King Arthur
The Once and Future King
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
Question, does this count as a campaign for the purpose of our oath, and, does this have a chance of angering the king?
Anyway, my thoughts on the vote.
Preparations for Battle: You will be leading a great charge of horses, beastflesh, and men into dense caverns filled with many foes that want you all dead. It seems a good idea to, perhaps, ready yourself— drill, hold tourneys, find great knights, and ensure that you are as ready as you will ever be to throw out the Night Goblins, and their king.
Cost: 2,000 Gold, 2 Years
Chance of Success: 50% to not anger king (only has to be passed once)
Reward: Bonus to rolls when carrying out campaign.
Take this and pray. Eliminating the Greenskins is way to unlikely to succed at the moment and we need it as high as can be.
Not sure about the second option.
Orcs Need to Die: Right now, the Dwarfs, the Elves, and the Arabyans are all killing Greenskins— by the bushel. Their places of power are threatened— the Asrai have cast down the Bloody Spear Goblins blocking Mad Dog Pass on their way into the Darklands, the Asur have prepare to siege the Iron Rock, the Dwarfs carve a bloody path to Ekrund, and the Arabyans and Badlanders are, surely, doing something productive as well. The King will not care if, say, you ship rations, or weapons, or armor to these peoples as they cast down the Greenskins.
And so that is what you are going to do. While none of them will take everything, all of them will take something. In doing so you will allow them to stand, more terribly, against the Orcs.
Cost: 5,000 Gold
Reward: Supply Wood Elves, Dwarfs, High Elves, and Humans in the Badlands
What?: The Knights of Restful Death swore, to your father, they would protect the body of Lamorte, and keep it hidden. Now, though, the agents of Nagash himself seek to claim the body, to wring it of all its power. You fear something terrible might have happened— if not something terrible, then you have...questions.
Cost: 500 Gold
Chance Of Success: 35%
Reward: Determine how the Agents of Nagash learned the Body of Lamorte's general location. Kind of.
Envoys: Your Household Knights are your general ambassadors, acting as your will and emissary in foreign lands. However, they are somewhat lacking in particular training— by which you mean, they have none at all except their general education.
This is, perhaps, not the best state of affairs. Fortunately, there are none better than you to teach, and a Trobadours' school to teach in.
Cost: 800 Gold, 2 Years
Reward: Bonus to Diplomacy
One of these three, Nagash is definitely important, I'm just not sure it's worth the try at 35%.
Ready for War: The Tomb Kings stir. The servants of Nagash seek Bretonnians, for what and why you neither know nor care. In such times, it would be wise to ask the damsels for wisdom in facing the Undead Kings— before they can ravage the lands.
Cost: 500 Gold, 3 Years
Chance Of Success: 50%
Reward: Bonus to facing Necromancers
Definitley.
The Eves: Terrible, and wealthy, and dark, the Eves are dedicated to Chaos, in all its myriad forms— though, their "family" here is most dedicated to loathsome Nurgle. To remove them from your city will require...precision. Effort. Finesse. And perhaps most importantly, they cannot know that you know what they are. Removing them will require...preparations.
Cost: 500 Gold, 2 Years
Reward: Plans to remove various members of the Eves family from Montfort
Chaos is a cancer that get's worse at the second. We take this and hope that holding off on Nagash for a year is fine. Nagash typically takes forever to do anything anyway.
Squiring— Merovee and Abraham: So your son is currently friends with the young daughter of a Chaos worshipping clan of Psychopaths who wishes to corrupt him. The other is her enemy, who broke her nose.
Perhaps, just perhaps, it would be wise to have them leave. Not too fast nor quick— 9 is a bit young, but not too much so for Squiring, so the start of next year to arrive by the time of their birthday— but the sooner your son is no longer defending her honor, or alternatively attempting to beat her face in— and blow your cover— the better.
Cost: Free
Reward: Send Merovee and Abraham off to Squire with someone. Ideally far away
Extremely Small Campaign— The Blackwater Spring: There is a legend that, in the mountains, a spring of fresh, black water— perfectly fine but that greenskin blood has soaked in over the years— waits, sullied by a Champion of Chaos, long years of Martrud carved it with his blade. You believed in it, but could do little to find it.
However, Yves has been having dreams lately…of a man in red, and a bloody axe. It seems, then, that you may yet find it after all.
You will go alone, but for your daughter to guide you— both she and Rose were adamant of this. Your wife...will not be amused, but perhaps that is life.
Cost: 50 Gold
Chance of Success: 50%
Reward: Fulfill Oath, Gain Blackwater Spring
Definitley these two. Maybe not Blackwater if we take a martial campaign, but the other one we absolutley have to do.