Turn 21
1444
Survey
The carriage travels slowly down the dwarf roads, wheels occasionally making noises as the grand wood construction crushed branches and flung stones away from it. Inside, Morgyan wrote out reports— troop movements, letters, gear acquisition, bribes— very simple things.
However, the carriage stopped with a jerk as a whistling sound began to ring out. The sound of stones piercing wood echoed out through the clearing, as arrowheads began to pop into the cabin, sent into the wood by goblin hand.
Instantly, Morgyan rolled to the floor, grabbing her knife and covering her head. She reached to grab the small vial of fay-fyre from the cabinet under her seat, only to stop as she heard the great beating of wings, and a mighty roar.
There was a swoop, then a cry, and a route, as the Goblins came face to face with Éclatant, black wings beating and throwing the dirt into a storm. Looking up, Morgyan saw the hippogryph, Philip mounted on his back, mighty sword drawn and covered in green flames.
"Back! Back to the abyss that awaits you and your masters!" Philip's spurs cracked, and not a second later there was a shunt as a shaman was split in twain.
The goblins, already fearful, broke, instantly, running back into the forest even as Éclatant ate of the slain shaman.
Philip leaped from Éclatant, landing with a thud and rising, dark look on his face. "Pests."
Making his way over to the carriage, Philip opened the door with a slight grunt, breaking the lock as he did.
Morgyan stepped out into the sunlight.
"Are you alright?"
"Define alright." Morgyan brushed a pit of wood off her shoulder. "They're getting more aggressive, Philip."
"I've noticed."
Martial: Sir Lancelot is, without a doubt, the finest Knight you know, capable of turning aside blade after blade and assault after assault on his person, and being a peerless strategist as well. He is perfectly suited to advise you in matters of war. His strategies are bold, precise, experimental— perfect for facing these resurgent greenskin filth. You clasped him in arms the day you met him, and you clasp him again now, as your brother and friend. He has, through tireless, sleepless, nights, managed to grind out time to do one last thing in preparation for the Orcs, who no doubt are coming. (+1 Martial Option Temporarily)
(Pick 1)
"Cold" Steel: You can now build weaponry bearing the heraldry of the Shattered Court— and thus imbued with its power. But before you can do anything so base as sell it, you must test it— prove it. And the best way to do that is to distribute the marked weapons to the Household Knights and the Knights Unbound, and let them show their power— the power of long winter.
-Locked for 1 more year-
Wyvern Wear: There were too many men purchasing armor for themselves for you to put in any orders to the Wyvern Workers last year— you're a fool, but not such a damn-fool that you don't know exactly what kind of shitstorm there would have been if you'd pushed knights out of que in favor of peasants.
Still, now that they are gone, and have their gear, you can begin arming your men in the wyvern armor— replacing tabbards of cloth, scales of steel, and leather of cattle with the thick flesh, bones, and scales of the Wyverns.
-Locked for 1 more year-
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
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
Expand the Ranks: A new generation of peasants and nobles alike have come of age— enriched by an enhanced diet compared to their ancestors, they should make wholesome soldiers indeed. You do not just want to refill the ranks— you want them to be fuller than they were when the soldiers left for the crusade.
Cost: 3,000 Gold
Chance Of Success: 60% (For not angering your vassals, Army Expands Either Way)
Reward: 20,000 Men at Arms, 20,000 Bowmen, 6,000 Yeomen, 750 Yeomen wardens, 750 Villein
Shamans To The Sword: Never have the orcs been so vulnerable in Montfort— lacking wyverns, lacking reinforcement from the Massif, and utterly ravaged by the Wild Hunt. You will not let this go to waste. You will break them, you will remove them of your lands, and you will start by putting their shamans to the sword, breaking their foul magics utterly and entirely. Your men, and you, will hunt them as relentlessly as you can.
Cost: 5,000 Gold, 3 Years
Chance Of Success: 50%
Reward: Kill most— though not all— of the Greenskin shamans in Montfort
Diplomacy: Sir Uter The Unyeilding. He has had his ideas since he first moved to Montfort with you, but it is only now that he begins to have the power to see them done. Your Emissary and voice to the world, he would see his adopted home flourish as a bastion of Chivalry.
(Pick 2)
We Are Experts: The Orcs have risen up in bloody numbers in the kingdom, but for one place— your lands. Unlike you, however, those lands do not know how to put down the the greenskins quite so efficaciously— how to shatter them, break them, burn them. Send your Household Knights— they will learn, then.
Cost: 300 Gold
Chance Of Success: 40%
Reward: Spread Montfortian techniques for fighting Greenskins
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
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— Tilea: They are your neighbor, trading partner, and source of much of your immigrants. Your tongues, cultures, and ways of life have many similarities, if not quite as many as there between you and Estalia.
It can only be a good thing for Bretonnia if Knights should end up in command, there.
Cost: 500 Gold
Chance Of Success:80%
Reward: Knights Errant deployed to Tilea en masse, helping shift the war in the Chivalric Alliance's favor
Wyvern-Scale Diplomacy— Bastonne: The kin of the Uniter and one of your neighbors, Bastonne never did fall into the habit of undermining its men at arms and other soldiers, as should, perhaps, be expected of the descendants of Giles. It is likely that at least a few will want to buy, if not the pre-worked stuff, the raw materials to craft their own wyvern armor.
Cost: 500 Gold
Chance Of Success: 65%
Reward: Begin selling Wyvern armor or material to Bastonne
Wyvern-Scale Diplomacy— Parravon: Yeah, they're not exactly the nicest bunch around. But you know what? They are still Knights, with all the honor, and the duties, that entails. That includes the duty to arm, armor, and train their soldiers to defend their homes, all stupid jokes aside. There are, almost certainly, Barons who will want to arm their soldiers in goodly armor— the real problem lies in convincing them to buy from Montfort.
Cost: 550
Chance Of Success: 40%
Reward: Begin Selling Wyvern gear to Parravon
Wyvern-Scale Diplomacy— Athel Loren: The elves of Athel Loren, cold and alien as they are, strange and aloof as they might act, do still… probably...need armor. And what could be better for those who cannot wield cold steel than the strong, sinuous leather and tough scales of a wyvern? Of course, there is the slight problem of all of Sir Uter's pride and whether or not it can fit in the same forest as all those elves, but you're pretty sure that it won't end disastrously, at least.
Cost: 300 Gold
Chance of Success: 30%
Reward: Begin selling Wyvern leather to the Wood Elves, establish contact
The Grail's Fury- Tilea: 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.
Tilea is emptied of defenders right now, as most of their mercenaries and standing armies have headed off for Estalia, to depose the Mad King Alejandro. After their departure, bandits, monsters, and murderers have scurried out from the shadows to take their pound of flesh. Your brethren of the Grail do not like that.
Cost: 100 Gold
Chance Of Success:60%
Reward: Grail Knights travel to Tilea to aid the Alliance
Stewardship: You have righted a wrong you have let fester too long. In a small, but important, ceremony, you have granted Sir Yvain the title of Seneschal of Montfort; his wisdom will guide your hands in developing the lands.
(Pick 1)
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.
-Locked for 1 More Years-
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
Nouvelle Vie- Trading Quarters: Sir Yvain has scouted out the city for several options. He sees much potential for coinage in your port, even if it is river bound.
The most basic problem right now facing the city is that there is no trading area— oh, sure, there are a few stalls near the simple docks, set up to hawk the goods of a few freemen; but by and large, there is no single area where someone can find goods. Just designating an area for that purpose alone ought be enough; but it would be even better and more worth it, in Yvain's estimation, to build an entire new area for the purpose.
Cost: 500 Gold, 2 Years
Reward: New Merchants Quarters
Nouvelle Vie- Transit: Sir Yvain has scouted out the city for several options. He sees much potential for coinage in your port, even if it is river bound.
The Strygany travel throughout the whole of your land; their caravans reach areas as notable as Métropole and its forty-thousand souls to the hamlet of Snow's Fall, population one-hundred. Yvain would like to offer payment to the Strygany in return for, essentially, ferrying merchants and their goods between your lands. Everyone would win— nobles would get access to rarer materials, and could establish trading connections; Strygany make money just for doing what they do; and the merchants would get money from your more...ah,
isolated vassals, who would either from desperation or ignorance pay top dollar for certain amenities.
And, of course, you'd get to skim from the top in the form of taxes.
Cost: 800 Gold, 3 Years
Reward: New transit system for mercantile endeavors, gold
Nouvelle Vie— The Expeditionary Quarters: Sir Yvain has scouted out the city for several options. He sees much potential for coinage in your port, even if it is river bound.
It is a feature in many Old World Cities— Courrone, Parravon, Marienburg, Altdorf and more alike have it. Its names range from "the Adventurer's Parts" to the "Home of Heroes"; but whatever it is called unofficially, the official name is The Expeditionary Quarters: where those planning on charging out into the great unknown can buy good, solid steel, find men, and anything else an adventurer might need.
Of course, the Nouvelle Vie is not nearly large as any of those cities; but it does have access to the Grismerie, and several blacksmiths work there; if nothing else, it is likely to be where foreign dignitaries arrive in Montfort.
Cost: 1,500 Gold, 5 Years
Reward: Money, Small chance each year of foreign trading expedition from unexplored areas coming to trade with you
Enlarge the Mine: The new iron-mine is a relatively small affair, employing less than a hundred hands to rip the iron from the stone. You can definitely make it bigger, and thus reap more of a profit.
Cost: 100 Gold
Reward: More gold
Valuable Metals: You already have a gold mine, yes, but that's a single vein pounding out raw coinage. You'd expect there to be, somewhere in the duchy, there to be some other veins of other valuable metals. Set some prospectors out to find it.
Cost: 200 Gold
Chance Of Success: 90%
Reward: Valuable metal of some sort discovered.
Strengthen The Walls: The Walls of Montfort are already thick, mighty things, crafted of the mountainside, built by ancient, ancient hands, before even the reign of Giles and the Unification. Mighty things, it was from there that the forces of Montfort retook the Dukedom from Sigismund the Bastard, and reclaimed Bretonni land for Bretonni men.There is, however, one thing the original builders did not have that you do: the Heraldry. It will be time-consuming, tedious work; but Rose feels that, with class and their practice, they can mark the walls with the magic of the Court Invulnerable, making them stronger than the mountain stone.
Cost: 1,000 Gold, 3 Years
Reward: Enchant the walls of Montfort
Herd— The Most 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. After this point, the amount of goats you'll be capable of sustaining very-long-term (aka for cheese production) will hit its max; if you want to expand the herds more, it would have to be for meat or wool.
Cost: 100 Gold
Reward: Utilize third herd of goats as extra cheese maker
Herd— More wool: The herd of goats 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 to make a third 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 goats 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 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
Piety: You stand the grave of Sir Aldric for hours on end. It was he who took you in when you so dishonored yourself at Orleans; he who took your recklessness birthed of grief ungodly and made it purposeful bravery; he who gave you your faith in the Lady. He deserved better than this...ungoodly end.
You will see the Court of Shadows broken for this, on your honor.
(Pick 1)
She Can Teach You: Rose is, as of right now, the only person in Bretonnia who knows how to use Heraldry— how to beseech the ancient spirits of the land to bequeath unto men some fraction of their power. This is very risky, and you'd rather that it were not the case over long, and Rose agrees— indeed, she has asked your help in hosting and protecting damsels as she attempts to teach them her new found knowledge. Fortunately, you already have a training area prepared— the Chapel of Waters Rejuvenating— which should help cut down time.
-Locked for 3 More Years-
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
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
Lady's Support: Now that there are so many Damsels in Montfort, Rose would like to see if, perhaps, a few want to stick around. Surely, there are at least a few whose wisdom is needed by some young Knight of the Realm?
Cost: 300 Gold
Chance Of Success:80%
Reward: 1d4 Damsels
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
Shrine Of Saint René: The first man to ever map all of the parts of the Grismerie as a continuous whole— its tributaries, streams, and deltas alike, as well as the main body— Saint René is not particularly popular among your mostly land-bound Dukedom. However, now that you have a port, it seems only prudent to have someone watching your sailors.
Cost: 300 Gold, 2 Years
Reward: Shrine of Saint Rene
A Prophetess Would be Lovely: An army of Orcs marches through Bretonnia, growing stronger every day; and in their teeming number, they will no doubt have many shamans, both goblin and orcish. It would be wise, very wise, to see whether or not one of the Prophetesses of the Lady, her most potent agents, might desire to live within Castle Montfort.
Cost: 500 Gold
Chance Of Success: 30%
Reward: Prophetess of the Lady moves to Castle Montfort
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)
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.
-Locked for 1 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
Bath Houses: In the time of Giles, when Knights were Knights, Damsels were Damsels, and Peasants were peasants, hygiene was maintained not by using rivers, or simply not caring, but by bath-houses: stone buildings, squat and low to the ground, where waters are heated using a complex array of of mirrors channeling the sun into a central holding area, where water is heated to relax and cleanse.
After her visit to the Grand Library, and no longer plagued by wolf-howls in the night, Nimue would like to build one of these bath houses within Montfort, to help fight off some of the terrible stench that (apparently) permeates.
Cost: 4,000 Gold, 4 Years
Reward: Grand Bath-House, much improved hygiene
That's Some Bull: Within the Massif Orcal, massive bulls, easily larger than your warhorses, reside. Foul tempered, stubborn, and vicious if startled— but they do not tolerate the fell monsters that blanket the mountain, either. It is, perhaps, for this reason that one of your knights, Sir Gabriel, has asked your permission and support in rounding up a few Knights Errant, and trying to capture, then tame, a few of the beasts to act as noble mounts.
Cost: 800 Gold, 4 Years
Chance of Success:50%
Reward: Access to Dire Bulls as Steed Option
Intrigue: It is in the brewing shadows that the fell things will gather. The foul things, birthed of darkness, they will not slow, nor yield, nor rest until your family lies broken. Fortunately, Morgyan seems to have taken that as a Challenge.
(Pick 1)
How Much Corruption Have You Wrought: The Dark Elves have been forced from the day, but they will still have the shadows to hide in. There is no doubt, in your estimation, that some, at least a few deserters from before the Great Battle, have made their way to your lands; indeed, even before you returned Geoffroi had to put down one of their cults. Let him go wild, and end this charade.
-Locked for 1 more year-
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
Devampification: There is little— if any— doubt in your mind that there are Vampires, at least a few, within Montfort; the Lady has shown you so, and she does not lie. Send your huntsmen, your soldiers, your watchmen, to drive them out; to put them to the Sword; to break them from your lands, as one bursts a tick.
Cost: 2000 Gold, 3 Years
Chance Of Success: 45%
Reward: Drive out the Vampire from Montfort
Sabotage The Orcs: Morgyan has done some preliminary scouting out of the Orcish positions within Montfort— not all, but enough that she could make their day horrible, with just a bit of luck and some men. Attacks on weak convoys, burning their camps, destroying the boar pens they keep their foul mounts in— it would be an apocalypse of steel.
It would also be both more effective and easier with more men.
Cost: 500 Gold, 3 Years
Chance Of Success: 40%, 60% if Expand the Ranks is taken
Reward: Ruin some Greenskin days
Personal: You've been gone, for too long. Five years may not seem much, to those looking in; but it is an eternity, when you are the one cutting your way through the hellish greenskin, vile vampires, or malignant servants of Chaos and have neither kin nor country to call upon, only duty.
(Pick 2)
Tutoring: Nimue's first duty is to teach you the history of your people outside of that written in sermons and in the chants. You know— folk heroes, peasant knights, Brigands who stand for the commons. According to her, you are not the least capable student she has had to work with— and now that you read with some proficiency, she has suggested that improving your writing would be a wise thing; while you have proficiency in both, your writing is only acceptable.
Cost: 20 Gold
Chance Of Success:60%
Reward: Improvement in learning
Skulking In The Shadows: Your wife, Morgyan, has not offered to teach you the skills of a spy or of her ways— "It's more fun if you don't know I'm there" — but might be convinced to teach you a few things, particularly if she thought you were in danger.
Cost: 30 Gold (You have any idea how hard it is too find black gems?)
Chance Of Success: 75%
Reward: Improvement to Intrigue
Out Among The People: Go out to country and the fields and the villages, and right wrongs. Battle injustices. Bring unjust lords to heel, aid just lords, and slay terrible beasts that threaten your people.
Cost: Free
Reward: 1d125 Gold
Some Personal Slaying: Go out, find some monsters or orcs, and kill them. It's not particularly difficult.
Cost: 50 Gold
Chance Of Success: 100%
Reward: Dead Monsters/Orcs/Whatever, Piety, potentially loot
Prestige Actions: Slayer of Orcs, bane of Dark Elves, ruiner of Vampires. The foes that have fallen to your fists, and your wrath, and your sword are many; your deeds, valorous. It seems that enough has come that you might truly attempt some change.
-LOCKED-
Summon Squires: "And 'lo, at the village of Careny did the Great Uniter holler a call to all who take arms, who would dare hold the line, who would stand against the vile greenskin."
- The Canticle of Giles' Wars, Verse 17
Once upon a time, you both armed and armored those soldiers of Bretonnia who stood strong as warriors as you might arm a squire— blade and shield, and thick chainmail proper, and those whose virtue was that of battle were chosen to ascend to the rank of Knight, earning in war the education a noble earns over years.. But then the fall of Mousillon came, and ruined it all.
Well no longer. Let the hunting horn cry, and let those fit men rise up, and stand against the dark.
-Locked for 1 more year-
The Great Monument: Let the names of all those lost fighting the Druchii— every knight, every peasant, every lord and lady, every damsel— be remembered, eternally. Let it be carved into the mountains, beneath the gaze of your Lady, ever marked: "These men died, that we might live."
-Locked for 5 More Years-