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.
 
Some thoughts:

If we want to remove the Greenskins, then Preparations for Battle is necessary. The problem is that it has a chance of angering the king and we will have to actually go out and kill the Greenskins later, which is even more likely anger the king. I am not certain whether it's worth it.

Of the other options, retaking The Motherland looks good. If we don't prepare aginst the Greenskins, then maybe Burn!. Fire is good against undead, right?

As King Arthur said, What? is the most important Diplomacy action and I think we can afford to DD on it, which will bring the chance of success to an acceptable 55%.

Yep, getting Ready for War against the Tomb Kings is vital.

There are a lot of horrible things skulking around in Monfort, but Chaos is absolutely the worst, so The Eves have to die.

We will have to pick Extremely Small Campaign— The Blackwater Spring to fulfill the oath. Getting Merovee away from the Eves is important, too.
 
If we want to remove the Greenskins, then Preparations for Battle is necessary. The problem is that it has a chance of angering the king and we will have to actually go out and kill the Greenskins later, which is even more likely anger the king. I am not certain whether it's worth it.
At the end of the day we can't afford not to take it because, well, it increases the chances of all campaigns, not just the Greenskins and, just off of the top of my head, we know that the Dark Elves are going to crash all of the Ogre's into us at some point at the very least, and there's also Nagash's potential rising, and whatever else pops up.

I don't think we can afford to not at the very least prepare for campaigns.

Unless I'm reading this wrong, of course.

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.

Question, if we take Preparations for Battle but end up going off on a different major campaign first, such as, for example, the Ogre thing, would the bonus that Preparations would have given the Greenskin campaign apply there?

Either way, we have fought way too long to exterminate the Greenskin, I refuse to rest. We are going to rid them from our kingdom.

Of the other options, retaking The Motherland looks good. If we don't prepare aginst the Greenskins, then maybe Burn!. Fire is good against undead, right?
I've been wanting to do Burn for awhile, but there are really a lot of good options.

For example, there are three Gris Guard options which makes me think there might be something big going on there, so I'm curious about the option that gets us knowledge, increasing our men at arms weapon skills would be great, and I have a feeling that choosing the Mountain Guard might improve the odds on exterminating the Greenskins.

In addition, there's a large part of me that wants to take Valley's of violence to improve Greenskin extermination odds, but we have a similar personal campaign with no chance of annoying the king, so probably best to hold off on that until our personal actions are too busy with other matter to afford a minor campaign.

As King Arthur said, What? is the most important Diplomacy action and I think we can afford to DD on it, which will bring the chance of success to an acceptable 55%

It's definitely important but, well, I 100% am going to vote for Preparations of Battle, and it would be expensive as hell, but I'm wondering if it might be better to DD that instead to make it less likely that the king will get mad at us.

I don't know.

Yep, getting Ready for War against the Tomb Kings is vital.

There are a lot of horrible things skulking around in Monfort, but Chaos is absolutely the worst, so The Eves have to die.

We will have to pick Extremely Small Campaign— The Blackwater Spring to fulfill the oath. Getting Merovee away from the Eves is important, too.
Yeah, of course.
 
At the end of the day we can't afford not to take it because, well, it increases the chances of all campaigns, not just the Greenskins and, just off of the top of my head, we know that the Dark Elves are going to crash all of the Ogre's into us at some point at the very least, and there's also Nagash's potential rising, and whatever else pops up.

I don't think we can afford to not at the very least prepare for campaigns.

Unless I'm reading this wrong, of course.



Question, if we take Preparations for Battle but end up going off on a different major campaign first, such as, for example, the Ogre thing, would the bonus that Preparations would have given the Greenskin campaign apply there?

Either way, we have fought way too long to exterminate the Greenskin, I refuse to rest. We are going to rid them from our kingdom.


I've been wanting to do Burn for awhile, but there are really a lot of good options.

For example, there are three Gris Guard options which makes me think there might be something big going on there, so I'm curious about the option that gets us knowledge, increasing our men at arms weapon skills would be great, and I have a feeling that choosing the Mountain Guard might improve the odds on exterminating the Greenskins.

In addition, there's a large part of me that wants to take Valley's of violence to improve Greenskin extermination odds, but we have a similar personal campaign with no chance of annoying the king, so probably best to hold off on that until our personal actions are too busy with other matter to afford a minor campaign.



It's definitely important but, well, I 100% am going to vote for Preparations of Battle, and it would be expensive as hell, but I'm wondering if it might be better to DD that instead to make it less likely that the king will get mad at us.

I don't know.


Yeah, of course.
I mean, they were going to, until the King was all like "Alas, thou art truly a nave Witch-King" then tea-bagged Dragofil's corpse.

Now they're turned on the High Elven allies on Naggaroth, after conquering Arnheim in a gluttonous frenzy of death and ruin. There is, of course, no possible way this could backfire for the peoples of the Old World.
 
So was nobody planning on telling me that I accidentally copied over to Care and Cure?
I try not to notice all the things that haven't been updated properly in the options.

Like, for example, at least one, possibly more I try not to notice, option is presented like we are still playing Philip instead of his son.
 
By the way, what did everyone vote for Martial? I went Preparations for Battle and Grey Mountain Watch, in hopes that Grey Mountain Watch would help with the Greenskin thing.
 
Vote is called, winners are:

Martial:
The Motherland
Preparations for Battle


Diplomacy:
What?

Piety:
Ready for War

Intrigue:
The Eves

Personal:
Squiring- Merovee and Abraham
Extremely Small Campaign- The Blackwater Spring

Vote for Double Down will be called tomorrow.
 
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