The New Guys On The Block: So, there is a new Duchy in Bretonnia. Exciting stuff. There is, however, one slight problem— since the Reign of the Rash, the Massif Orcal— now Montagneterre— has been thought of as a godless, soulless, heartless land filled with terrible things. That might be okay, except it is now a part of the kingdom— and if it is to remain of the kingdom, it must be an equal part.
They must be bonded, and you can do that. A Duke's words have weight, power, prestige; you can incentivize and propagandize; you can keep a kingdom strong.

- The deed is, well, done is not quite the right word for it, but your Husband's efforts have paid dividends; even now dozens of carts bearing oars, weapons, and other raw materials flow into the Massif like sieve, and in return oodles of materials rarer in Montfort-- raw lumber, food, pelts, that sort of thing-- flow down the slopes.

Also, Duke Judoc, in gratitude for you, essentially, engineering his leap to modernize, has sent a small number of his personal Coureur de Bois to your lands, to fight in your household.
Reward: Montagneterre, land of the Massif, is tightened together with the rest of the Nation. +600 Gold from Trading, +400 Gold from increased mining, +25 Coureur de Bois
 
+1000 Gold every turn from a single action... That's pretty damn good. It'll pay for the entire war in just a few years.
 
The Ground's View
The Ground's View

Sir Hubert gripped his mace tight. Ruffling through his belt he found the wafers; opening the holy tin, he gave a quick prayer before consuming the holy bread.

Besides him, Oakenshield drew his own Silverine blade. "If we die, I just want you to know that you were alright...for a shit-slinging Parravonese, at least."

"Likewise, Montfortian. Likewise."

Rain fell on them like thick sheets, heavy and oppressive, and bitterly cold as the whirling winter winds of the very highest peaks of the Massif Orcal. Below them, an army of undead, nearly infinite in the darkness, and at the lead rode a necromancer, clad in black and blue silk, fine materials once-- but now rotted with age and lousy with filth of every sort-- and blade and staff alike clenched in his hand.

Above them, in the highest tower of this small church, the King stood, surrounded by his personal guard. Small pitchers full of the Waters sat beneath slate roofs, arrows dipped in them. Clad in shining steel plate, cloak flowing behind him and mighty sword clenched in one hand, shield born on the other. Both burnt with the holy power of Bretonnia as he stood, gazing out disdainfully into the storm and the onrushing army while the last of the trebuchets were wheeled into place.

Before them, a mob of risen dead-- Vargheists, Terrorgheists, and other, nameless rotten things wrenched from the earth in great, foul rituals that burnt with necromantic power-- marched before them, plated in black steel and bearing weapons forged in desiccated, ruined foundries crafted Millenia ago.

Against this, perhaps a thousand men, a handful knights, the rest archers and men-at-arms.

And yet the King looked down on them from high above, fearless. "Look upon them! These feckless cowards, though they have neither heart nor will nor strength, believe that they might choke me by weight of numbers. Well I do not fear their numbers, or their magic, or their black-hearted malice. But that there were more of them! Each time they fall upon use, they are rebuffed; and each time they lose yet more and more, ripped from their hands and thrown to death's embrace."

A screeching like death ripped through the night air. "YES! MY EMBRACE!" The necromancer let out a series of mad cackles as the torches died, the glinting light was smothered, and a dark chill fell upon the land. "NOW PERISH, RELIC!"

Hubert saw fetid purple energy, sickly purple-pink and with a sort of viscosity, like snot or dried blood. His grin was the epitome of mania, and his wrath etched on his armor.

"No." A feminine voice rings out through the night, and the necromancer, attention ripped away from the spell, almost roars as it backfire; the power rage through him, and burns out of control. It strikes the lesser undead like a hammer to rotten support; fully a whole flank simply flops to the ground, lifeless.

There is a sound like the pounding of hooves on the plain, the beating of metal on metal, and the roar of slain dragons-- and then with a flash that turns night to day for moments, she appears, mounted on a pegasus of fiery red. The Enchantress stands on a hill overlooking the shattered flank-- and she does not stand alone.

Behind her rides an army of Knights, clad in army of gleaming steel, wielding weapons that weep light, and bursting with the Lady's power; they look, contemptuously, at the evil arrayed before them.

To her left, a knight sits, wrathful, and borne in his hand is the black and gold heraldry of Mousillon, crackling with power.

But to her right stands the greatest figure of all. The Green Knight, ephemeral champion, sits astride the shadow steed; his green blade glints in the moonlight, occasional sparks leaking from it. His eyes, green coals under his helm, sit transfixed, and mist leaks from his form.

He draws a horn-- and with a single blow the army charges behind the Enchantress, naked steel drawn.

In the distraction, a volley of arrows fly loose, ripping through the foes like a lance point through flesh.

The knights, barely leashed once, leap down, landing hard. Weapons flying, they cut into the enemy with fury-- a clash of steel on bronze. Huebert was at the front, mace flying and crushing ashen bones and pulping rotted organ alike; at his side, the Oakenshield ran through their foes like the keel of some great ship through the waters of the Grismerie.

And it was in this distraction that Huebert saw the Enchantress, great scepter clenched in hand, destroying one of the great terrorgheists-- before a bolt of foul magic struck her mighty pegasus down.

Landing under it, she lifted the now much light beast with one hand, rolling out from under it and gripping her scepter from the ground. Moving in barely the nick of time, she blocked a blow with the golden rod-- only for foot to lash out and sending her skidding back.

Landing in a cloud, Cassandra gripped the hilt of her sword.

"You will die here, Enchantress! I swear it will be so!"
The Enchantress looked up-- but what had been grey eyes were now pools of fae light, green energy ripping through her form. "Louis." Her voice had an echo as she spoke, the power of long gone ages shaking the air. "You should have run."

She moves, holy sigils and fae powers burning on her blade-- and with a move she cut through the Necromancer's defenses, before with a coup de grâce, she slid the blessed metal through his neck.

Before the head could slam into the mud or the body fold in on itself, it had fallen to ash, consumed.

Then the whirlwind of violence was on Huebert, and he had no time to watch anything, anymore.
 
A Piece of the World Is Missing
A Piece of the World Is Missing

The snow covered tomb was silent. Not a soul came so far north; few even dared think of it. Wrought of brass and covered with bones, the tomb bore unholy, depraved sigils-- rot, death and pain, the shedding of blood and other, even baser acts.

The Tomb of Asavar Kul was a wonder, indeed.

Inside the tomb, perhaps a score adherents of the Blood God dueled; unholy gifts allowed them to ignore pain, exhaustion, and even maiming wounds to strike at each other again and again, that they might sharpen their skills.

Above this, a hulking man, faced covered in the scars of ages, one eye a pit and the other and scarred over, looked down as his fanatics fought and bled to destroy each other.

There came a knocking on the chamber door that ripped through the whole of the sacred place. For the first time in a century, the great battle stopped as someone intervened.

The door grew red hot-- then with a great sizzling simply fell to the dirt, a puddle of molten metal. Standing there, perhaps a dozen or so Elves, black haired and cruel, clad in plate dark as the night behind them; and at front, a Witch, staff burning with cowardly magic.

Before any of the Chaotic warriors could so much as react, one of the elves threw a knife-- flying through the air, it punched into the brass chain.

Then, and only then, did the warriors of Chaos let out their blood-thirsty cry. They raced for the elves as those slavers drew their own weapons, blades and axes.

But the witch-elf merely gave a cruel grin, drawing her own obsidian blade and strolling through the halls.

The hulking form of the man leapt from his festooned seat, axe and flail drawn. His blade danced through the night sky, straight for the elf's neck. Before it could pierce her flesh, her own black blade met it in a shower sparks and, using the momentum, the witch-elf smacked him with her staff.

The blow knocked him back a step, sending his black-plated form back a half step. He slashed again with his axe, only for the elf to chop through the hilt with a flash, sending the head flying.

Raising his flail, the Champion brought it down with a flourish of brass-- only for the Elf to duck under the blow, rolling out from under it before drawing a second knife from her belt. Stabbing up with both dagger and sword, she punched through his heart, sending the jagged steel deep, deep into the organ.

Jerking her knife out with a flourish, the champion crumpled, sword still stuck in. He watched as the elf painted his still wet blood on the stone door in sigils that should have been known only to the adherent.

He heard the great casket opening and a flash of light, and the wrathful roars of his god.

Then a twang sounded throughout the tomb, and he heard nothing at all.
--
So yeah. Morathi now has access to Asavar Kul's body.
 
Turn 16 (Part 3 Of the Regency)
Turn 16
1439

Survey

You sit in silence as your kids rest on beds to either side of you. An obsidian blade is held in your hand, glinting in the little moonlight that streaks in.

Finally, you hear the breath that tells you they sleep. Rising like a shadow, you pull open the door before slipping out, soundless as a wraith.

A little girl's voice cracks the night with an "Aldric", and you grip your dagger tighter.

You swore, once, you'd see Titania dead on the floor, before you. With each passing day, you hope it grows to be tomorrow that it happens.

You walk through the dark halls, the only light the scarred silver of the moonlight. Shafts of silver glory rain down on you like a storm, giving some slight glow. Your boots echo through the halls, a silent tip-tap as you stride the marble and stone. Idly you run your fingers over stone.

Yann the Younger, madwoman, Vampire, and possible instigator of this entire damned crusade.
Titania, Lady of the Shadows. Genocidal, magical, and holds a grudge like a dwarf.

Idly, you realize you came to the balcony, where a view of almost the entire duchy and its mountains unfolds like a book before you. A chilly wind flows over you like the stream, and for a moment you just let the chill breeze cleanse you of fear…

Until the acrid scent of smoke hits your nostrils. Your face screws up into a deadly grimace as you realize that you see smoke pouring out of some village.

If it's not one thing, it's another. The forests are lost to you— the Court of Shadows holds them, and the roads that might split through them. Most will not dare enter the woods until this problem is put down, and those foolish enough to try are never heard from again.
(Trade Income Reduced by a fourth until Court of Shadows is removed)


Martial: You are not a warrior, not truly. The nearest you have come to a sword fight is betraying your friends; the closest you have come to battle slipping in and slitting the foe's throat. In your ideal world, you would never, ever, have to fight.
Fortunately for everyone, your husband did leave behind many, many, many ideas for you.

Refounding the Order: The old home of the Musketeers is found; the texts are located; people are available. Refounding the order will not finish until you are a man old and gray, perhaps, but starting that work is very possible. Very, very possible.
-Locked for 3 More Years-


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

We Have Standards, Damn It: Your personal levy is pretty damn good, if you do say so yourself. Your men are well armed and armored, disciplined, and trained by some of the best— there are forces that can defeat you, certainly, but you'd give them scars to remember.

But not all your barons see it that way. Their forces vary, and very much so, at that— Baron Armistead could damn well take a castle from the Empire itself, while you're not honestly not sure whether Baron Bonitus' men could fight off a bandit invasion, never mind a Waagh!

This needs to change, and fortunately you are just the man to do it.
Cost: 400 Gold, 4 Years

Chance Of Success: 60%

Reward: All Forces fight at basic standard

Warhounds: The Massif Mastiff is already a dog suited to going to war— the Orgen of the mountain have marched with them for generations. They're too slow to follow the grand steeds of your knights— but they can follow the draught horses of your yeomen perfectly well. They'd represent a goodly improvement to your ability to harass a foe.
Cost: 300 Gold

Reward: Mounted Yeomen gain Warhound Companions, increase to damage done, increase to casualties caused by harassment, minor increase in upkeep

Flying the Coop: You saw many things while you were a knight errant, but the one that stuck with you the most was Lyonesse's communication system. Birds— pigeons, mostly— with an innate ability to always return to their nest, it proved useful more than once on the march, as you might imagine. The main barrier to your utilizing them was cost— and wouldn't you know it, now you've got a bunch of Dark Elf money to spend on "nice but not essential" stuff.
Cost: 1,000 Gold

Reward: Carrier pigeon service

Watchtowers: The Massif Orcal might be cleansed, and under the control of Bretonnia, but there is no doubt in your mind that, eventually, something terrible is going to come crawling out of it again. Maybe it will be the dragon waking in a burst of apocalyptic fury, maybe it will be greenskins popping out of nowhere again, or maybe it will just be a minor incursion of monsters, but whatever the case you will not simply let them come in without forewarning.
Cost: 300 Gold

Reward: Watchtowers on border between Montfort and Montagneterre

Diplomacy: You see no fit reason to intrude upon the work of the Bard Jaune. If you are a shadow, he is a fire— obvious and bright and chaotic, but untouchable. He might call himself a fool— and certainly his dress might say such, too, especially that damned mask— but there's a mind like a steel trap fucked a particularly sharp tack and the resulting love child was raised by a particularly pacifistic Shallyan underneath all that purple and gold.
(Pick 2)

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

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. With your expansive blacksmith network and the growing threat of war in Tilea, here is definitely a market for some of your goods.
Cost: 100 Gold

Chance Of Success: 100%

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? Given the war brewing in Estalia, they will almost certainly desire some of the weapons you produce.
Now, you know that they want— Trebuchets. Expensive, but doable.
Cost:100 Gold

Chance Of Success: 100%

Reward: Trade with Estalia,???

Mingling Blood- Parravon: Duke Louis, though he has little love for you, has even less love for Beastmen; his is a practical sort of detestation, the kind that can work with those he hates, so long as it it for his own benefit.

Whatever, you lost track of your train of thought at some point.

The point is, there are a disgustingly large number of Orcs and beastmen corrupting the lands of Parravon, many of them coming from the former Massif Orcal. While you do not feel particularly guilty about it— by all reports, the number of attacks by them is far lower with them as a motley crew than it is a total mass— you should probably still help them deal with that problem.

As such, you will convince Knights Errant to go and render aid to those Knights of the Realm seeking to put down the Beastmen. If a few of them should happen to meet some blushing maidens, so much the better.
Cost: 400 Gold

Chance Of Success: 40%

Reward: Improve Parravon Opinion, Kill Beastmen and Orcs

Mingling Blood- The Empire: There are orcs pouring over the border and attacking Imperial territory, though in your defense they are more fleeing the Dark Elves than they are running from the Massif.

Still, you have picked up a few of your adopted duchy's quirks, and among them is your raging, firestorm hatred for all things both sapient and green. If you can kill greenskin and even more securely festoon good relations between the Empire and Bretonnia, well that's just icing on the cake, isn't it?

...Even if Rose does shake her head at you in disapproval.
Cost: 500 Gold

Chance Of Success:50%

Reward: Improved Relations with the Empire

Mingling Blood— The Border Princes: The Border Princes are absolutely filled with the most appallingly terrible collection of evil shit currently in existence right now. The list starts at greedy mercenaries and works its way slowly up and up, checking off marks— orcs, goblins, pirates— and at the top of the list, Dark Elves.

You won't be capable of sending too many men— too many mountains in your way— but in dire circumstances like what now faces the innocent trapped in that quilt of patch kingdoms, no-one will turn down access to even just a few hundred Knights Errant.
Cost: 600 Gold

Chance Of Success:60%

Reward: More ties in the Border Princes, Kill Orcs and Dark Elves

The Grail's Fury- Mousillon: One Grail Knight, acting alone. can turn the tide of a battle. A single one of their blade has routed entire Waaaaaghs, and the fury of but one can blunt the charge of a hundred Orcs. And right now, fifty of these living saints live in Montfort, inside the Grail Monasteries Aldric and your husband helped recapture and purify. Of course, you probably can't convince all fifty of them to go, but at least one or two should be possible.

They'd probably be at Mousillon already, if either Lady or their own judgement called for it. But some part of you, some little girl grown on tales of living legends, would feel much better if there were two Grail Knights actively hunting for vampires in the same Duchy as Yann is in.
Cost: 1000 Gold

Chance Of Success: 25%

Reward: Some Number of Grail Knights go to Mousillon, start Wrecking So Much Shit

The Grail's Fury- The Borderlands: One Grail Knight, acting alone. can turn the tide of a battle. A single one of their blade has routed entire Waaaaaghs, and the fury of but one can blunt the charge of a hundred Orcs. And right now, fifty of these living saints live in Montfort, inside the Grail Monasteries Aldric and your husband helped recapture and purify. Of course, you probably can't convince all fifty of them to go, but at least one or two should be possible.

There is evil afoot in the Border Princes. Greenskins, Dark Elves, and worse prowl at the edges, threatening the innocent. Thousands gird themselves for war; darkness descends upon the land. You would have much the easier time convincing the Grail Knights to go to the Border Princes than to Mousillon, though "easier" is something of a relative term.
Cost: 1000 Gold

Chance Of Success: 40%

Reward: Send Grail Knights to the Border Princes

Crusade Aid— The Empire: The crusade needs aid. Every warrior who might be found ought be called; every soul to stand against the onrushing night must be found; every blade to be lifted against evil and spit in death's face must be sought.

The Empire is somewhat busy putting down a number of Orc insurrections into their territory. Some War Boss— Krom, or Glom, or something like that— has set them ablaze with fury as they attack the border of the Empire, killing many, and looting weapons. Still, if nothing else, the Knightly Orders should have some men to send for the sake of killing vampires.
Cost: 400 Gold

Chance Of Success: 65%

Reward: Imperial Aid in Crusade

Crusade Aid- The Wood Elves: The crusade needs aid. Every warrior who might be found ought be called; every soul to stand against the onrushing night must be found; every blade to be lifted against evil and spit in death's face must be sought.
The Wood Elves don't much like Bretonnia, by which you mean they kind of think you're a bunch of savage tree-killers. They are a strange, strange people, busy with their lives of fae wonder. It is only the fact that you were, once or twice, called before the court of Athel Loren when you served Titania that leaves you at all capable of doing this. You don't know what the Arsai might unleash; but it would, no doubt, be impressive.
Cost: 100 Gold

Chance Of Success: 10%

Reward: Wood Elves send aid to Mousillon

Crusade Aid- Estalia: The crusade needs aid. Every warrior who might be found ought be called; every soul to stand against the onrushing night must be found; every blade to be lifted against evil and spit in death's face must be sought.

The Estalians want trebuchets to fill the hole in their arsenal, at least temporarily. You want more soldiers to help put down the vampires. You're sure an agreement can be reached. Admittedly, when you put it like that, it sounds crude, but… you'll live.
Cost: 300 Gold

Chance Of Success:55%

Reward: Estalian Aid

Kislevite Aid: The crusade needs aid. Every warrior who might be found ought be called; every soul to stand against the onrushing night must be found; every blade to be lifted against evil and spit in death's face must be sought.

The Knights Unbound traveled to Kislev more than once, and many knights fought in Tzar Pavel's civil war. If nothing else, you hear that the Tzar's cousins desire to repay a debt they feel they have incurred to Duke Josu— it could little hurt to try, certainly.
Cost:300 Gold

Chance Of Success: 25%

Reward: Kislevite Aid in Crusade

Crusade Aid— The Fae Courts: Any of the courts that you might trust to help in the crusade have less than no reason to listen to you— but you can still try. If even one of the spirits is unleashed on those vampires, the odds will flip drastically, never mind should a court itself be unleashed.

You will contact Mab, and the Court Invulnerable— those spirits of the stone and earth and metal, whose might is mountains and whose will unbreakable. The vampires have poisoned the land of Mousillon, envenomed it; its heartbeat cries the call of death. The Fae are wrathful creatures indeed— their will is vengeance. See, then, whether you cannot convince those ancient spirits to rise up and consume the foes that sully their lands.
Cost: 200 Gold

Chance Of Success: 20%

Reward: At least 1 court of the Fae unleashed to aid, in some way, the Crusade

Were You Trying to, Like, Imply Something?: So, Mab, Lady of the Earth Court, gave your husband the book that explained the Fae Heraldries to you. Knowing the fay as you do, this far from a certain thing— but you believe that she may, in face, have been trying to say that she would like to rebirth those alliances between your Dukedom and her Court.
Cost: 300 Gold

Chance Of Success: 70%

Reward: Access to the Heraldry of the Earth Court and its Blessing, "Stone Strength"

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. Also, your herd of goats has finally expanded enough for you to partition a new herd for a different purpose— or expand the herd you already have making cheese.
(Pick 1)

Oh Hey, I Can Finally Use This: You've got… a lot of wyvern parts. Just a disgusting amount. Seriously, you can not overstate how many random wyvern bones and wyvern skins and whatever else even now sits as trophies in your Dukedom. You've used them as art, proudly displaying their skulls and their skins as marks of the greatness of your men.
You've always sworn that, if you had the time, you'd make use of them by turning them into leather armor and etc. your men can use— but enough experts for that to be anything but a curiosity would be very, very expensive, and you've always needed the armor for other, better things.

Well, now you've got tons of Dark Elf money you can spend guilt free on stuff.

Build the workshops, and they will come.
-Locked for 3 more years-

Open A Mine?: You've located a new iron vein. Opening it should not take long, though security will have to be provided and new paths made; Sir Yvain has promised, though, that the mine will be open and shipping iron into greater Montfort before the end of the year, for he has an idea and hopes to use it.
Cost: 40 Gold

Reward: New Iron Mine

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

Grismerie- Fishing Operations: Your people aren't stupid, obnoxious jokes from the Empire aside. If there's a way to get food, they will use it. However, most families will only catch enough to feed themselves, with whatever little is left often either being used as more bait or going towards the village pantry. However, you have a source of labor— petty criminals, certainly, if nothing else— who would likely consider just being told to go move into a new village and fish, with the results to be sent back to be distributed, a rather minor sentence, all things considered. That's even ignoring all the beggars and wastrels who'd probably like to stop living on the streets.
Cost: 100 Gold

Reward: Fish! (It's nasty, but it's food)

Fruity: The mountain berries of the Massif, as you might expect from the name, can grow on mountains. Grown in thick bushes, they are fairly large, for berries— nearly strawberry sized. They're not the tastiest thing in the world— a bit too sour, for your tastes— but when you live on a mountain, well… let's just say even sour grapes have their appeal. Certainly, if nothing else, it should let you reduce your food importation even further— which is always nice. You'd like not seeing most of your taxes disappear into the pockets of other people, for once.
Cost: 400 Gold, 3 Years

Reward: Mountain Berry Groves

Herd— Even More Cheese: Your current herd of goats is used for cheese and milk. It's pretty good, all things equal— better than starving, certainly. You can always use more food for your people, and pound per pound cheese is probably the best way to do that— though probably not the most delicious.
Cost: 100 Gold

Reward: Utilize second herd of goats as extra cheese maker

Herd— More wool: The herd of sheep you have is currently used for milk and cheese, helping take the ease off of imports, but not by enough. Right now you have enough goats for to make a second herd, for more cheese, wool, or meat.

The wool is shaggy, thick, and warm. It makes very effective coats and cloaks, that hold the warmth as though their grasp was steel. Of course, you can't exactly eat wool if, say, orcs come and burn your stores to the ground, meaning you'll have to continue importing food. On the other hand, the wool sells for far more than either meat or cheese does, and that gold can be turned for nobler purpose.
Cost:50 Gold

Reward: Money, wool

Herd— More Meat: The herd of sheep you have is currently used for milk and cheese, helping take the ease off of imports, but not by enough. Right now you have enough goats for to make a second herd, for more cheese, wool, or meat.

Meat sounds nice. It goes for a fair penny, helps feed your men, and you can use the meat as bait for hunting orcs. All in all, a sound investment.
(Cannot be taken with other Herd options)
Cost: 100 Gold

Reward: Meat produced, more coin, more food

That Took Awhile: You're not an expert in goat biology, but it seems like the natural expansion of the herd took a while— you'd think it'd take less than half-a-decade, if for no reason other than they're not being hunted in Montfort, for the most part. Maybe they were just a bit juvenile still when you imported them, but this could be a sign of one sort or another— it'd probably be a good idea to check and make sure.
Cost: 250 Gold, 2 Years

Reward: Goat Herds expand faster

Piety: Damsel Rose's office is a tidy library-cumme-workshop, where fay designs are sketched out in mad detail and half-scribbled plans for ways to destroy guns. Out of respect for the recently deceased, and to so she has time to prepare the blade she needs until you "Find your balls" — her words, precisely— she has mostly left her list of suggestions the same as what it was under Sir Aldric, though there is one thing she added.
(Pick 2)
The Holy Spots: There are shrines and temples and chapels dotting the mountains of Montfort. While it would be remiss to use them for temporal gain at the expense of their spiritual weight, it would hardly be wrong to make mention of them in conversation, to draw others' attention to them, would it?
Cost: Free

Reward: 1d250 Gold


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

Churches And Chapels: The Lady's houses of worship are generally small, humble things, to keep the connection between Her and Her Servants clear and close, unlike the ostentatious and downright tacky Cathedrals that Sigmarites are so fond of. That said, building a grand place for Her Knights to worship her is a very good use of money.
Cost: 300 Gold, 6 Years

Chance Of Success: 100%

Reward: Build a Monument to the Lady


River God: One of your rafts was sunk in the deeper parts of the Grismerie. All crew members escaped— it's probably a good thing you made sure they could all swim— but it set you to thinking: is there a god of the Grismerie?
It is, after all, one of the biggest rivers in Bretonnia. Its waters flow through more miles than any you can name off the top of your head— though admittedly, that doesn't say much.
In any case, it couldn't hurt to check.
Cost: 100 Gold, 2 Years

Chance Of Success: 80%

Reward: Discover God of the Grismerie River

A Torrid Affair: "And lo, He said, 'all I have given to the powerful shall be returned to the powerless. All I have given to the faithless, shall be returned to the faithful. And all I give to the rich, shall be returned to the poor."

-The Codex of Affairiche

The Bretonnian god of merchants, Affairiche has never had quite the success of his Imperial counterpart, for obvious reasons. Right now, his ordained clergy is all of ten men, the Free Men. Skilled in matters mathematical, economical, and social, they adhere to two central tenants:
Do not hoard wealth for yourself, and do not leave a deal having ruined a man.

His clergy have asked permission to build a temple in Nouvelle Vie. It might be odd for a knight to support a merchant, but you can think of worse gods to push the rich towards.
Cost: Free

Reward: Small temple of Affairiche built in Nouvelle Vie

So What Do You Believe?: Last year, a large number of Strigany— at least a thousand, if not more— arrived in Montfort, claiming to be under your husband's protection. The leader of that motley crew, Jaelle, showed a letter bearing Phillip's stamp, and thus earned herself protection— even with that idiot witchhunter on her tail— but you do wonder: What do the Strigany worship? Or not worship, as the case may be.
Cost: 100

Chance Of Success: 70%

Reward: Knowledge of the Strigany


Learning: Once competitors, now friends, you and Nimue have taken up much of Philip's efforts while he...indisposed. She, his former steward, writes the letters that must be written; while you handle the rest of the actual duty of rulership. Just after taking the reins of Regency is probably not the right time to try and introduce even a tenth of what was found in the Library— though even without introducing it, you can use it to make many of your husband's ideas easier.
(Pick 1)
The College of Troubadours: To be a Troubadour is to be repository, knight, and storyteller in one. It is a noble calling, to remember all the grand stories that have come before and to use them to steel the spines of wavering souls, to strengthen the hearts of those falling, to embolden those fearful. But they are a rare breed, and rarer by the hour. If you would not see them fall, then something must be done, and you are just the man to do it.
-Locked for 3 More Years-


Expeditions: There are plenty of broken ruins in Bretonnia, particularly in Montfort. There are likely valuable of archaeological significance within them, items that would fetch a pretty penny if given to the Museum in Altdorf.
Cost:Free

Reward: 1d250 Gold

Lamorte Lies There: You know where the Defier lies, where the son of Aquitane's body is held. Whatever reason the Imperials have for holding it, it's not right a man that a man's body should be held so far from home. Send a team to take it back, by force if need be. Though, those arrows certainly did look… sharp.
Cost: 200 Gold

Chance Of Success: 60%

Reward: Lamorte's body found, making you Aquitane's favorite person

This Is Probably A Bad Idea: There is a...strange, unlikely, fearsome thought within your head, a story Nimue reminded you of, now that you have wolves and facilities:
During the Errantry war against the Greenskin and Hellspawn, to give insult to their Khornate foe Sir Têtu and his band of knights found a small group of wolves, and decided they were going to turn the vile creatures to the use of the light and that they would ride them.

The Lady, being in mischievous spirits against the Foe herself and feeling somewhat impressed, blessed the knights, who in time broke the wolves to the use of saddle and Rider.

While Sir Têtu is long dead and he never did leave instructions, you could see if one of your knights could pull it off, maybe? Certainly, there is no shortage of volunteers.
Cost: 200 Gold, 3 years

Chance Of Success: 80%

Reward: Learn how to make Wolf Rider Knights

Fae-Fyre: One of the concoctions Morgyan was most fond of brewing when she still served Titania was called Fae-Fyre. As the name might suggest, it is a fire starter— but it is so much more than that, too. Its blue blaze cannot be choked out with water or smothered by rock— it will burn, and burn, and burn, until it is damn well good and ready to stop burning.
While you did not have the necessary pieces for it in your land when she first moved here to marry you, Morgyan believes she there are replacements for them in the Massif, and would like to check.
Cost: 100 Gold, 3 Years

Chance of Success: 75%

Reward: Fae-Fyre (Basically Greek Fire)

Intrigue: It's always nice to work with professionals. Geoffroi might be paranoid, but there's no-one you'd trust more to keep down the Skaven. And while Ezekiel might be low-born, he does have a virtue many nobles ought consider gaining at some point— the virtue of keeping his mouth shut and listening.
(Pick 2)


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

Reading, Yay!: So you can barely read Breton, but Morgyan has been pushing you to start developing a code, something only you and those you trust know— even a basic one— so that you can be sure your communiques that you wish to remain confidential do not end up read by some loathsome vampire or brigand seeking your destruction.
Cost: 15 Gold

Chance Of Success: 100%

Reward: Secret code

Shadow Patrols: Your watchmen already directly report to you anything that might be a sign of the Skaven in the Black Crag growing more active than usual. Still, it could not hurt to send men— and yourself— in to check and see whether anything too out of the ordinary might be growing in the darkness.
Cost: 100 Gold

Reward: Scout out area around the Black Crag

Who Did She Send?: You know Titania— she is too much of a shrinking coward to come close to her vorpal blade when an enemy wields it, never mind when that enemy is you. She will send one of her agent— Krom the Unworthy, Fil the Night, or some other jackass, and try and kill you. The good news is, these jackasses are far, far too scared of what you can do to brazenly attack, most of the time. Bad news is, they are very, very good at hiding.
Cost: 200 Gold

Chance Of Success:60%

Reward: Discover Enemy Leader

A Warning: Yann the Murderer walks again in dread Mousillon, most likely seeking to kill either your husband, your son, or both, in some ploy to draw out Geoffroi and take revenge. The good news is, once a spy is know, they lose much of their power.
Cost: 300 Gold

Reward: Forces in Mousillon on the lookout for Yann

Personal: You were not meant to be the power on the throne, alone. You've got this...strange habit of scaring people. Crazy, right? It's almost like pale skin, glowing green eyes, and raven hair make people think you're a vampire, or something.
(Pick 2)

I Don't Want it, You Take It: The vorpal blade is a reminder of days best left forgotten, deeds that should have been left undone, sins that should have been washed away in fire. Let the damned elves take the thing— you've no love left for it.
Cost: Free

Reward: High Elves Take Away Vorpal Blade

I Want To Be Free: There was once a damn fool woman who made a damn fool promise to a damnably wicked witch. She chained herself up, and made a bridle— a bridle, Lady's sake— that bore a connection to her very soul.

That woman is you. And you will be free, or you will die trying. Someone unterrible must know how to free you.
Cost:???
Reward: Prepare Mistress of Shadows PT3

Freeing Nikolai: Crushed sprig of holly, draft of fine mulled wines, and chalk. You've got most of the ingredients you need to free the winter spirit, and you'd be willing to bet that, in her paranoia, Titania has at least one or two spirits whose blood can act as the stabilizer watching over him.

Looks like you're going to Tilea.
Cost: 200 Gold

Chance Of Success: 50+20 for Mistress of Shadows

Reward: Free Nikolai the Spirit, gain Access to the Heraldry of the Court Warm, Winter's White Embrace

Sabotage: The fae are not a normal army. They have no supply lines, no need of food or drink, and no fear. They will keep coming and coming until, and unless, you break them, utterly, and make them run back to the dark seams of the Earth, where are all other things slimy and terrible reside in writhing terror.

That said, there are still things you can do. Not as much as you might normally, for the spirits that have fled will one day return— but slaying the beasts under the Court of Shadow's control, finding their mortal agents and putting them down, and otherwise destroying their shields before they can attack? Useful.

Your watchmen should prove a great help, too.
Cost:100 Gold

Chance of Success: 75%

Reward: Drive out Mortal Patsies of the Court of Shadows from Montfort
 
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We have rapidly exceeded my already limited knowledge of the Warhammer Fantasy setting, so I have no idea why this is a big deal. I mean, even before 'who are these people', I don't even know what you can do with a body besides having a snazzy decoration for your room.
Former Everchosen of Chaos, the literal chosen of basically multiple Satans; Witch-Queen of the Dark Elves, absolutely bonkers and powerful; and use this body in specific for all kinds of rituals, none of which rank very high on the "things people who aren't total shits want to have happen" list.
 
We have rapidly exceeded my already limited knowledge of the Warhammer Fantasy setting, so I have no idea why this is a big deal. I mean, even before 'who are these people', I don't even know what you can do with a body besides having a snazzy decoration for your room.
Basically Archeon mark 1 gave that god guy sigmar a good fight, and Morathi, crazy elf bitch who's basically responsible for the elves being shit.
 
Martial: You are not a warrior, not truly. The nearest you have come to a sword fight is betraying your friends; the closest you have come to battle slipping in and slitting the foe's throat. In your ideal world, you would never, ever, have to fight.
Fortunately for everyone, your husband did leave behind many, many, many ideas for you.


Flying the Coop:

Obvious bonuses here.


Diplomacy: You see no fit reason to intrude upon the work of the Bard Jaune. If you are a shadow, he is a fire— obvious and bright and chaotic, but untouchable. He might call himself a fool— and certainly his dress might say such, too, especially that damned mask— but there's a mind like a steel trap fucked a particularly sharp tack and the resulting love child was raised by a particularly pacifistic Shallyan underneath all that purple and gold.
(Pick 2)


Tilean Turmoil:

Were You Trying to, Like, Imply Something?:

More trade, and some added benefits.

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. Also, your herd of goats has finally expanded enough for you to partition a new herd for a different purpose— or expand the herd you already have making cheese.
(Pick 1)



That Took Awhile:

Obvious.

Piety: Damsel Rose's office is a tidy library-cumme-workshop, where fay designs are sketched out in mad detail and half-scribbled plans for ways to destroy guns. Out of respect for the recently deceased, and to so she has time to prepare the blade she needs until you "Find your balls" — her words, precisely— she has mostly left her list of suggestions the same as what it was under Sir Aldric, though there is one thing she added.
(Pick 2)




River God:


So What Do You Believe?:


Intergration and River God.


Learning: Once competitors, now friends, you and Nimue have taken up much of Philip's efforts while he...indisposed. She, his former steward, writes the letters that must be written; while you handle the rest of the actual duty of rulership. Just after taking the reins of Regency is probably not the right time to try and introduce even a tenth of what was found in the Library— though even without introducing it, you can use it to make many of your husband's ideas easier.
(Pick 1)

This Is Probably A Bad Idea:

Let's get this going finally.

Intrigue: It's always nice to work with professionals. Geoffroi might be paranoid, but there's no-one you'd trust more to keep down the Skaven. And while Ezekiel might be low-born, he does have a virtue many nobles ought consider gaining at some point— the virtue of keeping his mouth shut and listening.
(Pick 2)



Reading, Yay!:



Shadow Patrols:
Your watchmen already directly report to you anything that might be a sign of the Skaven in the Black Crag growing more active than usual. Still, it could not hurt to send men— and yourself— in to check and see whether anything too out of the ordinary might be growing in the darkness.
Cost: 100 Gold

Reward: Scout out area around the Black Crag


A Warning: Y


Personal: You were not meant to be the power on the throne, alone. You've got this...strange habit of scaring people. Crazy, right? It's almost like pale skin, glowing green eyes, and raven hair make people think you're a vampire, or something.
(Pick 2)


Freeing Nikolai:


Sabotage:

Fae go home!
 
Bluh. Okay. Too many medium success choices, going to have to be VERY careful here.

Martial:
Warhounds: The Massif Mastiff is already a dog suited to going to war— the Orgen of the mountain have marched with them for generations. They're too slow to follow the grand steeds of your knights— but they can follow the draught horses of your yeomen perfectly well. They'd represent a goodly improvement to your ability to harass a foe.
Cost: 300 Gold

Reward: Mounted Yeomen gain Warhound Companions, increase to damage done, increase to casualties caused by harassment, minor increase in upkeep
This or Flying the Coop is fine. I favor dogs for better success in Forests where we're likely going to have to fight soon.

Diplomacy:
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. With your expansive blacksmith network and the growing threat of war in Tilea, here is definitely a market for some of your goods.
Cost: 100 Gold

Chance Of Success: 100%

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? Given the war brewing in Estalia, they will almost certainly desire some of the weapons you produce.
Now, you know that they want— Trebuchets. Expensive, but doable.
Cost:100 Gold

Chance Of Success: 100%

Reward: Trade with Estalia,???
FINALLY time to get these done and before their success chance falls in case their wars clear up. Tilea will also synergize with a Personal action below.

Ordinarily I'd be down for doing the Mab action BUT failing Diplo actions is riskier than others and we can't DD it because there's other more important stuff.

Stewardship:
Grismerie- Fishing Operations: Your people aren't stupid, obnoxious jokes from the Empire aside. If there's a way to get food, they will use it. However, most families will only catch enough to feed themselves, with whatever little is left often either being used as more bait or going towards the village pantry. However, you have a source of labor— petty criminals, certainly, if nothing else— who would likely consider just being told to go move into a new village and fish, with the results to be sent back to be distributed, a rather minor sentence, all things considered. That's even ignoring all the beggars and wastrels who'd probably like to stop living on the streets.
Cost: 100 Gold

Reward: Fish! (It's nasty, but it's food)
Still yet more food. Just keep knocking down the one-turn projects while the other one is working.

Piety:
River God: One of your rafts was sunk in the deeper parts of the Grismerie. All crew members escaped— it's probably a good thing you made sure they could all swim— but it set you to thinking: is there a god of the Grismerie?
It is, after all, one of the biggest rivers in Bretonnia. Its waters flow through more miles than any you can name off the top of your head— though admittedly, that doesn't say much.
In any case, it couldn't hurt to check.
Cost: 100 Gold, 2 Years

Chance Of Success: 80%

Reward: Discover God of the Grismerie River
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
Redux of River God and another long term option to slot in. And I want to do this one before the last link to Sir Aldric fades. The Strigany one can wait.

Learning:
This Is Probably A Bad Idea: There is a...strange, unlikely, fearsome thought within your head, a story Nimue reminded you of, now that you have wolves and facilities:
During the Errantry war against the Greenskin and Hellspawn, to give insult to their Khornate foe Sir Têtu and his band of knights found a small group of wolves, and decided they were going to turn the vile creatures to the use of the light and that they would ride them.

The Lady, being in mischievous spirits against the Foe herself and feeling somewhat impressed, blessed the knights, who in time broke the wolves to the use of saddle and Rider.

While Sir Têtu is long dead and he never did leave instructions, you could see if one of your knights could pull it off, maybe? Certainly, there is no shortage of volunteers.
Cost: 200 Gold, 3 years

Chance Of Success: 80%

Reward: Learn how to make Wolf Rider Knights
Probably won't get done in time, but Wolf Knights to fight in the forest would be mighty handy.

Intrigue:
A Warning: Yann the Murderer walks again in dread Mousillon, most likely seeking to kill either your husband, your son, or both, in some ploy to draw out Geoffroi and take revenge. The good news is, once a spy is know, they lose much of their power.
Cost: 300 Gold

Reward: Forces in Mousillon on the lookout for Yann
Reading, Yay!: So you can barely read Breton, but Morgyan has been pushing you to start developing a code, something only you and those you trust know— even a basic one— so that you can be sure your communiques that you wish to remain confidential do not end up read by some loathsome vampire or brigand seeking your destruction.
Cost: 15 Gold

Chance Of Success: 100%

Reward: Secret code
It galls me to not pick Who Did She Send but 60% is too low and there's a more interesting/important action in Personal to pick instead that will need the DD.

Personal:
Freeing Nikolai: Crushed sprig of holly, draft of fine mulled wines, and chalk. You've got most of the ingredients you need to free the winter spirit, and you'd be willing to bet that, in her paranoia, Titania has at least one or two spirits whose blood can act as the stabilizer watching over him.

Looks like you're going to Tilea.
Cost: 200 Gold

Chance Of Success: 50+20 for Mistress of Shadows

Reward: Free Nikolai the Spirit, gain Access to the Heraldry of the Court Warm, Winter's White Embrace
Sabotage: The fae are not a normal army. They have no supply lines, no need of food or drink, and no fear. They will keep coming and coming until, and unless, you break them, utterly, and make them run back to the dark seams of the Earth, where are all other things slimy and terrible reside in writhing terror.

That said, there are still things you can do. Not as much as you might normally, for the spirits that have fled will one day return— but slaying the beasts under the Court of Shadow's control, finding their mortal agents and putting them down, and otherwise destroying their shields before they can attack? Useful.

Your watchmen should prove a great help, too.
Cost:100 Gold

Chance of Success: 75%

Reward: Drive out Mortal Patsies of the Court of Shadows from Montfort
DD on Freeing Nikolai, let's get this Fae war started in style. :D Also maybe the Tilean link above yields something fruitful. Sabotage basically because I still don't like the other two options at this juncture.

@Voikirium For clarification's sake, is there an additional personal stat bonus that Morgyan will provide to Freeing Nikolai and Sabotage (beyond Mistress of Shadows in the former's case)? There was some back and forth a few turns ago on this and what qualifies for it. The Plan back in Turn 13 qualified, Morgyan the Mythic in Turn 14 did not appear to.
 
Bluh. Okay. Too many medium success choices, going to have to be VERY careful here.

Martial:

This or Flying the Coop is fine. I favor dogs for better success in Forests where we're likely going to have to fight soon.

Diplomacy:


FINALLY time to get these done and before their success chance falls in case their wars clear up. Tilea will also synergize with a Personal action below.

Ordinarily I'd be down for doing the Mab action BUT failing Diplo actions is riskier than others and we can't DD it because there's other more important stuff.

Stewardship:

Still yet more food. Just keep knocking down the one-turn projects while the other one is working.

Piety:


Redux of River God and another long term option to slot in. And I want to do this one before the last link to Sir Aldric fades. The Strigany one can wait.

Learning:

Probably won't get done in time, but Wolf Knights to fight in the forest would be mighty handy.

Intrigue:


It galls me to not pick Who Did She Send but 60% is too low and there's a more interesting/important action in Personal to pick instead that will need the DD.

Personal:


DD on Freeing Nikolai, let's get this Fae war started in style. :D Also maybe the Tilean link above yields something fruitful. Sabotage basically because I still don't like the other two options at this juncture.

@Voikirium For clarification's sake, is there an additional personal stat bonus that Morgyan will provide to Freeing Nikolai and Sabotage (beyond Mistress of Shadows in the former's case)? There was some back and forth a few turns ago on this and what qualifies for it. The Plan back in Turn 13 qualified, Morgyan the Mythic in Turn 14 did not appear to.
Yes for Sabotage, no for Freeing Nikolai.

Also, I have added in Morgyan's opinions.
 
I'd prefer to do Fae-Fyre for learning.

Simply because, well, it seems extremly useful and it can only be done with Morgana. Morgana is pretty far in the deep end of all this fae stuff and is probably going to do a lot of super risky stuff personally. Chances are not terrible that she might die soon, I really, really want to avoid it, but it's not exactly incredibly unlikely that she'll die in the next few turns. I want to avoid that if possible, but just in case I want to take care of the super useful learning action that only she can do before it's too late.
 
I'd prefer to do Fae-Fyre for learning.

Simply because, well, it seems extremly useful and it can only be done with Morgana. Morgana is pretty far in the deep end of all this fae stuff and is probably going to do a lot of super risky stuff personally. Chances are not terrible that she might die soon, I really, really want to avoid it, but it's not exactly incredibly unlikely that she'll die in the next few turns. I want to avoid that if possible, but just in case I want to take care of the super useful learning action that only she can do before it's too late.
That's a reasonable opinion. I don't think she'll bite it but if you value the project then it's fine to do now also.
 
Freeing Nikolai: Crushed sprig of holly, draft of fine mulled wines, and chalk. You've got most of the ingredients you need to free the winter spirit, and you'd be willing to bet that, in her paranoia, Titania has at least one or two spirits whose blood can act as the stabilizer watching over him.

Looks like you're going to Tilea.
Cost: 200 Gold

Chance Of Success: 50+20 for Mistress of Shadows

Reward: Free Nikolai the Spirit, gain Access to the Heraldry of the Court Warm, Winter's White Embrace
What exactly does the +20 for Mistress of Shadows mean? I thought it meant that we get the +20 bonus if we successfully do the I Want To Be Free action.

If so, why won't people vote for it?
 
What exactly does the +20 for Mistress of Shadows mean? I thought it meant that we get the +20 bonus if we successfully do the I Want To Be Free action.

If so, why won't people vote for it?
It's cause you did the Mistress of Shadow, and thus have spent time studying how to put down Fay of the Court of Shadows.
 
The New Guys On The Block: So, there is a new Duchy in Bretonnia. Exciting stuff. There is, however, one slight problem— since the Reign of the Rash, the Massif Orcal— now Montagneterre— has been thought of as a godless, soulless, heartless land filled with terrible things. That might be okay, except it is now a part of the kingdom— and if it is to remain of the kingdom, it must be an equal part.
They must be bonded, and you can do that. A Duke's words have weight, power, prestige; you can incentivize and propagandize; you can keep a kingdom strong.

- The deed is, well, done is not quite the right word for it, but your Husband's efforts have paid dividends; even now dozens of carts bearing oars, weapons, and other raw materials flow into the Massif like sieve, and in return oodles of materials rarer in Montfort-- raw lumber, food, pelts, that sort of thing-- flow down the slopes.

Also, Duke Judoc, in gratitude for you, essentially, engineering his leap to modernize, has sent a small number of his personal Coureur de Bois to your lands, to fight in your household.
Reward: Montagneterre, land of the Massif, is tightened together with the rest of the Nation. +600 Gold from Trading, +400 Gold from increased mining, +25 Coureur de Bois
So, is this strengthening the Lady more, like the Albion conquest did?

Also, what's the Empire's response to Bretonnia getting its conquest on? Are they planning on taking over part of Albion too?

And can we have a Diplomacy action to try to bring the rest of Albion into Bretonnia peacefully, like the tribesmen of the Massif Orcal were brought in?
 
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