Better Angles of Her Nature
Better Angles of Her Nature

The Dancing Dragon inn bustled with life, servers running to and fro in the dark, smokey rooms. A cavalcade of spices assaulted the nose, a veritable arsenal of tastes, as a blond haired bard sang in deep, dulcet tones the thousand tales of the founding and sizzling hot meats were put out, along with honeyed bread, hot and fresh and steaming as it was sliced open.

There, Truthsprout and her cell ate and drank and made merry, all while plotting her husband's death or destruction; all while plotting to bring Bretonnia to her knees; all while breeding treason. Morgyan took a bite of her thick steak, still bloody, as she huddled in her cloak. Her dagger, strapped to her waist, was hidden by the velvety cape, while her eyes only softly shone in the hood, a natural defense. Only three tables had enough people to be her prey, but oh what prey they were. Ten knights was not to be underestimated by anyone, never mind an unskilled skulker.

A second chunk of the divinely seared flesh disappeared into dark lips as Morgyan closed her eyes...and listened.

"Been too long, chums, been too long!" Wine flowed freely as the old soldiers inducted the newest man, a young soul, into their little brotherhood. Flirting with serving women, drunk, but happy drunks. Not likely to be the conspirators; the lack of noble blood among them only served to seal it...

"Cheers!" A squire, his knight, and the family. Quiet, and strained, but hardly murderous. He was blushing as an older serving wench boldly flirted with his knight. There was much wine freely flowing as Knight and family spoke.

"I speak only truth." A woman's voice. Ten knights. bristling with weapons. "He killed three men in Orleans; he doesn't deserve to be the Duke. Lancepoint, he killed your son." Eugène wavers. Enough. He's done...enough.

Opening your eyes again, you smile like the cat that caught the canary before scooping up the juices of your steak with your bread and popping it in your mouth, swallowing quickly. A yeomen, one of Philip's best men, can see you; catching his eye, you point out the door, and he salutes sharply before leaving.

You rise up, hand falling to your dagger as you march over to Truthsprout's table. The shrew's voice cuts at your ears soon enough, but you tune it out; it would not do to let Her rage consume you, not after her name has been invoked so often.

Your hand delicately falls to her shoulder. She looks up, only for her eyes to widen.

The face of your sister-in-law stares you down, Carole's eyes burning with fear. "It's that idiot's freak of a wife!"

Your grip is steel on her wrist as you force her to the table, hand grabbing the cast iron dagger from your belt. Your voice has a hard edge as you whisper in her ear, "you know, the last person to call me a freak ended up sacrificed to a demon." To emphasize the point, you prick her with the tip of the dagger, drawing a bit of blood.

A sword is drawn and hard plate pounds on wood as one of the knights runs to strike you down. The door bursts as a knight, likely Sir Geoffroi, swoops in and brings his sword to bare. "Base villain! Have you no shame?"

Ezekiel's voice comes out from the shadows a second later. "Try and run, and the first goes through your ankle. The second won't be as pleasant."

So it is that your Sister-In-Law and her band of traitors are paraded to Castle Montfort in chains, where they are bound in The Dungeon and await Philip's sentence.
---

Carole and band of traitors captured and awaiting sentencing

So, good news is, you had an impatient sister who did not quite catch on to Morgyan's unique skill set until the knife was already at her throat.
 
Revelations
Revelations

Hooves pound the new roads as Morgyan and a band of Yeomen ride, escorting some new rapscallions to the court where you passed judgement. Eleven people, ten dressed in armor, the last in dresses. Each had Five yeomen around them, and they were all bound in chains, clasped in iron and bronze and with no weapons to speak of.

"Dearest husband, the hunt was successful. The person behind your father's death stand bare as day itself; more than that, so too her compatriots." Morgyan scurries and grabs her own black cane before sitting herself to your right.

Finally, they were marched in front of you, and as one, their hoods removed.

First, a Knight you knew not. One Sir Absollon, a minor vassal with a few dozen peasants under his command. From her newly erected ivory throne next to your own, Morgyan speaks up; "his son died, and his rage was great. Only girls yet remain in his land, the youngest the same age as Godfrey."

Then stood the Baron Rambert. The court was shocked, as were you, to see such a stalwart man in this snake-pit. "Leverage, my Husband. Leverage. Truthsprout knows his weakness, and has played him. 'Once a man becomes a father, he is never truly free.'"

The next revealed is Lord Bonhomme, though he looks to your wife pleadingly. Her eyes soften, and with clear voice she reveals him to be a double-agent that had earned the trust of the conspirators and then revealed their everything to Morgyan. Immediately his chains are loosened and he is set free, before being gifted a new banner for his forces proclaiming him a true friend to the Kingdom.

The next is a wandering bastard Knight, born of union between a distant uncle of yours and a serving wench who came seeking glory but was instead bound by whoever Truthsprout is. His name is Emeris. "Watch that one. His thoughts are slippery, even for one such as I."

Next, a rough dressed man in chain and leathers. Born of the men of the Mountains, his manner is rough, his bearing ill made. He came to serve his father, Lord Aiden, and was granted some small sliver of land bordering the mountains. It was not enough for him, though. "A simple man, with a simple wish in life: to yet make his mother and father proud. Not hard to see what ensnared him to work with her, though I doubt he truly understood it."

Next, again, leaves the court all agape. Baron Bonitus' oldest son, Edgar, is revealed before the court in the light of day, unbowed, unbent, and unbroken. His wrath burns in his eyes as he stares you down. "His brothers, not all but many, lay dead in the bogs outside Castle Egres, or in the familial tombs. His wrath blinded him to duty."

The next is a man named Evrard de Quenelles, a bastard born of that land and retainer to Truthsprout. "He is a warrior, bred and true. His axe cries for blood, for war, for the hunt; it is only his will that restrains it, yet restrained it is."

The second to last man is an adventurer, hired by a few elements of the Freemen to aid this conspiracy with his blade in turn for patronage and shelter. He seems to be regretting several decisions at the current moment. His name is Pip. "He has his uses, my Lord."

The last man is a heavily armored knight, a man sheathed in wicked black steel, burnt and warped under dragon's fire. Mordred the Merciless, a man your father removed from Montfort ages ago for his cruelty and malice. The peasants who have entered jeer at him, throwing rotten produce and spoiled meat at him that you know not where it was procured. "A brute, and little else. Promised power and revenge. He shall not it have it now, I should think."

Finally, Truthsprout herself stands before you.

The mask is slowly taken away. First, a shock of red hair. Blue eyes. Nose, upturned, much like your mother's. A mouth, crooked and scowling.

A face.

Your sister's.

All is silent, now. You hear a distant crack as you realize the throne you rest upon has given way, slightly, leaving unseemly cracks on the marble and gold.

Morgyan snatches a few letters from her belt, a broken axe head, and a wide variety of drills and needles. "Those letters tell of your involvement. That axe was found buried a foot deep in the paddocks that contained Sir Abraham's Yeomanry's horses. Those needles and drills were to mark and maim myself and my children, that none would give us succor. Do you have any story, any tale, that could provide innocence or reasoning that would protect you? Any at all?"

"No, for this court is a sham! You should never have been born at all, you drooling idiot, and you should have been eaten by Fae you freak!"

"IF YOU EVER! EVEN! BREATH WRONG! IN THE DIRECTION OF MY CHILDREN AGAIN! I WILL PERSONALLY KILL YOU SLOWLY THEN HAND YOUR SORRY, WORTHLESS SOUL OVER TO THE AETHYR ITSELF!" The burst of sound that comes from you silences the room as all look in shock. Your voice calms again at the thought of Godfrey screaming in pain and Leliana stoically being...marked... by that worthless bitch of a woman leave your mind; you have them put away for later as you turn towards the other convicts.

"As for the rest of you..."

[] "Duty shall be your penance. Go, and bring me the skulls of monsters from my lands, that they shall no longer trouble good people, as your demons shall no longer trouble you." (Have the convicted go hunting in Montfort for monsters. Time varies depending on who it is)

[] "Leave here. It will be time before you are again allowed into the Duchy, if ever you are." (Banishment/Exile, again varying on who they are)

[] "The Massif Orcal shall sharpen you. Bring me back the pelts and weapons of beast and orc, that I may know the Lady has tested you and found you worthy." (March into Massif Orcal and start killing stuff, whatever that may be.)

[] "The Quest, for the Knights. A quest, for Pip." (Knights will go on the Grail Quest, while Pip will seek out some other artifact/Slay some other creature/rescue some other princess)

[] Something else? (Feel free to come up with something. The above were meant to be both suggestion and a good central basis, but if you want to fine tune one, or something, feel free.)
---
Carole's verdict will be reached later, in the Turn proper.
 
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Lore Interrupt: The Lady And Her History
To do a little expansion on the Lady, like I promised:

When the very first Elven colonists arrived in what would be Bretonnia, they saw her in the forests. She stood for the humans. They named her Nimue.

When the Dwarfs first met the Bretonni, she was there in the underground streams, purifying them, and was called Vivien.

In the War of the Beard, she again subtly interfered to protect humans.

When Sigmar's emissaries came, they found their paths blocked by streams and creatures and eventually, very polite but also very insistent Fae who were very clear on exactly what should happen if they harmed the Bretonni, and were backed by the queen the Imperials called Mab.

When Sigismund invaded Parravon in the 5th century, the Empire grew to fear her when this self-same Mab led Fae to repel the Imperials.

The Lady has always existed in Bretonnia. She will exist so long as the idea of the kingdom where cruelty is not strength and kindness is not weakness lives on, so long as the Kingdom that was Will Be Again, so long as the strong will fight for the weak with Honor.

In short, the Lady has been around for a good long while; the Unification is only when she started being worshiped and became the goddess of all Bretonnian nobles and Bretonnia, and became attached to their particular notions of honor, chivalry, and purity.
 
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Punishment
"The Quest, for the Knights. A quest, for Pip."

"Go now, all of you Knights; be absolved by the Lady's Grail, know peace by her hand. As for you, Pip? You will seek out the darkest Cults of the Borderlands, and shall purge them; and when you have returned, sword in hand and their banners bound in your belt and in your pack, fifty in all and cloaked in blood, are brought here to be burnt, then you will be absolved." You turn to the rest of them, voice high. "You shall all set out high noon, tomorrow; tonight you shall rest, pray and prepare, while provisions, armor, and a weapon are prepared for your journey."

They all shuffle off at that, except for the Baron Rambert. "My son, my daughter, my children..." He looks to you, then, as one father to another and not as a traitor to a Duke. "It was not meant to be like this, you know? I have no ill will for you; indeed, had it only been their lives threatened, I would have said 'no', always, always, always. But to send my son, Bastard or no, back from whence I liberated him? Never. They would break him."

Your stare is blank as you look to him. "Why? What makes the Druchii so fearful to you, so terrible for your son?"

"The boy has no Mother. I awoke, in their cells, to find him, red-haired and breathing fitful, of my blood, as through his eyes I knew him to be of me. I know not their plans for him, or indeed if 'twere not mere happenstance or sadism; whatever the case I will not let those...beasts... have him."

You walk to him and clasp his shoulder. "He...they... will be safe."

He breathes heavily, before walking to the dungeon, where his chains are removed, his armor such that it is stripped, and he placed in a more comfortable cell, with a small bed and a window.

You walk to your scribes, then and have them make right letters for the Ramberts. They deserve to know that no matter what, the fiefdom itself shall be theirs, as is right; Sir Aldric would beat you over the head if he even thought you were contemplating turning women out. As for the Barony itself...

[] Men of more loyal stuff will be found to hold it, a loyal vassal made and a man rewarded.
[] It shall be passed to kin, to be administrated fairly until Rambert's return or death.
- [] Rambert's wife, Agnes (Excellent Administrator, Opinion unknown)
- [] His son, Adrien (Great Administrator, Decent Opinion, 5-7/10
- [] His daughter, Alix (Good Administrator, Grail Acolyte Bonus: Opinion 8-10/10)
- [] The Bastard Child, Daniel (Skill unknown, Opinion unknown)
[] The Barony will pass to his heir, indefinitely

In any case, the deed done, you march up to the last tower, the last door, Morgyan by your side. You had hoped, you had prayed that your sister might have let go of so many things...

Still, best not to dwell on it. She will poke at any wound she can find to hurt you, to make you bleed. Don't give her the satisfaction.
(Have not yet developed any traits)
 
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Lore Interrupt: The Grail Quest
I do believe I've mentioned it before, but just to be clear: every Quest is an intensely personal thing, to carve off the worst parts of a man and leave only his better angles. To be a Grail Knight is to be the Perfect Knight, the epitome of the honorable warrior.

For some people, it finishes after a year-- though those are the people who A. have already essentially devoted their lives to the Lady and B. is usually in circumstances (Beastmen starting something, Chaos invasion, Imperials being Imperial) that more Grail Knights will be desperately needed. The shortest time it's ever taken was ~6 months, but that was way back during the Age Of 3 Emperors when the Imperials of Reikland decided it would be brilliant to prop themselves up by invading and sacking/conquering Bretonnia (It did not work).

Others, though? Well...they will travel for twenty years, facing beasts and seeing sights no other person could. They will leave behind home and hearth and travel the globe; they will set foot in Norsca and Nehekara alike. Entire armies will have learned to fear their blades, and they will have a canvass of scars telling a story of battle stretching through decades and around the world. Their despair will have been cut out, their anger will have been broken, their sorrow lost-- all of that will have been left behind, and when finally, the Green Knight stood before them, their battles were the swiftest. The longest it ever took was ~40 years, when Mercadier De Bastonne slew the entire raiding force of Tyr Redbeard in Norsca itself and then fought the Green Knight, after losing an arm and a leg and with only the shattered remnants of his sword by the end of it.

Then others die, far from home, alone, possibly frightened, likely miserable, and certainly in pain.
 
Turn 4
Turn 4
1427
Survey


The cell's door swings open as you stomp through, flinging your sister to the oaken chair. She glares at you with such hatred and such force that a lesser man may have wilted under its power; a better man may have sought to soothe it.

Instead, you smile.

"They say mercy is the quality of a great man."

"I'd call you many things, idiot, but great is not one of them."

The dam bursts. Anger flows from you as you leap at her, hand tightening around her throat and slamming her form into the cement walls.

"Every time." She looks at you with naked terror as for the first time you make this cunning wench feel half the sting she so tormented you with. You draw near her, that Carole, that vicious power hungry filth might understand a small taste of what she had done to you since you first came squealing into this world. "Every time I was almost happy, you ripped it from my heart and tore it to pieces. Every time I almost knew love, you cut the bonds betwixt I and they with a single cruel word. From the moment you could speak, you have called me idiot, fool, dumb, ignorant. And yet always I have shown you nothing, nothing, but the love, the affection you so denied to me! I trucked with you. I trusted you. I hoped in you. I had my faith in you! Always and forever." Your voice grows ragged, dark, hotter and hotter as it booms through the stone room. "I name ye traitor, kin only in blood and not in spirit. I will do more unto you, I will see to it that justice— justice— justice— will be served. Everything you've done and everything you plan to do will lie unveiled before the light of day, and the Lady will find it wanting!"

"Who are you to name me traitor, favored oaf? I am above you, you dull-witted, half-dumb, sniveling little wretch of a man!" She's found her shrew's voice again, but it leaves her just as quick as you slam a knife into the brick just next to her head whence it vibrates for moments.

"Your only strength lies in the shadow, sister, crawling with all the other terrible things, writhing in your own filth and treating your weakness as the weakness of all men! I ought demand you bring back the broken heads and split hearts of a thousand beastmen, slaughter a dozen wyverns, and only return to my lands drenched in the blood of evil, that yours might be drawn to it!"

"Do as you will. There is no future for me here, amongst a land ruled by a dullard and a witch. Mark my words— you will bring this duchy to ruination!"

"It is an easy thing to claim your path should save us from defeat and defilement, when you never have risked a blasted thing! Never walked the paths! Never walked a mile in another's shoes, never dared! Always squirming with other slimy things! Oh, oh, Sister, I could have a feast o' boiling blood! Our own father! Our Lord! Your Sire! Kin of kin to you, who raised you out of deserved perdition!"

"He was a fool!"

Your hand flies out and leaves a brilliant red mark as you march out, Baron Armistead running by. You waive off the guards that run after him; for all she is a mongrel, unworthy to be in your lands, by all counts theirs was a happy marriage of arrogance— it is likely he wishes to speak to her. For his part Armistead was innocent and unconnected to her little game— it seems Carole wished to keep him safe.

You'd believe it; she always did seem to believe the whole world was out to get him.

Throwing open the doors to your own chambers, you scoop up Morgyan, Godfrey, and Leliana in one huge hug, and don't let go throughout the night, sleeping and holding them close.

Special Non-Slot Consuming Action
Justice:

Carole, your own sister, your flesh and blood, plotted dark and treacherous treason. She killed father, not with a knife through the back a sword in the throat, no, but all the same her sabotage killed him. She would have killed you, likely slowly. Your wife and children would have been marked, that some other Knight could do that task for her. It is your duty to dispense justice.
Complicating matters further is that her husband, Baron Armistead, has asked you that he might instead be the one who is punished, to spare her. It speaks well of his character, but it would be cruel to unleash this on him, even if he is literally asking for it.

What is to be done to Carole?:
[] Brand. This was a deed most foul, an act most unholy— but you must not stoop to her level. Remind them all with a single burn and be done with it.
[] Banishment. She will leave Montfort, and will only ever be allowed to return if called on.
[] Make her useful. She wishes to rule? Let her rule the Massif. She will take 500 men and sufficient supplies and form an outpost in the Massif, one loyal to Bretonnia— and if she should leave it without your permission, you will break her.
[] Something Else (Write-In)

Do you let Baron Armistead take his wife's place?
[] Yes
[] No

Martial: Sir Lancelot is, without a doubt, the finest Knight you know, capable of turning aside blade after blade and assault after assault on his person, and being a peerless strategist as well. His perfectly suited to advise you in matters of war. "For years we sought a lord, Bretonnian or otherwise, but none deserved our service for long. You, though, little lord… Well, let us just say that, so long as the beautiful women and great adventures never stop flowing, I shall be in paradise."
Also, your wound is mostly healed. Neat. (Lose trait: Wounded, gain trait: Scarred)
(Pick 2)

An Honest Patrol: The lands are filled with Bandits, orcs, cultists, Imperials, witches, and Lady only knows what else. It would be of service to more heavily patrol the lands of Montfort, which are threatened even at the best of times.
Cost: Free

Reward: Extra patrols, +1d250 Gold

What Once Was: It must be said: You and engineers do not get along. You never have, and likely never will. But no knight can ever forget the sight of an entire Ratman army disintegrating under the great stones that are flung mighty distances indeed. While unchivalrous, the trebuchet is a grand weapon indeed.

Unfortunately, you have no engineers, and no Trebuchet. Lancelot may know where an engineer is found who chafes mightily under their overlords and would be willing to work for you, though he has cautioned you to have an open mind.
Cost: 20 Gold

Reward: Siege Engineer

Not That Expensive: Scale armor is mobility restrictive, and does not have as much coverage. It does, however, protect better from both piercing and bludgeoning attacks and more importantly, does not use as much metal as Chain, instead being backed with leather. In short, it would be cheap enough to have a large enough amount of the stuff produced for your Men At Arms, with further options to be expand it later.
Cost: 150 Gold, 2 Years

Reward: Men At Arms equipped with Scale Armor amongst personal levy, Upkeep increases slightly

Musicians: Musicians signal the men, form them up, and rally them when morale wavers through song and glory past. Unfortunately, your core was ravaged by Orcs and in the chaos of purging them, meeting with Morgyan, and simply taking up the reins of power. Now that the task is done, and you have assumed the mantle, it might be wise to begin rebuilding them— though this will likely make raising more troops later more expensive.
Cost: 80 Gold

Reward: Musicians among men that raise morale and allow you to communicate more effectively

Logistics: It's a fact of war— men need to eat, need to drink, to sleep, and they need to...erm, relieve themselves. Long and brutal experience has taught that that will do far more damage to your men than battle itself— foraging is risky business even in Imperial territory, never mind if you strike at the Orcs or the Dark Elves. While you cannot deal with the last few needs too quickly, it shouldn't be too hard to come up with some sort of method of having food, water and weapons ready for the trail... maybe in the form of some sort of wagon? Not the piddly little things you usually deal with, no, but big ones? Still… that is a lot of food for what is a fairly rare problem, all told.
Cost: 125 Gold, 3 Years

Chance Of Success: 90%

Reward: No damage from Attrition in protracted campaigns

Reliquae: Duty does not end with death, not for all. Many wandering bands of Grail Pilgrims, those this diseased world has pushed unto and passed the brink of madness— and back again— have within their possession the gilded remnants of fallen Grail Knights, whose remains inspire and grant protection to all that fight under their aegis. Perhaps one could be lured to the army? It certainly could not hurt to try.
Cost: 125 Gold

Chance Of Success: 80%

Reward: Grail Reliquae

Diplomacy: The Bard Jaune is part of your retinue. Pale faced, clad in a fool's costume, and wielding both lyre and sword, he sings your praises to all that would hear them. That said, there's a steel trap beneath that gaudy purple and gold of his. You just have let him use it. And use it he did, informing the Imperials of your father's passing.
(Pick 2)

Tourney: A tournament is something all Bretonnians enjoy, whether knight, peasant, lord, or lady. Morgyan's destruction of the little Cell that thought they would hurt your children deserves celebration. Being that your arm is fully healed, you'll probably join in yourself.
Cost: 50 Gold

Chance Of Success: 75% *Note: only for winning, not for opinion improvement*

Reward: Prestige, improved noble opinion, ???

Scratch My Back: It is an old trick in Estalia and TIlea to gain a title of nobility by sending a letter to a receptive noble with an amount of gold to persuade them to respond to you with the wished for title, e.g. Signor or Sir. While you are far outside of Estalia, you are still a Duke and as such your word when responding would mean something. It's a bit underhanded, but Morgyan does know a fellow or two who would make use of this service and would pay handsomely.
Cost: Free

Reward: 1d250 Gold

King's Sleep Gifts: The most noble of all holidays, when Bretonnia celebrates Gilles Le Breton and mourns his premature slumber. On this day, family give gifts to each other, spend time together, and mourn his loss by the ritual burning of a greenskin figurine. Perhaps sending gifts will make people like you more? It couldn't hurt to check.
Cost: 75 Gold

Reward: Slight increase to noble opinion

The Short And The Stout: Dwarfs are constantly angry, generally grumpy, and dismissive of "manlings". They are also famous for drinking beer. Clearly, the two are related; you'd be grumpy too, if the only thing you had to drink was the piss from a pig trough.
Cost: 50 Gold

Chance Of Success: 80%

Reward: Sell wine to dwarfs

Tilean Turmoil: Your neighbors to the south. If the Empire is perfidious, the Tileans are absolutely Orcish, though with gold instead of martial ability. Disunited and mercenary. However, they do have quite a bit of gold to spend, and love wine. Maybe...?
Cost: 100 Gold

Chance Of Success: 75%

Reward: Trade with Tilea,???

Estalia: Ah, Estalia! The only other human nation that has not been consumed by that most ignoble of substances, blackpowder; while their armies are not free of it, sadly, their nobles disdain the stuff, preferring, instead, to use good, solid steel. Currently disunited, yes, but still more trustworthy and honorable than the Tileans. Following the Crusades, there has always been something of a camaraderie between your two people; perhaps you could build on it?
Cost:100 Gold

Chance Of Success: 90%

Reward: Trade with Estalia,???
Morgyan's Suggestion: Morgyan has come with to you with an idea, one that was apparently suggested to her by Lord Bonhomme. Apparently, he has a daughter around Godfrey's age and would not be opposed to betrothing the two of them. On the one hand, Lord Bonhomme's fief bursts at the seams with mines. On the other hand, you don't feel quite right, taking away that choice from one so young, on either end. But that iron, well...even if Godfrey didn't inherit it, He'd probably get a better price on it than he would otherwise.
Cost: Free

Reward: Betroth Godfrey to Ariane Bonhomme

Giseroux: A land of four distinct temperaments: The plains, where men are kind and heartfelt; the mountains, where Nomad range and ply their crafts; the forest, which is civilized on the edges and savage in the midst; and the valley, formed by the pale sisters. They all, however, have want of one thing: weapons. They'd be willing to spend good coin, even send food, for them. That Morgyan has unsubtly suggested the idea multiple times has little to do with it. Obviously.
Cost: 100 Gold

Chance Of Success: 95%

Reward: Gold, more food, further cement relations with Giseroux

Stewardship: Kylian and his poison tongue do not return. Instead, Sir Yvain, who has long acted as the steward for the Knights Unbound, has presented several ideas to you, the blond taking time to settle into his position over the year. As you suspected, Yvain has settled into his position nicely, and has presented many ideas to you.
(Pick 1)

Silverine Sources: The Silverine mines within your lands are almost exclusively owned by the Barons, and those that don't are owned by the Earls and minor Knights of the Realm, leaving precious little for you to work with. Being that it is the finest material for a sword you know of, it would be wise to see if you might not find a vein of it in the mountains that you own, for your use. Sir Yvain has checked the maps and found a few mines that were believed empty or had to be abandoned— however, that was with technology 500 years older than you have now, so they may yet yield some to you.
-Locked for 2 More Years-

Anything?: The mines in the mountains run deep, mostly iron, though there is a goldmine. Still, you doubt the peaks and valleys of your lands have run dry— your ancestor's could not have run their drills that deep into the land.
Cost: 50 Gold
Chance Of Success:90%

Reward: Veins found

Quarry: Most of the mountain stone you find is too coarse, too plebian, to be worth much. However, there are many occasion where base functionality is more important than aesthetics, and nobles might be willing to overlook its...brutalist look. In particular, Sir Yvain saw what looked to be a vein of fine building stone on his way from Bastonne last year, though it was infested with Greenskin, and as such has requested permission to take some men, clear it out, and begin production.
Cost: 75 Gold, 4 Years

Reward: Quarry, income

Taxes: Oh boy, corruption! Or typos. Either way, people often do not put the whole of their owed taxes together. Send Sir Yvain to double check, and make sure that all is as it should be, instead of all screwed up.
Cost:Free

Reward: 1d250 Gold

Herds: You've got a herd of Bighorn sheep that right now do little more than act as a warning system in case of Orcs, bandits, and particularly lonely Parravonese. While you have little need of wool, food in any form is welcome— milk, cheese, mutton; it's all good. That said, they are far too freerange to be any good to you as is. Build some pens, so you can get serious about the whole business.
Cost: 100 Gold, 2 Years

Reward: Small Sheep Herd penned, begins producing food

Piety: Sir Aldric is a Grail Knight, a hero, and a mentor. His wisdom, his guidance, has saved a thousand-thousand souls from damnation; his heroism, entire regions. Beastmen fear him, greenskin hate him, and Dark Elves want him (dead). He's been from the icy cold reaches of Norsca itself to the blazing sands of Araby and come back stronger for it; his entire body is a patchwork canvass of broken scars and healed over wounds. There is not a piece of him that has not been bled on, not a part of him that has not been injured. In short, he's been around the block. That said, he's a bit busy cleansing the filth from your borders and repairing the Lady's chapels. He has, however, finished repairing the local shrines of small deities and has sent a few suggestions.
(Pick 1)

Chapels: It's unconscionable, how many Chapels lay broken or destroyed by the enemy. Sir Aldric seethes at the thought, his anger great as his hand twitches to reach for the sword he bears at his belt. He would like to lead a small force of Knights Errant and, potentially, Questing Knights, to these chapels, to cleanse them of evil, and then to have them re-sanctified by the Lady, that they shine with her endless glory once more.
-Locked for 1 more year-

Houses Of Learning: Grail Monasteries are small houses of worship, where knights dedicate themselves to the Lady and learning, usually led by a Grail Knight who has nothing better to do. Many of the Grail Monasteries in your own land have fallen fallow due to Orcs, beastmen, and other undesirables. That said, Sir Aldric may or may not know a few Knights who would be willing to move.
Cost: 40 Gold, 3 Years

Chance Of Success: 90%

Reward: Grail Monasteries Refurbished

Daughter's Wisdom: The Daughters of Rhya are a small sect of the Cult of Rhya, comprised solely of women who have given birth. Their duties are two-fold. First, they act as midwives, healers, and counsellors for mothers and the pregnant. They also advise young women in matters relating to their marriage itself— how to deal with abusive or difficult husbands, for instance. Sir Aldric's own wife was a member of the cult, once, and as such he has nothing but praise for them and their work, and has suggested making overtures of allowing them to settle in Montfort to help young women.
Cost: 125 Gold, 3 Years

Chance Of Success:80%

Reward: Daughters of Rhya establish chapter house in Montfort

Check It: The Castle Egres must be examined by Damsels to ensure it is not unholy, nor corrupted, nor tainted. If it's not, you will be capable of moving men to it straight away, which would be nice. If it is, you'll have to cleanse it which could take years. Either way, problems.
Cost:30 Gold

Chance Of Success: 50%

Reward: Castle Egres Checked (Note: Success means not corrupted

Learning: Nimue is your tutor and knows damn near everything, from the tale of Calard to the rolling victories of Roland to Bertrand the Brigand, who reminded nobles of their duties and of their places. Drawing from those old tales, those ancient legends, will bring you strength.
-Locked-


The Legend Of Lamorte: Henri Lamorte, the greatest Admiral-Knight ever to fight under the banner of Bretonnia, repelled the fleet of the vile Tomb Kings in the year 197, using technologies and tactics that are now considered obsolete. His Grail Chapel was looted by an unknown force or forces, and his body. That said, there are clues in various stories told by various people of where, or what, may have stolen the body. Nimue would like to spend a year collating where the body may be, and then suggests sending a team after it.
-Locked for 1 more year-

Ancient Remains: When the Empire was yet young, the Bretonni not yet turned to the worship of the Lady, and the Orc not yet broken in the Kingdom, there were excursions into what is now the Wastelands by disaffected youths looking for prosperity. Many a minor treasure was crafted and lost in those dark days, many from the ancestors of Montfort. Perhaps you should check and see?
-Locked for 2 more years-

Intrigue: Ezekiel, Geoffroi, and Morgyan have formed a bond, of sorts— Geoffroi is not particularly subtle, but does know well how to throw a well trained plot off course; while Ezekiel, though not paranoid, is quite capable of gathering information for you; while Morgyan is a wise woman, helping put it all together and stopping the madness before it can start.
(Pick 1)

The Inquisition: Geoffroi was, once upon a time, meant to join the Inquisition, and many uncharitably remark upon him and imply he spies for them, telling them all your secrets. Privately, he has confessed to you that he is, technically, a member of the Bretonnian Inquisition, though he prefers not to announce it as a matter of course. He would like to train agents of the Inquisition in Montfort, taking second and third sons and daughters and turning them to root out heresy where they find it.
-Locked for 2 more years-

Wyvern Wrecking: You know where the Wyverns are found, and you have hunters both ready and able to destroy them. Set a bounty on Wyvern skulls, Wyvern hearts, the eggs broken or otherwise— wipe them from the Massif, make them rare, and deny them to Orcs, that they may never again hold the air, that they may never again unleash such vile things against you.
Cost: 125 Gold, 4 Years

Chance Of Success: 70%

Reward: Wyvern numbers Culled

Wolf-Watching: Goblins ride wolves, the vicious little green bastards. Find their packs, kill the old...and maybe steal the pups? Simply because a creature was enslaved by evil does not mean it must, in turn, be evil. Otherwise many a peasant would be wicked, and that simply isn't true.
Cost: 75 Gold, 2 Years

Chance Of Success: 75%

Reward: Goblin Wolfpacks culled

Pelts And Furs: There is always a need for skins and furs and pelts in Bretonnia, always a need for warm clothing in the cold mountains. It would put a pretty penny in your pocket to get a few, certainly. Who knows? Some great beast might be slain.
Cost: Free

Reward: 1d250 Gold

Info: The men of the Massif are an unruly lot, it's true, but the way your father spoke of them does not sit well with you. They are men, not beasts to be broken and discarded. Surely if shown the Light of the Lady they will follow you? It certainly could not hurt to check, at least. If nothing else, you've gotten very used to being wrong.
Cost:100 Gold

Reward: Intel on the Massif Men

Personal: Your wife is pregnant once more, owing to the time spent with her last year as she prepared to trap your sister and your own attempts to look into her past, though those met with a stone wall.
(Pick 2)

Tutoring: Nimue's first duty is to teach you the history of your people outside of that written in sermons and in the chants. You know— folk heroes, peasant knights, Brigands who stand for the commons. According to her, you are not the least capable student she has had to work with— and now that you read with some proficiency, she has suggested that improving your writing would be a wise thing; while you have proficiency in both, your writing is only acceptable.
Cost: 20 Gold

Chance Of Success:60%

Reward: Improvement in learning

Skulking In The Shadows: Your wife, Morgyan, has not offered to teach you the skills of a spy or of her ways— "It's more fun if you don't know I'm there" — but might be convinced to teach you a few things, particularly if she thought you were in danger.
Cost: 30 Gold (You have any idea how hard it is too find black gems?)
Chance Of Success: 85%

Reward: Improvement to Intrigue

Check The Journals: It seems your father had plans for you. He wished you to be the Orcal Breaker, the Massif Master, and as such he prepared plans such that you can conceive of to do it. The last journal talked of the men of the Massif— Who could he speak of now?
Cost: 10 Gold

Reward: Read journal 2 (of 3)

Out Among The People: Go out to country and the fields and the villages, and right wrongs. Battle injustices. Bring unjust lords to heel, aid just lords, and slay terrible beasts that threaten your people.
Cost: Free

Reward: 1d125 Gold
 
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The Brand
The Brand

Your sister steps forward, in white robe and red dress. Her husband stands with her, anger chained as he looks around the walls and halls, before opening the door for her and grabbing her hand. He walks with her as they step forward, down and down from the tower to the Hall. Fiery red locks spell down from the hood, framing her face as through the last and final door she walks.

The weather is gorgeous. The sun send little spears of light down on all. The sky is a striking shade of blue that would bewitch the eye; many simply enjoy the view, while those with the gift paint a scenic picture that shall be long remembered. There's not a cloud in sight.

Songbirds make beautiful music that enchants the ear. It is high, but clear, and a cheery little chirp. The bells ring out, too, to mark the hour and give the Day-Song bombast that well accentuates it. Riotous knights cheer and carouse through the streets, caroling and making merry, as do many a peasant with a free day while others turn to industry.

It is altogether awful weather for punishment

There, the nobles of Montfort are assembled. The heat is sweltering, and not helped by the brazier that sits, churning fire, in the middle of the hall, spitting fire and warming the brand itself. The mood is tense, and the hall silent. Sweat trickles down your brow as your sister, in finery, is escorted by her husband to her punishment.

Finally, they stand before you. "Carole Armistead! My once-sister! You stand guilty of treason, of murder, and of plotting the deaths of children. Men have been killed, or sent to die far from home; but not you. Instead, for your crimes, you will be marked forevermore with the Field White, to always remind you of what you have done and what you planned to do. It is more mercy, more benevolence, than you deserve."

Her face is a mask of marble as she looks at you pull out the brand, revealing the molten form of your father's personal heraldry. A castle split in twain by an axe; there is an irony, there. The size of a gold coin, the brand itself is cherry red, and even from your position you sweat at it, more so than from the heat.

"Would you prefer the quick route, or the slower one?"

"Faster."

And so it is you spring out. With a dreadful hiss, the steam billows out from her new-marred flesh, her grip tightens and she is in pain and part of you hates yourself for it, part of you wishes to break the brand and slide yourself on your sword because you have hurt your sister, your flesh and blood, have maimed her-

But then you remember your father, lying dead, cold, on the ground.

And it doesn't feel so bad.

The brand is removed, mark new shown on her cheek. Apothecaries race to her as your nephews cry out, somewhere in the city for their mother. A smell not unlike pork invades your nostrils, as a sizzling sound like meat on a grill pours out the hall.

Heading up to your room, you strip off the Ducal Raiment, and slide on breeches and tunic; a robe is thrown over your shoulders as an after thought, and all of it in white and black. You feel nauseous with guilt, your nephews screams as he sees his mother seem to play at the edge of your hearing. You have done what you most-

"Guilt speaks well for you, Dearest." Your wife glides into the room like shadow made flesh, all pale skin and dark cloak. It does your heart well to see her, but it still doesn't feel right. Though she is pregnant, it does little to hinder her own stealth. "You know what I would have done, if my sister had done something so base, so vile?"

"You would have dissuaded her. Your prowess, your wisdom, would have made it as dust before the wind."

"I love you think so highly of me. I love you, that you have such hope in me, such faith in one so ill-deserving." She smiles then, and your heart so battered sings her praises as you look to her.

"But no." You look to her questioningly.

"I'd have slit her throat in the forest." You look shocked, disturbed, and she must see it. "Even now, I itch, to go down there and cut out her heart, for threatening me, our children, you. I wish to see her broken before me."

"But you have restrained me. I do not do so because you would... dislike it. If I thought it necessary I would, but it is not, and I have you to thank for showing me that."

Snorting, you flop back on the bed, suddenly drained. "And if it were not for you, I would be dead or maimed or broken; at best a canary in a golden cage. I am a fool, blind to the darkness around me."

"You are a good man who believes in people, and we need that more than we need more executioners." She falls to one hand herself, holding her head on her palm. "A deal, then. You will be my conscience, and I will be your knife, and together we will bring this world into a better age."

"You have my word." You lean over and kiss her, holding her.

"I love you."

"I know."

Sleep comes fitfully to you, that night. If not for Morgyan and her draught, brewed the week before, the old nightmares would have comeback; as is, you still stare down your fair share of new ones.

Lady forbid that your own children should ever come to such terrible blows.

Perhaps it's base guilt, perhaps it's your mercy (pah, what mercy in marring flesh, in harming your sister, in the sizzle and the stench and the smoke), perhaps it's that you want to know your children will never fall so far, perhaps it's all of the above reasons and then some, but whatever it is you find yourself attempting, more than ever, to be fair, just, and right. You pray to the Lady more than ever, entire days spent at her chapel; you treat women well, sending many apothecaries to your sister perhaps to sooth your own conscience; and your own children you teach, and your newest son is already eagerly awaited by all.

Whatever the case, you're now known for Chivalry.
---
Philip Gains Trait: Chivalrous (+1 Piety, +1 Diplomacy)

Survey should be up tonight.
 
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Meanwhile, In The Border Princes
Meanwhile, In The Border Princes

Orcs and Skaven traded blows, as green light poured from the ratmen lines searing Greenskin flesh. For their part, the Orcs merrily raced unto doom, being wiped from this base earth but in turn slaying a dozen ratmen for each vile Orc that fell, never mind the countless number of Goblins and Gnoblars that ran underfoot.

Unknown to both Rat and Savage, a great mass of men, a thousand landsknecht swordsmen, half that number in Arbalesters, and a tenth that in small bronze cannons, long and thin. No cavalry marched with them, and no wizard lay in their lines. Indeed the only man not marching on his feet lay at the column's head, swaddled in cloaks.

His armor was leather, his helm a thin brimmed steel hat, and instead of sword or lance he bore a crossbow, larger than normal with wickedly barbed arrow. His face was dominated by a curling mustache and a grim look to his eyes, a weight over his shoulder. His banner was a Fleur Du Lys flanked by hammers. His name was William.

The plains were dusted with snow, the whole area a slick mess. The men's breath fogged as the army marched under grim grey skies, the sound of battle growing ever present as they moved on, the distant beat of drums the only break in grim nature.

After a week's march, the army of man finally stood where they wished to be. Thankful for a break from the monotony, each laid down their shield and planted it in the ground, forming a thick barrier from which the Arbalesters could fire, unassailable. To their fronts lay the clashing forces of Orc and Skaven, at least a thousand score in total. Dirt and logs gathered over the summer were laid down as well, to funnel both Rat and Orc to the landsknecht, who even now sharpened swords and smoked pipes, filling the air with warmth. To seal the deal, a pit was dug with only one land bridge to cross it, and was then filled with traps and stakes and fire pits.

Over a week of effort went to making these new fortifications. Finally, the last piece was set. Each culverin was laid in dirt and men set to fire them.

The time had come.

From William's great Arabyan charger he spoke. "Fellows. Soldiers. For too long, we have fought others' battles. For too long, we have been preyed upon by the orc and the rat. Constantly on the defensive, and at their mercy. It ends. Human land will be returned to human hands, and we will wage the war we wish to fight."

Their was a ragged cheer from the men, who put the tips of their swords to the dirt for the moment.

"Fire."

And with that simple command, the crude cannons belched fire and roared smoke, sending half-pound iron balls hurtling through the air before scything through the enemy ranks and splintering legs, shredding arms, and splitting heads. Both Orc and Skaven were too utterly focused on each other to notice the balls punching through their own troops. Those who did each regarded it as the work of the enemy.

"Again."

Another roar, another volley of death. More death, more blood. Now, finally, the Skaven gained an inkling of the foe attacking and planned their vengeance. Slaves were thrust into the hungry Orcish maw to keep the flank strong, thousands dying, as the landsknecht braced their swords and girded their loins. A detachment was formed from among the skaven, a new line formed, as another broke from the pack and turned towards the prince.

A great mass of Skaven, the Stormvermin, raced at the newly formed fortification, three-thousand in all. The Crossbowmen stood up, only their weapons and shining helmets seen over the thick wood or steel or stone.

The lines met. The bridge was only thick enough across for three Skaven, while the mouth of it was thick enough for six men to stand abreast. At the center of the line was William, who had dismounted at some point. The skaven, when they reached, were cut in twain lengthwise by the human soldiers, who moved efficiently, farmers cutting down wheat stalks. Though outnumbered twice over, the Skaven could not bring their numbers to bear. The swirling melee became a hell for the rat as from both North and West they were clenched between jaws; the orcs and men, each though filled with bitter hate for the other hating, more fully, the craven Ratmen.

William shed blood aplenty, bolts punching through chain and tearing apart hearts, severing veins and breezing through organs. Skaven bodies piled up, and there would be Man's undoing; for the Skaven, wicked and heartless, used the bodies of their fallen comrades to move over the pits, chattering verming swarming towards the wall, screeching in unholy voices their ecstasy in battle.

Seeing this, the mustachioed man roared out with a single command: "Fire!" Thus the Arbalesters finally spoke, the thick twang of their weapon's strings slamming home followed by a cacophonous screech that seemed as unto metal being driven down stone. Fully half the shots slammed home, and as they did the Skaven were driven back once more. Men fell, yes, but were quickly replaced on the line. The Skaven detachment was soon ground to dust and ash, as the Orcs and Skaven continued their battle.

So it was there was a lull in the fighting. The dead humans were counted, and a hundred were found to be lifeless, and so were laid in the center of the earthworks as the enemy, sure in the human's death continued their grim battle. The Skaven had been reduced by a half, the Orcs a quarter; both sure the humans were dead.

That delusion was shattered with a single word: "Bombardment."

And so it was that fire roared out again, and cannon spoke, and death struck. The Orcish line buckled as suddenly the right flank seemed to disappear; without a Warboss, they were ill-disciplined. Seizing the opportunity, the Skaven punched forward with the last of their slaves, sending them forward to draw fire and in turn slay some orcs.

That was followed by the last of the clanrats racing forward, only to realize something terrible:

They were the last skaven. Cannon-fire had gored them, and orcs had savaged them. Only perhaps a quarter of the force that had set out remained. They were doomed.

And so it was that the skaven raged like a cornered rat, fighting to live. The cannon barrage continued through the day and the night, the sun falling and the moon rising, and the battle continued as the Skaven and orcs killed and killed and killed; the snow was stained red and green from the sheer number of dead.

Finally, with a pathetic squeak, the last of the Skaven died. The orcs would have begun to celebrate but for the barrage of stone that rained down on them like the wrath of an angry god, punching holes in chest and ripping apart flesh like cheap paper.

With a savage cry, the orcs ran, two-and-a-half-thousand. The landsknecht readied themselves and with the a hearty yell met the Orc. They had only enough room for two motions, then — up and down — but that was enough as with those motions orcs were split of their brains or their pelvises were cut in twain.

The battle was fierce. Men fell in droves. It was only the lack of a Warboss to lead the Orcs that saved their lives, and even then there was death, smothering the battlefield. By the end, swords were dull and strings on bows were snapped, but the orcs were dead and the skaven were wiped of the earth from William's kingdom. And so it was that the Baron William turned his eyes further afield...
-Baron Tell's Biographer Charles, on the Battle of Skiros
 
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First Victim
First Victim

Explosions rip through the dark stone, green fire tearing apart the sky. Pip swore as his escort, Sir Gargery, readied his lance, while Pip grabbed his sword and shield. The sky spat lightning and rain came down in sheets as the adventurer drove his spurs into his horses side, the little mare racing forward towards where the mercenaries waited outside the small stone castle.

His steed leaped, made it over the trenches and landed on the other side. Immediately his sword sang its deep, hearty thrum, slicing through the thick leather armors of the Chaos fiends. Two, three, four men fell in quick succession, with split skulls and broken ribs and lopped off limbs.

There was the sound of the Earth shattering as the fort that had served as their temple was shattered by the greatly changed wings of a wyvern. With a roar like death, the beast raced up to the sky and spat poison.

So distracted were both Pip and his handler that the adventurer did not react as the pike punched through his horse's neck, sending it to the ground, dead. Immediately he was leaped on by the marauders, who beat at him with club and spear and knife. His armor repelled most of the attacks, but a new wound appeared every second: A cut that leaked above the eyes, blinding him; a bruise, large than his fist, on his arm; a deep slash through the leg. Each stung with unholy hurt, and leaked dreadful pus.

Roaring, Pip flung the whole of the crowd away and sliced at flesh that was parted just as surely as the cheap leathers and brittle chain. Men fell by fives and tens and twenties as with roaring rage the mercenary finally dealt with the cultists.

He roared in victory, and with no shame...

And then roared no more as the blood red wyvern landed behind him and swallowed him whole.
 
Turn 4 Results
Turn 4
1427

The cell's door swings open as you stomp through, flinging your sister to the oaken chair. She glares at you with such hatred and such force that a lesser man may have wilted under its power; a better man may have sought to soothe it.

Instead, you smile.

"They say mercy is the quality of a great man."

"I'd call you many things, idiot, but great is not one of them."

The dam bursts. Anger flows from you as you leap at her, hand tightening around her throat and slamming her form into the cement walls.

"Every time." She looks at you with naked terror as for the first time you make this cunning wench feel half the sting she so tormented you with. You draw near her, that Carole, that vicious power hungry filth might understand a small taste of what she had done to you since you first came squealing into this world. "Every time I was almost happy, you ripped it from my heart and tore it to pieces. Every time I almost knew love, you cut the bonds betwixt I and they with a single cruel word. From the moment you could speak, you have called me idiot, fool, dumb, ignorant. And yet always I have shown you nothing, nothing, but the love, the affection you so denied to me! I trucked with you. I trusted you. I hoped in you. I had my faith in you! Always and forever." Your voice grows ragged, dark, hotter and hotter as it booms through the stone room. "I name ye traitor, kin only in blood and not in spirit. I will do more unto you, I will see to it that justice— justice— justice— will be served. Everything you've done and everything you plan to do will lie unveiled before the light of day, and the Lady will find it wanting!"

"Who are you to name me traitor, favored oaf? I am above you, you dull-witted, half-dumb, sniveling little wretch of a man!" She's found her shrew's voice again, but it leaves her just as quick as you slam a knife into the brick just next to her head whence it vibrates for moments.

"Your only strength lies in the shadow, sister, crawling with all the other terrible things, writhing in your own filth and treating your weakness as the weakness of all men! I ought demand you bring back the broken heads and split hearts of a thousand beastmen, slaughter a dozen wyverns, and only return to my lands drenched in the blood of evil, that yours might be drawn to it!"

"Do as you will. There is no future for me here, amongst a land ruled by a dullard and a witch. Mark my words— you will bring this duchy to ruination!"

"It is an easy thing to claim your path should save us from defeat and defilement, when you never have risked a blasted thing! Never walked the paths! Never walked a mile in another's shoes, never dared! Always squirming with other slimy things! Oh, oh, Sister, I could have a feast o' boiling blood! Our own father! Our Lord! Your Sire! Kin of kin to you, who raised you out of deserved perdition!"

"He was a fool!"

Your hand flies out and leaves a brilliant red mark as you march out, Baron Armistead running by. You waive off the guards that run after him; for all she is a mongrel, unworthy to be in your lands, by all counts theirs was a happy marriage of arrogance— it is likely he wishes to speak to her. For his part Armistead was innocent and unconnected to her little game— it seems Carole wished to keep him safe.

You'd believe it; she always did seem to believe the whole world was out to get him.

Throwing open the doors to your own chambers, you scoop up Morgyan, Godfrey, and Leliana in one huge hug, and don't let go throughout the night, sleeping and holding them close.

Special Non-Slot Consuming Action
Justice:

Carole, your own sister, your flesh and blood, plotted dark and treacherous treason. She killed father, not with a knife through the back a sword in the throat, no, but all the same her sabotage killed him. She would have killed you, likely slowly. Your wife and children would have been marked, that some other Knight could do that task for her. It is your duty to dispense justice.
Complicating matters further is that her husband, Baron Armistead, has asked you that he might instead be the one who is punished, to spare her. It speaks well of his character, but it would be cruel to unleash this on him, even if he is literally asking for it.

-Carole...Carole has been dealt with.

Martial: Sir Lancelot is, without a doubt, the finest Knight you know, capable of turning aside blade after blade and assault after assault on his person, and being a peerless strategist as well. His perfectly suited to advise you in matters of war. "For years we sought a lord, Bretonnian or otherwise, but none deserved our service for long. You, though, little lord… Well, let us just say that, so long as the beautiful women and great adventures never stop flowing, I shall be in paradise."
Also, your wound is mostly healed. Neat. (Lose trait: Wounded, gain trait: Scarred)

Musicians: Musicians signal the men, form them up, and rally them when morale wavers through song and glory past. Unfortunately, your core was ravaged by Orcs and in the chaos of purging them, meeting with Morgyan, and simply taking up the reins of power. Now that the task is done, and you have assumed the mantle, it might be wise to begin rebuilding them— though this will likely make raising more troops later more expensive.

-Brass trumpets are forged over weeks, leather drums sewn up, mandolas and lyres carved, flutes shaped from yew. You put a few men to giving basic but effective lessons how to use the new instruments to all the men you've gifted them to. Admittedly it makes raising up new Men At Arms somewhat more expensive, but it should be well worth it; both traveling cohesion and morale should be much improved.
Reward: Bonus to Unit Morale in Combat

Logistics: It's a fact of war— men need to eat, need to drink, to sleep, and they need to...erm, relieve themselves. Long and brutal experience has taught that that will do far more damage to your men than battle itself— foraging is risky business even in Imperial territory, never mind if you strike at the Orcs or the Dark Elves. While you cannot deal with the last few needs too quickly, it shouldn't be too hard to come up with some sort of method of having food, water and weapons ready for the trail... maybe in the form of some sort of wagon? Not the piddly little things you usually deal with, no, but big ones? Still… that is a lot of food for what is a fairly rare problem, all told.
Needed:10 Rolled:8

- If you have to choose between making preparations for a war that will come only later and feeding your people now, you will always choose your people. As such, when a minor raid disrupts farming attempts in the plains, you do not hesitate to open up the Gisoreux shipments meant for the wagons and distribute them through the lands to the tide the people over until the harvest can resume.

Diplomacy: The Bard Jaune is part of your retinue. Pale faced, clad in a fool's costume, and wielding both lyre and sword, he sings your praises to all that would hear them. That said, there's a steel trap beneath that gaudy purple and gold of his. You just have let him use it. And use it he did, informing the Imperials of your father's passing.

Tourney: A tournament is something all Bretonnians enjoy, whether knight, peasant, lord, or lady. Morgyan's destruction of the little Cell that thought they would hurt your children deserves celebration. Being that your arm is fully healed, you'll probably join in yourself.
Needed:25 Rolled:62

- You win in the melee, surrounded by knights and nobles from three countries. Bretonnia is by far the most well represented, followed by the Empire— specifically a delegation from Prince Wilhelm— and last but not least, a few boyars of Kislev; part of you suspects that they would have won without the heat disagreeing with them, in the joust at least. The fighting was intense, a man almost died, but fortunately a traveling Damsel heals the wounds before they can fester or slay. Godfrey seems entranced with the pageantry of it all, and roots for you with all the power his little lungs can muster. The runner-up is generously granted the purse— he did win, for the most part, and seemed to need it more than you.
Speaking of the joust, you don't participate— it would be rude to win your own tourney through, after all. The man who wins is of Bretonnian blood, obviously, and as such is granted a mare from your personal breeder, an angry beast; he also gets very generous winnings, and last you see this Edouard of Pulney he has a new Silverine lance. Good on him.
The rest of the events— the Archer's Showing, the Brawl, and the Races— are, it must be said, not as entertaining, but fun is still had by all.
Reward: +50 Prestige, +1 Opinion with vassals, Knights, Freemen

Gisoreux: A land of four distinct temperaments: The plains, where men are kind and heartfelt; the mountains, where Nomads range and ply their crafts; the forest, which is civilized on the edges and savage in the midst; and the valley, formed by the pale sisters. They all, however, have want of one thing: weapons. They'd be willing to spend good coin, even send food, for them. That Morgyan has unsubtly suggested the idea multiple times has little to do with it. Obviously.
Needed:5 Rolled:54

- The Duke comes to your tournament, making it an excellent time to pin him down and discuss the deal. It's struck quickly— the horrors of the forest alone would be enough to make a man eager for weapons, never mind everything else— and soon enough non-perishable food and gold are trundling through the dark places and heading for your own lands, where they will put warmth in your people's' bellies and help ensure that suffering is kept low and broken, where it ought to be.
Reward: +75 Gold


Stewardship: Kylian and his poison tongue do not return. Instead, Sir Yvain, who has long acted as the steward for the Knights Unbound, has presented several ideas to you, the blond taking time to settle into his position over the year. As you suspected, Yvain has settled into his position nicely, and has presented many ideas to you.
Silverine Sources: The Silverine mines within your lands are almost exclusively owned by the Barons, and those that don't are owned by the Earls and minor Knights of the Realm, leaving precious little for you to work with. Being that it is the finest material for a sword you know of, it would be wise to see if you might not find a vein of it in the mountains that you own, for your use. Sir Yvain has checked the maps and found a few mines that were believed empty or had to be abandoned— however, that was with technology 500 years older than you have now, so they may yet yield some to you.

-Work continues to open the mine.


Herds: You've got a herd of Bighorn sheep that right now do little more than act as a warning system in case of Orcs, bandits, and particularly lonely Parravonese. While you have little need of wool, food in any form is welcome— milk, cheese, mutton; it's all good. That said, they are far too freerange to be any good to you as is. Build some pens, so you can get serious about the whole business.

- The real devil is in convincing the pig-headed bastards to stay in one spot instead of roaming about like they own the place. Fortunately, Morgyan cows them— you neither know, nor have any particular desire to ask— and so they are are concentrated to one mountain side, while a few dozen peasants and a knight who won the tourney are given the land to watch.

Piety: Sir Aldric is a Grail Knight, a hero, and a mentor. His wisdom, his guidance, has saved a thousand-thousand souls from damnation; his heroism, entire regions. Beastmen fear him, greenskin hate him, and Dark Elves want him (dead). He's been from the icy cold reaches of Norsca itself to the blazing sands of Araby and come back stronger for it; his entire body is a patchwork canvass of broken scars and healed over wounds. There is not a piece of him that has not been bled on, not a part of him that has not been injured. In short, he's been around the block. That said, he's a bit busy cleansing the filth from your borders and repairing the Lady's chapels. He has, however, finished repairing the local shrines of small deities and has sent a few suggestions.

Chapels: It's unconscionable, how many Chapels lay broken or destroyed by the enemy. Sir Aldric seethes at the thought, his anger great as his hand twitches to reach for the sword he bears at his belt. He would like to lead a small force of Knights Errant and, potentially, Questing Knights, to these chapels, to cleanse them of evil, and then to have them re-sanctified by the Lady, that they shine with her endless glory once more.
Needed:20 Rolled: 51

- It's done. Chapels that had gone cold and dusty and dark are now filled with light, with fire, with hope. The evil that dared taint them is put to the sword and cleansed in fire before land is reconsecrated, damage repaired, bodies put to the pyre. Grail knights are left behind to watch over them, or in a few cases Damsels.

This task finally done, Sir Aldric has returned to your side.
Reward: Chapels cleansed and repaired, +25 Prestige, +1 Opinion with Knights

Check It: The Castle Egres must be examined by Damsels to ensure it is not unholy, nor corrupted, nor tainted. If it's not, you will be capable of moving men to it straight away, which would be nice. If it is, you'll have to cleanse it which could take years. Either way, problems.
Needed:50 Rolled:21+20=41

-Damnation! It seems those bastardly Necromancers stored Warpstone in the castle's armory, and unholy artifacts in the personal quarters. There were unholy grimoires in the Library, but the hasty— though effective— application of large quantities of fire by one Damsel Rose means they are not a problem any longer.

Fortunately, physically speaking at least, the castle is perfectly sound; if there is any rebuilding to be done, it is of minor sort that can be done during the garrison.
Failure, Castle Egres Corrupted

Learning: Nimue is your tutor and knows damn near everything, from the tale of Calard to the rolling victories of Roland to Bertrand the Brigand, who reminded nobles of their duties and of their places. Drawing from those old tales, those ancient legends, will bring you strength.

The Legend Of Lamorte: Henri Lamorte, the greatest Admiral-Knight ever to fight under the banner of Bretonnia, repelled the fleet of the vile Tomb Kings in the year 197, using technologies and tactics that are now considered obsolete. His Grail Chapel was looted by an unknown force or forces, and his body. That said, there are clues in various stories told by various people of where, or what, may have stolen the body. Nimue would like to spend a year collating where the body may be, and then suggests sending a team after it.
Needed:25 Rolled:11+5=16

- As it turns out, finding anything— even a body— that's been missing for literal millennia is somewhat difficult. Leads turn out to be false, myths untrue, promises made of jelly instead of iron. Damn. No progress is made.
-Failure-

Ancient Remains: When the Empire was yet young, the Bretonni not yet turned to the worship of the Lady, and the Orc not yet broken in the Kingdom, there were excursions into what is now the Wastelands by disaffected youths looking for prosperity. Many a minor treasure was crafted and lost in those dark days, many from the ancestors of Montfort. Perhaps you should check and see?
Needed:25 Rolled:14+5=19

- The man you send to investigate— an adventurer named René Belloq— is killed by some Imperial hunter with a whip and pistol, before stealing your find. Lady curse the Jones for their sins.
-Failure-

Intrigue: Ezekiel, Geoffroi, and Morgyan have formed a bond, of sorts— Geoffroi is not particularly subtle, but does know well how to throw a well trained plot off course; while Ezekiel, though not paranoid, is quite capable of gathering information for you; while Morgyan is a wise woman, helping put it all together and stopping the madness before it can start.

The Inquisition: Geoffroi was, once upon a time, meant to join the Inquisition, and many uncharitably remark upon him and imply he spies for them, telling them all your secrets. Privately, he has confessed to you that he is, technically, a member of the Bretonnian Inquisition, though he prefers not to announce it as a matter of course. He would like to train agents of the Inquisition in Montfort, taking second and third sons and daughters and turning them to root out heresy where they find it.
Needed:15 Rolled:51

-Lances, letters, cloaks, and daggers arrive to the safehouse Geoffroi has chosen to be his stronghold here in Montfort. Your gold funds it as knights he befriended long ago, when you were naught but a boy being trained in the arts of chivalry, arrive. He says he needs time to truly begin, though.

Info: The men of the Massif are an unruly lot, it's true, but the way your father spoke of them does not sit well with you. They are men, not beasts to be broken and discarded. Surely if shown the Light of the Lady they will follow you? It certainly could not hurt to check, at least. If nothing else, you've gotten very used to being wrong.
- They are strange, these men of the mountain— or Ongren, in their own tongue. 15,000 in all, worshipers of Taal and Rhya. Twelve great tribes, mostly of about 1,000 men.
Most importantly for you is that you have noticed something. The Mountain Men have been seen going to an old grove, once every Full Moon, and beating the hell out of each other. You think it is a sign of masculinity, for them— or some sort of rite of passage, given the chieftains often become involved. Or maybe both, or neither.
Anyway, the point is, if you were to infiltrate the fight and bring honor to yourself, it would put your foot in the door.
Reward: Intel, ideas

Personal: Your wife is pregnant once more, owing to the time spent with her last year as she prepared to trap your sister and your own attempts to look into her past, though those met with a stone wall.

Tutoring: Nimue's first duty is to teach you the history of your people outside of that written in sermons and in the chants. You know— folk heroes, peasant knights, Brigands who stand for the commons. According to her, you are not the least capable student she has had to work with— and now that you read with some proficiency, she has suggested that improving your writing would be a wise thing; while you have proficiency in both, your writing is only acceptable.
Needed:40 Rolled:9+5=14

- Flashbacks. Terrible, bloody flashbacks.

You try, and you try, and you try.

But you just aren't good enough.

The words are water in your view, dancing and bending and moving.

"I am so sorry, Nimue."
-Failure-

Check The Journals: It seems your father had plans for you. He wished you to be the Orcal Breaker, the Massif Master, and as such he prepared plans such that you can conceive of to do it. The last journal talked of the men of the Massif— Who could he speak of now?

- Son,

The Orcs Must Die. They are the greatest of threats within the Massif, a hundred bloody tribes; 50,000 Greenskin at last count, in 1424. Too many, too damn many.

There is always a but, though.

You see, my son, I have been preparing war for a very long time.

My men have marked on the best maps we can produce where their strongholds lie, where caverns that sprout their unholy flesh wait. You can destroy them, piecemeal, or all at once. Their homes you can burn, their caverns you can incinerate. You can do unto them as they have so long done unto us.

It would be even easier with the aid of the Mountain Men, obviously.

Love,
Abraham

(Below that, a map of the Massif with one-hundred spots marked with axes, showing where the Orcs congregate.)


Reward: Map of the Massif, knowledge of Orcish foe in Massif Orcal

Special Events:
Morgyan Gives Birth:
A new daughter has been born to you. Named Justine, she bears your features well. Godfrey has already taken to guarding the child, patrolling outside his mother's room wielding a stick and toddling adorably; "Daddy! I be Daddy!" Apparently, he wanted to surprise you with his first sentence too.
For her part, Leliana takes it all in with her usual stoic silence, though you have seen her napping in the same bed as Justine. You choose to take it as a good sign.
---
Old World news will be up tomorrow, just wanted to get this done today.

Also, Godfrey and Leliana Traits up today. Hopefully
 
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