Warhammer Fantasy: Norsca United! (CK2)

[X] Wait - your allies won't like it, but you have enough food to keep them feed where they are. You could wait and see what happens...
-[X] Have the scouts observe the clashes of Aesling and Varg, sally forth as soon as the stalemate seems likely to stop fighting, or if one side is getting the upper hand.
 
[X] Sally Forth - The Aeslings will not be attacking your fortifications any time soon, and you swore to eradicate them. You send out all your troops and hope that it will be enough to purge the land.
 
Vote tally:
##### 3.21
[X] Sally Forth - The Aeslings will not be attacking your fortifications any time soon, and you swore to eradicate them. You send out all your troops and hope that it will be enough to purge the land.
No. of votes: 9
Night_stalker, DragonParadox, Scorpianhead, bdun140, massdefect76, x2ero, Orisha91, hcvquizibo, butchock

[X] Sally Forth
No. of votes: 9
Derek58, Chief18753, HanEmpire, Xantalos, Massgamer, soulcake, Varano, Inf0mercial, Theunderbolt

[X] Wait - your allies won't like it, but you have enough food to keep them feed where they are. You could wait and see what happens...
No. of votes: 1
Vanestus

[X] Sally Forth
-[X] Keep a core group in reserve just in case
No. of votes: 2
Spktr Alpha, KnightDisciple

[X] Wait - your allies won't like it, but you have enough food to keep them feed where they are. You could wait and see what happens...
-[X] Have the scouts observe the clashes of Aesling and Varg, sally forth as soon as the stalemate seems likely to stop fighting, or if one side is getting the upper hand.
No. of votes: 2
veekie, Dark Ness
 
[X] Sally Forth - The Aeslings will not be attacking your fortifications any time soon, and you swore to eradicate them. You send out all your troops and hope that it will be enough to purge the land.
 
The (Hopefully) Last Aesling War Finale
The (Hopefully) Last Aesling War Finale

Sallying Forth

As the slowest moving army, the Dwarfs are mostly left behind to hold the fortifications. Your people and the Baersonlingers ride out together.

Your forces scour Aesling land. They comb through the forests, mountains, and valleys. Your trackers work with Baersonlinger hunters, and the Grendels lend their extraordinary hearing. Still, it is brutal work.

The Aesling know every hiding spot and secret path in their land. They strike at your people, only to vanish and strike again. Weeks pass with you making slow and steady progress. Then, finally, you lure the last few bands out into the open and crush them. There might be a few scattered individual Aeslings left somewhere in the land, but not enough for an army, not even enough for a proper raid.

Unfortunately, this great success costs lives and takes more time than you like. A great deal happened while you were clearing out the guerrillas.

The swarms of Aesling civilians make startling progress against the Vargs. Perhaps their desperation lends them strength or perhaps Khorne grants them his dark blessings. Your scouts tell stories of unarmed mobs tearing Vargs soldiers apart with their bare hands. The swear they watched warriors take mortal wounds and continue fighting. Many even fought naked, somehow charging through a river so cold it should kill, but they burst out onto the other bank, limbs black with frostbite, but they just kept fighting.

You've heard tale of Khorne priests inspiring such berserker rage in their followers, but your scouts saw no priests, no Chaos champions, no leaders of any kind. Your scouts cannot even be sure they talk to each other at all, but still they somehow fight with terrible coordination. Your scouts compare them to swarms of bees or some kind of human hive.

The description of this new kind of Aesling chill the blood, but, fortunately, they are all on the Varg side of the river, and they show no sign of turning back. They should keep the Vargs busy for some time, and every foe on your side of the river is dead, so it appears... you have won.

You hold enormous victory celebrations, where Dwarf, Baersonlinger, and Jotunheimer feast and rejoice as one. These feasts and the war did much to bind the three groups together, at least for the common people.

Grunni Kazisson, king of the dwarfs is happy to see the Aeslings gone. He is already forming plans to to reclaim a few holds that were lost to the Aeslings seized long ago. Grunni is less happy to have less of a buffer against the Kurgans, but he still has the river and many extensive fortifications. He personally tells you that he bears no grudge against you for your earlier inaction, and he is now happy to discuss new trade deals.

Bahbahk, the Baersonlinger chief is less happy with events. He lost good warriors in this war, and, while he is more safe from the Kurgans than ever before, he does not like the stories he's heard of the Aesling Hives. Furthermore, he waits to see if you will truly give him the land you promised.

You have won a great victory for your people, but you still have much work to do.

Results of War:
Seized all Aesling land (will have to give some back out to fulfill promises)
Wiped out 90% of Aesling people.
Remaining Aeslings become 'Hive' and are at war with Vargs

Dwarf Opinion 5 + 2 = 7/10
Baersonlinger Opinion Unchanged 6/10
Baersonlinger Opinion can be improved through further aid.

Major fortifications along northern border of Jotunheim
Basic knowledge of dwarf defenses: +10 to building defensive structures
Unlocked ability to make dwarf roads
Beginner's knowledge of cannon tactics
Unlocked research options for enhancing building with runes
Good relations with Dwarf engineers
Maybol befriends a dwarf runesmith: Falgrim Loganson

Losses

Jotunheim Military

Your extensive raiding cost you cavalry and your precious sleipnirs. You also lost a few of your soldiers and scouts fighting the guerrillas.

Soldiers
3400 - 700 = 2700
Scouts 1104 - 200 = 904
Cavalry 1150 - 300 = 850
Sleipnirs 608 - 120 = 490


Baersonlinger Military

Their cavalry suffered along with yours. They also lost some people fighting guerrillas, mostly their inexperienced warriors.

Militia 3,000 - 700 = 2,300
Hunters 3,000 - 500 = 2,500
Cavalry 3,000 - 750 = 2,250
Horse Archers 3,000 - 750 = 2,250
War Bears 123 - 3 = 120

Grendels
Losses: Light

Dwarf Military

Losses: Negligible
 
Huh, not bad...

Little concerned about the aesling hive though. That just reeks of the sort of thing that comes back to bite you when you least expect it.
 
We just need to fort up like crazy alongside the Dwarves so that even trying to get into our lands is near impossible.
 
That went great :)

We grabbed ALL the Aesling land, wiped out almost all of them, and only lost a little over a thousand of our forces. The Baersonlingers lost a good deal more, but now that they have much better lands to settle in, they should recover those numbers pretty quickly. The remaining Aeslings are a little worrying, but they're busy fighting the Varg, so it's not our problem at the moment.

Now to honor our promises and give the Baersonlingers and Grendel their land.
 
Is there any reason not to give it to them?

Not really. They helped us out, don't worship chaos, will support us in future battles, more trading partners, and we couldn't use it ourselves anyway.

Really we get nothing but benefits by giving them they land we promised.

Maybe we can get some horse archers and bear warriors.
 
Which land do we give them? We could have them settle our new frontier with the Vargs, or they could be now on our frontier with the Dwarves.
 
Turn 8
Turn 8 (2427 IC)

Last year, you nearly annihilated the Aesling threat, and you won the greatest victory for Jotunheim in centuries. Your warriors bring back some treasure taken from your new lands. It seems the refugees took the majority into Varg land, but you still get a nice portion. (Gain 2,000 in loot).

Unfortunately just as the year ends, Tahvi Two-Lives dies again. He was perhaps the great shaman your people ever had, and you already miss his wisdom, his power, and his company.

On a positive note, your patrols and new fortifications did remarkably well at stopping Sarl raiders coming north. They even managed to capture a few alive. Nameless informs you that he'd be happy to interrogate them for information.

Despite the loses to your army, your forces' morale has never been higher. Your soldiers to seem to compete over who can tell the most glorious and goriest stories of the Aesling war. Your cavalry tell countless tales of riding down helpless fleeing Aeslings, and your people clamor to hear more. The war has just ended, and, already, some push to start another.

The next war may already be on its way. Without the Baersonlingers slowing the Kurgans down, the horde has expanded into that tribe's former territory. Right now, you can't tell if they'll try to head west into dwarf lands or south into Kislev. Also, that Aesling 'Hive' is doing shockingly well. Your scouts report that while they are few in number, they are more than holding their own against the Vargs. They're taking few casualties, and some claim they might even be growing in number... somehow.

On top of all that, you must make some decisions about dividing up the spoils of war. (Special post-war decisions).


Population (All numbers are approximate)
Total: 26,500
Jotungram (Capitol Holdfast): 5,000
Jotunvagga (Holdfast, with lots of farming): 6,000
Jotunhroc (Holdfast): 4,000
Assorted Villages: 10,500


Military (Purely volunteer force. Distinctions are "iffy")
Morale: Medium
Number Readily Available: ~5,500
Absolute Every Fighter: ~15,000

(Below numbers represent the number readily available)

Soldiers (Rank and file profesisonal soldiers. Above Average Attack. Average Defense and Mobility. High Morale): 2,700
Scouts (Scouts culled from the greatest hunters in your tribe. High Attack. Medium Defense and Mobility. High Morale. Special: Stealth, Bows, Volley-Fire): 904
Cavalry (Fighter trained to use lance and sword from atop mountain horses. High Attack. Medium Defense. High mobility. High Morale.) 850
Rune Warriors (Their weapons and armor bear Dwarf runes. Each piece cost a fortune, and they have only been accumulated over generations.HighAttack. High Defense. Average Mobility. High Morale): 500 + 50 (Rune Weapons recovered in Mountain's crown) = 550

Sleipnir Cavalry (The greatest riders and fighters are allowed to ride the holy Sleipnir into battle. High Attack. Above Average Defense. Extreme Mobility. High Morale): 490 + 30 = 520

War Mammoths (Massive attack. High defense. Above Average Mobility and Morale. Special: Smash): 19 + 4 (Great Year) = 23

Initiate Shaman: 54 + 4 = 58
Master Shaman: 20 + 1 = 21


Economy
Treasury: 2,155 + 75 + 2,000 (Aesling Loot) = 4,230

Trade Income: 575 (Dwarfs + Baersonlings)

Tax Income: 150 (Low Taxes, inefficient collection)

Military Upkeep: 170 (Patrols and Professional Army)

Infrastructure Upkeep: 125 (Sleipnirs and Stewards)

Diplomatic Upkeep: 25 (Professional Diplomats)

Piety Upkeep: 50 (School)

Net Income: 355


Opinion
Jotungram (Capitol): 7
Yotunvagga (Farms): 7
Jotunhroc (Ravens): 8
Villages: 7
Dwarfs: 7
Baersonlinger: 6


Ashi 8/10
Ingga 6/10
Nameless 7/10
Tahvi 10/10
Maybol 6/10
Sayble 6/10


Food Situation
Current - Huge Surplus



You may double-down on one action a turn. Doing so will provide a +20 boost, but it will cost more money and resources. Also, if you still fail, thefailure will be spectacularly bad.

Abbreviate doubling-down as "DD"

You may give one action Thorfin's personal attention. That action will receive a bonus equal to the relevant attribute - 10. (So, having him help with a Piety task would give 21-10= +11 to the role. But having him attend to a Diplomacy task would give 5-10= -5 to the role). In addition to the bonus,special secret rewards may be unlocked if Thorfin attends to certain tasks.

Abbreviate Thorfin's Personal Attention as "TPA"

Ashi has grown accustomed to her new role and new authority, so she can do more than ever before. You may now give one action Ashi's personal attention. That action will receive a bonus equal to the relevant attribute - 10. (So, having her help with a Martial task would give 29-10= +19 to the role. But having her attend to a Piety task would give 4-10 = -6 to the role). In addition to the bonus,special secret rewards may be unlocked if Ashi attends to certain tasks.

Abbreviate Ashi's Personal Attention as "APA"


Post-War Decisions: Before you can go about the regular business of running the nation, you must divide up the spoils of war. The Dwarfs merely want the their old Mountain Homes that fell to the Aeslings, and neither you nor the Baersonlingers to begrudge them a few mountains. The Grendels lay claim to a swamp that is the southern source of the river that marks the boundary with the Vargs and the Hive, and no one else wants that land, so they get it. However, you do have to decide precisely how much you will be giving the Baersonlingers.

There are three regions of Aesling land to decide on. Giving them one region arguably fulfills the terms of your agreement. Giving them two regions definitely does. You could even give them all the land, although that would spread them a bit thin on the ground. (You may want to look at the new map on page 1)

Norther Tundra: This is the Northernmost tip of Norsca. It is a barren land stalked by great beasts, so the Baersonlingers should find it just like home. However, the proximity to the Chaos Wastes are worrisome.

[] Give them Tundra
[] Don't give them Tundra

Western Aeslingland: This region is closer to Varg land, so the Baersonlingers would again serve as a buffer between you and your foes. However, this land is a bit more mountainous than the Baersonlingers might prefer.

[] Give them Western Aeslingland
[] Don't give them Western Aeslingland

Eastern Aeslingland: This region boarders the dwarfs , so you would make less money conducting trade between the groups. However, this land is much like the Baersonlinger homeland, except more fertile, so they should be happy with it.

[] Give them Eastern Aeslingland
[] Don't give them Eastern Aeslingland

[] Write In: You could divide up the land in some different way. For example, you could give the Baersonlingers the northern half of Aeslingland, which is generally flatter than the more mountainous southern half.

Regardless of what land you give them, you will retain the right to send troops to or build fortifications on key areas.


Military: Ashi Axe-Child is your wife, the greatest fighter in the tribe, and the leader of the first professional Jotunheimer army. All things considered, you think you married quite well. (Choose 2)

[] Lions and Tigers and Bears. Oh my! - Your mountains are filled with mountain lions, Sabretooth tigers, and Dire bears. You could set your military togo about killing as many as they can. You could might turn a nice profit off the hides, and maybe you'll get lucky and find other rewards.

Cost: 0 Time: 1 year Chance of Success: 80 Reward: 3d100 Profit, ???

[] Finish Them - Ashi notes that some of her soldiers are eager to push onward and kill the last of the Aeslings. However, they are within Varg territory, and that tribe might very well attack you while you are dealing with the Hive. Unlike the Aeslings, the Vargs have been weakened by internal struggles.

Cost: 0 Time: 1 year Reward: War Turns. If successful, kill the Hive. If very successful, seize some Varg land?

[] The Best Defense - Ashi has an interesting idea. She wants to try to hire some Baersonlinger warriors to go back to their homeland. Not permanently of course. She just wants to pay some of their cavalry and hunters to patrol the old land and keep an eye on things, and, while they're there, they could raids some Kurgans too. That would be nice.

Cost: 50 Time: 1 year Chance of Success: 70% Reward: Patrols through former Baersonlinger land. Impede Kurgan horde.

[] Refilling the ranks - You lost good people fighting the Aeslings. Ashi wants to recruit some more good people to make up the loss. If she gets lucky, she might even expand the army larger than it was before.

Cost: 50 Time: 1 year Chance of Success: 80% Reward: More troops.

[] Raid the Sarls - You've (mostly) eliminated one of your Chaos-worshipping neighbors, and Ashi wants to take a look at the other one. The Sarls are to your south. If you could claim their land, you would have a sea route to Kislev and this 'Empire' you've heard about. You would also control every land route out of Norsca, and that is a tempting thought. However, right now, you just don't know that much about what you'd be getting into.

Cost: 0 Time: 1 year Chance of Success: ? Reward: ?



Diplomacy: Ingga Honey-Tongue calls himself a goatherd, and, in truth, he does spend most of his time lead his flocks of Dire Goats from settlement to settlement. However, he carries messages between groups of Jotunheimers, and when conflict arises between villages, he is always quick to use his sweet words to settle the dispute. He served the last chief well for many years.
(Choose 2)

[] Other tribes? - Innga mentions that, while talking with the members of the farthest out villages, he discovered some of your people conduct a little trade with other tribes. Few goods exchange hands, rarely more than a few deer-skins for some grain, or the like. However, it could be the start of something more. Jotunheim officially has no contact with other Norscans, but maybe you could change that. You could have Ingga go beyond the mountains and see how the other tribes fair. You know you are surrounded by Chaos-worshipping scum, but maybe you could find a few allies? However, it would be dangerous for Ingga.

Cost: 0 Time: 1 year Chance of Success: 70% Reward: Knowledge of nearby tribes. Warning: Ingga may be injured or killed.

[] Dwarf Best Friend - Your people and the Dwarfs have been allies and trading partners for generations. Maybe you could grow even closer or at leastget better trade deals. Ashi has been bugging you about getting better steal or maybe even more rune weapons for your warriors. You send Ingga to open negotiations with the Dwarfs and to deny no request out of hand. The Dwarfs will demand a price for any aid they offer, but they have deep coffers and excellent smiths, so surely the deal will benefit you greatly. You also now have good contacts with Dwarf Engineers, which would make it easier to gain their assistance with building projects.

Cost: 0 Time: 1 year Chance of Success: 90% Reward: Deepened relations with Dwarfs. More trade. More Diplomacy Options ???

[] About those Kislevites - You have heard rumors of great kingdoms to the south. As far as you know, they do not even know you exist. The Baersonlingers claim to have some contacts with Kislev, the closest kingdom. Ties with Kislev could benefit your people a great deal. But it would be a time consuming process. First, you must convince the Baersonlingers to show Ingga the (relatively) safe routes through the Troll Wastes. Odds will improve with Baersonlinger opinion. With that Kurgan horde so close, it might be good idea to contact the potential ally to your south.

Cost: 0 Time: 1 year Chance of Success: 60% Reward: Land Routes to Kislev. Contact with Kislev. Giving Land to the Baersonlingers this turn will improve your odds for success this turn.

[] Strengthening Ties - Jotunheimers and Baersonlingers are new friends. Ingga wants to make them best friends. He will hold a large number of feasts celebrating your victory over the Aeslings. Both tribes are encouraged to attend and participate in friendly competition. Then he wants to see about deepening trade relations and maybe lending them a few of our architects, in case some of them would like to give up the nomadic life.

Cost: 0 Time: 1 year Chance of Success: 70% Reward: Increased Opinion with Baersonlingers. Unlocked additional Diplomacy Options.



Intrigue: You've acquired a Nameless to serve as your sneak, which leaves a bad taste in your mouth. He has proven himself very competent and very loyal. But now, he wants a favor...
(Choose 1)

[] Knowledge of Norsca - You don't really know that much about Norsca beyond your mountains. You could send your Nameless out into the wilderness to wander the lands and see what can be found. Perhaps you will find allies who also revile Chaos? If nothing else, you will know the current state of your corrupted cousins.

Cost: 0 Time: 1 year Chance of Success: 80% Reward: Knowledge of Norsca. Knowledge of potential allies.

[] Far Wanderings: Kislev - You have heard many tales of Kislev, the closest of the southerlands. Perhaps Nameless could establish contact with them?He and a select few would have to journey through the troll waste, but the risk might be worth the reward of gaining an ally that, just like your people, has fought chaos for centuries. Before setting out, Nameless can try to pick up some pointers from the Bearsonlingers

Cost: 0 Time: 1 year Chance of Success: 70% Reward: Contact with Kislev. The Old World becomes aware of Jotunheim. ???

[] Seeking the Jotun - The Jotun are all gone. You know this. Everyone knows this. But the lore Tahvi found and the information Sayble gathered containa few hints, a few rumors, that maybe they aren't. You send Nameless to track down these legends and do the impossible, find a living Jotun

Special: This option may only be taken once. If there's nothing to find, there's nothing to find. Doubling Down will cost 200. If you use Personal Assistance, you will add your piety bonus - 10 ( for a total of +11). Identical to the piety option of the same name.

Cost: 0 Time: 1 year Chance of Success: ??? + 5% (Lore) + 5% (This Land is Our Land) Reward: A living Jotun???

[] Interrogating Sarl Raiders - Your patrols capture some Sarls trying and failing to raid your land. Nameless wants to devote his attention to squeezing out as much information as he can from them. If he fails, he can always scout Sarl land personally.

Cost: 0 Time: 1 year Chance of Success: 70% Reward: Information from Sarl raiders.

[] Returning the Favor - Nameless agreed to attempt to assassinate Ashmunt in exchange for a favor. The fact that he succeeded handily and that your wife technically landed the killing blow does not change that Nameless underwent great danger on your behalf. You promised him a boon for his efforts, and now he's calling it in. He wants your permission to hire more Nameless. Few are willing to trade with a Nameless, and everyone is allowed to legally murder one at any time for any reason, so his people are forced to steal to survive, and they must either get very good very quickly or die. Nameless says this makes them good spies, especially in other lands. You personally don't like the idea of employing more than one of... his kind. Not to mention, if it got out, it could cause a scandal.

Cost: 40 Upkeep/Turn Time: 1 year Chance of Success: 60% Reward: More Nameless spies. +1 Intrigue Option a turn. Risk of opinion hit.



Piety: Tahvi Two-Lives is perhaps the most faithful and blessed Jotunheimer alive. A living legend, he earned his honor-name when, in a time of greatstrife, he willingly offered himself as sacrifice to the Allfather. Giving up not just his eye but his very life, and, miraculously, the Allfather gave it back. However, it seems like he will soon die again, and you doubt he will receive a third life.

(Choose 3 )

[] Preparing for war: MOAR Seeking Arrows - You ask Tahvi and his shamans to craft Seeking Arrows, enchanted weapons magically drawn to the archer'starget. Your shamans have made them for centuries but only for special circumstances. You do not know how many they could make in a year if they focused on this task alone. Your new knowledge of the Runesmith's lore will allow your people to enchant more arrows than before

You used all of your arrows in the war
Cost: 0 Time: 1 year Chance of Success: 100% Reward: A number of Seeking Arrows

[] Preparing for war: MOAR Avalanche Stones - You ask Tahvi and his shamans to craft Avalanche Stones. These rune-marked rocks are designed suchthat, when activated and rolled down a slope, they will gather more stone and snow, causing an artificial avalanche. They cannot be used everywhere, but in certain slopes and mountain passes, they could do incredible damage to an enemy force. You do not know how many they could make in a year if theyfocused on this task alone. Your new knowledge of the Runesmith's lore will allow your people to enchant more stones than before

You have about two avalanches worth left.
Cost: 0 Time: 1 year Chance of Success: 100% Reward: A number of Avalanche Stones

[] MOAR Ever-Block Blades - You made a few of these as a proof of concept. Given a year, you could probably manufacture 500 Ever-Block Blades. You'll need them to recruit more Bulwark troops.

Cost: 100 Time: 1 year Chance of Success: 80% Reward: 500 Ever-Block Blades.

[] MOAR Bulwark Shields - You made a few of these as a proof of concept. Given a year, you could probably manufacture 500 Bulwark Shields. You'll need them to recruit more Bulwark troops.

Cost: 0 Time: 1 year Chance of Success: 80% Reward: 500 Bulwark Shields


[] Lost Lore: The Chooser of the Slain - These days your people mostly just worship the Allfather and the Jotun, but your shamans discovered that, once, far greater attention was paid to all of the progenitors, the first generation from whom all your people are descended, in spirit if not by blood.You ask your shaman to research the Allfather's warrior daughter, the Chooser of the Slain. Perhaps, old prayers and blessings may be recovered to improve your troops.

Cost: 0 Time: 1 year Chance of Success: 70% Reward: Rituals of the Chooser of the Slain

[] The Runesmith: Spell-catchers - It's widely known that lighting seeks out bits of metal in a storm. These enchanted items will work similarly, drawing a spell in and dissipating it harmlessly. Unfortunately, they're only good for one use each before they crumble. Increased experience with runes has increased your odds of success with this task

Cost: 0 Time: 1 year Chance of Success: 80% Reward: Spell-catchers.

[] Seeking the Jotun - The Jotun are all gone. You know this. Everyone knows this. But the lore Tahvi found and the information Sayble gathered contain a few hints, a few rumors, that maybe they aren't. You send Nameless to track down these legends and do the impossible, find a living Jotun

Special: This option may only be taken once. If there's nothing to find, there's nothing to find. Doubling Down will cost 200. If you use Personal Assistance, you will add your piety bonus - 10 ( for a total of +11). Identical to the intrigue option of the same name.

Cost: 0 Time: 1 year Chance of Success: ??? + 5% (Lore) + 5% (This Land is Our Land) Reward: A living Jotun???

[] Lost Lore: The Purifier - These days your people mostly just worship the Allfather and the Jotun, but your shamans discovered that, once, far greater attention was paid to all of the progenitors, the first generation from whom all your people are descended, in spirit if not by blood. When you reclaimed Mountain Crown, you learn much of the Purifier, the wife of the Allfather and mother to their three legendary children. The ancient texts of Mountain Crown claim that she studied with the Jotun and even received the honor of being declared an honorary Jotun herself. She is said to know more about warding off and purifying the taint of Chaos than human to ever live.

Cost: 0 Time: 1 year Chance of Success: 70% Reward: Rituals of the Purifier

[] The Runesmith: Blood-Seeking Arrows - You've uncovered new possible rune enchantments. These arrows are supposed to be a more advanced version of Seeking Arrows. Runes grant them a hunger for blood. They not only seek out they're foes, they even seek out the gaps in armor, so they might embed themselves in flesh. Bonus to accuracy and armor penetration.

Cost: 25 Time: 1 year Chance of Success: 70% Reward: Blood-Seeking Arrows


[] The Singer: Blessing the Fields - One of the simplest Singer rituals involves placing a divine blessing upon fields. This should increase farm yields significantly.

Cost: 0 Time: 1 year Chance of Success: 80% Reward: More trade. More food.

[] The Singer: Blessing the Beasts- There is a ritual for increasing the health and fertility of one's herds. It is a little more difficult than blessing one's fields, but it is the first step to increasing human fertility.

Cost: 0 Time: 1 year Chance of Success: 70% Reward: More trade. More food. Unlocked rituals to boost human fertility

[] Ask the Augurs - Having set up the basics of consulting the augurs, you can know more easily ask their advice on new matters.

Cost: 25 Time: 1 year Chance of Success: 90% Reward: +20 to action of your choice this year.
Write in which action you want to use Augurs to boost, like so
-[X] Augurs - Action Name


[] Cleansing Aeslingland - Well, you've claimed the land, now to get rid of that nasty Chaos taint. You order your shamans to hunt down and cleanse every spec of Chaos corrupted land. It will be a massive undertaking, but you feel it is better to be safe than sorry.

Cost: 150 Time: 5 year Chance of Success: 80% (Every Year) Reward: No Chaos-taint in Aeslingland

[] Naming a new High Shaman - As chief, you do not, technically, have the authority to name the chief Shaman of the tribe, but your word carries weight. If you do nothing, an Allfather-focused shaman will likely be chosen. You can publicly declare your support for one of the following shamans. This action can only be taken this turn.

-Option: Allfather Worshipper -
You endorse one of the most prominent and pious followers of the Allfather. Your main-line shamans will be pleased.
Reward: Might gain opinion boost with shamans. Might get special Allfather-focused Piety options or bonus to some Piety rolls

-Option: Singer Worshipper -
You endorse one of the most prominent and pious followers of the Singer. You've mended the schism between worshipers, so this choice should only raise a few eyebrows, but the people of Jotunvagga will love you for it.
Reward: Opinion boost with Jotunvagga. Might get special Singer-focused Piety options or bonus to some Piety rolls

-Option: Runesmith Worshipper - A small handful of your shamans have felt a special connection with the Runesmith. You could endorse the most pious of these people. The shamans will be surprised, but you doubt it would cause real trouble, if only because there are too few Runesmith-focused worshipers to be regarded as a threat to established traditions.
Reward: Bonus to Runesmith Piety Options. Might get special Runesmith-focused Piety options



Stewardship For decades, Maybol has worked as a smith and builder, making tools for the tribe and rebuilding mountain passes when they break down. She has never earned an honor-name, because her work is never noticed when it is done well, and she always does her work very well. She comes to you with enthusiasm typical of a person half her age. It seems the last chief was against large projects.

(Choose 2 - 1 = 1 Action this turn)

[] Moar Mammoths! - She has a great fondness for the huge beasts, and she would love to domesticate more of the herds that roam through the lower portions of the mountains. However, doing so would require constructing holding pens and training facilities far closer to Aesling lands than yourpeople normally go. Now that you can make trade goods out of mammoth byproducts, this will also increase trade income. Your greater territory and fewer raids should make this go a lot faster than before

Cost: 0 Time: 1 year Chance of Success: 80% Reward: More tamed mammoths. Increased chance of raids. More trade income.

[] All Roads lead to... nowhere. - Maybol has been to Dwarven mountain holds, and she says that, compared to their roads, ours aren't fit to pisson.With Sayble's maps, she could make some new roads. The knowledge she gained from the dwarf engineers will allow her to make roads equal to those of the dwarfs.

Cost: 100 Time: 2 year Chance of Success: 80% Reward: Much easier traveling, much more trade, big opinion boosts, much faster spread of information, much faster deployment of military

[X] Resettling Mountain Crown. - Maybol want to rebuild old farms, set up new grazing areas, and generally make Mountain Crown fit for resettlement. With the right incentives, people will flock to the area. It will be expensive, but it could yield more food, more trade goods, and population growth as Jotunheimers will have space to expand for the first time in generations.

Cost: 100 Time: 2 year Chance of Success: 80% Reward: Food, Trade, Population Growth, ???

FINISHES THIS TURN

[] Tax Collectors - Having persuaded people to pay more taxes, you set up an organization to collect them. You will have these people to collect taxes, but it will work out to a net profit.

Cost: 25/Year Time: 1 year Chance of Success: 70% Reward: More Tax Income

[] Who let the dogs out? - Now that Sayble has proven the concept of Dire Dogs, Maybol wants to develop a useful number of them. Right now, you don't even have enough Dire Dogs for a breeding population. She could probably acquire enough Dire Wolves to fix that in one year, but it will take a few additional years to breed a useful number of Dire Dogs.

Cost: 50 Time: 1 year (Results in five) Chance of Success: 70% Reward: Useful number of Dire Dogs

[] Save a horse. Ride a goat. - Well, you have highly aggressive Dire Goats. Now, you need to figure out if you can ride one or otherwise use one in combat.

Cost: 0 Time: 1 year Chance of Success: 70% Reward: War Goats Troops

[] Holding the line - A river separates Varg land from yours. You order Maybol to turn your side into an impassible deathtrap.

Cost: 100 Time: 2 years Chance of Success: 70% Reward: Greater fortification of Varg River

[] Runic buildings? - Maybol noticed some Dwarf Runesmiths engraving massive runes into walls. She wants to try to mimic this process with some of your people's own runes. She's not sure how long it will take or what she'll learn, but she's very very excited. The more you know about/work with runes, the easier this challenge becomes.

Cost: 0 Time: ? years Chance of Success: ? Reward: ???

[] Recruiting Falgrim Loganson - During the war, Maybol befriended a dwarf runesmith called Falgrim Loganson. She thinks she might be able to convince them to move to Jotunheim. It will be difficult, but it would be nice to have a dwarf runesmith around. Made easier by closer ties with Dwarfs and more Rune knowledge

Cost: 0 Time: 1 Chance of Success: 50% Reward: Falgrim Loganson, runesmith.



Learning: Sayble runs your stables. Please don't crack a joke. She's heard them all. As the official caretaker of the holy Sleipnirs, she is extremely knowledgeable about all remaining lore on that species. She is extremely knowledgeable about other lore because… well… she likes books. She has anumber of ideas for you.

(Choose 1)

[] I'm on a bird! - Flush from the incredible success with the Sleipnirs, Sayle now dares to go even further. She wants to try to domesticate the Dire Ravens of Jotunhroc, because she's fairly certain they're large and strong enough that they could bear a human aloft. It would be a very challenging process, but it would be useful to have even a handful of units that could stay in the air for hours at a time.

Cost: 0 Time: 1 year Chance of Success: 60% Reward: Raven Riders.

[] Runes in Flesh: Plants - Sayle heard about the new rune lore unlocked by your shamans, and she got to thinking, if you can enchant a chunk of metal, why can't you enchant a living being? She wants to try and find out. She'll start with plants first, of course. She's not a monster, although it would be easier to believe that if she stopped laughing maniacally. Creating Ever-Block Blades allows Sayble to make predictions on this project. At the very least, she could try to increase farm yields.

Cost: 0 Time: ??? year Chance of Success: 70% Reward: Money or ???

[] An army of scholars? - Sayble's own research has kept her busy so far, but now she wishes to try out making a formal organization of 'professional scholars.' And she's always like more funding for research.

Cost: 25/year. Chance of Success: 90% Reward: +1 Learning action/turn



Personal: You have finally gotten a handle on your duties as chief, and you have managed to actually make more time for yourself to explore your owninterests.
(Choose 2)

[] Prayer - Pray to the Allfather. Ask for wisdom. Ask for guidance. Ask for help.

Cost: 0 Time: 1 year Chance of Success: 50% Reward: ?

[] Train with Ashi - Truly, you are only an average fighter for a Norscan. This is not fitting for a chief. You decide to ask Ashi to teach you some of her skills. If nothing else, being seen with Ashi will probably boost your popularity in Jotungram

Cost: 0 Time: 1 year Chance of Success: 70% Reward: Martial traits and/or increased popularity in Jotungram

[] I was made for loving you, baby - You think the Singer may have kindled the beginning of love between you and Ashi. You two could work to fan theflames.

Cost: 0 Time: 1 year Chance of Success: 70% Reward: Increased Ashi opinion, Higher chance of pregnancy, Love

[] Touched by a god - Ashi was literally blessed by a deity. Maybe by working from that starting point, you can increase her faith?

Cost: 0 Time: 1 year Chance of Success: 70% Reward: Ashi gains piety and/or piety traits.


Write-ins are permitted. Comments and suggestions are appreciated.
 
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@ancusohm how do you roll up casualties?

I basically go over the roles for the war turn. Better rolls = Fewer casualties.

Also, I only deduct casualties in ways that makes sense. For example, it would not make sense to lose a bunch of your own infantry when one of your cavalry charges goes bad.

To be honest, I'm kind of winging it.

Why do you ask?
 
[X] Don't give them Tundra
[X] Give them Western Aeslingland
[X] Give them Eastern Aeslingland

[X] Finish Them
-[X] APA
[X] The Best Defense

[X] Dwarf Best Friend
[X] Strengthening Ties

[X] Returning the Favor
-[X] DD

[X] Lost Lore: The Purifier
-[X] TPA
[X] Cleansing Aeslingland
[X] Naming a new High Shaman
-[X] Allfather Worshipper

[X] All Roads lead to... nowhere

[X] An army of scholars?

[X] Train with Ashi
[X] Touched by a god
 
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