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