Bretonnia cleansed of (blatant) vampires.
The Dark Elves kicked in the teeth by a grand alliance of Elves, Dwarves and Men.
And now a long lost Karak with intact Runelore resurfaces.

Things are very much looking up.
…something is about to go horribly wrong.
Well, your son has been spending the past year basically sending terrified Goblin messengers to tell Waaaagh! Morglum to Come At Him, Bro.

So that's peaking over the horizon, at least.
 
Well, your son has been spending the past year basically sending terrified Goblin messengers to tell Waaaagh! Morglum to Come At Him, Bro.

So that's peaking over the horizon, at least.
On the one hand: God Dammit Godfrey what did we tell you about provoking the large horde of murderbrutes.

On the other: Time to get our Chivalry on! We've spent a year at home, time to go back to being the deadbeat fight junky military campaigning dad of the year!
 
Huh, well that was interesting.

Well, your son has been spending the past year basically sending terrified Goblin messengers to tell Waaaagh! Morglum to Come At Him, Bro.

So that's peaking over the horizon, at least.
That's not a bad thing though?

On the one hand: God Dammit Godfrey what did we tell you about provoking the large horde of murderbrutes.
To do it as much as possible?

"Do it as often as you can, because fuck those guys."
Exactly.
 
It's not an alliance, the Southlands Lizardmen are too primitive and fractured for that. It's just that, primitive or not, they really fucking hate Greenskin, and thus killed with a murderous rage every Greenskin that entered their turf, both weakening and slowing the Waaaagh! until the Runepriests could do their thing.
How are they primitive and fractured? Last I checked they still have Slann down there, sure it's only fourth and fifth generation Slann, but that's more then enough to keep the lizardmen all working together for The Plan, and keep their techbase, such as it is, even with the average of Lustria. Plus at least one temple city down there still has all their Old One planks.
 
How are they primitive and fractured? Last I checked they still have Slann down there, sure it's only fourth and fifth generation Slann, but that's more then enough to keep the lizardmen all working together for The Plan, and keep their techbase, such as it is, even with the average of Lustria. Plus at least one temple city down there still has all their Old One planks.
Oh, guess I was working off wrong information.

Still, point remains-- there was, and is, no Dwarf/Lizardman alliance.
 
Oh, guess I was working off wrong information.

Still, point remains-- there was, and is, no Dwarf/Lizardman alliance.
Well yeah, the lizardmen never ally with anyone, that's not part of The Plan.

P.S. it's only in the Dragon Isles which lack any Slann at all that the native lizardmen have gone "feral".
 
Turn 21
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-
 
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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)




Shamans To The Sword:

We need these damn Shamen dead. Period. Standards can wait one turn.

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)


Mingling Blood- The Empire:


Wyvern-Scale Diplomacy— Bastonne:


More diplomatic ties, so win-win.


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)

Strengthen The Walls:

Stronger walls, why not?

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)



Lady's Support:

More Damsels.

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)



Bath Houses:


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)


Day of Broken Fang:

Time to go a vampire slaying.


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:

Some Personal Slaying:
 
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?"

Reminscent of when we met, I like it.

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

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
So, yeah, thinking we take these two.
 
That extra Martial action is pretty useful, even if it's only temporary. Otherwise we wouldn't be able to do anything with the new actions.

On another note, it looks like the reward for We Are Experts got mixed with another option's reward.
 
@Voikirium corrections/issues:
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 waist. 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.
waste

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.
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.
should be goats?
and third herd?

---

Martial:
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
Oh hey, pity option granted. Probably DD this to not piss off the vassals.

Diplomacy:
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
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
There's been issues over in Estalia and strengthening Tilea now that they're in peace and doing something about it works out.

Killing Beastmen and Orcs is worth rolling the dice on, don't bother DDing it.

Stewardship:
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
Always pick food options (also bait for hunting orcs lol)

Piety:
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
More Damsels to take the load off would be grand. Churches and Chapels is too long right now to lock us in to something else anyway. The other short options are probably fine if they get picked.

Learning:
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
Roll the dice because I'm unwilling to pay the 4k for Bath Houses right now. And, sure, what the heck, some other form of army improvement.

Intrigue:
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
Natural pair. This is acceptable to DD if we're willing to just eat a higher risk of pissing off vassals.

Personal:
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
Seriously, Philip needs to be out there stabbing things.
 
Grandchildren
Grandchildren:

Your grandchildren have reached the age of one, and as such you know a bit of their personality and interests, especially with the aid of the Daughters of Rhya.

Merovée:
Your eldest grandson. A calm toddler, who freely shares his building blocks and plush toys with his brother.

Traits:
Strong: The full blooded child of Bretonnians, he is, as should be expected, a large boy. (+3 Martial, +1 Diplomacy)
Affectionate: A friendly, giggling toddler. (+1 Diplomacy)
Playful: His favorite past-time is playing peekaboo with his grandfather. (+1 Diplomacy)
Infant: He is literally a baby. (All Stats stuck at 0 until he reaches the age of eight)

Martial: 19+3-22=0- The blood of heroes flows through his veins.
Piety: 15-15=0- He's a baby.
Diplomacy: 11+1+1-13=0- Once again, he's a baby.
Intrigue: 17-17=0- He's got a bit of his grandma in him.
Learning: 13-13=0- His crib is decorated with the images of goodly heroes.
Stewardship: 14-14=0- It is also surrounded by mathbooks.
--
Abraham Folcard II
Named after your father, he is a bit of a handful. By which you mean he has *already* taken his first steps.

He seems well poised to follow after his Grandfather's footsteps.

Traits:
Strong:
He's a fast growing kid; he already needs clothes fit for a toddler thrice his age, though the Daughters of Rhya expect that will slow eventually. (+3 Martial, +1 Diplomacy)
Haughty:
He's a proud little anklebiter. (+1 Martial)
Rowdy: The first time your son picked him up, the boy punched him square in the nose. (+1 Martial)
Infant: Literally a Baby. (All Stats set to zero until he reaches the age of eight.)

Martial: 21+3+1+1-26=0- The blood of Companions flows through his veins.
Piety: 15-15=0- Once again, he is a baby.
Diplomacy: 10-10=0- He's a baby, they don't exactly talk much.
Intrigue: 12-12=0- Cheeky little git he was, no-one realized he took his steps until they found some suspicious scribbles on the tapestry of lords.
Learning: 10-10=0- I mean, he's a perfectly normal baby.
Stewardship: 10-10=0- Once again, a completely, normal, baby.

Robert Univers
The son of Leliana, and your grandson. Though you do not have as much direct involvement in his life, owing to the distance between Carhaix and Montfort, but you have made sure to receive direct reports from Leliana. By all her accounts, a quiet toddler.

Traits:
Strong:
The blood is true in him. (+3 Martial, +1 Diplomacy)
Adorable: Buttons wish they could meet the standards of your Grandson. (+1 Diplomacy)
Fussy: Something of a loud infant, who will not accept things that do not meet his exacting standards. (+1 Stewardship)

Stats:
--HIDDEN--
--
@Voikirium corrections/issues:

waste


should be goats?
and third herd?
I've fixed it.
 
The learning options fluff is still talking about Nimue as if we're still playing Norgyan from the regency period, might want to change that
 
Founding the Fraternity (Part 3)
Founding the Fraternity (Part 3)
1410


Aldric rode slowly, his horse's hooves clopping on the stone. Around him, ashes and smoke filled the air; dark and thick, black and gray. Around him, Norscan bodies littered the ground-- shattered in battle with the knightly defenders of this place.

This hell...

The Grail Knight's head shot up as he heard a boy crying, and the sound of battle. Norscans, still alive.

Drawing his flail and kicking his spurs into his steed's side, the Knight drove himself onward to the main hall. A knight, the once-lord of these lands, lay dead on the ground; and a damsel, wielding mighty powers, stood before the Norscans, one hand gone-- yet still fighting.

One, the warrior of the False Gods of the North, raised his arrow, kissed the pink tip, then nocked and loosed. It punched through the Damsel's flesh, sending her to the ground.

Before the followers of Slaanesh could take pride in this victory, they were beset by the flail swinging form of Aldric. His moves were precise, cold, efficient-- all the glory seeking of his earlier days beaten out by the long, purifying quest for the Grail.

Within moments, the band was slain, broken on the ice. Fearfully pushing in the door, the Grail Knight looked in to the shattered hall-- then felt his stomach drop as he saw a boy holding the form of a man, dressed in reds and golds, hands clenched around the form of a mighty champion, but blade punched into his breastplate.

The boy sobbed, and sobbed, and sobbed. The tears ran down his face like the rain, and his wordless cries echoed throughout the dismal, gray day. Aldric instantly rushed to the boy, taking off his cloak and laying it over the child's shoulders.

Instantly the boy latched onto Aldric's knees, cries intensifying. "Why? Why? Why?"

The knight knelt to one knee, looking the boy in the idea. "These Norscans, they are weak. Not of arm, but of soul-- they have surrendered, and in their capitulation they will drag the rest of everyone down with them."

"I hate them!" The boy wiped his tears on his sleeve, leaving a trail of snot and tears on the once red tunic. "I hate them."

"Leave the imagining of grudges to the Dwarfs and the Empire, lad." The knight wiped away the boy's tears with a glove. "You're a Bretonnian- action, doing, is your birthright. It will come with time-- I will teach you, how to reap a bloody vengeance upon them. I will teach you the path of honor, and glory-- and one day, vengeance."

"You," the boy hiccuped, "You promise?"

"It will be long, and terrible. It might be years of gnawing at your soul-- but one day, you will call those who fled to account. One Day..."
---
Medrawt the Black of Lyonesse

Traits:
Virtue of Penitent Temper:
Mother...Father... I will see you avenged...
And I will kill ten-thousand NORSEMEN TO MAKE IT SO. (+3 Martial, +3 Piety, Cannot use Magical items, 1 Reroll with bonus against all forces of or aligned with Norscans, cannot lead armies, nullifies one critical hit from all Norscans)
Strong: The blood be true in him. (+3 Martial, +1 Diplomacy)
Adventurer: He earned his living by taking missions and slaying monsters before he joined the Knights Unbound. (+1 Martial, -1 Diplomacy)
Wanderer: Stories are still told in Nordland of "Medrawt the Shade", who dabbed his cheeks in the blood of raiders. (+2 Diplomacy)
Devout: "Lady, give me Vengeance!" (+3 Piety)
Zealous: He detests, with a fiery vengeance, the Dark Gods. (+2 Martial, +2 Piety, -5 Diplomacy with Norscans, Hung, and Kurgan, as well as all other suspected followers of Chaos)
Poet: "The light is gone of my eye; the life is gone of my heart. All there is now is Lady and Honor." (+1 Diplomacy)
Duelist: He thirsts to spill the blood of the Norsemen. (+3 Martial, -1 Diplomacy)
Knight Of The Realm: He has earned his spurs in honorable combat. (1 in 6 chance of reflecting attacks so long as Piety stays at or above 10)

Stats:
Martial: 14+3+3+1+2+3=26- A terrifying foe to face on the field of battle. Arrows have struck him, blades have split him, guns have smote him-- but always, always, he rises up once more.
Piety: 12+3+3+2=20- His faith be strong, and cloaked in blackness.
Diplomacy: 10+1+1+2-1-1=12- He has long wandered the Old World, and learned of its people.
Intrigue: 12= He is clever indeed.
Learning: 12- He has walked the earth.
Steward: 2- What were Arthur's Justice, his Nobility, his Wisdom, when faced with the Norscans?
 
Haven't seen one of these Forging the Fraternity updates in quite awhile.

Glad to see another one, it's an enjoyable series.
 
Shamans To The Sword
Need to get this done while we have the chance.

We Are Experts
Wyvern-Scale Diplomacy— Bastonne


Nouvelle Vie- Trading Quarters
Time to start getting the port options and we may as well get them in order.

So What Do You Believe?
Sooner or later this will bite us if we don't get it out of the way.

Bath Houses
If nothing else it should please the wife.

Sabotage The Orcs
One enemy at a time.

Some Personal Slaying
Skulking In The Shadows

Playing to our strength and learning to avoid assassination.

Roll the dice because I'm unwilling to pay the 4k for Bath Houses right now.
According to the state of the realm page:
Treasury: 32,506 Gold

Merovée
Good martial, good intrigue, decent at everything. Score one for selective breeding.

Abraham Folcard II
Great martial, decent piety, no glaring weaknesses. Score two for selective breeding.
 
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