[X] Both. As much as it hurts to not have your sons around, they will learn much from him.

I'm more amazed he can use that part of his body, it being encased in the armour of midnight and all burned up due to a certain fire. like I said I need to catch up

Apparently Asuryan's flames didn't make their job well.

Or Malekith simply used a lot of magic to help him. I'm not sure to want to know all details.
 
[X] Both. As much as it hurts to not have your sons around, they will learn much from him.



Apparently Asuryan's flames didn't make their job well.

Or Malekith simply used a lot of magic to help him. I'm not sure to want to know all details.
Yeah, uh, nobody's really thinking that much about the logistics, except maybe making certain insinuations. On account of they want to sleep at some point in this millennium.
 
Are Old World News a pseudo Rumour Mills or just information our faction/family know? Because the part with the Court of Shadow should have stayed unknown for a looong time and Philip is mentioned in it; isn't he supposed to be believed dead?
 
Are Old World News a pseudo Rumour Mills or just information our faction/family know? Because the part with the Court of Shadow should have stayed unknown for a looong time and Philip is mentioned in it; isn't he supposed to be believed dead?
He was revealed in the battle.

It's a long story.
 
[X] Both. As much as it hurts to not have your sons around, they will learn much from him.
 
Having been missing for five years, it is presumed that his wife convinced him to perform such an act-- a decent enough reason.
I like that everyone accepts his wife having asked him to play dead as a good reason to play dead. This amuses me.

Edit: I tried to do a vote tally, seems to have called up an old vote for some mysterious reason.
Adhoc vote count started by Voikirium on Feb 6, 2018 at 5:43 PM, finished with 6514 posts and 10 votes.
 
Last edited:
Turn 30
Turn 30
1453


All of Montfort spreads before you. The white-stone roads, worked by dwarfen hands decades ago. The College of Trobadours, a rare resurgent under the stoney gaze of their headmaster. On the streets below, you hear people walking, living, denying the darkness its victory for just a moment longer.

A quiet knocking comes at your door.

Three taps, once, twice, thrice.

Your mother.

Racing for it, you rip open the the door— only to see her. And for the first time in seven years, you embrace her. Hot tears, almost scalding, race down your cheeks from fine eyes. Your father, too, in black armor appears.

"Godfrey."

You clasp him around the back— his student watches in silence, sceptre (What?) gripped in his hand.

You don't care, though. All you can see now is your mother and your father, returned.

Returned to the land of the living!

Returned to the family!

Returned to take—

"I cannot stay."

And like that, your world dies. He sees it, you think, and he readies a speech.

"But… but why?"

He takes off one night-black gauntlet, exposing his hand to air. It seems normal enough— but then you look deeper, deeper, as he expects.

And it is with a shock that you realize his veins are not blue, nor his blood red— but all of it, black as the shadow. Your mother's hair has grown a shade darker than raven, and her always vivid red dress is now in black. You itch when you look at her, and you can see— you can see— her shadow dancing on the wall.

She succeeded, then.

"I can no more reclaim my titles here."

"The Knights would not accept us." Your mother's voice is darker now, deeper; it sings of dreadful— but now the more just— things. "Our new subjects, neither, would take it gentle; it would be demeaning, to them."

"And so the father passes his treasures to the son." Steel glides on steel as your father pulls Kalabairn free from its sheath, the glinting blade shining like the sun. "I can't wield it, anymore. Won't...accept me, I suppose. Too different from the men. I know it is a burden, my son, but you, you can bare it. You have before, and you will again." He holds you tight, once more. "I cannot take power, but I will never be far away, son. Only just say my name, and I will be there."

"As will I."

Satisfied with speeches, they part, even as you...process this.

And you are left alone, again, only armor and sword your companions as ever it has been.

Except, this is not true, as your wife and your sons poke their heads in.

You send for a scribe. Bohemond can wait three measly years.

Martial: You will make your home safe once more, king or no king. No more! No more will the greenskins assault your people, no more will they live in fear.
(Pick 2)
No more will they compare you.
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

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

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

We Have A Chance, Pt 2. To Kill Kings: The king is wise. Just. Noble. Ever has it been so.

The King is not, however, always right. This is the best, first, most legitimate ray of hope your people have had in centuries, if not Millenia. This is the weakest the greenskins have ever been, the strongest you have stood. The most vulnerable, the most separated, the most torng against each other. The Plain Goblins hate the Night Goblins hate the Forest Goblins all hate the Orcs; and the Plain Orcs hate the Savage Orcs hate the Black Orcs hate the Iron Orcs, who all hate the goblins. The Goblins coronate the first kings of their foul kind for the first time in centuries, who themselves war against each other and orc; and the Orcs flock to their warbosses, who battle it out without the shamans to divinate the will of their savage gods for them.

You will not, could not, would not, waste this chance. You will ask the king for forgiveness one day— but not today. Today, as Gilles and the Companions once did so long ago in their Seventh Great Battle, you will lead your men into the pits that hold your foe, and break the Night Goblin Tribes of Montfort once and for all.

But first, you have to find them. And that means asking their inhabitants.
Cost: 4,000 Gold, 4 Years

Chance Of Success: 40%, (20% to not anger the King)

Reward: Launch Campaign of the Night Goblin King, whence you will find the hidey holes of the Goblins and put them to rout.

Moderate Campaign— The Valleys of Violence: In the darkest pits of the Grey Mountains, a few thousand Gnoblars and snotlings— the most pathetic of all Greenskin, which says something, who were brought by the Hobgoblins— pester the Lords of that land. While they are scarcely the greatest threat, there is always the chance, remote but present, that they will manage to do something miserably evil, as Greenskins are want to do. As such, removing them with as much force as you can muster would be wise. Hardly what you imagined when you swore the oath, but it would help, at least. Reports do suggest they are starting to increase in number— it might be wise to deal with them, now, before the Goblins can bully them into slavery and bolster their numbers, or they attack somewhere important.
Cost: 800 Gold

Chance of Success: 70%, 60% to not anger your king

Reward: Fulfill your oath, remove Gnoblars from the Grey Mountains

Dance the Night Away: Musicians are good, helping to keep the army together, marching in time, so on and so forth. That said, the Musicians of Montfort are, uh. Not. A thousand different villages in a thousand different places has led to a thousand different, discordant styles of play.

Teach these musicians, who guide your men, a standard form.
Cost: 500 Gold, 3 years

Reward: Standardized Musician Signals in battle

Alliances— Carcassonne: Blood binds you, and the lands of many— of princes, and kings, and dukes. Blood is oath, and promise, and aspiration alike, but never have you called on it. Until now.

Carcassonne is filled with warriors. Wretches, many of them, but still. Too, knights— many young nobles search for wives. It would not be difficult to convince your sister that she should convince these knights to come to your lands, along with these wretch soldiers, and to find brides in the old fashioned way— killing monsters until somebody is impressed enough to marry you.

That this will mean less monsters is, of course, good. The king...may not be happy, however.
Cost: 1000 Gold

Chance of Success: 60%, 30% to not anger king

Reward: Knights Errant from Carcassonne begin travelling to Montfort for their tours of Errancy, killing monsters in your lands and etc.

Alliance— Montangeterre: Blood binds you, and the lands of many— of princes, and kings, and dukes. Blood is oath, and promise, and aspiration alike, but never have you called on it. Until now.

The land of your wife, the land your father saved, it is filled with many proud soldiers and warriors.

However, a great many knights are leaving the Dukedom to instead aid the colonization of the Forest of Châlons, the construction of great forts and settlements— receiving both land and title, and in the doing swearing themselves to the Dukes of Bastonne and Bordeleaux, reducing the number of potential leaders of such an army to almost nil. Further, these colonists often leave with peasantry who would like to live in a place that is not gray half of the year, white with snow the other, reducing the number of soldiers as well. A third blow, not to be underestimated, is the pride of your Father-In-Law— it may well be possible that he feels somewhat insulted by your turning his offer down.
Cost: 1,000 Gold

Chance Of Success: 50%, 20% to not anger the king

Alliances— Gisoreux: Blood binds you, and the lands of many— of princes, and kings, and dukes. Blood is oath, and promise, and aspiration alike, but never have you called on it. Until now.

You are of Gisoreux. The blond of your hair, the method of your speech, the very way you fight— they stink of it. Your grandfather, the much loved Duke, great beloved, was well favored there, and you yourself made several friends in training, who would no doubt be willing to send third and fourth sons off to Montfort to earn their spurs— and once several do something it becomes a trend; and if there is one thing Gisoreux adores, it is a trend.

There is, however, one slight problem. The Forest of Arden is wracked with battle, infested with Beastmen as they war with humans for control of the Forest Lord's domain.

It is a situation ripe for glory, and so a great many Knights Errant race off into the woods, hoping to return with beastmen pelts to glory and adulation. More die than return— but it is tempting away many who might otherwise travel.
Cost: 1,250 Gold

Chance Of Success: 40%, 30% to not anger king

Alliances— Stirland: Blood binds you, and the lands of many— of princes, and kings, and dukes. Blood is oath, and promise, and aspiration alike, but never have you called on it. Until now.

The lands of Stirland beat the War-Drum. Manifold men are called to arms in service of your kin. It is clear, and obvious enough, what Kurt desires— what your sister desires: to claim Sylvania in truth; to clench hold on that dark land. For this purpose, they have founded new armies, new foundries. Opened those parts of Sylvania which have already knelt to recruitment. Invited the finest veterans of Reikland.

It is that last measure which most concerns. The soldiers of Reikland have trained new recruits from Sylvania for the past two years, and if you know your sister— and you do— she will want to test them. To train them in real battle— but not so fierce, nor so wasteful a one as that which waits in Sylvania now.

So instead, she can bloody them here. Admittedly, there would be certain constraints— they could not test their gunpowder nor crossbow, here— but the core of the army, their archers and pikemen and swordsmen and so on, could be bloodied against the greenskin, in preparation for battle against the true vampiric force— for even at this, the nadir of their power, facing the vampire unprepared would be...foolish.

Of course, convincing your nobles to accept a foreign army marching around in Montfort will require every ounce of your diplomatic acumen— as well as your sister's presence in some form to remind them. On the other hand, it would be working with the Empire as an equal power— something the king would very much like.
Cost: 1,500 Gold

Chance of Success: 25%, 50% to not anger King

Reward: Greenskins purged by Stirland troops, Consequences

Disperse the Undead: One of the potential weak points of any Necromancer's force— you would know more than most— is their reliance on raising their armies; or perhaps, more specifically, their reliance on sorcerers to summon said army from the dead. More than one Vampiric Force in Mousillon was broken because some Knight's Errant managed to kill the weakest Sorcerer, and so deny them reinforcement.

Obviously, you can expect the students of Arkhan the Black to be both more terrible and more subtle than random slaves to Vampires— but the fundamentals are there; you just have to use them.
Cost: 2500 Gold

Chance Of Success: 25%

Reward: Campaign against Necromancers of Arkhan the Black, much reducing size of army

Diplomacy: You are Godfrey Folcard, son of...Son of Philip Folcard! You convinced an elf, a dwarf, and some halflings to work together! You convinced the bloody Grand-Master of the Knights Encarmine to ride to Bretonnia's aid! You won the heart of Annick the Mighty! Silence is golden— your word is diamond!
(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, 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

Weeping And Sorrow: Hundreds of thousands of men are dead, slaughtered on the fields of Norsca— a fighting retreat, whence they saved who they could. Still, of the hundred-thousand who remained there, against the Norscans, a further fifth died on those icy fields, and many who returned were wounded and maimed— the suffering will be horrendous, and undeserved. You will not allow this.
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

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

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

Wines of the Empire— Stirland: The Empire does make wines. They are not very good, but they do make them.

Notably in Stirland— it may or may not have had something to do with your sister being betrothed their Graf. It would not too difficult to establish a trade in wine in your province, and so earn some money on tariffs; further, it would improve their opinion of you. It would also make your father happy, so that's a plus.
Cost: 500 Gold

Chance of Success: 100%

Reward: Wine Trade Between Stirland and Montfort

Wines of the Empire— Averland: The Empire does make wines. They are not very good, but they do make them.

Particularly in Averland, home of the Leitdorfs. Though a particular breed of crazy, you are told that the Knights who married Marienburgers have picked up a taste for Grenzstadter White, a popular drink in Marienburg. It's shameful, but it is far from so shameful that you would not be willing to collect tax on it.
Cost: 500 Gold, 2 Years

Chance Of Success: 75%

Reward: Wine Trade between Montfort and Averland

Wines of the Empire— Wissenland: The Empire does make wines. They are not very good, but they do make them.

They make wine in Nuln and Solland. It is kind of awful, marred as it is with the blood of Griffons, but they produce it in great barrels. That said, the frictions between your people during the Marienburg campaign might make this...difficult.
Cost: 500 Gold, 3 Years

Chance Of Success: 30%

Reward: Access to Wissenland Wine

Wines of the Empire— Reikland: The Empire does make wines. They are not very good, but they do make them.

Reikland wines are actually almost acceptable? You would universally choose proper Southern stock over them, but you would not be offended if a friend bought it for you, which is more than can be said for most of the Empire's wine.

That said, the land is in turmoil, and might be difficult to negotiate with, what with the Ulricans pouring out in search of their next great battle and the sheer loss of life in Norsca.
Cost: 500 Gold, 2 Years

Chance Of Success: 50%

Reward: Wines of Reikland

Match-Maker: Your knights are not very impressed with you right now. They dislike your use of Ballista, your infringing on their lands in your campaign, your calling their sons to war.

That is not a great state of affairs. There are several ways, recorded in long history books, to deal with such a problem. Your mother is in one of them, but you would rather not do the same. There is an easier alternative: Namely, a great many young sons and daughters of Montfort search for marriages! You just so happen to have connections in the courts of the mighty human nations of the Old World, and the Empire as well.

If nothing else, it would be hard to hate the man who introduced you to your spouse.
Cost: 3000 Gold

Reward: Major Increase in Noble opinion as you make a great many matches in noble-marriages and etc.

Gisoreux: The land of your mother, and your grandfather, and of your cousins. It is a place of vipers and venom, as many families assert themselves in their efforts to climb to the top of the heap. Even if the highest prize of Dukedom itself is out of reach— and it might well not be— in the chaos of Grandfather's death there will be much positioning, enough to make the vultures of Reikland seem positively earnest.

Naturally, there are those asking you to get involved. They believe you can play the peacemaker, and you can, to be fair. But it will be a constant drain on your time in this department, ensuring there are no border disputes that escalate to civil war.
Cost: 3000 Gold, 5 Years

Reward: Maintain peace in Gisoreux,???

The Hunt— No Danger: Who doesn't like hunting, really? Nobles like it, peasants like it, freemen like it— universal approval! Admittedly, for very different reasons, but they are reasons you are okay with.

So, why not host a hunt? Not a very dangerous one, really, but not all that impressive, either. Mostly the few game animals that live in Montfort, of which there are not many.
Cost: 250 Gold

Reward: Minor Increase in Opinion

The Hunt— Minor Danger: Who doesn't like hunting, really? Nobles like it, peasants like it, freemen like it— universal approval! Admittedly, for very different reasons, but they are reasons you are okay with.

This would mostly still be the minor game that live in Montfort! However, you would also send a few expeditions out looking for boar. Beyond being impressive, dangerous beasts, they are also good pelts to have in the cold, cold mountains nights— but, they are far from the most dangerous things in Montfort's mountains.
Cost: 1,500 Gold

Chance of Success: 75%

Reward: Hunt, moderate increase in Opinion

The Hunt— Moderate Danger: Who doesn't like hunting, really? Nobles like it, peasants like it, freemen like it— universal approval! Admittedly, for very different reasons, but they are reasons you are okay with.

This time, you will be hunting specifically dangerous beasts. Boars that have gored peasants, bears that have assaulted town militias, that sort of thing. Not that dangerous, but it would ruin the mood somewhat if someone left maimed. On the other hand, the glory earned in impressive hunts such as these is the sort of thing that makes a man feel good enough to be generous.
Cost: 2,000 Gold

Chance Of Success:50%

Reward:Hunt, Major Increase in Opinion

Hunt— The Most Dangerous Game Of All: Who doesn't like hunting, really? Nobles like it, peasants like it, freemen like it— universal approval! Admittedly, for very different reasons, but they are reasons you are okay with.

No, you are not hunting people.

You're hunting greenskins. Your bands of hunters against small bands of greenskins specifically infesting the lands of your subjects, not your own lands.

That should really just about say it all, honestly.
Cost: 2,500

Chance Of Success: 25%

Reward: Extreme Increase in Opinion

Be Prepared: The Yves Children are about to sprout out of Montfort like a bolt of lightning. Warning the people who might be in their path to be on the lookout for anyone who aids them— maybe even hidden branches of their family— would be wise and just alike.

You would, of course, attempt to time it such that the children make it through their entire path.
Cost: 500 Gold

Chance Of Success: 50%

Reward: Warn nations of the onrushing children

The Stirring Dead— An Antidote: Arkhan the Black has had centuries to prepare himself for this. He, no doubt, has his mouthpiece in every part of the Old World. His magical might no doubt has allowed him to sully other men into obedience. He has worked centuries to resurrect his fallen master.

You, on the other hand, have your faith in the Lady and your sacred honor.

Honestly, perhaps you should leave it lie for a year to give the Nehekaran the headstart he'll need.
Cost: 1,500 Gold

Chance Of Success: 50%

Reward: Remove Arkhan's agents from the Courts of High Nobility

Stewardship: The realm was managed well by your father, and now by you. It excels, and you excel with it.
(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 1 MORE TURN-

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 Quarter: 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

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

Revitalize Farming: Nimue has seen your new technologies— the fine steel plows, and the impressive pipework that flows water from the castle out— and has had an idea.

In a giant book, perhaps three-hundred pages thick— and they are large pages— she has lain out a program to revitalize the farming methods of your land, so that they bring in much, much more food. Steel plows breaking rocky soil, fed with pipes from the Grismerie, would produce yields perhaps double, or even triple, what is produced now.

There is only one problem: Baron Rambert, who owns the land, has died in battle, a minor skirmish with the Skaven— and his son is far less eager to work with you. You will have to convince him to let you do this.
Cost: 3,000 Gold, 5 Years

Chance Of Success: 35%

Reward: Massively improve farming efforts

Passing It Along: The Palais des Fleurs is a great place, of joy and wonder. It will pass to one of your sons, when they come of age. Deciding who, exactly— clearly, not Merovee— is somewhat important, considering the wealth tied up in the palace. You might as well do much the same for the Valmont Estate, while you're at it.
Cost: 500 Gold

Reward: Choose who to pass the Palais des Fleurs and the Valmont Estate to

Minor Holdings: You obtained a large number of minor fiefs in your training of your men— usually, a small manor and the dozen houses and a blacksmith, overrun by greenskins. Good practice for fighting in dark, enclosed spaces. Generally, a Knight Errant would claim them but, well, since more often than not it was just you and a handful of peasants doing the deed, you now have a number of very lands, all split off from each other. You can't keep them all to your chest, you're busy enough just with the contiguous Montfort, so clearly it's time to distribute the wealth about.

First thing's first, it would be smart to see whether, among the nobility, there are any claimants to such lands. Then...well, you can worry about the rest later.
Cost: 1,000 Gold (Lawyers, man), 4 Years

Reward: Distribute lands, bonus to opinion, gain ownership of some lands that can be distributed to sons

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.
-Locked-

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.
-LOCKED FOR 1 MORE YEAR-

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.
-LOCKED FOR 1 MORE YEAR-

Learning: Let ignorance be gored on the lance of wisdom.
(Pick 2)

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,???

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

Surgeons Guild: The Surgeon's Guild of the Empire are often hungry for patrons— they thirst for gold, knowledge, and support. A young art, it is...gruesome, to behold. However, so was seeing your father's flesh knit back to wellness by magic, or the healing of your own split hand— perhaps there simply is no pretty way to heal?

While they are not as useful as Damsels and other, more developed arts, you would be a fool to ignore the potential for good. To sweeten the pot, if you establish an outpost of their guild in Montfort, the Surgeons will send one of the masters of their craft, one James Adamson of Albion.
Cost: 500 Gold, 3 Years

Reward: Establish Surgeon's Guild In Montfort

Knowledge Natural: The home of the First Enchantress has been found in Montfort. Ancient texts, dating back to the time of Elven Colonization in the Old World, have been found inside. They speak of things you have less than no understanding of— but, then, you are not a scholar.
Cost: 3000 Gold, 4 Years

Chance Of Success: 50%

Reward: Read and Copy ancient, lost texts of the Fay Enchantress

Understanding the Journal: The Fay Enchantress has, essentially, translated the most basic parts of the Journal into easy enough steps for you to take against Arkhan, and his evil. However, as you said, it is a basic translation. More earnestly studying the book might give you an edge over your opponent, the traitor.
Cost: 1000 Gold, 3 Years

Chance Of Success: 50%

Reward: Translate Journal, Bonus to Anti-Arkhan Options

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.
(Pick 2)
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

De-Vampification: 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

The Stirring Dead— Crown of Sorcery: You were right. The beast Arkhan does seek, in his madness, to resurrect Nagash, the Arch-Necromancer— and aiding him in his madness, Arnulf Todbringer. A distant cousin of the Todbringer, the venomous little worm seeks to cast down Sigmar's work— and he will sacrifice everyone to do it.

But there are things even the Nehekarans must respect— the dread King Settra is one of them; if he found, for even a moment, that the Prime Traitor worked again, his wrath would know no ends; and the Black would face a war that would shake the dead. The Mighty Lion of the Infinite Desert must be accounted for.

And so, before the Arch-Necromancer would be truly reborn, the traitor seeks some measure of insurance. Enter the Sorcerer's Crown: one of Nagash's relics, a great amount of his dark power burns in it. The plan, it seems, would be to resurrect Lamort, place the crown on his head, and turn the resulting monster— who already once defeated Settra— against the king, and so remove the biggest threat from the board in one fell swoop.

Instead, you are going to take the crown, to keep it in safety. Ideally, to destroy it, one day— if it can be destroyed.
Cost: 1000 Gold, 3 Years

Chance Of Success: 40%

Reward: Capture the Crown of Sorcery

The Stirring Dead— Black Grail: You were right. The beast Arkhan does seek, in his madness, to resurrect Nagash, the Arch-Necromancer— and aiding him in his madness, Arnulf Todbringer. A distant cousin of the Todbringer, the venomous little worm seeks to cast down Sigmar's work— and he will sacrifice everyone to do it.

But there are things even the Nehekarans must respect— the dread King Settra is one of them; if he found, for even a moment, that the Prime Traitor worked again, his wrath would know no ends; and the Black would face a war that would shake the dead. The Mighty Lion of the Infinite Desert must be accounted for.

There is another method, however, by which the Traitor and the Black might seek to resurrect the dead hero. The False Grail corrupted many knights, only after it finished hollowing out Maldred the Mad Duke. A thing of bleak power, its charnel waters might resurrect even the longest dead of corpses, and imbue them with an unholy strength. It must not be used on Sir Lamorte, and so you shall send men to find it.
Cost: 500 Gold, 2 Years

Chance Of Success: 50%

Reward: Claim the False Grail

The Stirring Dead— A Trap: It might help, to have one of the traitor's men in your dungeons, to force him to speak truth.
Cost: 3,000 Gold

Chance Of Success: 30%

Reward: Capture an informant

The Eves— Travelers: A plan is set in motion. Knights are ready, and warriors prepared.

You will grab the travelling members of the family first— their uncle and their grandmother, the matriarch. They will die, and that will be a clear enough sign, you think. Only subtle in preparation— not in deed itself.
Cost: 1500 Gold

Chance Of Success: 60%

Reward: Kill Grandmother, Uncle Suppuration (Fulfills Oath)

The Eves— Pure Poison: They attacked your son. Made you send him off, a boy of ten.

You will not let that stand.

The battle will be fierce, but the mansion will be burned down. Its cobwebs will go up in smoke; its library, turn to ash; its art, be sullied.

Only the children shall escape. Not master, nor mistress, nor servant aside.
Cost: 1,000 Gold

Chance Of Success: 40%

Reward: Remove Eves from Land (Note: Fulfills Oath)

Personal: There are murmurs in the court. It is a curious thing, that you have not marked the passing of your grandfather. If you did it now, it would be easily dismissed— but waiting more would be...questionable.
(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

Read the Journal: "And so I, Alcadizzar, do decree that this Northland belong to my kin, now and for the rest of days."

You have the journal of a madman waiting in your study.

It should be fun.
Cost: Free

Reward: Read the Nehekaran Journal, determine more of the current threat

Funeral for a Father: Your Grandfather is dead.

Pay your respects.
Cost: 50 Gold

Reward: Honor your Grandfather, Cut down Rumors now

Tutor and Physician: Your daughter is blind. She will need more aid and healing than your other children— it would be wise to find it now.
Cost: 100 Gold

Chance Of Success: 100%

Reward: Tutor for Philippine


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)

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.
-LOCKED FOR 2 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: 500 Prestige, 2 Years

Chance of Success: 95%

Reward: Knights Aspirant joined to army

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

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

Exploring the World: Montfort's wealth is great. You have much power. Influence. Respect.

You could...well, not launch an expedition from Montfort. Nouvelle Vie is too small for that.

You could, however, endorse, and pay for, an expedition to another land. Likely from Aquitaine, though not necessarily. Flying your banner, they would represent your people.
Cost: 2500 Gold, 5 Years

Reward: Send Expedition out, Prestige,???

A New Steed: Your fine steed, Blaze, was killed by that Sorcerer. You've made due either by walking or with one of the loaner horses from the stable, but it's starting to chafe.

No longer. But you will not acquire just any old horse— you will acquire a right proper Couronne Warhorse!

Or perhaps something even greater?
Cost: 1500 Prestige

Chance Of Success: 25% (If failed, receive regular reward)

Reward: Gain Best Stallion from the Ducal Stables of Couronne (AKA Horse-Tank), ???
--
Survey will be up in like, eighteen hours? Ish?

Sorry but I have kind of a busy day tomorrow. Gotta write some stuff for school.

Please discuss things among yourself, though.
 
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Instead, the great three managed to, by some measure of luck, break the Fae; and they killed her. But even as the final blow was struck, they were flung into a portal into the Aethyr, the realm of evil; and so, many mourn for them, even as some hold yet to hope.

They deserved a better ending than that.

So if there is something to decide about this and we didn't end up on Avalon can we get some mini turns?

If not can we get a interlude from their POV about what the fuck is going on? :p
 
Glad to see that things worked out with my two favorite characters in this quest. This has been a real exciting turn of events.

Dang there are a lot of Intrigue Actions to take.

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

Can we please get around to finishing this off. We've already paid for it, it's essentially free.

Moderately Campaign— The Valleys of Violence:
I think we should take this, we need to improve the odds of the main campaign and this will do it, and odds of succeeding and not pissing off the king are high.

Grey Mountain Watch:
I'm hoping this will help the odds of the main Greenskin Campaign so I'll vote for this as well.

No idea what to do for anything else. Maybe improve some opinions?

So if there is something to decide about this and we didn't end up on Avalon can we get some mini turns?

If not can we get a interlude from their POV about what the fuck is going on? :p
Read the start of the latest update, everything worked out the way we wanted.
 
Racing for it, you rip open the the door— only to see her. And for the first time in seven years, you embrace her. Hot tears, almost scalding, race down your cheeks from fine eyes. Your father, too, in black armor appears.

"Godfrey."

You clasp him around the back— his student watches in silence, sceptre (What?) gripped in his hand.

You don't care, though. All you can see now is your mother and your father, returned.

Returned to the land of the living!

Well now I'm curious of just how broken the two of them are at this point, and if what they've become has changed the rest of their family is any small way.

Also how like is it that every news turn a lot of once very scary things that hid in the dark will become very dead in a very messy manner as dear old dad works the kinks out? Says like under the shadows of a brand new forest half the Orks and Rats in the former Badlands disappear?

Lastly shouldn't there be a free auto success option for the Shadow Heraldry?

Read the start of the latest update, everything worked out the way we wanted.

So it is.

No longer. But you will not acquire just any old horse— you will acquire a right proper Couronne Warhorse!

I REALLY hope we won't settle for a simple horse after dear old dad had a murder machine for years. Which reminds me was the murder machine altered in any way by his territories new upgrades?
 
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How can it cost 5000 gold to kill a family. It's enough to arm 10 000 Knights in magical weapons for god's sake.
 
Steel glides on steel as your father pulls Kalabairn free from its sheath, the glinting blade shining like the sun. "I can't wield it, anymore. Won't...accept me, I suppose. Too different from the men. I know it is a burden, my son, but you, you can bare it. You have before, and you will again."
So, quick question, is Philip still a Grail Knight/Servant of the Lady, or even still blessed by her, in any capacity?

Also, what's relations like between the Shadow Court and the Lady's Court now that he and Morgyan have taken over?

Third question. In a lot of positions of power one person in a couple is considered more in charge than the other. Like, our character were the heir of Montfort and not married in and I don't think the Queen of Bretonnia has been mentioned a single time in this quest. Considering Philip and Morgyan took over at the same time, the Fae Courts seem to be a lot more fine with women being in power then other civilizations, and Morgyan is the more intrigue focused in a Court that really seems to like intrigue .... do either of them have more authority then the other, even if only in theory? Like, if their citizens were asked who was in charge, whose name would they say first, and would they even say both names?
 
How can it cost 5000 gold to kill a family. It's enough to arm 10 000 Knights in magical weapons for god's sake.
Fair point, I reduced the cost.

So, quick question, is Philip still a Grail Knight/Servant of the Lady, or even still blessed by her, in any capacity?

Also, what's relations like between the Shadow Court and the Lady's Court now that he and Morgyan have taken over?

Third question. In a lot of positions of power one person in a couple is considered more in charge than the other. Like, our character were the heir of Montfort and not married in and I don't think the Queen of Bretonnia has been mentioned a single time in this quest. Considering Philip and Morgyan took over at the same time, the Fae Courts seem to be a lot more fine with women being in power then other civilizations, and Morgyan is the more intrigue focused in a Court that really seems to like intrigue .... do either of them have more authority then the other, even if only in theory? Like, if their citizens were asked who was in charge, whose name would they say first, and would they even say both names?
Yep.

Better.

Morgyan, then Philip.
 
@Voikirium, some questions:

Under learning, we have this option:
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
Now that sounds nice, as it would completely stop Arkhan's plot if I understand things right. Too nice, in fact, so maybe it shouldn't be there?

There is also this:
Understanding the Journal: The Fay Enchantress has, essentially, translated the most basic parts of the Journal into easy enough steps for you to take against Arkhan, and his evil. However, as you said, it is a basic translation. More earnestly studying the book might give you an edge over your opponent, the traitor.
Cost: 1000 Gold, 3 Years
Am I correct in assuming that taking this makes the Read the Journal action in Personal pointless?
 
@Voikirium, some questions:

Under learning, we have this option:

Now that sounds nice, as it would completely stop Arkhan's plot if I understand things right. Too nice, in fact, so maybe it shouldn't be there?

There is also this:

Am I correct in assuming that taking this makes the Read the Journal action in Personal pointless?
The Learning thing...well. Let's just say you don't manage to become Nagash's favored lieutenant if you don't have more than one plan. I do need to edit it, though.

Not really? I mean, you'll get something different from the journal than Rose or the Damsels (Good name for a band) would.
 
Huh can't say I was expecting this at all. Feels kinda weird without a proper send off as it were, I know Philip and Morgyan aren't dead but they're gone essentially. Although it gives me great joy that chaos, skaven, vamps, etc. have to fear this blackened grail knight for a very long time.
 
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I know Philip and Morgyan aren't dead but he's gone essentially.
I mean, they're gone for the moment, while they stabilize things. We know that if we really need it we can ask them to bail them out, though probably not a good idea to do it unless things get really desperate as I get the feeling putting the lives of their people at risk to help us would not help with their cementing their people's loyalties thing.

Judging by our interactions with other courts we can expect that we can probably fairly easily gain a Heraldry from the in the future, and possibly even a full blown alliance though that's less likely once they've more thoroughly secured control.

It sucks that it's going to be difficult to personally interact with them, but even that's not necessarily gone forever for our family. I can easily imagine them as quest givers for adventure seeking family members in the future, and whenever someone has some sort of magical/spiritual problem that the local Damsel's have a hard time with, assuming they've thoroughly taken control by then, I can imagine that family member going to the Court of Shadows for help. They might ask for something as payment to save face, but I have to imagine it would be something easy/cheap that they wouldn't mind, like killing off a handful of Greenskin or something.

Honestly, they wouldn't be a bad place to foster kids with in the future outside of what it might look like to the rest of Bretonnia. Learning at the feet of arguably the best and most pious and noble Knight this family has produced, the feet of the best intrigue focused person in this family that we can trust, and how to deal with being in a pit of vipers ( the rest of the court) under relatively safe circumstances due to having the heads of the place on your side. The only real downsides is that it doesn't build relations with any human power, which is important, and people might also see it as weird.

Still ,I have hope that this isn't the last we see of the two of them. Hoping they continue to be important and regular characters in this quest, even if they do take a small break from showing up to consolidate their power base.
 
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