Turn 7
1430
You are going to have yet more children soon enough. Even now, your wife goes through the old familiar places: the same old cravings (Strawberry jam and steak? Really?), the same old mood swings (Oh, subtle but there— while she controls it well, by the twitch of her lip you could tell she wanted to bite Sir Alan's throat out when he quite simply brought up the new blue symbols on her flesh), and the same nocturnal wanderings.
That's good because everything else is different. For starters, there is the matter of the blue markings running up and down body, in a thousand-thousand symbols and lines; the most common is a triangle formed of triangles. Her eyes have also gone the greenest you've ever seen, truly a match for the emerald she bears around her neck. Most surprising is how little reaction there is to these new features— the only one to notice anything is different, or at least to bring it up, is Sir Alan.
All together strange. Uncanny, even.
You trust Morgyan with your life, but answers would be nice.
Also complicating manners, warriors from the Orgen have started arriving at Montfort proper, especially the cities and blacksmiths. (+15 Gold) While so far there has been little, if any tension— it's hard to hate people who are giving you money— eventually things are going to get fucky.
Martial: Sir Lancelot is, without a doubt, the finest Knight you know, capable of turning aside blade after blade and assault after assault on his person, and being a peerless strategist as well. His perfectly suited to advise you in matters of war. "For years we sought a lord, Bretonnian or otherwise, but none deserved our service for long. You, though, little lord… Well, let us just say that, so long as the beautiful women and great adventures never stop flowing, I shall be in paradise."
Logistics: It's a fact of war— men need to eat, need to drink, to sleep, and they need to...erm, relieve themselves. Long and brutal experience has taught that that will do far more damage to your men than battle itself— foraging is risky business even in Imperial territory, never mind if you strike at the Orcs or the Dark Elves. While you cannot deal with the last few needs too quickly, it shouldn't be too hard to come up with some sort of method of having food, water and weapons ready for the trail... maybe in the form of some sort of wagon? Not the piddly little things you usually deal with, no, but big ones? Still… that is a lot of food for what is a fairly rare problem, all told.
Needed:10 Rolled:87
- Finally, you have your war wagons. A beast, containing provisions enough for a hundred men for half a year, along with ammo, weapons, and water skins. The design is fairly simple, with six wheels on the bottom; donkeys pull the thing about, tirelessly moving it with the men.
While foraging and resupplies are still likely to be necessary, having the wagons around should prove very helpful; especially considering that you will soon enough be marching on the Orcal, where leaving the group to go foraging is unlikely to go well.
Reward: War Wagons (Supply Chain more resilient), +5 to Campaign Rolls, Can go longer without resupply
Strike The Banners: You will be sending the Knights Unbound, Knights Errant, and Household Knights up to do battle with the Orcs and save the Massif and surrounding area from destruction; at this point, there is no doubt. However, the Men-At-Arms, the bowmen, the yeomanry; they will not be so quick to send. Letters will have to be sent, orders drawn up, the clarion sounded. You will have to devote actual effort for that part of the invasion.
-The call is sounded, the clarion roars. Throughout the fiefs of Montfort, Men At Arms and Bowmen and a thousand other warriors, from the grand to the slight, the petty and the good, the evil and the righteous alike marching towards the mouth of hell. The sound of leather boots cracking the dirt, of trees falling as a path is made, of hooves on the dirt as knights leave, too, fills the air.
Your personal levies, and a third of your barons' levies, march to the mountains, men on a mission. They will cleanse the Orcal of the Greenskins that sully it, the monsters that hide in it, and the evil that poisons it. And in their place, your men will sew harmony and goodness, fitting for servants of the Lady.
Also arriving are a few hundred auxiliaries from Bastonne, who arrived with the vacationing knights.
Reward: Personal Levies and levies of two Barons (One shifting out every year) deployed to Massif Orcal, few hundred Bastonnian levies
Diplomacy: The Bard Jaune is part of your retinue. Pale faced, clad in a fool's costume, and wielding both lyre and sword, he sings your praises to all that would hear them. That said, there's a steel trap beneath that gaudy purple and gold of his. You just have to let him use it. Certainly, he is wiser than his trappings would suggest.
Quenelles: A land of Fae and Greenskin and war. Quenelles has been rocked in ways few other peoples have been by the Orcs; indeed, there are entire festivals dedicated to burning a greenskin, either in effigy or in uncommon cases, a flesh and blood creature (It is, perhaps, for this reason that of all Duchies Quenelles is the closest to the Dwarfs); also of note are the inhumanly beautiful Fae that infest the lands. Perhaps the most famous feature is the Grave of Cuileux, where the doomed nobles of that land made their final stand— it is holy ground, where only fools would walk unnecessarily (naturally several parties of scholars from the Empire and Tilea have trespassed those grounds). Surely there is some trade they need, some desire they wish satiated?
Needed:15 Rolled:10
-Damnable Orcs assault the envoy you sent, slaying the whole lot. Duke Galahad sends back their remains for a proper funeral, and in his letter rants strongly against the damnable Orcs, in the kind of language acceptable only when speaking of them.
It gives you an idea.
-Failure-
Gifting the Egres: Castle Egres is the barrier between the Massif and Montfort proper. Whomever controls it will likely become wealthy on the trade between the Orgen and Montfort, and certainly will have political power. Many will surmise that you favor whoever receives the castle, and who it goes to will have an impact. Originally you had planned to simply give it to Lancelot, for the good of the kingdom and for himself, but events in the taking of it have led you to remember his own checkered past: while you, to be frank, don't give a damn, others may well; and as the events of years earlier showed, there are people who would strip the duchy from you.
Perhaps a different candidate will help soothe that tension? At the least, even if you do end up choosing Lancelot, it is very different to be seen looking through several candidates and choosing the best— even if he is your friend— then in simply giving it to him; it reeks of blanket.
Hell, perhaps you could use the gifting of the castle to intentionally make a political statement?
Rolled:2 (No "Special" Applicants)
-Applications are sent from around the Kingdom, second sons of barons and dukes, cousins of the king and men of your own land. One should be suitable for your purposes.
Reward: Castle Egres gifted
Stewardship: Kylian and his poison tongue do not return. Instead, Sir Yvain, who has long acted as the steward for the Knights Unbound, has presented several ideas to you, the blond taking time to settle into his position over the year. As you suspected, Yvain has settled into his position nicely, and has presented many ideas to you.
Proper Facilities: You've captured a few wolf pups already in your mission to deny them to the greenskins. So far, various knights have taken care of them, but soon enough you will need proper kennels and facilities to keep these creatures, instead of just having them put down. You were thinking near Montfort itself, positionally.
- As it turns out, it's not that hard to tame the wolves; given the mad abuse placed on them by the Goblins, just not being cruel is for the most part enough. An area of roughly one acre is fenced off for each wolf pup, and meat and fish is provided daily, along with water. You wrestle and roughhouse with them, when you get the opportunity; occasionally the older ones snap at you, but your flesh is strong, and their teeth not yet needles. You can deal.
Reward: Proper facilities created for wolf pups
The Blacksmith's Guild: An unfortunate accident has seen the blacksmith's guild of Bretonnia homeless: an orcish invasion ransacked and burnt the dual hall and smithy to the ground after looting the fine weapons located inside. While currently it seems likely they will retain a location in their ancestral home of Parravon, you could make a very attractive offer to them: Build them a headquarters for free on their part. This will allow you to influence the decisions guild makes very loosely; even if denied, that still puts the finest blades in Bretonnia within your Duchy, which ought do well for your coffers. Entire orders are likely to be put in.
- Four-hundred gold is set aside to build a very nice hall for the blacksmiths. Two stories tall, it is held together by oaken timber; its roof is cherry wood, imported from the New World and very, very expensive. Branching off the main square building, forge rooms are built with proper ventilation, and are much cooler than they would be held in the dark; their floors are made of cobblestone, and the walls are of brick lain atop the wood of the hall proper.
Within the grand hall itself, wine and mead alike flows freely, served by friendly locals. Also available are fine meats and cheeses, along with honeyed bread. Ten tables, each capable of seating fifteen, mean there is ample space for any smith and guests alike. The hall is decorated by the trophies of past hunts, and mementoes of former wonders worked by the guild: broken blades, human and orcish alike; suits of armor crafted centuries ago; and in a place of honor at the very front, your father's armor, polished and well crafted, along with his jeweled blade, all of which were crafted by the guild decades ago.
The top floor is a storage room. Within, chunks of metals and other materials are categorized, labeled, and stored until some blacksmith has need of them: iron, tin, bronze...even wyvern scale. The most important material is a sliver of starmetal from your grandfather's time, which had been gathering dust within the castle armory. Only two bars could be made from it.
And at the bottom lies an armory, where the works of ages past can be placed on wood racks until they are needed.
Naturally, the blacksmith guild's leader- a man named Joseph- accepts the gift and offer alike. Already, gold has begun to flow into your treasury as travelers come to purchase items from the single greatest quantity of quality weapons within Bretonnia. Expensive, but worth it.
Reward: 175 Gold, +25 Prestige, Blacksmith guild settle in Montfort
Piety: Sir Aldric is a Grail Knight, a hero, and a mentor. His wisdom, his guidance, has saved a thousand-thousand souls from damnation; his heroism, entire regions. Beastmen fear him, greenskin hate him, and Dark Elves want him (dead). He's been from the icy cold reaches of Norsca itself to the blazing sands of Araby and come back stronger for it; his entire body is a patchwork canvass of broken scars and healed over wounds. There is not a piece of him that has not been bled on, not a part of him that has not been injured. In short, he's been around the block.
Daughter's Wisdom: The Daughters of Rhya are a small sect of the Cult of Rhya, comprised solely of women who have given birth. Their duties are two-fold. First, they act as midwives, healers, and counsellors for mothers and the pregnant. They also advise young women in matters relating to their marriage itself— how to deal with abusive or difficult husbands, for instance. Sir Aldric's own wife was a member of the cult, once, and as such he has nothing but praise for them and their work, and has suggested making overtures of allowing them to settle in Montfort to help young women.
Needed:20 Rolled:9
- Your attention is drawn to the Orcal, and as such you forget to actually extend invitations to the Daughters.
-Failure-
Daughter's Wisdom: The Daughters of Rhya are a small sect of the Cult of Rhya, comprised solely of women who have given birth. Their duties are two-fold. First, they act as midwives, healers, and counsellors for mothers and the pregnant. They also advise young women in matters relating to their marriage itself— how to deal with abusive or difficult husbands, for instance. Sir Aldric's own wife was a member of the cult, once, and as such he has nothing but praise for them and their work, and has suggested making overtures of allowing them to settle in Montfort to help young women.
-The ovens are good, proper Bretonnian work.
Unfortunately, they are good, proper Bretonnian work on the other side of the Kingdom, so as you may well have guessed, moving them will take awhile, especially considering the deplorable state of roads within most of the Kingdom. (You really should remember to send the dwarves that wine as a thank you gift at some point)
Learning: Nimue is your tutor and knows damn near everything, from the tale of Calard to the rolling victories of Roland to Bertrand the Brigand, who reminded nobles of their duties and of their places. Drawing from those old tales, those ancient legends, will bring you strength.
Ancient Remains: When the Empire was yet young, the Bretonni not yet turned to the worship of the Lady, and the Orc not yet broken in the Kingdom, there were excursions into what is now the Wastelands by disaffected youths looking for prosperity. Many a minor treasure was crafted and lost in those dark days, quite a few from the ancestors of Montfort. Perhaps you should check and see?
Needed:25 Rolled: 83+5=88
-You make great progress locating the sword— a map has been found, pointing the way to the "Veur Gwerenner", the Great Glasscutter. The good news is, the map is actually fairly clear about where the blade is. The bad news is, it's located within a Skaven Den; altogether a small one, but a force must still be put together to assault the den and take the blade by force.
The Mighty Horn: In the year 471, in the first years of the Crusades, an Army of Bretonnians led by Duke Charles of Montfort led an attack into Estalia, where they sacked the city Pompalono, and killed many of the Sultan's warriors. However, Duke Charles was forced by circumstances— the birth of his son— to return home. As he and his army headed back, they were assailed by Estalian forces, mercenaries hired by the Jaffar. Many good Bretonnians died that day, but more would have were it not for the valor of Huon, who fought to the last and saved many lives in his guarding of the rear.
His horn, mighty and golden, was said to blow enemies from their feet, to sound with the roar of thunder and fire, to beat like the hooves of steeds upon the plains, to crack armor with its peels. While the retelling has likely inflated its power, the fact remains that it was mighty. You'd like it back.
Needed:20 Rolled: 48+5=53
-The Horn has spent centuries within the private archive of an Estalian family. They have recently fallen on difficult times, and thus are quite willing to sell the horn to you, especially for the price you are willing to offer.
The horn itself is made of bronze and ivory, shaped like a unicorn's horn. Delicate arches and whorls shaved into it are, according to Nimue, ancient proclamations of doom and request of the Lady for victory, ancient symbols of Bretonnian languages burnt into them. It's funny, they almost remind you of Dwarven runes, though softer, and as far as you can tell, ineffectual.
Still, the horn does have a mighty sound: the first time you tested it after a thorough cleaning, it could be heard throughout Montfort. Funnily enough, it didn't seem that loud from where you were; must simply have been carried on the wind.
Reward: Horn of Huon, +5 To coordination rolls, +20 Prestige, ???
Intrigue: Ezekiel, Geoffroi, and Morgyan have formed a bond, of sorts— Geoffroi is not particularly subtle, but does know well how to throw a well trained plot off course; while Ezekiel, though not paranoid, is quite capable of gathering information for you; while Morgyan is a wise woman, helping put it all together and stopping the madness before it can start. That said, the hole in your arm is reducing your already minuscule urge to sneak to almost nonexistent levels.
Wolf-Watching: Goblins ride wolves, the vicious little green bastards. Find their packs, kill the old...and maybe steal the pups? Simply because a creature was enslaved by evil does not mean it must, in turn, be evil. Otherwise many a peasant would be wicked, and that simply isn't true.
Needed:25 Rolled:83
-Special orders are given to the Villein and Yeomanry to hunt for and find wolf dens, and to bring back pups. You accompany one of these hunts, and something amazing happens.
You wrestle the alpha.
You and the party were riding ahead of the column, a band of villein. The forest in the area was dense, and the shadows were long thick. Everywhere around you, there were the sounds of rustling branches, and snapping twigs.
Despite this, the mood was cheerful as Armel, one of the yeomen, played his flute, soft, lilting tunes that rang through the forest. The party spoke, eyes peeled for trouble.
Suddenly from the tree branches above you, a wolf sprang out, barking and howling and mad, lunging at you. Your sword was undrawn, your blade still with the horse.
You moved yourself fast enough to catch the beast's jaws on your bracer, jaws slamming shut like a vice on your arm. Your injuries howled in protest, but you ignored it to strike the wolf in the head twice, open strikes with the palm. It let go, falling to the ground, but then struck at your steed, ramming into it. Your horse fell, and you with it.
To the ground you went, and on instinct you braced yourself on your knees. It's the only thing that saved your life, as you managed to grab hold of the wolf and bring it to the ground, the not insubstantial weight of you and your gear pinning it to the ground. It clawed and struck at you, but could find no purchase on the steel of your armor, and soon enough it grew tired.
Finally, the thing managed to worm its way out, and ran off, having decided that you would make a terrible meal.
Afterwards, your men reported that the wolves were far more willing to submit to them. Strange…
Reward:Wolf pairs found, +50 Prestige, ???
Orc Fortress: The orcs have a multitude of camps, dens, and places of power within the Massif Orcal, where their will is law and their power undeniable. Undeniable, at least, to the people of the mountain, who lack your advanced technologies and the map your father made of the orcish stronghold in the mountains.
Your plan is simple: The Orgen will lead parties of the Bastonnian tourists and Villien to burn Orcish strongholds to the ground when they are weak.
Needed:40 Rolled:77+20=97
- Your father kept records obsessively, even, some (Carole) would say, anal retentively. Not a scrap of parchment that could be useful was thrown away, nor lists, and nor, it seems, maps. For in his journals your father kept a map not just of the Orc fortresses and their relation to the Masif, but detailed maps of the fortresses themselves.
You use that very well. The dens of monsters near the orcs are disturbed and the enraged beasts pointed at the enemy; attacks in the middle of the night strike them as they are most disorganized; your wife, after she gives birth, sneaks in many a times opens the gates, allowing a charge of Bretonnian Knights to come in and put the whole wretched pit to the sword; or sneak in beer and other, less mundane, accelerants and has your soldiers simply burn the filthy mud hovels to the ground with torches and burning arrows.
All in all, good work for so little effort.
Reward: Orc Fortress burnt, Bonus to Orcal Campaign
Personal: Morgyan is...lighter. Happier. She's been more honest with you than she has with anyone for a very long time. It seems you cannot look upon her without seeing a smile, not see her face, gorgeous in the moonlight, lit with happiness. There is no greater feeling.
Check The Journals: It seems your father had plans for you. He wished you to be the Orcal Breaker, the Massif Master, and as such he prepared plans such that you can conceive of to do it. The last journal talked of the men of the Massif— Who could he speak of now?
-The last two journal spoke of the intelligent (for a given value of the term) foes one might face in the Orcal. This one, though, speaks of the mindless, but perhaps greatest, foe one might face in the Masif Orcal: Monsters.
Hydras, giant wolves, griffons: if it exists in the mountains, your father has listed it, its habitat, and its behavior, its weakness and strengths. Sketches, detailed diagrams of the monsters.
However, the beast he most feared he never did get to see closely:
Hippogryphs. Solitary, angry, vicious, loyal, fierce, proud, these creatures predominately live within the Grey Mountains. However, your father saw in the Orcal signs— mating marks, territorial marks, and cries through the night— that suggest that at least a few of the beasts live within the Orcal, too.
If, as I suspect, his letter reads, the mountains are home to Hippogryphs, then be wary, for they are not so noble as the Pegasi. Their temperament is the temperament of a born hunter, their rage the pure rage of the greatest killers, their hunger the hunger of a lord. They will little accept your impositions upon their territory, never mind what they may do if you should unwittingly stumble upon their dens.
Be cautious of the beasts, for they will bring pain if ignored.
Love in Death,
Abraham Folcard
P.S. In case you can't tell, the sketched out circles in the maps I included are dens of the lesser beasts. Use that how you will.
Reward: Warned of Hippogryphs, knowledge of beast dens, finished first three journals (+1 Learning)
What The Hell?: Okay, so, uh, your wife is painted with blue symbols, her eyes have an actual green glow now, and for some reason nobody else seems to have deigned to notice. What. You've got questions. That said, you will have to ask...tactfully. Best remember that.
Needed:??? Rolled:66+15=81
- Your strategy is very simple: you corner Morgyan in her study, and ask her point blank "What is going on?"
"Pardon?"
"With the blue paint, and the eyes that are glowing brighter than ever, and the fact that no-one else seems to have noticed?"
She straightens up, before sighing. She puts the stopper in the inkwell and places her quill to side, turning her attention from her parchment. "Yes...yes, I suppose I should tell you, shouldn't I?"
"I can scarcely be your conscience if you will not tell me what's happening."
"True enough. Very well: mere weeks after the battle against Apollyon, I was...contacted by someone, an old friend: Merlin, the Autumn King. Fae, yes, but before you stoke your wrath, he is very, very different from Titania; he has never tormented a man to death for the joy of it, or chained fellow fae into his service, or spread misery. Indeed, he has even been a friend to humans.
He offered a very simple deal: in return for my bearing a child willing to protect the forest, one devoted to it, he would arrest the efforts of Titania. And so I accepted the deal, the blue instantly marking me, as did my eyes. As for why none except Alan noticed, I cannot be sure, but at a guess I would say it is a defense laid down by Merlin himself to protect those who have taken his deal, so that Titania could not slay them."
——
Alright. So. More Fae.
Just what you wanted.
Reward:Knowledge, truth, etc.
-
I will get your newest child's birth up today, along with the first Campaign Post (Shouldn't be many, three at most). Castle Egres decision and Old World news will probably be up tomorrow.