Turn 27
1450
Survey
Resting in court, you sit above everyone, only your wife equal to you in stature— and with her new blessings, taller, though you think you are at a least a bit more imposing.
You are, after all, the one with Gille's lance in hand. The one wielding the Broke-Sword Wreath, that gift given by the lord of Mannheim to all who stood in his realm against the Druchii, forged of their broken swords.
You are the very image of a dignified lord of Bretonnia, youth aside.
And then your son falls over the balcony, wailing on another child, and the effect is rather ruined as they slam into a man— fortunately, he has rather more give than the marble floors do. Abraham's nose is bleeding, his hair is ripped, and there are bruises up and down his face and knuckles. The other student— eleven, maybe twelve— has a cut above the eye and a bruised cheek.
They are also a girl.
It's not exactly a great look for your son, even if she does seem more like a witch than a noble. Dressed in black stripes and with her hair in pigtails that he pulls on, the two are screaming in each-other's faces. The girl with a thick accent of Mousillon, to the point, even with how long you spent there, of incomprehension.
You do understand your son, though:
"Don't you dare talk about my grand-father like that! It was hardly some innocent beast he slaughtered— those wyverns were slaughtering towns! If you call him a brute again, I swear, girl or not I'll—"
"ABRAHAM!" Your voice is the crack of thunder on the sunny day, the cannon shot in the night. All turn to you, the sun of the court, and he drops her even as her father, a merchant in blackest silks, with a pencil mustache, races to her.
The crowd parts like the sea before you as you go to him, grip him, and take him away while the damsels set to work healing the girl.
It is going to be… a long day.
Martial: The King is the King. His word is law, and it is your duty to follow it. But you started this, at least, and you will see it done.
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.
-Locked for 1 more year-
More Wolf-Riders: In the decades since you first captured and tamed the wolves of the goblins, their number have grown massively; eight great packs run through your lands, all led by the Lady-Blessed Grail Wolves. Feasting on monsters, devouring greenskins and their beasts, and helping make sure the Wyvern population stays suitably low, they have been a boon under-sung.
Now, in the most recent efforts against the Greenskin, the Wolves were bane to the diseased monsters, feasting on the hobgoblins with fiery fury and killing many khans outright. You would like more wolf-riders in your forces, and you will have them.
Cost: 100 Gold
Reward: Ten Units of Wolf-Riders in Army
Burn!: The fae-fyre is ready and can be mass produced. Capable of melting through solid steel and the key to Fae-Forging, it would be a potent weapon for your forces; particularly your Trebuchets, which can be loaded with glass globules filled with the stuff that will then rain fiery death down upon your foes.
Cost: 500 Gold, 2 Years
Reward: Fay-Fyre available
The Motherland: Your grandmother, Carole, was a member of the small family of Valmont of Bastonne. Your grand-uncles all died young and childless: one a tragic accident with a farm ho, one in battle with a dozen minotaurs, the last captured by the Druchii and almost surely dead in their cruel gladiatorial games. Your grandmother hoped one of her grandchildren would inherit the name and lands alike, all ten acres and manor.
However, a scattered band of Greenskin survivors infests the lands. Three-hundred goblins, maybe more. Hard.
Hard, but not impossible. The Knights-Unbound, and a few dozen Knights Errant, should be more than enough to cleanse the manor and the lands. Then you can give it to one of your kids. Maybe Abraham; it would be well and so for him to be near someone so alike in temperament.
Cost: 600 Gold
Chance of Success: 60%
Reward: Work off infamy, Gain Valmont Estate (Ten Acres of sunny paradise), relax by killing goblins, spend time with friends, don't have to think about how Morgyan violently violated your trust
Follow The Leader: Gntilla's horde were devastating; the damage still hasn't been fully repaired, years on, and it's likely not to be for some time still. A large part of that was simply that the Hobgoblins, vicious, cruel and stupid as they were, did have one advantage: mounted archers. They could harass your men, kill from afar, and slaughter unpunished.
You'd like to get in on that, and Lancelot agrees.
There are two ways you can go about this— either teaching Yeomen to shoot, or training Villeins to ride. In either case, it will likely be difficult but worth it.
Cost: 500 Gold, 5 Years
Chance Of Success: 35%
Reward: Mounted Archers
Fay-Steel Supplies- Nobles: Fay-Steel is
fantastic. Capable of punching through stone, weighing less than the normal metal, and easily-worked enough for fine details, it is a potent improvement upon any mundane materials, aside perhaps from Silverine. Certainly, as far as armor goes it cannot be questioned.
Unfortunately, you both new and untested, and politically tied, might have issues convincing the nobles to transition, for their pride is great and your name, not so grand as your father's.
Cost: 1,500 Gold, 3 Turns
Chance of Success: 40%
Fay-Steel- Peasants: Fay-Steel is
fantastic. Capable of punching through stone, weighing less than the normal metal, and easily-worked enough for fine details, it is a potent improvement upon any mundane materials, aside perhaps from Silverine. Certainly, as far as armor goes it cannot be questioned.
Fortunately, the peasants are won't complain. They probably, after all, like living. Unfortunately, It will be much more expensive— you would, after all, be outfitting 70,000 people in it, compared to the 5,000 knights who would need it. It will be a recurring cost for your soldiers, too.
Cost: 3,000, Cost of upkeep for Soldiers triples
Reward: Men-At-Arms, Yeomen, Villeins and Bowmen armored and armed with Fay-Steel where it is an improvement
Grey Mountain Watch: The Gris Musketeers have had it easy so far, simply trying to return to normalcy.
No longer.
You will set them to the task of protecting your mountain villages in the forts you established, and in training the militias in the basics of the sword-fighting techniques they know. It should make them even more useful against the greenskins, and keep your people more safe. It will also allow them to gain veterancy.
Cost: 500 Gold, 3 Years
Reward: Gris Guard begin protecting mountain villages
Sword-Fighting: The musketeers wield single handed small blades, much akin to those your militia and men-at-arms wield and will fight against often. While they will never be the equal of the musketeers, perhaps having them teach your soldiers the basics would be useful?
Cost: 500 Gold, 2 Years
Reward: Musketeers teach Men-At-Arms basics of Swordfighting
What Have You Been Doing?: Actually, now that you think about it, you are a bit suspicious of what, exactly, the Gris Guard have been doing lately, since their battle with Rose to take the scar. Perhaps a call to account is in order?
Cost: 100 Gold
Reward: Knowledge
Bandit Attacks: There are reports of bandit activities on the roads, attacking merchants and so on as they do. Someone, innocent someones at that, will end up hurt if nothing is done. Take up your lance and your sword and teach these cowards what it is to strike at Bretonnia.
Cost: 200 Gold
Chance Of Success: 50%
Reward: Bandits Driven Out, ???
More Knights: You are one of more powerful Dukes of Bretonnia, and yet your Household is...petite, perhaps, is the fairest way of putting it. There are reasons for this— your father was a solitary man, with few friends aside from family, and ever focused on individual heroism. For him, this made perfect sense. For you, though, this is not good, really so— after all, you might struggle to kill a dragon with your bare hands. While they are expensive, raising up more Household Knights would both increase your status and help you to fight the Greenskins. It should not be hard to find a few who would be willing to join.
And by a few you mean "enough to more than triple them."
Cost: 2500 Gold
Reward: Increase to Sixty Household Knights
Diplomacy: Your student and Squire, Bohemond, needs aid. His lands ravaged and his people slaughtered, you hope to give it to him.
(Pick 1)
Aiding Bastonne: Half of Bastonne is dead. Thousands of acres burned, half the whole host of honor was slaughtered in a day. Duke Bohemond I died to Morglum, as did most of his sons, and his wife followed of a heart-attack born of grief. Entire families were snuffed out. Villages need rebuilding, castles need repairs, man-labor is desperately required. Beggars line the streets, the hungry outweigh the full.
And yet the pride of Bastonne would not allow them to accept aid.
Uther has spent the past years only just trying to convince certain, noble individuals to accept it— and finally, it seems, it bears fruit. Your countrymen suffer, and you will bring them aid.
It will be expensive, but well worth the cost.
-Locked for 3 More Years-
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, Uter has picked up a few of his 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 father 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's cities will be exposed and vulnerable, to an extent. Mercenaries are likely to be employed to attack each-other instead of to deal with bandits, miscreants, and so on. They will attack the country-side, pillaging and robbing and taking. Grail Knights would not abide that, but convincing them to go could be...difficult.
Cost: 100 Gold
Chance Of Success:40% (Grail Knights are a stubborn people themselves)
Reward: Grail Knights travel to Tilea to aid the Alliance
We Honor You: The Grail Knights are already the greatest human warrior. In human steel. And often with plain weapons. You'd like to change that.
You're going to give the Grail Knights of Bretonnia Enheralded, fay steel weapons and armor. Any of them that ask for it will receive it, and you will actively search them out, too. Starting with yourself and your neighbors, then going outwards.
Cost: 3000 Gold, 5 Years
Reward: All Grail Knights Receive Magical Armor and Weapons
Fay Alliance: The Fay of the Court Invulnerable gave your father the gift of Enheralding. That suggests they may, perhaps, wish to ally with you. Certainly in some sense you already are, but having the aid of the mountains themselves against the Greenskins would be undeniable— fissures opening in the ground to consume them, armies teleporting to attack, golem warriors battling with you, all of those and more might come if you can but convince them to make oaths with you, and vice versa. First, though, you will need knowledge.
Cost: Free
Chance of Success: 100% (Note: Roll is somewhat for determining difficulty)
Reward: See what you would need to do make an Alliance with the Court of Fay Invulnerable
Bath-House- Quenelles: The Duke of Quenelles has heard tell of your fine bath-house and wishes to have one in his city, as well, for to help reduce the filth. You can send one of Nimue's students there and have them build it, and earn some good will in the process, as well as some gold.
Cost: 750, 3 Years
Reward: Improvement to Quenelles Opinion, One time payment of 1000 Gold upon completion
Bath-Houses, Bastonne: While the worst has passed, Bastonne still bears the scars of the Cataclysm. Filth chokes the land, and it must be fought. Bohemond's sister, Alix, has sent men to you asking, in the name of Bohemond. It can be done.
Cost: 750 Gold, 3 years
Reward: Improvement to Bastonne opinion, one-time payment of 1000 Gold upon completion
Funding the Crusades: The Warriors of Taal, Ulric, and Sigmar have set to war to purge evil— Taal, to cleanse his Forests; Ulric, to remove as many Skavenholds as can be done; and Sigmar, to conquer a part of Norsca, though already they stumble. While they are unlikely, any of them, to accept military aid, and even if they didn't you don't have the soldiers left for it, you can produce weapons and armor for them, and reach a deal in that manner.
Cost: 1,000 Gold
Reward: +500 Gold for each Crusade, per turn
Weeping And Sorrow: The Empire just lost fifty-thousand men. The Emperor has been maimed, his arm destroyed, and he returns to Reikland a bitter-sweet conqueror, even as his vassals maintain their assaults. There will be much suffering in the years to come.
No. You will not accept it. You have a wealthy dukedom and the full support of your people; aid them.
Cost: 6,000 Gold, 3 Years
Reward: Send giant aid package to Reikland and the Empire, massive bonus to opinion
Elven Treaties: The Duke of Parravon has spent an age attempting to make treaty, alliance, and common cause with the Elves of Athel Loren. His work has been functional, but slow, so very slow; and so he has, begrudgingly, asked for aid in coded messages to the rest of the Dukes.
No doubt many will send knights, and no doubt many of those knights will fail. Instead of simple sending them off to the slaughter, it might, perhaps, make sense to study first. But then, the rewards of an alliance with the Wood Elves might well be...incalculable.
Cost: 500 Gold, 5 Years
Chance Of Success: 40%
Reward: Alliance Options with Asrai
Edict Of Bel-Hathor: The Asur have banned all non-elves from Ulthuan but for the single port of Lothern. You know, though, that there are treasures untold there, monsters to be fought and beasts to be faced. Further, it might help the elves, to, to see others besides Elves.
Petition the Phoenix King, and see if it might not be undone.
Cost: 100 Gold, 3 Years
Chance Of Success: 80% Thanks to High Asur Opinion of You, Unlocks Further Options
Stewardship: With the damage inflicted by Grom recovered, Yvain has decided that you can afford to begin looking to improve instead of to just rebuild. For that, he has a few ideas.
(Pick 1)
A Roost To Rest: You… would feel wrong, riding anything but a fine Bretonnian war-horse. That said, your father adored the beasts and considered them much akin to himself. Further, you have an extra egg, whether or not you yourself ride. Yvain believes it might be a good idea— and you are inclined— to establish a breeding ground for them in Montfort. Annick could tame the newest born creature, even. That said, you will need help, to bless the grounds so the chicks learn to both fly and thrive; a Damsel, or Prophetess, would be necessary, and Rose is somewhat inconvenienced at the moment. You could try without the egg you have now, but procuring one could be...difficult, owing to all the nobles who sought one out seeking to emulate your father.
-Locked for 4 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- 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 Strigany 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 Strigany 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; Strigany 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— Couronne, 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
Nouvelle Vie- Imperial Corner: The Empire sends many traders and merchants, now, but they could send more if certain… provisions were put in place. A quarter proper, for their long-term habitation, for instance, would be helpful. It would certainly expand the tax base— and Lady above do you feel… nasty about having to say that.
Cost: 750 Gold, 2 years
Reward: Establish Imperial Quarter
Elf Quarter: The High Elves are, to put none too fine a point on it, picky. Far less than the Imperials, blinded by the Dwarf's grumblings, believe; but still, it does exist. As such, only a relative few, less than five, come to Montfort bearing trade. If there was a proper space, though, built and supplies to their standards, more would come— and as more came, more would trade, and in the doing you would make more money for your people.
Cost: 1000 Gold, 3 Years
Chance of Success: 50% (To not Anger Populace)
Reward: More Elf Trading
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.
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
Trade Post-Marienburg: You can buy and sell anything in Marienburg.
It's part of why your father hates it.
However, that make it a prime spot for commerce. Which is good, according to Yvain. Because you really, really need money in your coffers. To help pay for repairs, and so on and so forth. Right now, only a few Freedmen send pack and such. Small scale. But why not something bigger? A permanent trade post? Fay steel and other minor goods in return for whatever the many expeditions launched out of Marienburg?
It feels a little...dirty, but better dirty than your people suffer.
Cost: 1000 Gold, 3 Years
Reward: Trading Post in Marienburg, foreign goods flow to you and vice versa
Tharravil: According to legend, there is a city made entirely of purest gold. Not in Lustria, death-land that it is; nor in the Southlands, so far away; nor even in Naggaroth, under jealous command of Witch-King.
No, the Golden City of Tharravil supposedly lies in Bretonnia. Montfort. Over the largest vein of purest gold in all the land. Everything from silverware, to buildings, to roads, all made of the stuff. You dismissed it as a fairy tale. Myth, tall-tales told around the fire. Certainly, you have never received a cart of pure gold.
But Lady Nimue thinks that her expedition in Mousillon so long ago found a map to it. A wierd map, but a map.
And now she believes she's found the key.
Certainly would solve your money problems, if it were true.
Cost: 1000 Gold, 2 Years
Chance Of Success: 50% (Note: Locked until successful if chosen— Nimue can be very persuasive)
Reward: Golden city of Tharravil, Massive amounts of Gold and economic recovery
Bath-Houses- Outlying Villages: Now that your people have experience building a functional bath-house, it is likely they could do the same elsewhere. They will not be as nice as the one found in Montfort, but it will still be an improvement on their hygiene, one much needed at that— a blow to Nurgle, then. Not being so sick so often should do good for your people.
Cost: 1,000 Gold, 3 Years
Reward: Bath-Houses spread throughout Montfort
Expand the Fleet: Now that you are expanding Nouvelle Vie, Yvain believes it would be worthwhile to expand the fleet. Not just with more Couteau, but with a new freighter proper, as well. A small one, only perhaps 20 feet, but it would both carry far more— double the tonnage of your existing craft— and have proper armament outside its guard, consisting of a single catapult— which might not sound like much, but would absolutely ruin a great many people's days.
Cost: 1000 Gold, 3 Years
Reward: +10 Couteau, 1 Freighter, expansion in trade
Save the Food: Now more powerful than before, Rose believes it would be possible for her to use the heraldry of the Court Reborn to keep the food in your granaries preserved for far longer, making you yet more independent.
Cost: 400 Gold, 3 turns
Reward: More income
A New Port: There was a certain note of betrayal in your father's voice as he told you of Charles' rise up. Despite the greatness of his feat— a Marquis, before twenty— to see your brother aiding a man your father plainly did not trust hurt him dearly.
You are somewhat more conflicted, but he is your brother. And he requests your aid. Not in war, but a loan to help him build up his new town, Chaudburg, into the port he believes it can be. Architects, stone-workers, and etc. could be sent to help, should be sent to help really, for he is your brother.
Cost: 500 Gold, 5 years
Reward: Trade Link between Ecosse and Montfort
Mountain Farms- Step 1: You have the Sun-Stones now. With that, you can make even the darkest, deepest pits into perfectly fine farms—
if there's soil available. While you are no expert in farming, it does strike you that there are several ways this can be done, including, possibly, magic, though of course all of them are likely to be time consuming in the extreme.
Still, this brings you one step closer to food independence.
Cost: 2,000 Gold, 6 Years
Chance Of Success: 30%
Reward:Mountain Farms
Piety: Rose has returned from her trip rescuing the new Baron of Westerlands. She has a new scar, as well as a new staff, much bigger than her last. It seems she has become, then, that which evil fears most: a Prophetess of the Lady. Young, for that, but not entirely without Precedent.
(Pick 1)
To Care and Cure: There are a great many new villages and towns springing up in Montfort as a result of your rush to build more mines. Just last year, Augustville, Valroche, and Blancstain were founded in the mountains, a dozen more hovels besides. A manor, a few dozen homes, and a granary to store food. In case the problem isn't clear: There are no churches, whether it be to the Lady, Shallya, Affairiche— even Sigmar might be acceptable at that point.
This cannot stand. Somebody has to do something.
Fortunately, you are a somebody, and you can do something. Specifically, you can start having clergy go with these builders and construct churches. Especially Shallyan.
-Locked for 1 more turn-
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
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. Even with Rose newly ascended, it would be nice to have an extra for to guide you.
Cost: 500 Gold
Chance Of Success: 30%
Reward: Prophetess of the Lady moves to Castle Montfort
The Clerics: You begged for aid, and they came. The Clerics of Bretonnia, taught by the Green Knight, trained to wield magic, just in deed, they are an army unstoppable. One of them could turn aside an army of orcs.
They have been mobile these last years, killing and maiming and destroying Greenskin and Skaven. But finally a few a starting to peel away from the pack, away from the rest and setting down roots. Perhaps you could try and entice one? By, say, building a giant chapel, or something?
Cost: 1500 Gold
Chance Of Success: 50%
Reward: Giant Chapel, Cleric of the Lady (Note: Can be taken until successful)
Miracles: Bertrand can calm any animal he sees, or that sees him. Stories of a Duke's daughter that can turn away Beastmen with but a little effort, and her will. Of a boy in Lyonesse who can lift twelve oxen at high noon and struggle with a door at midnight. Is there a true to those claims? Are there more in Bretonnia like this, these miracles makers, born of the Lady's grace? It deserves thought.
Cost: 500 Gold, 3 Years
Chance of Success: ???
Reward: A census of Blessed People in Bretonnia
A Daughter's Duty: For many years now, the Daughters of Rhya have been working in your Dukedom, aiding the women of your land, your wife included, in giving birth. That said, they have only the temple in the city itself right now, so for all their aid they are only just helping a segment of the populace. They would like to expand, to the land of all your Barons. Which...could be somewhat difficult, knowing your cousin's reputation.
Cost: 500 Gold, 3 Years
Chance Of Success: 60%
Reward: Daughters of Rhya Expand
Magic Sharing: The Wizards of the Empire have long desired for to learn, at least a bit, from the Damsels. The Fay Enchantress has given her assent— and her protection— to any who might take them up on that offer, but few have, for there is little love lost in Bretonnia for Wizards— that is to say, men who wield the powers of magic. Only in Montfort would it have a chance, but your Father's only aid in such matters was Rose, who would patently have refused.
Now, though, there are three Damsels who might be convinced. An exchange of knowledge could benefit you both?
Cost: 500 Gold, 5 Years
Chance Of Success: 40%
Reward: Damsels teach and learn at the Wizard's College in Altdorf
Salvage: While the Imperials were driven back by the Norscans, in their attack they reclaimed much plunder ripped in blood from the Old World. While, no doubt, much of it belonged to the Empire, it would be far from impossible that among them were artifacts of the Lady. You could ask, though of course it might be...impolitic.
Cost: 500 Gold
Chance Of Success: 50%
Reward: Artifacts of Bretonnian Saints Reclaimed
Learning: Your father's efforts to back scholarship in Bretonnia are impressive, but handicapped by his own, simpler nature.
(Pick 1)
Going Inside: Outhouses are miserable. Cold, wooden, they are a pain, and a misery; unlcean, too, dirty. Nimue, however, has discovered in Mousillon the schematics to a system that will remove waste cleanly and efficiently, apparently developed by the elves then stolen by one of the earlier dukes. She will need time to perfect it, though.
-Locked for 3 more years-
Elven Wisdom: The dwarfs in your Province are an isolationist bunch, who have never made many ties with your people, preferring instead their own; your four personal guests, meanwhile, are a skald, a conservative, a thane and his not-conservative-but-hyperfocused aunt; you will be learning nothing from them. However, Telathyn, Lore-Master that she is, is not so isolated; further, her house feels it owes you a debt of some import, for both returning their ancestral sword and saving their heir, Prince Alan's, life. Honor-bound, they would be willing— with consent of Phoenix King— to teach the smiths of your land how to forge armor and weapons in the Asur way.
Cost: 500 gold, 5 Years
Chance of Success: 50% (Note: For losing Noble Opinion, Smiths will learn either way)
Reward: Smiths learn to construct Asur style armor to the level of a journeyman elven smith
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
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
Examine These: A variety of Hobgoblin treasures were captured; of particular interest— according to Rose at least— was the Panoply of Gtilla, layered with many blessings. She would like to take a peek at it, and see what— if anything— she can learn from the foul things of it.
Cost: 150 Gold
Chance Of Success: 60%
Reward: Magical Knowledge,???
Steel-Plow: Much of the soil of Montfort is too hard, too rocky to be plowed by the usual iron farming tools. However, an inventor of Quenells, one Jean Cerfe, has come to your lands with the idea to build a new plow, harder and better and made not of iron but real steel. Difficult, yes, but potentially worthwhile.
Cost: 500 Gold, 3 Years
Reward: Steel Plows, marginal land can be developed
Saint Josephine of Rhya: It is said that, within the deepest gulches of Montfort, a small but potent shrine to Saint Josephine exists. A Venerated Soul, she is patron of families and healing, holy to Rhya; it is likely, if that shrine exists, that it might be reclaimed. Given how many knights died in Estalia, healing and families will be necessary to recover your numbers.
Cost: 500 Gold, 3 Turns
Reward: Claim relics of Saint Josephine
Chariots: Your problem with your father's actions in constructing the Ballista is not, the whispered words of certain Noble ladies aside, out of some inane hate of archery or innovation. It is that he ignored the spirit of the law in order to make his life easier.
To prove it, you will do something he never thought of: you are going to stick your men on chariots.
Kind of.
Wagons, more, really. Pulled by lower horses and filled with archers, they will run the field firing and withdrawing, charing on occasion. Not the equal, of course, to your knights but it should still be a pain in the ass.
That said, it is… somewhat a complicated matter. Not that you can't make a wagon, but making a wagon that won't break apart on your rocky terrain and such could prove difficult. The elves might be capable of helping, but Tiranoc is far from Ellyrion, and holds little debt to you beyond the general good will.
Cost: 2,000 Gold, 4 Years
Chance Of Success: 40%
Reward: Develop Bretonnian Chariots
Shallyan Mercy: There are ancient records of a long since lost plant that the Shallyans who went with Gilles took into battle with them. As it burned in their braziers— in
purple, note— fire, it healed the men instantly. Not all wounds, but many, and very noticeably.
The plant has been considered lost, dying with the last of the ancient order, but Nimue believes, having seen reports and made copies of texts in the Mousillon Library— that she has narrowed down a few suspects. It might be wise, then, to give her funds.
Cost: 1,000 Gold, 3 Years
Chance Of Success: 50%
Reward: Can recruit Field Healers of Shallya
Intrigue: You are a better sneak than your father, and your wife is better than you both. Wise and clever, she has been the doom of a thousand souls.
-LOCKED-
Qu'est Qui?: Rose is currently under watch after her episode in front of the Court. Her eyes were glowing rainbows, her cloak was billowing, and she spoke with a voice like fire. Clearly, this Húnarta is utterly unimportant.
To be more serious for a moment, you should probably check on that.
-Locked for 2 more Years-
Protect the Baron: While the Lady detests the suffering of innocence, it strikes you as bizarre that she would simply send one of her agents into Kurgan land to save an Imperial noble. Not, perhaps, utterly impossible— but there are good odds that he will be of import in time.
As such, you refuse to let him die to the knives of some greedy merchant afraid of losing power. Send people to protect him, aside from your wife. At least until he can protect himself— if you can convince the count of Hochland. What was his name again? Alfred...Albert...ah, something like that.
-Locked for 1 more year-
Personal: Your wife has returned after two years away. Suffice to say, you do not have as much free time as you used to, though you are far less stressed than you were at this time last year. So it balances out.
(Pick 2)
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
Adventure Time!: An elf, a dwarf, a knight and two halflings walk into a bar.
That's not a joke, that's your life. You'd like to propose and adventure to the Fellowship, something daring and fantastic— and hopefully with a better ending than your reclamaition of the Palais des Fleurs.
Cost: 50 Gold
Chance Of Success: 100%
Reward: Go on an adventure! Meet exciting people, kill new things, acquire glory and get loot!
Go Be Diplomatic: You have a keen sense of people. In a great many ways, you are a charismatic. It is time to parlay that in one way or another.
Cost: 50 Gold
Chance of Success: 100%
Reward: Unique Options, Improvements to both foreign and domestic opinion
Abraham- Virtue of Purity: Your son has been getting into fights. In court. In front of everyone. With a girl.
While the world you live in means there are exceptions, by and large, harming women and girls is sullying, and dirty to the soul
. Very, very, not okay, except, again, for the exceptions— and given she did not have tentacles, nor pointy ears, this girl is not one of them. Make that clear to Abraham, as harshly as you need to be; and to a lesser extent, fights in general. Perhaps you should speak to him, as well.
Cost: Free
Chance Of Success: 70%
Reward: Abraham stops getting into fights, ???
(Cannot be taken with Abraham-Virtue of Duty)
Abraham- Virtue of Duty: Your son has been getting into fights. In court. In front of everyone. With a girl.
It is the duty of knights to protect women, not to strike them. Perhaps, then, if your son has the energy fight he has the energy to work? To train, mayhaps?
Cost: Free
Chance Of Success: 35%
Reward: Abraham Stops fighting, chance of developing positive trait
(Cannot be taken with Abraham- Virtue of Purity)
Comfort: You see it in her stance. You see it in the fear she regards your children with. You see it in the long nights she sits up.
Annick, for the first time, is afraid.
You were afraid once like this, too. (
Crushed ribs, a dark pit, no escape) But you sent that fear off to hell with Malida. While there are, sadly, no Dark Elves around to kill and a second Honeymoon to Arnheim would be impractical, it would, perhaps, help to face that fear.
Cost: Free
Chance Of Success: ???
Reward: Annick loses trait "Mourning"
Prestige Actions: Savior of the Old World, foe to the Dark Elves, Destroyer of the Beastmen, reclaimer of the Palais des Fleurs. Your deeds are many, and to be much respected; you are respected throughout Bretonnia, even despite your youth.
(Pick 1)
Large Campaign- The Caves Of Axebite Pass: Again and again, the Night Goblins ride down from the mountains to slaughter and assault and to destroy, hidden in the network of caverns in axe-bite pass. You will put them to the sword, and by the Lady, they will never again threaten innocent people!
-LOCKED FOR 1 MORE TURN-
Make Love, Not War: So you have two Heraldries, now— that of the Earth and that of the Reborn. It occurs to you that you might perhaps wish to earn a third. The fields of Estalia have been wetted by the blood Montfort has spilled in defense of it— perhaps the Burned Court of Myrmidia, who has ever loved that land, would be willing to make that trade?
Cost:3 Years
Chance of Success: 50% (Note: If taken but failed, only have to spend Prestige that first time)
Reward: Gain Heraldries of the Burned Court
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: 500 Prestige, 2 Years
Chance of Success: 95%
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: 50%
Reward: Kill the Dragon Alternivax, large burst of prestige, Gain title Dragonslayer
The Beacons Are Lit: The Greenskins attack, ever and always. Unsubtle, they raid, assault, rave and slaughter. Your villages are constantly under attack— less than when you were a boy, but still word comes of three attacks a week.
Enough is enough. Stationing your forces in forts and so on, you will have great braziers made in every village, so that you or your men can ride out and sally to the defense.
Cost: 500 Gold, 2 Years
Reward: Prestige, +5 Household Knights
--
As I said earlier, vote will be on Survey Monkey this time. Sorry to be a flip-flopper, but the experiment was a failure.
That said, 24 Hours for Discussion start now.