain: 5,000 Halberdiers, 5,000 Pike, 5,000 Swordsmen, 1000 Knights of the White Wolf, 1 Priest of Ulric. 500 Gold Worth of Supplies.

30/Ostermark = Ostermark is unable to assist, several Kul Survivor Warbands came south from Kislev into Ostermark, who is currently fighting them off. Also beastmen. And greenskins. Luckily the Slayer Keep of the Dwarves is so close to them. In any case, they can offer little help, and after receiving the letter informing her of her brother's death Ortrud Hertwig has become somewhat of a recluse. They cannot even assist with supplies, though they send their sincere apologies. Gain Nothing.

29/Reikland = You receive no word at all. Perhaps your messenger did not get through, or they were waylaid, but you get no sign of the Reikland hearing your message. Gain Nothing

31/Stirland = All you receive is a terse message thanking you for the knowledge, and a short apology saying that they can contribute nothing at the moment due to issues created at the end of the Great War. Well then. Gain Nothing.

105/Talabecland = Talabecland answers the call as well. Though they have many a Taalite in their ranks, when it comes to war they acknowledge that the Warrior Priests of Sigmar are a bit more known. In any case, the pleasant Elector Count Adolf Fuerbach chose to aid you in the only way his depopulated province can, through funds and supplies. It is truly a shame that they lost so many in the Great War Against Chaos, but you can hardly hold that against them. And a month after receiving his letter and supplies you had grown to think of that as the end of it. Then alarms went up all across the Fuerbach's lands, as someone very important had gone missing. His only daughter, Johanna Fuerbach, had disappeared from Talabheim. Then, two weeks later, she showed up on your doorstep with an enormous group of volunteer fighters she gathered from across not just Talabecland, but Hochland, Stirland, and who knows elsewhere. Amongst them are the Order of the Broken Sword, quite a respectable Order of knights. Largely she seems to have absconded with many flagellants, those mad wild individuals who went ballistic during the Great War Against Chaos. Yet it is not like they just went back to being sane after Kul's defeat. Honestly, getting flagellants out of peoples cities in villages is quite the happy occasion. Few people miss the ones who beat their own faces with holy books and wail while wearing naught but a dirty robe. Gain: 20,000 Flagellants (Weak Attack, Weak Defense, Good Mobility. Special: Flagellant Insanity – Unbreakable Morale, Never Questions Orders), 5,000 Swordsmen, 3000 Archers, 1000 Handgunners, 1000 Knights of the Broken Sword, Johanna Fuerbach – Hero Unit.

37/Wissenland = Struck by sudden riots of the most orthodox Witch Hunters who have decided to refuse the edicts of Magnus the Pious, Wissenland is unable to assist. Food shortages, raids by Kul Survivors, and greenskin issues has resulted in the Emperor's province being entirely unable to assist, though depending on how long it takes to slay Gruber they will more than likely be able to rally at some point. After all, they have Magnus with them. Gain Nothing.

115/The Moot = You had honestly forgotten that the Moot was a thing. But when your letters went out to, in your exact words 'All the provinces of the Empire', one got sent to them. Apparently they are used to this, so when you asked for assistance, they honestly didn't know what to send you. They have no great military, relying on the Empire for martial assistance, and they won't cook diseased and plagued ingredients. But they can provide healthy and hearty assistance…in the form of a monstrous thing of steam and metal and clanking and…soup? Yes. Soup. According to the halflings of The Moot, the best thing to go into battle is on a nice full stomach. You aren't about to complain, their food is divine, and everyone is just a bit more peppy after having some Halfling assistance. But yes, the halflings did not send you an army. Instead, they sent you the means with which to feed one. Reward: Cookery Regiment (No Attack, Weak Defense, Low Mobility. Special: Full Stomachs For All – Raises general morale across army when Cookery Regiment is in play. Soup Tank Kathleen.

31/Westerland = Honestly you weren't expecting much of the newest province in the Empire. They haven't fully organized their own army, not to Imperial standards at least, and they are still feeling things out. Also, much of their glorious money is…being spent to help fund the repairs to the Empire. So, a worthy place, but not much help for you. No Gain.

In the end, everyone is both shocked and yet thankful that you gave warning as soon as possible. Many doubt you, but running into the openly unnatural Plague Barrier in the south gives you credence. And after all of these forces arrived and saw the first few swarms of plague creatures, more credit is given to you indeed. You had never planned on getting much into Imperial politics, but now it appears that you have squarely planted yourself in the consciousness of all your fellow Elector Counts.

Nordland suffers more and more, every day. You cannot delay, you must put Gruber down, and quickly.

Total Gains:

Kislev
Gain: 3 Master Ice Mages[Veronika/Valentina/Vera], Auxiliary Kreml Guard at 1500. Kreml Guard Per Master Ice Mage = 500 Kossars per Master Ice Mage = 5,000. 10,000 Winged Lancers, 5,000 Ungol Horse Archers.
Middenland
Gain: 5,000 Halberdiers, 5,000 Pike, 5,000 Swordsmen, 1000 Knights of the White Wolf, 1 Priest of Ulric.
Talabecland
Gain: 20,000 Flagellants (Weak Attack, Weak Defense, Good Mobility. Special: Flagellant Insanity – Unbreakable Morale, Never Questions Orders), 5,000 Swordsmen, 3000 Archers, 1000 Handgunners, 1000 Knights of the Broken Sword, Johanna Fuerbach – Hero Unit.
The Moot
Gain: Cookery Regiment (No Attack, Weak Defense, Low Mobility. Special: Full Stomachs For All – Raises general morale across army when Cookery Regiment is in play. Soup Tank Kathleen.
Funding:
500+250+500=1250 Gold.

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

The Middle Mountains: The greater portion of this greenskin and beastmen infected mountain range belongs to Ostland, with minor portions ceded to Middenland and Hochland to the south. Your father never did much with it, focused as he was on the fool's errand of trying to challenge the naval superiority of Nordland and Erenburg of Kislev in an only somewhat friendly rivalry. You are not as idiotically competitive. There must be some sort of resources in the Middle Mountains. It's time that you got at them. Cost: 0. Time: 1 Year. Reward: Small portion of Middle Mountains get a mineral survey.

- The small town of Mierach and the Castle Lenkster are the two settlements you possess near any of the few passes into the Middle Mountains. Of the five different passes into the normally impassable range, the other three are largely untouched by civilization due to them being directly linked into the Forest of Shadows miles and miles away from any settlement. Any army attempting to move through would be torn apart. In any case, you send in some scouting parties with the intent for mineral surveys. Quite a dangerous task, they notice something quite disturbing while on their journeys. Specifically, they weren't attacked. Once. This is unnatural and strange, as you would have expected at least a dozen attacks from beastmen or greenskins due to you intruding on their territory. Yet all signs of habitation by either of these controlling presences is missing for more than twenty miles in, and there is limited wildlife. The trees yet remain, as do the rest of the general ecosystem, but the entire situation makes you uneasy. Thankfully this is offset by your people discovering what looks like three different copper veins. Though not the most precious metal, it turns out that copper is surprisingly useful for engineering and gunnery purposes. Reward: Small portion of Middle Mountains get a mineral survey. Can set up some small copper mines next turn for Mining Income. Very edges of Middle Mountains uninhabited?

Research:
Helga…has no last name. Despite the fact that you are pretty sure that girls are not allowed in the Gunnery School in Nuln, she has shown to be extremely adept with firearms. As in she took one apart and put it back together supposedly 'better' during the first privy council meeting you had with her. Are there female dwarf engineers willing to teach people? Where did your father find this woman? (Choose 2):

The Schools: You've convinced Valma, you've convinced the combat engineers of the Foot. Now it is time that you actually got to building the thing that you need both of them for. With the experience of both you should be able to create something that while it will obviously be smaller than the Nuln Schools it will be quite efficient for its size. After all, these fellows know what really matters about the guns and engineering, minus the sort of frilly bits that southerners need. It will, obviously, take a lot of time to fully create it. All worth it however. Cost: 1000. Time: 3 Years. Reward: Ostland School of Engineering and Ostland School of Gunnery.

- Despite the issues with Nordland, you begin construction of your schools. You have a dwarf engineer designing it, so you know that it is likely to become quite the tough structure. However, Valma is not going to build it anywhere near the center of Wulfenburg, and is in fact going to set it along the River Eiskalt. Something about the ability to get water in case something explodes readily. Will Complete In Three Turns.

Ogre Armor: Most ogre armor is haphazardly put together. There is no uniformity to it, due to the varying size of an ogres gut and/or height. But it doesn't have to be. If a concerted effort was made to actually create some nice armor that interlocked and protected while emphasizing the strength and gut of the ogres to satisfy both good Imperial sense and the portions of ogre culture that Ostland ogres retain, then the survivability of all the ogres on the field in your army would take an impressive leap forwards. A worthy task, wouldn't you say? Cost: 500. Time: 2 Years. Reward: Uniform Ogre Armor.

- You actually get to participate in this, along with Borgin. The two of you aren't friends, and barely acquaintances, just teacher and student. There is little conversation, which is just the way you like it when forging. He just corrects your movements, and lets the two of you get to work. The issue with covering ogres with armor is that up until this point they've just haphazardly had plates stuck on and around them. No longer, this will be a full suit of armor, at the very least chainmail and half plate. Will Complete Next Year.

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

Training More: These Priests of Sigmar have shown just how useful they were multiple times over. You need more. If Sigmar can't do anything but through his agents, then damn it you'll produce as many of his 'agents' as possible. Ostland will be filled with these priests if you have anything to say about it. The five veteran Warrior Priests of Sigmar are extensively experienced, suitably corruption free, and simply good fellows in general. Have them scour the populace of Wulfenburg for worthy apprentices. You don't need and pudgy fellows whose largest movement is from the pews to the stands. You want Warrior Priests. Cost: 50. Time: 1 Year. Reward: Apprentice Warrior Priests of Sigmar. Chance of Success: 65% Required: 35. Rolled: 97

- The incredible fervor of the Wulfenburg Sigmarites has risen to new heights! An Elector Count, corrupted by Chaos. A province, under threat by the plague god. Their own Elector Count is a Sigmarite, at least on paper, and though his (your) personal devotion and piety is not considered polite conversation your verifiable actions against such things is proof enough of your goodness! The five, as you are coming to think of them, are perfectly willing to train apprentice Warrior Priests. They can only select them from the most devout and, well, in shape of the Priests of Sigmar. You hadn't expected much, there is only the one Temple in Wulfenburg after all, but perhaps you should have. Interestingly, to you at least, the five did not select any from the fully ordained priests. They looked to those still in study, the adepts, the chronicollers, the various men and women who were part of the Imperial Cult. When you asked, they merely answered that often the greatest can come from the humblest origins. As in this case, where ten men and women were located to be worthy enough for training. They obviously cannot shove in all the training necessary in a single year, but these new warrior priests in training shall eventually become fully ordained members of that specific part of society. If, you know, they live that long. As it is, they are capable of minor healing spells and some of the more low key powers of the Warrior Priests. Reward: 10 Apprentice Warrior Priests Of Sigmar. Will slowly gain experience over time. Highly suggested to not put into combat.

Intrigue:
Ah yes, what could be better than one twitchy Witch Hunter? Another twitchy Witch Hunter. Unlike Eizenhorn, Marlisa is focused on matters of internal security and intrigue. With a smaller emphasis on faith. But not by much. Eh, you'll take what you can get. (Choose 1)

We Must Stand Together: Faced with a foe like Otto Gruber, you cannot afford to have dissension in your home city. Or in your province. You need to come to terms with the Witch Hunters, those that like you and those that don't, and insure that nothing happens while you face the machinations of Gruber. Can you not work together with these people, or will you be at each other's throats for all time? Cost: 0. Time: 1 Year. Reward: Witch Hunter's Will Work Closer With You While Gruber Lives. Chance of Success: 75% Required: 25. Rolled: 76.

- Yes. Yes you must. Captain Liesedotte agrees heavily with you. Hunting down such deplorable personages as Count Gruber is one of the things that the Witch Hunters are for. You can only assume what must have happened to the Nordland Chapterhouse, as there is no way that the Order would ever let such a thing happen. So much so, in fact, that after their internal purge last year, they are feeling confident enough to contribute some of their own number. The Templars of the Order are experienced field agents, mortal men and women who have faced the disgusting underside of society and have not broken, even in the face of daemon, cultist, and witch. They possess the utmost discipline, and out of sheer fear in their presence soldiery have some of the Order's iron will forced into their spines. Reward: +200 Templar Witch Hunters (Good Attack, Decent Defense, Good Mobility, Special: Harsh Presence – Forcibly increases morale of surrounding troops through presence and fear.)

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

Ortrud Hertwig: The sister of Sir Reinhardt deserves to know of her brothers fate, and just what brought it about. The only thing that remained after many purification rituals and dips in holy water and the like is his necklace. Every last scrap of everything else about him had to be removed. Not even the ashes could be kept, instead they were spread out into the open sea. The war hero of Ostermark…you had no idea that she had a brother in a Knightly Order, much less the Order of the Everlasting Light. This will not be a letter you will look forward to, but it is one that must be sent. It is the least you can do for such a brave man. Time: 1 Year. Reward: Hertwig Family informed.

- A messenger is sent out, and returns. Lady Hertwig apparently was struck with grief after reading the letter, and sent the messenger away posthaste. Nothing more was said. May they grieve in peace. Reward: Hertwig Family informed.

Beseech The People: The plight of Nordland must touch the hearts of your people. Sure, you're maritime rivals, or rather you were uppity and they were a dominating giant, but no one deserves what is being done to them. Your people hate the forces of Chaos with a passion, and here it is right next door. Ask your people for volunteers, those willing to plunge into the dark to just get one single stab at the enemy. Last year you suffered an issue where too many people wanted in and not enough supplies were available. Not this year. Not if this works. The people can pay for their own equipment, to join for this. For the glorious opportunity to fight for Ostland! Cost: 0. Time: 1 Year. Reward: Same As Get Me Everyone! Chance of Success: 75% Required: 25. Rolled: 53.

- You are not the most diplomatic man. On the battlefield you are, in your own opinion, not that bad a commander. You at the very least know how to bellow out a rallying charge. Which is what this is. The town criers carry the news across Ostland, that you intend to head into battle against the forces of Chaos once more. A populace still straining beneath the passion of patriotism is eager to fight. While it would have been possible to do this and recruit under a more standard form, that would have been an impressive amount of men suddenly in the army to take from the populace. There will be more men entering the minimum age for service next year. Anyhow, the people joined up willingly with heads held high. Reward: Same As Get Me Everyone! - 4000 Swordsmen, 2000 Archers, 1000 Light Cavalry, 2000 Pike, 1000 Ogres.

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Rumor Mill

The Count of Plagues! - Count Otto Gruber has been in league with Chaos! This dastardly servant of the dark gods has enacted his plans to destroy the noble province of Nordland and all of its citizenry, unleashing the plague that had garnered so much sympathy in the past year. It is unknown how long Count Gruber has been a monstrous cultist of Chaos, throwing all of his actions up until now into grave question. Some have clamored that Stephan von Kessel, son of the previous Elector Count, should be the true Count. Many others have brought up the unfortunate implications that perhaps the past Elector Count, Kessel's father, was not in league with Chaos at all. Regardless, a massive barrier of solid plague mist blocks off all southern approaches into the province, and the implacable Middle Mountains are preventing large scale movement by Imperial men. Thus it turns to the brave young Count Hohenzollern of Ostland, who first brought word of the treachery to the Empire. Even now a mighty host gathers from different corners of the Empire to join Count Hohenzollern in bringing Gruber to justice. May Sigmar, Ulric, and all the Gods of the Empire be with them.

The Survivors Of Kul - The Survivors of Kul is the latest term to refer to numerous warriors and creatures of Chaos that still infest the Empire. Though the Everchosen Asavar Kul was indeed broken at the Gates of Kislev, his hundreds of thousands strong host was not slaughtered to a man. Indeed, they fractured horrendously and scattered across the land, some fleeing back to Norsca, others even farther north into the Chaos Wastes, but with the vast majority deciding to head south the Empire. Last year seen slowly coming together in the forests, it is whispered that there is a champion amongst them, one who may be able to bring the threat of a unified host of Chaos once more into being. Captured and interrogated marauders have slowly set a name into circulation: Thorgar The Blooded One.

Stirland's Slaughtered Sheep – Over the past few months, enormous flocks of Stirland sheep have found themselves slaughtered in their fields. In single nights, dozens of the poor creatures are found with their throats torn out, bodies emptied and enormous chunks of meat ripped out of them. Many are pointing to the possibility of wolf riding goblins, or perhaps just wolves in general. For now, there is little pointing to a culprit, though the Elector Count has promised to locate and persecute the one who is harming the still fragile agriculture of Stirland to such an extent. Others are quite leery of the potential for success in that regard.
 
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