Turn 22
1445
Survey
You sit upon your throne, comfortable and in control. Great banners of golden thread bearing your heraldry hang on chains of silver, and soft braziers cast light to the dark places. Before you, a carpet crafted of the pelts of the hobgoblin wolves unfurls from before your seat to the great doors of Castle Montfort, where even now noble knights and ladies celebrate as news pours in from further and further afield that the Orcs are being put to the blade.
Beside you Morgyan rests, white bandages around her shoulder and a dress of black silk borne on her frame. Clasped around her neck neck is the emerald necklace you got her so long ago— but now on her arms are clasped bands of are scrimshawed wolf-bone, bearing images of her flight from the Hobgoblins. You bear a similar thing— a belt, though, with a buckle and many minor fangs and claws binding together the fur to form a continuous loop; and a ring, carved of the fangs of Gtilla's own wolf. You are sure you two make a hell of a pair— You must seem a frightful, barbarous pair to the Marienburg merchants who even now have begun swarming into your lands, seeking, no doubt, to extort your people by selling them raw goods at criminal prices.
You are also sure you don't care.
Outside, there is mourning and celebration in equal amount, as the many isolated communities of Montfort hear the news and from family far away; but in equal turn, many celebrate that the Orcs have been forced back, that the Hobgoblins are dead, that the men of Montfort yet hold the land.
The guards part before a party of one. A spirit of the stone and of the Earth, she moves with graceless but effective economy of movement.
Her robes are red and gold, and upon her fingers are ten rings of many jewels and many hues, and a necklace of pearls is wrapped around his thin neck. Her flesh is literally shining gold, and many knights grip sword and look wearily upon her— while your travels with the Knights Unbound broke of the habits, many Montfortians disdain non-humans.
Walking to you, she drops to one knee.
"Greetings, Man-Lord. Mab has heard of the death of the bane who has long plagued her side as a thorn plagues a man, and has bid that I be her mouth to offer her firmest congratulations to you, and bear gifts as a mark of her friendship both to you, bane of Greenskin, and to the Silverspire." She opens her robe and pulls out a thigh-length jacket, all black but for your heraldry, weaved into the silk with white gold; and reaching into a second pocket she grabs a tiara of green jade, with a black diamond rested in the center.
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 2)
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
It's Raining Men: Your forces took hideous casualties destroying the hobgoblin menace— they died by the thousands to buy you time, time to break the horde and keep it from slaying everyone. Now, of course, there is a very slight problem— your army is small, and weakened gravely by this catastrophe. But, there are yet young men who saw the heroism of the Men-at-arms, and all of your soldiers, who wish to take up the oaths of your army.
Cost: 1,500 Gold
Reward: 30,000 Men at Arms and Bowmen, 7,500 Yeomen, 1,000 Villein and Yeomen Wardens, 250 Coureur de Bois, 750 Gold of Economic Damage healed as craftsmen get paid oodles of gold
We Have A Chance (Pt 1): The Greenskins of Montfort are weaker than they have been in generations. Their numbers are shattered, at near parity to your own for the first time in living memory; their places of power have been ransacked by the Clerics, put to the Sword; and they have no wyverns with which to strike at you in ambush. If you do it right, you can shatter the Greenskins permanently; keep them from destroying everything every time they rise up.
First thing's first, you're going to be busy riding them down. Fortunately, there are plenty of people you don't have to pay who'd like nothing more than to take a shot at the filthy things and break them on the mountains.
Cost: 750 Gold, 3 Years
Chance Of Success: 50%
Reward: First step to removing Greenskin completed
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: The damage the Orcs have done to your people is… astounding. It will take years to fully recover, in terms of gold alone. But, and this is fortunate, you don't have to do it alone; you have help— help Sir Uter will see delivered.
(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
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
Remember How We Saved Your Lives: No knight would ever hold good deeds above another's head as blackmail— such would be the epitome of mercenary, the foulest form of thuggery. However, your son did save every inhabitant of the Borderlands from being a Druchii or foulest death. You will not demand hand-outs— but your are not above sending Godfrey there to see what sort of, say, trade agreements he can get with them.
Cost: 600 Gold (Major trade Summits are Expensive)
Chance Of Success: 100%
Reward: Intensified Trade with Borderlands, +500 Gold in Economic Recovery
Hey, Remember How I Gave You Weapons?: So Albion, and Ecosse, did not just have a bunch of Greenskins try and kill them all. They thus, probably, have money; money you are certain they would like to spend on
something; say, wolf pelt and ivory? In any case, Uter believes the effort would be rewarded nicely?
Cost: 350 Gold
Chance Of Success: 75%
Reward: +400 Gold in Economic Recovery
You Suppose They've Got Vampire Gold?: Mousillon is one of Bretonnia's mouths to the world, a great port; ships from every part of the world, from Marienburg, to Cathay, to Ind come here, landing and disembarking with great cargoes; as such, it is rather wealthy in certain places, though certainly the Duke has begun attempting to capture more of that gold to leverage it; still, there are things he has to but; things that could be carried on your boats.
Cost:300 Gold
Chance Of Success: 65%
Reward: +1,000 Gold In Economic Recovery
Need For Need: You have raw building materials, stone and steel and lumber, that can do nothing for anyone unless it is used. Bastonne has gold, stored in great vaults of now dead families, that has passed to the Regent and can not feed their people, nor put house over head or warm them in the nights.
The only problem is that Marienburg is courting them quite steadily— and the only advantage you've got over them is the entirely sentimental— but not insurmountable— is that you are a right proper knight of Bretonnia, as opposed to a… how did Bohemond put it?
Ah yes, "Filthy shuckster Marienburg Merchant looking to rip gold from the hands of dead men." There are times you are glad that not all of Bretonnia is quite so tolerant as Montfort.
Cost: 300 Gold
Chance Of Success: 50%
Reward: +750 Gold to Economic Recovery
We're Trading Partners: Hey Estalia, Tilea, remember how we're trading partners, and I am a major source of weapons for both you? Cause uh, that gravy train probably can't last unless some shit gets done, and gets done right
Cost: 800 Gold
Chance Of Success: 40%
Reward: +1,500 Gold in Economic Recovery
Stewardship: Yvain's office is a whirlwind of activity, a flurry of parchment and paper and meetings and a thousand other things. Two barons dead, 20,000+ men slain on the field of battle, farmland destroyed… the Goblins have earned his bureaucratic ire.
(Pick 1, All options breed economic recovery)
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.
-Locked for 2 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 (Economic Recovery)
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. (Economic Recovery)
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
More Mines: You need your people working, producing, crafting and otherwise building. Find men to lead expeditions into the mountains, as far as they can according to your treaty with the Court Invulnerable, and start mining. Expansive mines, at that— tin and iron and potash and whatever can be found, for as long as you can.
Cost: 1,000 gold, Option lasts Indefinitely until Economy Recovered
Reward: New mine or mines opened every turn, +500 Gold in Economic Recovery
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 2 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
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
Wealth of Affairiche: The Lord of Good Trade and just dealings, the priests of Affairiche tend to be wealthy, as might be expected of the followers of the king of business. However, there are very few of them, again as might be expected of the Lord of Trade in Bretonnia.
The Priests of Affairiche have come to you with an offer— in return for noble backing on various minor projects, they will begin spreading their churches further afield. To make a very long story short, this will allow more of your people to begin working as experts in various professional fields, by loaning and interest and…
Well it all really rather went over your head, but Yvain agreed with their assessment, and he generally knows what he's talking about. Certainly he does so far as money goes.
Cost: 500 Gold, Indefinite until Economic Recovery
Reward: +300 Gold in Economic Recovery Per Turn
Learning: Nimue has been busy while you were out with a variety projects; and now that there are no hobgoblins beating at your door, she'd like to begin even more projects; though first she must finish with the construction of the Bath-House.
-Locked-
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 Turn-
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.
-Locked for 3 more turns-
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)
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.
-Locked for 2 more years-
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 Vampires from Montfort
Balancing the Books: You are 100% sure there are people not paying the full portion of their taxes to you; merchants, certainly, at the least. You don't care that much, usually— but now is not a usual time. Now is a time that your people needs funds to get back to work, and living life, instead of suffering.
Send Morgyan to investigate. Compared to her usual missions, it should be a breeze.
Cost: 750 Gold, Option Indefinite until Economic Recovery
Reward: Varying amount of gold in economic recovery
You're All Dead, Right?: Man, it would be horrible if the Hobgoblins had left, I don't know, some random groups of their foul wolf-riders around to ruin everything. You should probably send some people to check and make sure. And hell, might as well scan for other threats while you're at it.
Cost:400 Gold
Chance Of Success: 50%
Reward: Reconnaissance
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, prestige, potentially loot
A Great Tourney: Gtilla is dead! The Hobgoblins are broken! The Clerics are returned! If ever there were a time for celebration, it is now! Let men of all corners of the Kingdom come and celebrate with you that this darkness has been forced back! Let them eat, and drink, and cross blades in merry harmony together, that the foe, long hated, is forced back and slain by sword, lance, and Lady's Love!
Cost: 1,000 Gold
Chance Of Success: 100%
Reward: Prestige, Potential to find Household Knights, Minor Economic Recovery, Subjects impressed, ???
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.
(Pick 1)
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 4 more turns-
The Would-Be Knight: Knights-Aspirant, the butt of every joke every lord of Parravon has ever made. Born of peasants, armored in chainmail, wielding spears and riding draft horses, they wander the lands seeking glory, and to finally ascend to the rank of Knighthood. It is an unspoken secret of Bretonnia that they will often fill the ranks of Knights Errant, when numbers are lacking.
Well, let it be spoken.
Cost: 1000 Prestige, 2 Years
Chance of Success: 50%
Reward: Knights Aspirant joined to army
Les Hommes D'Honor: Abuse is frequent, its marks hidden, its victims silenced by brute force. Well no longer. You will send emissaries, a rotating group of three men— a Knight, a Freeman, and a Peasant, to examine these lands— and if they be found wanting, their lords cruel, their wills vile— then these men will tell you, that you might bring them to task.
Cost: 1,000 Prestige, 5 Years
Chance Of Success: 75%
Reward: Les Hommes D'Honor will examine your lands for corruption
The Dragon, Alternivax: The beast that lies in the Massif, that which dares your people threaten. It slumbers a fitful sleep, one easily roused and then brought to rage: all it takes is one Skaven with nothing left to lose, or one greenskin with more brains than its peers, and everyone on— or near— that mountain is dead.
Well no longer. Let the beast see if it is so Dangerous to the Heir of Martrud.
Cost: Free
Chance Of Success: 60%
Reward: Kill the Dragon Alternivax, large burst of prestige, Gain title Dragonslayer
Dude, We Need Money: Funds. Funds, raw capital, are important right now. The Hobgoblins destroyed much in their reckless assaults, as did the other Greenskins; and to rebuild, you will need money. The most straightforward way to do that, for poorer knights, is marriage. The same is true on a ducal scale.
Unfortunately, the only people who at all fit the bill…
Are the Merchants of Marienburg, and the Westerlands.
To say that would not be popular with the Knights is an understatement, though of course there is an easy enough way to do it— Marienburg is afflicted by Chaos, though the Lord of the Westerlands has begun dislodging them, aided by the Emperor and the Imperial Foot; and your son has the might and the soldiers enough to cast yet more of the fell scions of Chaos down to the earth.
Cost: 2,500 Prestige
Chance Of Success: 60%
Reward: Large Burst of Economic Recovery