The high elves could crush the Hivemind by sending a a few bored Loremasters to crush and dissect them. Ulthuan is an Order superpower no remnant of a Norscan tribe is a threat to them.
about the corrupted everchosen items, even melted into paperweight they can corrupt the mind subtly... and we gave a bunch to the imperials to destroy... could the imperials also be facing a similar taint? it would suck to see them fall into chaos
The empire has stood firm against corrupting influences both greater and more subtle. I mean look at how many chaos cults are canonically active in the Empire
Other than that your ideas are certainly interesting and worth exploring.
so we did, thank you. finally caught up. a few more things
There are 2 male jutun and maybe 1 female. inbreeding would be bad... if not for the fact that the female knows how to create species and could probably solve this problem! the jutun race can be reborn (if they actually agree to).
we should warn the high elves of the khorn hive mind, it really needs to be sunk
about the corrupted everchosen items, even melted into paperweight they can corrupt the mind subtly... and we gave a bunch to the imperials to destroy... could the imperials also be facing a similar taint? it would suck to see them fall into chaos
Now that we know sacrificing oneself to the purifier works (like our wife did), there is a solution to one of the previous problems we could not tackle. our wife feared that in her death she will be claimed by khrone, regardless of being devout ancestor worshipper. I am reminded of some devouts who were tained who came to us because they were devout and were given a clean death, but the sad part is that chaos still god their souls. But if such devouts sacrifice themselves to the purifier, then they will be spared from that (getting true oblivion, which is better), some might be able to cleanse each other... just want to consult hall to make sure there is no risk of tainting the purifier in such a way
Given Hall is still quite annoyed at the Great Mother for creating the Grendels in the first place, I highly doubt he'd participate in any such procedure for his own species.
The elves are certainly aware of the Aesling, they've just had larger threats to deal with. In the grand scheme of things a few thousand Norscans aren't a lot to them.
Hopefully the wizards exercised more caution than our warriors, being more familiar with the risks.
The thing is, Ashi didn't deliberately sacrifice herself to the Purifier, she was blessed due to her actions fighting Valkia. We have no way of replicating that, and no proof that doing so would prevent corrupted devouts from having their souls taken by Chaos.
There are 2 male jutun and maybe 1 female. inbreeding would be bad... if not for the fact that the female knows how to create species and could probably solve this problem! the jutun race can be reborn (if they actually agree to).
The idea is that there are still unbroken giants and Sky Titans in Albion (The Biggest Ones) so they can meet with them once it is safe enough to travel there which might be enough to save the race as a whole.
The high elves could crush the Hivemind by sending a a few bored Loremasters to crush and dissect them. Ulthuan is an Order superpower no remnant of a Norscan tribe is a threat to them.
The empire has stood firm against corrupting influences both greater and more subtle. I mean look at how many chaos cults are canonically active in the Empire
Doesn't mean it won't do damage, also, warning them can't hurt. Also, I am really not sure the empire stood against a corruption more subtle, this is really ridiculously subtle AND powerful corruption that came from the everchosen spending an effective eternity in tzeench's domain, time frozen but still soaking up chaos. And was able to corrupt high priests easily and subtly.
when our priests examined the items they got corrupted as well (although "lightly" enough that they could be purified by a demigod)
I think considering the threat the remaining Chaos items pose we should get some personal Dhar Breakers the upcoming turns and give them to our most important people so that the threat of corruption if not solved at least greatly lessened.
Also get our Vampires and Namless to do a country wide purge of cultists and chaos items now that we are able to take actions that can affect the whole country.
Given Hall is still quite annoyed at the Great Mother for creating the Grendels in the first place, I highly doubt he'd participate in any such procedure for his own species.
He's not so much angry at her for creating them as he is for doing a bad job of it. He mentioned that the problem was that she left their hearing so sensitive that they're pained by any loud sounds, not that she created them at all.
He's not so much angry at her for creating them as he is for doing a bad job of it. He mentioned that the problem was that she left their hearing so sensitive that they're pained by any loud sounds, not that she created them at all.
This. We have gotten him to get over the fact she is using knowledge from the Old Ones since it must have meant that they decided her family was worthy of the knowledge and hopes to work with her to help fix the Grendels.
Also hope that the Great Mother could help with our World Tree project if she is as good at shaping life as we think she is.
I think considering the threat the remaining Chaos items pose we should get some personal Dhar Breakers the upcoming turns and give them to our most important people so that the threat of corruption if not solved at least greatly lessened.
The way I understand it a Dharbreaker will break up Dhar naturally so while it won't defend against a large amount of the stuff at a time the subtle small amounts that Chaos items give off should be rendered harmless.
I just thought about this but now that we cleared out Norsca and we are selling Warpstone to the Colleges there is an increased danger of Skaven trying to sneak in to get some themselves.
Afterall this is the first time that Norsca is clear enough to possible sneak into en mass and get away with very valuable Warpstone.
Only reason why we haven't faced anything like that yet is most likely cause the local Skaven Clan have had to focus their efforts on surviving first but once they are stable I can see them really becoming interested in Heimgard.
I think we should get those anti-verman runed up Ratters as soon as possible.
Skaven will likely be a future problem, yes. Troll Wastes and Kurgan horde worry me more at the moment, however... We have not looked into them at all, and both combined could wipe Kislev off the map if we do nothing about it.
Skaven will likely be a future problem, yes. Troll Wastes and Kurgan horde worry me more at the moment, however... We have not looked into them at all, and both combined could wipe Kislev off the map if we do nothing about it.
about the corrupted everchosen items, even melted into paperweight they can corrupt the mind subtly... and we gave a bunch to the imperials to destroy... could the imperials also be facing a similar taint? it would suck to see them fall into chaos
It wouldn't, we properly disposed of any of the chaos items we've found, and so did the Imperials and dwarves.
The problem is a few idiots decided it was a good idea to loot the rather valuable(to us, since we're only fresh out of tribal, metal is still at a premium) metal in chaos warrior armor and melt it down for sale.
Our methods worked fine, it's the items that we didn't notice that became a problem. It's not like there's any casual way to detect a chaos tainted item, and our armies were large enough that checking everyone was hopeless.
Just a few weeks after Ashi's ascension, the grendels surprise you by requesting an audience. You haven't heard much from them over the last few years. Since the war, they've focused on replenishing their numbers, which seem to increasing rapidly. You've also gotten reports of some grendel working as couriers and guides in the more wild parts of Heimgard. Still, they haven't had much direct contact with you, so it catches you off guard when Nameless tells you that one of their emissaries has requested a secret meeting.
Still, they're old allies, so you quickly agree.
The grendel emissary crouches down to fit her shaggy bulk through the human-sized door into the back room of the palace where you're meeting.
It's not exactly a formal meeting, so you waste little time on the formalities before asking the grendel why she's come.
She shuffles uncomfortably."We know you're hiding a jotun hidden in Mountain Crown."
You blink. "Ah. Well, is that a problem?"
"No." She shrugs her massive shoulders. "We don't care about him. And we haven't told anyone. But we need to know if you're willing to... support another one."
Your eyes narrow. "What are you saying?"
She takes a deep breath and blurts out, "We found the Great Mother."
"How?"
"We've searched for her ever since the war, since you united Norsca against Chaos. We thought it was time. Time for her to wake and give to us the Land of Plenty she promised us so long ago. And-" The grendel smiles, almost giddy with joy. "We found her. We woke her. And she wants to meet you."
You think over the emissary's words. In retrospect, of course the grendels would go looking for their goddess. You're just glad that it took them long enough for you to talk Hall into letting go of his old grudges. You'd planning on searching for the Great Mother yourself soon, but the Allfather within you dislikes this turn of events. He whispers that an incredibly powerful jotun has been active in your lands for who knows how long doing who knows what. It would have been so much more 'tidy' if you'd found and woken her yourself so you could keep a close eye on her until you truly understood her motives.
You sigh. What's done is done. Now, you'll just have to make the most of the situation. "Take me to your Great Mother."
* * * * *
You and your honor guard follow the grendel guide further into the cave. It turns out that all this time the Great Mother was just a couple weeks' journey southwest of Jotunheim as the sleipnir flies. The journey would have taken far far longer on foot. The Great Mother chose to sleep away the ages in a most inhospitable region of the mountains north of Skaeland, filled with deep ravines and sheer cliffs. You suppose that makes sense if one wishes to remain undisturbed, but it makes getting there most difficult for any being that can't fly.
Grendels met you when you landed, and they all looked to be very important to their tribe, judging from the jewels and precious metals woven into their fur. The most richly decorated of all led you into hidden cave that grew steadily larger as you went deeper.
At last, you reach a tanned mammoth hide that serves as the door to another room. Your guide moves to pull the hide aside, but pauses at the last moment. She glances back at you. "I should warn you. The Great Mother looks... rather fearsome. But do not be afraid." She pulls aside the improvised curtain, and you get your first look at the grendel's goddess.
The first thing you notice is the massive pile of gold ore and uncut jems.
The second thing you notice is the manticore. It's big, bigger than any you've ever seen, and it has an awful lot of scales. It notices you and starts to growl.
A deep but rather quiet voice says, "Oh, relax Fuzzbutt. They're friends." An enormous hand reaches down and begins to pet the manticore right between its leathery wings. The beast immediately relaxes, and, when the hand moves to scratch behind its ears, it actually starts to purr.
The deep voice continues, "Sorry about that. Fuzzbutt gets nervous around strangers. Don't you? Yes you do! Yes you do!" The manticore rolls onto it back and two massive hands begin to rub its belly. In the moment before those great fingers are buried in the manticore's thick fur, you notice they end in claws
Only then are you able to tear your eyes away from the beast and look at the Great Mother herself. She's not as big as Hall, but she has far more scales, and wings stand out from her back. From the poorly lit heights of the massive cavern, two great golden eyes shine out from the shadows.
"You're the great mother."
"Am I not what you expected?" Her lips spread to show her fangs, and she lets out a quiet but rumbling chuckle that sounds like a distant avalanche. "Since the jotun refused to let me sleep in their fancy sarcophagi, I had to create my own method to sleep away the ages. The only race I knew of that could do that was dragons. So I found one, killed, ate it, and sewed its skin onto my own. Metaphorically speaking." She gave the manticore a fond pat. "I gave Fuzzbutt a little too, so he'd be around when I woke up."
She glances up from her pet monster and notices your shocked look. "Oh, I should probably make clear that it was an evil dragon. He was eating humans."
"Well, alright then." You take a moment to gather yourself, then you try to lead this conversation in the direction you intended it to go. "I thank you for contacting me. The grendels have spoken most highly of you, and I am overjoyed to have another living jotun in this world."
"Sky titan." She corrects. "I'm not a jotun; I'm a sky titan. Admittedly, we're the same species, but it would be like calling you a Kislevite."
"Ah. I see. Nonetheless, your emissary said you would like my nation's support."
"Yes. I hear that you already have a jotun in your service. Although, I would like to know his name."
"Hall Hromundson."
The Great Mother makes a disgusted noise deep in her throat. "Hall. Does he still have that sequoia up his ass?"
Your rage rises at her insult. "What did you say?"
She smirks. "Oh, did he not mention? We didn't exactly part on the best of terms."
"Hall is the High Shaman of Jotunheim, a dear friend, and a loyal servant of the Old Ones. He is no slave."
"He told me I should go to the wastes and die or be corrupted. Seven thousand years may have passed since then, but, for me, it's been a month."
You cringe. It seems that even before he discovered his kin had died, Hall had had that awful temper. "It's been years for Hall, and he's come to regret his harsh words."
"Maybe so." She replies scornfully. "But you said yourself that he does not regret his choice in masters. He's still the Old Ones' happy little slave."
"What?" You ask in shock.
"Don't tell me you're one of them too." She shakes her head. "The Old Ones weren't gods. They had unbelievable power and knowledge, but they were no better than mortals. In some ways, they were much worse."
"They created us."
"They did, and you can judge a people by their creations. They all got themselves killed through own overconfidence, so they never got the chance to finish their work with most species, but they finished the Lizardmen, and look at what they made. A species with biological compulsions to obey their superiors. Even the Slann can spare no thought for anything other than finishing their masters' plans. They don't even have the freedom to breed on their own. No. The Old Ones made a race of slaves, and, if they'd had the chance, I'm sure they would have done the same to the rest of us." Disgusted, she shook her head. "They're no better than Chaos."
Her words shock you to your core. You revere the jotun who you know worshiped the Old Ones, but you have no particular reverence for the Old Ones yourself. Still, you had never heard an ill word spoken against the Old Ones. Abstractly, you knew that Chaos most likely despised the Old Ones as it despised all good things, but you had never even imagined that a person might regard Chaos and the Old Ones as being the same. "How can you say that?"
She shrugs. "It seems obvious really. They both made life." She pats her pet manticore. "And they both try to force us into servitude. Or tried in the Old One's case. Admittedly, the Old One's form of slavery seems less unpleasant than Chaos's, but I cannot agree with any group that would create the Lizardmen. They cannot choose. Not really. And free will is the most precious thing any person could have." She fixes you with her draconic stare. "I asked the grendel to serve me, but I never demanded it. I never forced them to obey. They revere me and follow my teachings because they wish too, and they honor me with every moment of their service."
"I see..." You take a long moment to consider her words.
Finally, she lets out a sigh. "Principals are nice and good, but they don't fill a belly. Now that I'm awake, I will need to start eating again. I'd also like to get a proper laboratory put together. I couldn't take most of my tools with my when I fled the Mountains of Morn, and no doubt the ogres have smashed them all since then. But, with proper supplies, I could show you how to make this barren land into the most fecund garden you've ever seen." She sighs again. "Although, I'm certain you'll be more interested in me helping you create great beasts of war. I can even alter thinking creatures for you, although that's quite difficult. But-" Her enormous hands tense into fists. "I will never make you any slaves. If you wish to have my childrens' loyalty, you will have to earn it on your own."
You nod. "That is only just. And I will never ask for you to make me any slaves."
She nods in reply. "Very well. I will grant you my service in return for food, proper lodgings, and research supplies. I'd also appreciate it if you could transport what magical tools I have left over to wherever I will be staying. Also, I'll need my hoard to travel with me." She lovely strokes her pile of raw gold ore. "Do we have a deal?"
If you accept, you will gain the services of an individual with no particular loyalty to you and a deep resentment of your High Shaman. However, she was able to absorb the abilities of a dragon, and she did it in a cave with only the scraps of her power. She could prove an incredibly useful ally. Still, even if you accept, it would probably be best to keep her away from Hall for the time being.
AN: You will have the chance to vote on this decision in Turn 19.
This year brings a mix of bad news, good news, and news that could be very good or very bad.
Starting with the bad news:
Skaven Civil War Ends
It seems the skaven have finally grown tired of killing each other. The civil war between Moulder and seemingly every other clan has ended. Judging from the messages you've intercepted and messengers you've tortured, you have rough understanding of what happened. Skaven politics are complex enough that you actually had to draw out a diagram to understand them all, but, in short:
The warlock engineers of clan Skyre sold their fell machines to assorted minor clans at a discount so those clans could better attack Moulder, Skyre's old rivals. Moulder retaliated by paying the assassins of clan Eshin to kill many of the minor clans' warlords (and also a few Skyre chieftains). Then, an unknown party then bribed Eshin to kill lord Verminkin, the ruler of Moulder.
The new packlord of Moulder is a skaven called Bonespur the White. His first act upon gaining the throne was to end the war by opening the famously huge Moulder treasury and paying out massive bribes to every attacking clan. He also offered very 'generous' trade deals with many minor clans. The Hellpit now exports more warbeasts than ever before and at very low prices. Strangely enough, most of the buyers are lead by those horned and grey-furred skaven mages.
As a new packlord, Bonespur's position is weak, but his desperation to secure his rule may make him more dangerous than before.
Role Reversal
In a strange twist of fate, Chaos worshipers have begun to travel north from the Empire of Man to raid Norsca. To make matters worse, they frequently pose as Imperial merchant ships and inflict much damage before their true nature is revealed. Your own naval patrols must err on the side of caution because, if they were to attack an actual merchant ship, or even a Chaos ship that Imperials believe to be legitimate, you might start a war with the most powerful human nation in this hemisphere.
-500 Jotun
Varg Unrest
You have made much progress with the Varg, and the Chosen are helping to channel the tribe's lust for battle in a more positive direction. However, Khorne has begun to try to reclaim this province. You've heard rumors of new Bloodfathers walking the land, preaching for the old ways. So far, they seem to have only recruited Varg mutants, but that's enough for them to launch guerrilla raids . Ayrik, grandmaster of the Chooser's Chosen, is certain he can nip this problem in the bud, but only time will tell.
-200 Jotun
Fortunately, the year also brings good news:
Raiders from the North Thwarted
Only a few Khornate raiders came south from the Wastes, and most of them were set upon by Slaaneshi and Tzeentchi raiders. The few to actually draw near Heimgard were destroyed by the the Norscan Dwarf navy. Your oldest allies have been focusing on expanding their fleet, and they regard the raiders as excellent target practice.
Kreugar the Bodyguard?
Kreugar the Damned, leader of the Cursed Company, threw an outright tantrum when he found out that the consort of Khorne attacked Ashi while he was only a few dozen miles away. Afterwards, he demanded to be allowed to serve your wife as her bodyguard. You can think of no person more likely to take a blow meant for Ashi, but you find it a little unsettling that Kreugar thinks the best way to get himself killed is to hang around your wife.
And he's not the only one.
Kreugar somehow managed to befriend some Dwarf Slayers, and a few of them have also volunteered to protect your wife.
A Divine Child
Ashi is pregnant. Judging from the dates, she must have gotten with child during the day you spent 'celebrating' her recovery. Given that she supposedly gave birth only a few weeks earlier, this should be impossible, but the people assume that this is just another miracle.
While you're on the subject, your most recent child has grown old enough to receive a name. What do you call her?
[] Write In
Immigration
Kislevite immigrants continue to flow into Heimgard. Most are settling in Sarland, which is still the least populated region. The local culture is developing a strong Kislevite flavor, and this can only serve to bind your nation closer to your Ahloynah's.
Ulthuan's Boon
Ulthuan still owes you a boon in addition to what they've already promised you.
[] Ask to meet with the Everqueen - You don't need her healing, but perhaps you and Ashi would like to meet with the only other living demigod
[] Ask Ulthuan to establish a naval presence in the waters north of Heimgard - This may help against sea raiders
[] Ask for gold - Ulthuan is even richer than Marienburg. Surely, they will part with some of their wealth
[] Ask for nothing - Will boost Ulthuan's opinion of Heimgard.
[] Ask only that Phoenix King strike at Naggaroth - Will improve likelihood of Asur nobles backing continued war with the Druchii
[] Write in
That leaves the ambiguous news that could prove good or bad
Great Mother Found
You have found the grendel's Great Mother, and she has promised to help you with your goals. She retains many of her ancient magical tools, and she promises to be able to increase your agricultural production, make new warbeasts, and do other mysterious projects. Unfortunately, she reviles the Old Ones despite knowing some of their power.
You're not sure if you want her service. Even if you do accept it, you're not sure whether to set up her new laboratory in Mountain Crown or in one of the newly reclaimed Jotun holds.
What do you do?
[] Ignore the Great Mother - Likely to anger the grendels, but you don't want to deal with a blasphemer no matter her skill
[] Establish the Great Mother in Mountain Crown - This will put her in close proximity to Hall, but it is the most well defended location
[] Establish the Great Mother in Bountiful Basket - This newly reclaimed hold is in a secluded but fertile valley with enough room to hold many fields and creature pens. She'll have room to work and will stay away from Hall, but you'll have to pay more to set it up, and it will be tougher to defend.
Where did all the spies go?
Ever since Ingga came back from meeting with Emperor Adolphus, you've worried about that intriguer sending his spies into Heimgard. However, your counter-espionage group quickly put down the first batch of spies. Since then, your people have found a few agents of Marienburg and some from Kislev, but they're the kind of low-level information gathering that you're told is common between allies. However, your agents haven't found anyone working for the Emperor.
There can only be two explanations.
First, the Emperor's agents are just so good that your people can't even find a hint of them.
Second, the Emperor hasn't sent any spies to Heimgard because they're all busy somewhere else.
Ogre Unrest?
The ogre Morgrath Stonecracker comes to you with an interesting proposal early in the year. The most devout followers of the Great Maw are still on their pilgrimage to visit their deity. Without the Butchers beating piety into their kind, many ogres have begun to have a crisis of faith. They've spoken with the grendels and halflings, and many ogres, especially those who've fought in your armies, now think that the Great Mother and Esmeralda might make much better gods than the Maw.
You know what goes on in the ogre towns. You've heard of their endless pit fights and 'gut outs' and acts of cannibalism. Frankly, you haven't cared much because they've kept in their towns, and you were busy fighting Chaos. However, many ogres have gotten a taste of what it's like to not have to constantly watch their own backs, and they've seen what it's like to worship gods less cruel that the Great Maw.
Now, Morgrath wants to change things. She's recruited some like-minded individuals, and she's preparing for what one could uncharitably call a coup. With your permission and your backing, she wants to overthrow the petty Tyrants of the different ogre towns and unite them all under her. She will lead them in converting to other faiths and adopting new ways. In exchange for your help, Morgrath promises to push more of her kind into our military than ever before.
Sayble has worked closely with Morgrath, and she vouches for the ogre. Sayble says she's smart, even by human standards, and you can probably trust her. However, if you back her coup, you may have trouble when then Maw worshipers return in a year or two.
Smugglers
The Chaos Dwarfs or as the Dwarfs call them, the Dawi Zharr, are desperate for food. What little land they have left is filled with rich mines but infertile land. Nameless reports that some enterprising Heimgarders have taken to smuggling foodstuffs into the Chaos Dwarf port of Uzkulak, where the Zharr are said to pay a hundred times the food's worth. If you do nothing, this will continue, and the Zharr may fair better against Grom. If you blockaded the port, you could cut off the flow of food and decrease the flow of slaves that the Chaos Dwarfs buy from the Kurgans, which will greatly weaken the Zharr. Alternatively, you could arrange to sell the Zharr even more food. You could make a fortune and greatly impede Grom, but, if discovered, you would surely anger many of your allies.
Supreme Patriarch getting nervous?
The Supreme Patriarch of the Empire's College of Magic will likely be increasing his recruitment of Heimgarders this year. It seems that in two years he may be challenged in a duel for leadership of the tribe, according to their bizarre southern customs. You've heard rumors that he will try to make people less likely to challenge him by bringing in more students from Heimgard. He will send more people to help cleanse the land, but he will also be trying to recruit everyone he can find.
You turn your attention to the latest reports on the conquered tribes.
The Conquered Tribes
After your initial culling, you've largely ignored the mutants in those tribes you conquered. The Varg mutants are starting to make trouble, and you do not doubt that the others one will soon do the same.
Vargs
The Vargs have relaxed into your rule, and the Chosen have impressed the local youth gangs. However, some Khornate Bloodfathers have snuck into the region and begun to agitate the locals. Your agents and Grandmaster Ayrik agree that it would be good to name a Jarl.
Status: Semi-organized villages and a growing holy order Mood: Content, with a few angry mutant guerillas Want: A Jarl Chance of Revolt: Low (With a high continuing chance of raids)
Graelings
Oovuh Flame-Heart now rules Graeland as its Jarl. He's stepped back from leading armies personally and instead focused on his new political role. He tells you that he has his region under his control, so you no longer need to worry about revolts.
Skaelings
Skaeling youths have a growing interest in the outside world. Some have even journeyed as far as Kislev where they find many buyers for Skaeling timber. Furthermore, the Skaeling Beastmen have proven themselves stalwart allies in the fight against Chaos. Even without your direct supervision, they and the more mutated Skaeling humans have taken to patrolling the wildest parts of the woods, hunting down regular Beastmen and the other Chaos worshipers who gather far from civilization. Not everyone in Skaeland loves you, but they are content to be ruled by you. Now, they only need a Jarl.
Status: Villages organizing into a theocracy influenced by Ursunkin and Beastmen Mood: Content, somewhat interested in travel Want: A Jarl Chance of Revolt: Extremely Low
Military: Even after being healed, Ashi delays returning to active duty because of her pregnancy. However, she's confident that Tabitha will continue to do a fine job as her eyes and ears. You have no immediate threat, which is good because your armies are still recovering from the last war. (Choose 3)
[] Raid the Troll Waste - The trolls have begun to raid Ubishey more and more often. Not to mention the skaven have ended their civil war. This will likely gain you little profit, but perhaps you should do what you can to aid Kislev and Ubishey?
Cost: 0 Time: 1 year Chance of Success: ? Reward: ? Trolls on defensive
[] Raid Naggaroth - Phoenix King Malvegil has called for aid to make the Druchii pay for their crimes. He wishes to take the fight to the mainland of Naggaroth itself. Send him your armies.
Cost: 500 Jotun Time: 1 year Reward: War turns in Naggaroth.
[] Skaelings aid Wood Elves - The Wood Elves say they plan to do a lot more in the coming years. Surely, they will appreciate the help of some experience rangers? You send the Skaelings militia to serve the Wood Elves as mercenaries. If you can, you will try to be paid in unicorn horn.
Cost: 200 Jotun Time: 1 year Chance of Success: ? Reward: Skaelings help Wood Elves. Chance of being given a unicorn horn in payment.
[] Ogre Uniforms - Your ogre warriors want proper uniforms to replace the hodgepodge of armor they currently wear. It will cost some, but it will improve their defenses, and it might even instill in them some patriotism for their new home.
Cost: 500 Time: 1 year Chance of Success: 80% Reward: Improved Ogre Defenses. Good chance of patriotism.
[] Ogre Uniforms & Coup - Give the ogres proper uniforms and armor and then send them into the ogre towns. Through a mix of force and bribes, you will try to install Morgrath as the leader of all ogres in Heimgard. Morgrath promises to convert her people away from the Maw and to repay your efforts with more ogre soldiers.
Cost: 1,500 Time: 1 year Chance of Success: 60% Reward: Improved Ogre Defenses. Very good chance of patriotism. More ogre troops. Fewer Maw worshipers
[] Retirement Plan: Heimgard - Some of your older soldiers have been fighting for you for nearly two decades. You reward them for their service by granting them some land in your new lands and some money to get them started. The other tribes will now have many Jotunheimers living amongst them, teaching them your ways and improving relations.
Cost: 1,000 Time: 1 year Chance of Success: 80% Reward: Will improve troop morale. Will help assimilation of and relations with all tribes.
[] Expanding the Armies:Humans - Your armies must grow. You decide to recruit all Heimgarders who have come of age since the war. As more time passes, more of the next generation will be available. This will not impact your trade or production output.
Cost: 1,000 Time: 1 year Reward: More human soldiers
[] Expanding the Armies:War Beasts - Your armies must grow. You decide to recruit even more of the warbeasts that already make up much of your army. You will even pay people to acquire more infant manticores.
Cost: 1,000 Time: 1 year Reward: More land-based war beasts and also some manticores.
[] Expanding the Armies:Air Force - Your armies must grow. You train as many flying creatures as you can for war. You have ready access to many Dire Ravens and Sleipnir. You can also send people to scour the land for manticores
Cost: 1,000 Time: 1 year Reward: More flying war beasts, including some manticores.
[] Expanding the Armies:Gnoblars - Your armies must grow, and nothing grows faster than gnoblars. You've heard some rumors about some gnoblars being trained from 'birth' to be loyal. Also, it takes very little training to inscribe the rune that stops them from breeding. You could easily recruit thousands of 'baby' gnoblars, train them to be absolutely loyal, sterilize them, and incorporate them as auxiliaries for your army. Wouldn't even cost much.
Cost: 500 Time: 1 year Reward: Lots of gnoblars. Including some snitches. (Thanks for the Omake, Massgamer)
[] Blockade Uzkulak - Blockade the only Chaos Dwarf port, cutting off the flow of food and decreasing the flow of slaves.
Cost: 100 Time: 1 year Chance of Success: 50% Reward: Gain approval with Dwarfs. Weakened Chaos Dwarfs
Diplomacy: Tahvo is disappointed to say that Heimgard still has a rather poor reputation with most of the Old World. But he has a plan to fix that. (Choose 3)
[] Grand Diplomatic Tour - Tahvo wants to send people, including himself, on ships in a grand tour. He plans to establish an embassy in every coastal land, including: Marienburg, Bretonnia, Estalia, Alesandr, Araby, and even Albion. He even plans to contact traditionally reclusive groups like the Wood Elves, the Amazons, the easternmost colonies of Nippon, and perhaps even with any friendly-ish Tomb King, if such creatures even exist. It will be expensive and not without risk, but it will greatly expand your information network. It may also yield more trade, and you could even discover some new allies.
Cost: 1,000 Jotun and ? Upkeep/Year (Depends on the number of embassies established) Time: 2 years Chance of Success: ? (Will receive Tahvo's bonus with Old World nations) Reward: Much more information. Improved relations with many foreign nations. Formal contact with many foreign nations. Chance of improved trade. Chance of new allies. Small chance of Tahvo's death. ???
[] EXPANDED Holy Mission - The Empire is wracked with conflict between Ulricans and Sigmarites. You can use your contacts at court to try and get both groups to refocus their attention on the conquered tribes. If you can get them to send missionaries, they may turn many Norscans away from Chaos. Moreover, this plan should at least delay the Empire's internal problems, so the Emperor will likely help you. As religious turmoil increases in the Empire, you must work harder to pull their attention north. You also put out a call to other religions to send their priests forth.
-[] Write in which religions to contact. Defaults: all of them.
Cost: 500 Goods Time: 1 year Chance of Success: 70% + ? (Emperor's Bonus) Reward: Ulrican and Sigmarite missionaries. Missionaries of other gods as well.
Last turn available
[] Call for Immigrants: Bretonnia - Norsca is a large and sparsely populated land. Maybe you could change that. Kislev and the Empire need all their people for their own reconstruction efforts, but you've heard that Bretonnia has a surplus of knights. If you send a few diplomats, you may convince them to come north. You might get some other immigrants too. If you do not move quickly, you've heard rumors that Bretonnia will establish their own colonies in Naggaroth, like the Estalians.
Cost: 100 Goods Time: 1 year Chance of Success: 60% Reward: Many immigrants. Some Immigrant knights errant. Possibly immigrants from other nations too. Bretonnian embassy.
[] Expedition to Araby - You got word that the Arabyans recently won a major victory against the Tomb Kings. Hall is fascinated by the undead rulers of ancient Nehekhara, and, when you have a chance, he'd like you to send some people down to Araby to see if they can buy any interesting artifacts. Understanding the Tomb King's Mortuary cult might help his own research into necromancy. While your people are there, they can set up an embassy in the most southern human nation on this continent. Time has passed, and it will be more difficult to find the artifacts.
Cost: 100 Goods Time: 1 year Chance of Success: 60% Reward: Opportunity to purchase Nehekharan artifacts. Embassy in Araby.
[] Naming Jarls: Skaeland and Vargland - The Vargs and Skaelings both want you to appoint formal leaders of their regions. You tell Tavho to make you a list of all suitable candidates.
Cost: 0 Goods Time: 1 year Reward: List of candidates for Jarls of last two conquered tribes.
[] Working with Witch Hunters - You have a problem with Imperial Chaos worshipers raiding your lands. Tahvo isn't happy about it, but he thinks you might need to coordinate with Imperial Witch Hunters, which are a far cry from your own noble order. Still, it may help cut down on the raids, and it may even convince that bunch of paranoid lunatics that Heimgard can actually be trusted.
Cost: 100 Jotun Time: 1 year Chance of Success: 70% Reward: Coordinated efforts in fighting Imperial raiders. Very small chance of gaining Witch Hunters' trust
[] Mutant Reservations - Tahvo has an intriguing idea for dealing with the mutant population. He wants to declare certain parts of Heimgard to be 'Mutant Reservations.' You'll keep an eye out for Chaos cults developing on the reservations, but you'll otherwise leave them and all the mutants there alone. However, if any mutant is found outside of a reservation without express permission, they will be treated most severely. You can make this palatable to the Skaelings by declaring the forests where their beastmen already live to be reservations. They'll have to stay there, but they don't want to leave anyways.
Cost: 100 Jotun Time: 1 year Chance of Success: 60% Reward: Mutants concentrated in reservations. Easier to keep an eye on them. Also, easier to purge them, if you so choose.
[] Heimgard Needs Children - The simple fact is that Heimgard has incredibly low population density. You have enough land to easily support double your current population. However, in these uncertain times, many people are refraining from having children. Tahvo wants to fix that with a major propaganda campaign to urge people to have more kids.
Cost: 500 Jotun Time: 1 year Chance of Success: 70% Reward: Increased Growth Rate
Intrigue: Nameless has to deal with the greatest cult you've ever faced. Also, the skaven are becoming active again. He's got his work cut out for him
(Choose 4)
+10 Lore Bonus is now built into the required roll. Will no longer be added on.
[] Hunting Chaos: Heimgard - You know of at least one major cult in Heimgard. You send Nameless to fight them and every other cult he can uncover.
Cost: 250 Jotun/turn Time: ? year Chance of Success: ?% Reward: Rooting out Chaos worshipers.
[] Hunting Mutants: Heimgard - You've killed the worst of the mutants. Let's see if you can kill a few more. It will be tricky to keep the people from realizing you're conducting a true purge, but Nameless will see what he can do. If you fail, you may frighten or anger the conquered tribes. Will not affect Skaelings
Cost: 300 Jotun Time: 1 year Chance of Success: 80% Reward: Killing the worst living mutants
[] Scout: Troll Country - You've had patrols and agents working in Troll Country for a while now. But it's time to scout it thoroughly to see if the trolls or skaven pose a real threat to your neighbors.
Cost: 100 Jotun Time: 1 year Chance of Success: 70% Reward: Thorough survey of Troll Wastes
[] Scout: Kurgans - You send some agents into the westernmost edge of the Kurgan lands, which boarders on the Chaos Wastes. It's extremely dangerous, and you wouldn't risk it if you didn't have vampires.
Cost: 100 Jotun Time: 1 year Chance of Success: ?% Reward: Knowledge of Kurgans. ???
[] Scout: Naggaroth - There's probably going to be a war fought there soon. You want to know that land that people will be dying over. You send agents to survey the lands around the High Elf colony of Averheim, where battles will likely take place. You also send for a survey of the whole eastern side of the continent, which will take two years but it will give you far more information about the land.
Cost: 500 Jotun Time: 2 year Chance of Success: 50% Reward: Immediate knowledge of battlefields. In two years, the knowledge of Naggaroth
[] Infiltrate: Skaven - This will be tricky. The skaven are more than treacherous enough to sell you information on their enemies, but they're also very likely to lie to you. If Nameless casts a wide enough net and bribes enough skaven, maybe he can get a better picture of what's actually going on in the skaven world?
Cost: 300 Jotun Time: 1 year Chance of Success: ?% Reward: More information on skaven
[] Infiltrate: The Empire - Something is going on in the Empire. You don't know what, but it's taking up a lot of Adolphus's attention. You send in a few of your people who can pass for Nordlanders and tell them to find out everything they can about what's going on to the south.
Cost: 200 Jotun/year Time: 1 year Chance of Success: ?% Reward: More information on the Empire
[] Halfling Vampire Hunters - You've hired a fair number of them. Let's see if they can teach your people anything about fighting the undead.
Cost: 100 Jotun Time: 1 year Chance of Success: 80% Reward: Knowledge of Halfling Vampire Hunting Tactics
[] Aid the Chaos Dwarfs - The very idea disgusts you, but helping the Chaos Dwarfs will most likely keep Grom busy. Also, you could make a fortune charging them insane rates for the food they need to survive. However, if you are discovered, you will anger many other nations, especially the Dwarfs.
Cost: 0 Jotun Time: 1 year Chance of Success: 80% Reward: 5,000 Jotun. Chaos Dwarfs don't starve.
Piety: You've convinced Hall to let go of his old grudges, and he's no more dedicated than ever before to building up Heimgard.
(Choose 2)
[X] The Singer: Blessing the Dwarfs - You would have waited to do the fertility ritual on a thinking creature until after you did it on an animal, but Grunni Kazisson told Ingga that he's very interested in any way to increase his people's population. The Dwarf king wants you to send your Singerite shamans to Kraka Drak and other Dwarf holds, so they can spend a year setting up the ritual and then five years systematically blessing every Dwarf woman who wants a child. For the five years the shamans work, Kazisson will lend you the services of a group of his engineers. On top of that, he will pay you a handsome sum.
Cost: 0 Time: 6 years Chance of Success: 60% Reward: +1 Stewardship Action and special Dwarf Craftmanship bonus for stewardship actions for 5 turns (starting next year). Unlock Dwarf Stewardship options. 100 Goods. Increased Dwarf population. Good chance of increased Dwarf Opinion
Finishes in TWO years
[X] Purify Norsca - You've claimed the land. You'd really like to get the Chaos taint out of it. While your shamans are working, they can preach to the locals and try to convince them to accept the faith of the Ancestors.
Cost: 450 Time: 3 year Chance of Success: 80% (Rolled Each Turn) Reward: Tribal land cleansed. Every year of attempt may yield converts.
Finishes THIS year
Free Enchantment Options
Your army of enchanters are ready to start work on any project you wish
Seeking Arrows
Blood-Seeking Arrows: Have 1,000
Avalanche Stones
Spell-Catchers: Have 30
Equipment for Bulwarks
Come-Hither Beacon: Have 1
Dharbreaks: Have enough for moderate protection of Jotunheim. Will take years to make enough for all of Heimgard.
[] Ask the Augurs - Having set up the basics of consulting the augurs, you can know more easily ask their advice on new matters. (Write in which action you want to use Augurs to boost, like so: -[X] Augurs - Action Name )
Cost: 25 Time: 1 year Chance of Success: 95% Reward: +20 to action of your choice this year.
[] Necromancy 101 - Dhar is inherently corrupting, and it's necessary for necromancy. However, many necromancers avoid the worst of the taint by using Shyish (the wind of death) to manipulate Dhar, much like how one would use tongs to pick up something very hot. Hall thinks there's something to this idea, and he promises to be exceedingly careful in his research.
Cost: 0 Time: 1 year Chance of Success: 90 Reward: Knowledge of indirect methods of using Dhar
[] Study Skaeling Beastmen - You have a few of their shamans available. You want to learn more about them, their peculiar mutations, and the strange magic they use to make Skaeland into such a lush forest.
Cost: 0 Time: 1 year Chance of Success: 90 Reward: Beginnings of study of their mutations. Unlock new ritual magic.
[] Convert Norsca - You've claimed the land, and you want to cleanse it, but you also really want to turn the locals away from Chaos. You send shamans to work on converting the conquered tribes full time. Your wife's and your own recent ascensions grant a bonus. Either of your personal attention will provide an additional one.
Cost: 250 Time: 1 Chance of Success: ?% Reward: Some converts. Results depend on roll. More likely then Purify Norsca to yield converts
[] Ice Magic 102 - You have rough understanding of the Ancient Widow's true nature. Let's see if you can dig a little deeper. Hopefully, you'll be able to figure out how to permanently block Bogdan's access to Ice Magic.
Cost: 0 Time: 1 year Chance of Success: ? Reward: Can block Bogdan's power. Further knowledge of Ice Magic
[] Understanding Ashi - She spontaneously ascended to demigodhood. How did that happen? And can it be replicated?
Cost: 0 Time: 1 year Chance of Success: 60 Reward: Ability to sacrifice the faithful to the Purifier. ???
[] The Next Generation - Hall is thinking more about the future, and he's got an idea. He wants to redouble and expand your efforts to find those with magical talent to cover all of Heimgard. At the same time, he will expand Mountain Crown with a trick he learned from Teclis. He will warp the space in that hold, expanding it to hold more buildings than physically possible, much like what Teclis did in Altdorf to create the College of Magic. Suffusing the area with magic will help awaken students' mystical senses, and it will no doubt be confusing to any attackers.
Cost: 500 Initial Cost 250/Turn Upkeep Time: 1 year Chance of Success: 70 Reward: Increased recruitment of initiates. Faster training of Master Shamans. Improved Mountain Crown defenses.
[] Temples for the Ancestors (and Dazh) - You decide to build temples and shrines to the Ancestors (including the honorary ancestor Ursun) throughout Heimgard. While you're at it, the priests of Dazh did a great deal to cleanse Chaos last year. They'd surely appreciate it if you repaid them with a few temples of their own.
Cost: 500 Time: 1 year Chance of Success: 70 Reward: More converts to Ancestor Cult. More converts to Dazh
Stewardship: Maybol is still busy getting Heimgard's infrastructure up to snuff. She also reports that Tzarina Ahloynah contacted her with a very interesting proposal.
(Choose 2)
-[X] Great Wall of Norsca
Cost: 1,000 Time: 2 DY 3 HY Reward: Dwarf-designed defenses already separate Norsca from the mainland, but you think they can be improved. You throw a fortune at the dwarf architects and tell them to go wild.
Finishes in THREE years
[X] Fix Tribal Land: You damaged a lot of Norsca's infrastructure when you raided and conquered it. This will fix up the towns, get the farms ready for harvest, and introduce new roads that will link up with those in Jotenheim (which in turn link up to the Baersonlingers' and the Dwarfs')
Cost: 150 Time: 3 year Chance of Success: 80% (Rolled Each Turn) Reward: Repaired Norsca. More Trade and Taxes
Finishes THIS year
[] A Wall of Fortresses: Kislev - Kislev is constantly under attack from Chaos, Kurgans, Chaos Dwarfs, greenskin, trolls, and beastmen. Part of the problem is that Kislev simply has very few natural defenses, other than its brutally cold winter. Ahloynah wants to change all that. She somehow managed to acquire the services of a large number of Dwarf architects. She'd also like to hire some of yours and extremely huge quantities of your stone at rates so cheap that you'd actually lose a little money. In turn, Kislev will provide the labor, and, together, the tree of you will build many more forts and castles throughout northern Kislev. If you help them in this, you will surely improve relations with Kislev and its ruler (who has implied she will forgive you for allowing Katarina to continue to exist)
Cost: 500 Jotun/turn Time: 3 year Chance of Success: 70% (Rolled each turn) Reward: Major increase in defenses in Kislev. Kislev opinion boost. Ahloynah opinion boost.
[] Dwarf Engineers - You have five years of service from the greatest engineers in the world. If you want, you could get the most out of them by having the Dwarfs only do the hard initial work, so that your builders can finish the job.
Each option lists the number of Dwarf Years (DY) to start the task and the number of Human Years (HY) it will take to finish it
-[] Artillery School
Cost: 300 Time: 2 DY 2 HY Reward: Jotunheim gains canons and capacity to make more.
-[] Architectural School
Cost: 50 Time: 1 DY 0 HY Reward: Bonus to building projects
-[] Shipbuilding School
Cost: 50 Time: 2 DY 0 HY Reward: Ability to make ships once you have a part
-[] Fortify Ubishey
Cost: 100 Time: 1 DY 1 HY Reward: Dwarf designed defenses guarding the biggest land route to Norsca
-[] Improve Infrastructure in New Lands
Cost: 1,000 Time: 2 DY 1 HY Reward: Proper Dwarf designed roads and bridges for easier travel throughout Heimgard
[] Runic Cash Crops - Sayble figured out how to use runes to increase the output of fruit trees and grape vines. This year, Maybol wants to try to do the same on a much grander scale. Making runic plants is labor intensive, so she thinks it's best to spend her efforts enchanting cash crops. You won't get much more food, but you should see greater income.
Cost: 0 Time: 1 year Chance of Success: 80% Reward: More Trade Income
[] Dragon Hoard - It would cost a fortune, but, if you wanted, you could give the dragon a proper golden hoard. If you do, it will surely stay in Jotunheim. The goods you will spend on the hoard are not 'used up.' They're just resting underneath the dragon. However, it might take offense if you need to borrow some of its hoard.
-[] Write in where you want the hoard to be
Cost: 10,000 Goods Time: 1 year Chance of Success: 90% Reward: Dragon Hoard. Dragon's loyalty.
[] In the Navy! EXTENDED - You now have access to Bjornlinger sailors and shipmakers. You also have many docks that were heavily damaged in the war. You can hire the Bjornlingers and other experts and huge amounts of workers to repair and expand docks and ship-making facilities throughout Norsca, but you must choose to focus first.
-[] Focus on Southern Norscan - Sarland, Bjornlingerland, and coastal Skaelingland. Will yield easier sea trade with Kislev, Marienburg, and the northern part of the Empire.
Cost: 500 Time: 1 year Chance of Success: 90% Reward: Fully Functional Docks (Unlocks more sea trade). A few Norscan Longships for the Jotunheim navy
[] Experimenting with produce - You have halflings who you've heard make great farmers, and you can purchase plants that come from almost anywhere in the world. Lets see if you can get some new crops to grow in norsca
Cost: 250 Jotun/turn Time: 3 year Chance of Success: 70% (Rolled each turn) Reward: Major increase in food production
[] A Wall of Fortresses: The North - You've angered Chaos. A lot. Maybe it would be a good idea to build a line of extremely heavy fortresses along the northern coast of Heimgard.
Cost: 500 Jotun/turn Time: 3 year Chance of Success: 70% (Rolled each turn) Reward: Major increase in defenses along the North
Learning: Now that the organization has been optimized. Sayble is ready to spread her knowledge to all your people
(Choose 3)
[] Runes in Flesh: Ultra-Heavy Mammoths - You've learned the trick of giving horses strength and endurance. It appears that Sayble has no concept of overkill. She wants to give runes of strength to mammoths. If it goes well, she might even give them some armor.
Cost: 100 Time: 1 year Chance of Success: 75% Reward: Ultra-Heavy Mammoths
[] Heaviest Cavalry - You discovered how to use runes to give horses preternatural strength and endurance. Now, you plan to make the most of it. You order your scholars to enchant dozens of horses and to work with the dwarfs to give them the strongest possible armor. If all goes well, the final product will be less like a horse and more like a living wall of steel.
Cost: 200 Time: 1 year Chance of Success: ? Reward: Ultra-Heavy Cavalry (+50 gets 100, +75 gets 200)
[] Runes in Flesh: Verminfate Dire Dogs - You've learned the trick of giving horses strength and endurance. Now, you want to try to give your Ratters a leg up. If successful, you will enchant the hounds themselves with the verminfate rune so that they're mere presence will weaken skaven and their touch may harm them.
Cost: 100 Time: 1 year Chance of Success: 75% Reward: Verminfate Dire Dogs
[] Runes in Flesh: High Flying Ravens - You've learned the trick of giving horses strength and endurance. Now, you want to improve your Dire Ravens. Your scholars will grant them runes of strength, speed, endurance, and even the wind. They will do anything and everything to make your Dire Ravens fly further, faster, and higher.
Cost: 100 Time: 1 year Chance of Success: 75% Reward: High Flying Ravens
[] Runes in Flesh: Fire Gnoblars - Sayble thinks she might be able to channel the gnoblars natural magic into a more useful direction. If it goes as planned, whenever gnoblars work themselves up in battle, they will start some fires. She can't be certain that the gnoblars won't set themselves on fire, but, even if they do, you still get some nice one-use troops.
Cost: 100 Time: 1 year Chance of Success: 75% Reward: Fire gnoblars
[] Runes in Flesh: Yggdrasil - Sayble has announced she is taking runic plant research in a new direction. Instead of fiddling about with random little projects, she wants to focus on one grand work. She wants to grow an enormous tree, the largest one in all of Norsca, perhaps the largest in the world. A tree to scrape the heavens. And, what's more, she is going to somehow make it habitable. When you ask her why in the world she would want to do this. She replies, "Not because it is easy, but because it is hard."
Cost: 100 Time: ? Chance of Success: ? +Sacrificial Ash Tree Bonus Reward: Yggdrasil. ???
[] Runes in Flesh: Great Wall of Norsca - Sayble wants to do her part to strengthen the defenses along Norsca's border with the mainland. She has bold ideas of fields full of rune enhanced thorns that will funnel enemy troops into killzones. However, she isn't sure how long it will take to complete such an ambitious project.
Cost: 100 Time: ? year Chance of Success: ? Reward: Plant defenses along border with mainland.
[] Runes in Flesh: Vampires - This idea comes not from Sayble but from Katarina. She greatly appreciates the personal dharbreaks that you've made for her, but she wants protection that can never be removed. She wants Sayble to figure out how to carve dharbreaks into her very skin, so that she will never again be corrupted. It will be a very dangerous procedure. Fortunately, you have that near mindless Lahmian captive. You can test the procedure on her first.
Cost: 0 Time: 1 year Chance of Success: 50% Reward: Unlock ability to enchant vampires. Katarina gains permanent dharbreaks
[] Runes in Flesh: Humans - Sayble has proven to her satisfaction that she can safely enchant humans. She wants to try granting increased strength and toughness to a select few humans who you know you can trust, like your Rune Warriors. If she succeeds, they'll prove even more powerful than before.
Cost: 0 Time: 1 year Chance of Success: 70% Reward: Magically Enhanced Rune Warriors.
[] Cultivating Starwood - You've got a handful of saplings form Ulthuan. Let's see if you can get them to grow in Norsca
Cost: 100 Jotun Time: 1 year Chance of Success: 60% Reward: Starwood farm
[] High Elf Shipbuilding - The Ulthuan are supposed to be the greatest shipbuilders in the world, and they've promised to teach you the basics. Let's just see what they view as 'the basics.'
Cost: 100 Jotun Time: 1 year Chance of Success: 70% Reward: Improved shipbuilding techniques
[] Public Education - Sayble has an idea for creating schools throughout Heimgard to teach children for free. It will take some time to set up, but it will dramatically improve the education of your people. Also, Sayble happily says it would give you a chance to indoctrinate the youth.
Cost: 500 Jotun Upkeep Time: 2 year Chance of Success: 70% Reward: Better educated people.
[] Learning from the Great Mother - The Great Mother knows some extremely powerful magic, but maybe she has some mundane knowledge that might prove useful?
Cost: 0 Jotun Upkeep Time: 1 year Reward: Gain mundane knowledge of the Great Mother.
[] Grand Census - A shockingly large portion of the Baersonlingers are Ursunkin (over 1% !!!). Publicly, his tribe claims they are rewarded for their extreme faith. Sayble recently badgered Bahbahk into admitting the real reason. For longer than he's been chief, they've been running a secret breeding program, carefully weaving together bloodlines to yield as many Ursunkin as possible while avoiding inbreeding. In theory, the same tactics could be adopted to increase the birth rate of magically skilled individuals. The first step would be to conduct a census of all your people so that you might find everyone who has a family history of magical talent. Sayble thinks the information would also be helpful for completely mundane reasons.
Cost: 100 Jotun Time: 1 year Reward: Census of Heimgard. Improved knowledge of demographics. First step to establishing magic breeding program.
Personal: Well, you're now part demigod and so is your wife, and you've got a probably divine kid on the way. Not to mention your five other children. And your two wards... when did your family get so big?
(Choose 3)
[] Spend time with Anyah and Bogdan - One is your heir apparent. The other is your ward and the child of your nearest neighbor. Also, they seem to be becoming fast friends. Perhaps you and Ashi should make a point of spending time with them. It might help Ashi's soul heal.
Cost: 0 Time: 1 year Chance of Success: ? Reward: ???
[] Spend time with Astah, Rana, and Ahloynah - Rana has been the Tzarinah's ward for some time, and you're worried she's starting to forget her roots. Also, your five year old, Astah, can barely remember her sister. So, you, Ashi, and Astah make a family trip to Kislev to spend time Rana. You'll also get a chance to have some private and informal talks with Ahloynah. It also wouldn't hurt to get a feeling for Ahloynah's daughter who will likely rule after her. Spending time with the kids might also help Ashi's soul heal.
Cost: 0 Time: 1 year Chance of Success: ? Reward: ???
[] Spend time with your council, the Jarls, and Tabitha - It's been years since you spent much time with your council outside of work. After Ashi's and your own recent ascension, perhaps it would be good to reassure them that you're still you. Not to mention that you miss spending time with Tabitha. Also, getting Ashi to go over a wide variety of topics may reveal any damage to her mind and soul.
Cost: 0 Time: 1 year Chance of Success: ? Reward: ???
[] Dragon Riding - The dragon has agreed to help Jotunheim. You should probably practice riding him.
Cost: 100 Time: 1 year Chance of Success: 50 Reward: Experience at dragon riding
[] Personal Visit - You decide to personally visit a particularly region and try to improve relations with the local people. Must write in destination
-[] Any one part of Heimgard
-[] Nordland
-[] Kislev
-[] Write in
Cost: 250 Time: 1 year Chance of Success: Varies with destination Reward: Improved relations ???
[] High Magic - Hall thinks that with your enhanced magical sense, you might be able to learn High Magic. It will take a long time, probably over a decade, but the results could prove incredible.
Cost: 0 Time: 1 year Reward: Learn a little high magic. Increased magical skill
Subordinate Actions:
Choose one action for each tribe.
Bjornlingers
The Bjornlingers are sailors and traders beyond compare, but it will take them some time to get their fleet back in sea worthy condition after the raids. Still, they can do a few things for you. While looking for aid against their attackers, they managed to a get a handful of ships through the mists of Albion. They think they might be able to do that again if you wanted to contact the people there. They can continue to spread their worship of Manaan to the other Norscan sailors. Chief Ingemar still wants to punish the Graelings for all the raiding his people have weathered over the years. He's also eager to show up Oovuh by leading more successful raids against the Druchii.
They have built up the fleet some, but they can do more
[] Bjornlingers: Focus on rebuilding fleet
[] Bjornlingers: Contact Albion
[] Bjornlingers: Preach for Manaan.
[] Bjornlingers: Raid Naggaroth
[] Bjornlingers: Talk shipbuilding with the High Elves
Baersonlingers
Bahbahk would love to spread the worship of Ursun, but he is also willing to raid the Kurgans. You also finally have enough ships to move his forces to Naggaroth, although they won't be useful until they reach the mainland.
Graelings
Oovuh claims to be ready and eager to serve you, but you know he's got a silver tongue. He could work at building up his fleet. He could also continue to raid Naggaroth. If you want him to prove his loyalty and his skill at non-martial matters, you could order him to help uncover Chaos worshippers in his lands.
[X] Establish the Great Mother in Bountiful Basket - This newly reclaimed hold is in a secluded but fertile valley with enough room to hold many fields and creature pens. She'll have room to work and will stay away from Hall, but you'll have to pay more to set it up, and it will be tougher to defend.
My take on it is that we should prioritize how effective she is, and then just build up BB, rather than put her in MC and have her stuck there with a limited production.