I'm thinking that we should focus on consolidating our gains for now, and see if we can get Nameless and his pals to keep things even between the Varg and the Hive. Most of our people aren't interested in going right into another war, and neither am I.
I'm thinking that we should focus on consolidating our gains for now, and see if we can get Nameless and his pals to keep things even between the Varg and the Hive. Most of our people aren't interested in going right into another war, and neither am I.
We must make sure to have Nameless cause some trouble on both sides to increase the fighting, time, and losses on both sides along with general spying since we have the intrigue actions.
Also as soon as both the Hive and Varg burn each other out we go in to completely take out the Hive while maybe taking some Varg land if we do really well.
You begin the new year by reading a report on the Kurgans. Your Baersonlinger scouts did all they could to slow the horde, but it was not enough. The Kurgans took the losses and kept moving, turning south. It seems they ride for Kislev. You have never been to that nation, and you have never spoken to any of its people. However, you still do not like the idea leaving them to fight the Chaos horde alone. You ask your advisers to come up with the possible ways to aide the Kislevites or at least hurt the horde.
Your scouts tell you that the Hive continues to fair well against the Vargs. The Hive has yet to move from its position on the other side of the river, and it's not expanding, but it's holding its own against all Varg attacks.
In happier news, the Dwarfs have begun to resettle a few lost mountain holds, and they have met with spectacular success. In the words of one Dwarf trader, 'even millenia of Chaos-scum can't ruin good Dwarf work.' Right now, the reclaimed holds are little more than military camps, but they've already found hidden vaults full of treasure, including magnificent runic weapons. Dwarfs are flocking to colonize the new holds.
However, not all is well among the Dwarfs. It seems they have some internal conflict. Some Dwarf 'youths' have grown frustrated with hidebound tradition. Fighting alongside humans during the war threw grease on that fire by opening many Dwarf eyes to other cultures. Apparently, this is why things nearly went disastrously wrong with the Dwarfs last year.
The Baersonlingers are doing quite well. Nomadic groups have settled into preliminary routes, and they're making good progress on mapping out the migrations of the local fauna. The non-nomadic Baersonlingers have set up little camps in what used to be Aesling towns. The Aesling coast, from whence thousands of raids have launched, now sports fishing villages.
You smile at your ally's success, but that smile fades when you remember what Ashi told you.
She celebrated the year's end with some of her soldiers, although she, of course, did not drink anything harder than goat's milk. After many hours of raucous revelry, Ashi grew tired, said her goodbyes, and set off back for home. She walked through dark streets with the casual stealth of a lifelong hunter, and she reflexively noted every little sound. The night was quiet except for the low murmur of distant merrymaking.
A footfall sounded behind her.
Ashi whirled to see one of the men she had just been drinking with. The man charged with sword held high, but Ashi carried her ax everywhere she went. Surprise slowed her, and she barely dodged the first blow, and the second came nearer still. She parried the third blow and then disemboweled her attacker.
The man only roared in delight. He took wound after wound, but he didn't go down until Ashi put her ax through his heart. As his life's blood flowed out from him, the man's expression turned to bliss, and he whispered 'Blood for the Blood God.'
Khorne has come to Jotenheim.
Population (All numbers are approximate)
Total: 27,000
Jotungram (Capitol Holdfast): 5,500
Jotunvagga (Holdfast, with lots of farming): 6,500
Jotunhroc (Holdfast): 4,300
Mountain Crown: 500
Assorted Villages: 10,800
Military Morale: Medium Number Readily Available: ~7,000 Absolute Every Fighter: ~15,000
(Below numbers represent the number readily available)
Soldiers (Rank and file professional soldiers. Above Average Attack. Average Defense and Mobility. High Morale): 3,500 Scouts (Scouts culled from the greatest hunters in your tribe. High Attack. Medium Defense and Mobility. High Morale. Special: Stealth, Bows, Volley-Fire): 1,150 Cavalry (Fighter trained to use lance and sword from atop mountain horses. High Attack. Medium Defense. High mobility. High Morale.) 1,150 Rune Warriors (Their weapons and armor bear Dwarf runes. Each piece cost a fortune, and they have only been accumulated over generations. High Attack. High Defense. Average Mobility. High Morale): 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): 520 + 26 = 546
War Mammoths (Massive attack. High defense. Above Average Mobility and Morale. Special: Smash): 23
Ashi 8/10
Ingga 6/10
Nameless 7 + 1 = 8/10
Rahda ? (You will learn next year)
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, the failure 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"
Military: Ashi Axe-Child leads your army, and, despite being pregnant, she's determined to accomplish a great deal this year. She outwardly projects her old confident and stoic self, but you know her well enough to realize that having Khornites among her troops has shaken her. (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 to go about killing as many as they can. You could turn a nice profit off the hides, and maybe you'll get lucky and find other rewards. Ashi comes up with the idea of inviting some Baersonlinger hunters along. It might improve relations, and it would probably improve your hunters' skills.
Cost: 50 Time: 1 year Chance of Success: 90 Reward: 3d100 Profit, ???, Small chance of increased Baersonlinger opinion. Chance of buffing scouts
[] 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 not been weakened by internal struggles. If you want your allies' aid, you must send Ingga to call on them.
Cost: 0 Time: 1 year Reward: War Turns. If successful, kill the Hive. If very successful, seize some Varg land? ???
[] The Army Reserve - Your full time military is limited by your population, but Ashi wants to train your militia up to the standards of her professionals. In desperate times, they can be called up to support your regular army. However, doing so would cause a temporary decrease in trade and food production.
Cost: 50/upkeep Time: 1 year Chance of Success: 70% Reward: Higher quality reserve 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: ?
[] Learn from your ally - In the war, Ashi saw the incredibly effectiveness of Baersonlinger horse archers, and she wants a few of her own. One night, she grows downright gleeful as she describes her idea for Sleipnir archers. She thinks it might be difficult to persuade the Baersonlingers to teach us their greatest skill, but she wants to try.
Cost: 0 Time: 1 year Chance of Success: 60 Reward: Jotenheim Horse Archers. Sleipnir Archers.
Diplomacy: Ingga has more work than ever before. This is because you have more allies than ever before, so you don't feel too bad for him. He mentions that some of his family have grown quite friendly with the Baersonlingers. In fact, his son is involved with one of their women. That same son came to Ingga with a radical idea: merging the tribes. At the moment, it's little more than a pipe dream, but it intrigues you.
(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, besides the Baersonlingers, 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.
[] About those Kislevites - You have heard rumors of great kingdoms to the south. You doubt that they 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. The Kurgan horde has turned towards Kislev. Ingga might be able to give the Kislevites warning.
Cost: 0 Time: 1 year Chance of Success: 80% Reward: Land Routes to Kislev. Contact with Kislev. Warn Kislevites to ready defenses
[] Merging the Tribes: Where are we different? - You already know that you and the Baersonlingers share a hatred of Chaos. If you want to merge your tribes, you will need to have Ingga make an exhaustive survey of where you differ, so you'll know what to work on.
Cost: 0 Time: 1 year Chance of Success: 90% Reward: Knowledge of cultural differences. First step to merging tribes.
[] Kids these days: Diplomacy - The Dwarfs have some kind of problem with their younger people, who are mostly still old enough to be your parents. You don't know the specifics, but it nearly cost you your trade relations, so you want to find out the problem. Essentially identical to Intrigue option
Cost: 0 Time: 1 year Chance of Success: 80% Reward: Understanding Dwarf internal conflict
[] How fare the Grendels? - You haven't heard anything from them since the war ended. Maybe you should go check on them in their new swamp.
Cost: 0 Time: 1 year Chance of Success: 80% Reward: Knowledge of Grendels
[] Deeper Ties: Many hands make light work - The Dwarfs are making excellent progress reclaiming their old homes, but you could help them make even more. You offer the Dwarfs many of your workers. You wouldn't dare propose that your people actually make things themselves, but they can fetch and carry, which will free up more Dwarf hands for important work. You would have to pay your workers, but, after a few years, the Dwarf king would pay you back at a profit.
Cost: 100/turn Time: 5 years Chance of Success: 80% Reward: 1,000 goods upon completion. More commoner contact with Dwarfs. Chance of increased Dwarf opinion. Chance of picking up some skills.
[] Deeper Ties: Ride that goat - The Dwarfs are sorely lacking in cavalry and beasts of burden. You could fix that. You offer to send them entire herds of your Dire Goats to help them carry goods, and maybe the War Goats could actually serve as mounts.
Cost: 100 goods and half your War Goats Time: 1 years Chance of Success: 80% Reward: Increase Dwarf trade. Stronger Dwarf military. Chance of increased Dwarf Opinion
[] Help us finish them! - Your allies fought with you against the Aeslings once. You ask them to do so again, to truly wipe out the threat. You can only hope they agree.
Cost: 0 Time: 1 year Chance of Success: ??? (Will roll separately for each ally) Reward: Allies for 'Finish Them!' They can help you the same turn you take this action.
Intrigue: Your Nameless is incredibly grateful for what you've done for his people, and he wants to repay the trust you've put in him. With his organization, he can accomplish more than ever before.
(Choose 3)
[] Knowledge of Norsca - You don't really know that much about Norsca beyond your mountains, Aeslingland, and the old Baersonlinger land. 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: 80% 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 contains 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 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 captured 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 Sarland personally.
Cost: 0 Time: 1 year Chance of Success: 70% Reward: Information from Sarl raiders. [] Kids these days: Intrigue - The Dwarfs have some kind of problem with their younger people, who are mostly still old enough to be your parents. You don't know the specifics, but it nearly cost you your trade relations, so you want to find out the problem. Essentially identical to Diplomacy option
Cost: 0 Time: 1 year Chance of Success: 80% Reward: Understanding Dwarf internal conflict
[] Khornites in the capitol? - Ashi was attacked by a Khornite. Maybe just one of your people fell to Chaos, but maybe far more have. You send your Nameless to dig up what he can.
Cost: 0 Time: 1 year Chance of Success: 70% Reward: ???
[] Scouting Sarland - Nameless wanted to interrogate the Sarl raiders before scouting their land, but, with so many people at his disposal, he is now comfortable doing both in a year.
Cost: 0 Time: 1 year Chance of Success: 70% Reward: Knowledge of current state of Sarland.
[] Scouting the Hive - Nameless does not like the Aesling Hive any more than you do. He offers to send people deep into Vargland to try and observe the Hive and the Vargs as closely as possible
Cost: 0 Time: 1 year Chance of Success: 60% Reward: More knowledge of Hive. Knowledge of Vargs
Piety: Tahvi Two-Lives is dead. His successor as High shaman is Rahda. Tahvi kept an open mind to other interpretations of the Ancestors. Rahda does not. She's a hard-line Allfather-centric shaman, and, even by their standards, she's rather close-minded. You already know that she'll impede many of your plans. To make matters worse, she's only forty-three, so you'll be stuck with her for a good long while. (Increased difficulty for all non-Allfather based piety options).
(Choose 2)
Old enchantment options. They're still available. They're just minimized to take up less space.
[] 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
[] Ask the Augurs - Having set up the basics of consulting the augurs, you can know more easily ask their advice on new matters. Still available. Just minimized.
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
[X] 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
Finishes Next Turn
[] 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: 70% Reward: Spell-catchers.
[] 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: 60% Reward: Blood-Seeking Arrows
[] 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 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: 60% Reward: Rituals of the Chooser of the Slain
[] 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: 70% 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: 60% Reward: More trade. More food. Unlocked rituals to boost human fertility
[] 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
[] The Purifier: Dharbreaks - Your research of the purifier has revealed a wonderful new enchantment. Much as how a line of trees or a mountain can break the force of the wind, these carefully prepared stones can mystically break Dhar, the wind of Chaos. It these very stones that preserved Mountain Crown through all the years of the taint. You wonder why these Dharbreaks aren't everywhere, but the lore has an answer. Large-scale disruptions in Dhar will surely draw the eye of Chaos.
Cost: 0 Time: 1 year Chance of Success: 60% Reward: Ability to create Dhar Breaks
[] Any room for Ursun? - The Baersonlingers have many faiths, but Ursun is, by far the most dominant. You send the most open-minded shamans to discuss faith with Ursun priests. They will tell you if the Jotunheimer religion could be somehow expanded or amended to accept Ursun. Doing this would aid merging with the Baersonlingers, but even the most open-minded of your people will surely struggle with this change.
Cost: 0 Time: 1 year Chance of Success: 50% Reward: Ursun accepted into Jotunheimer pantheon. High risk of opinion loss.
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 )
[] 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.
[] 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, youdon'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 ofyour 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
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 2)
[] 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 DireRavens 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 veryleast, she could try to increase farm yields.
Cost: 0 Time: ??? year Chance of Success: 70% Reward: Money or ???
[] Teach a man to forge - Instead of providing the Baersonlingers with good steel, you've decided to send some of your best smiths to teach the Baersonlingers how to make it themselves.
Cost: 0 Time: 1 year Chance of Success: 80% Reward: Baersonlingers get better steel, permanent military bonus. Chance of Baersonlinger opinion increase.
[] Better Breeding - Baersonlingers elevate animal husbandry and domestication to a high art form. They are not the most literate people, but they've produced entire volumes about the proper breeding of horses, bears, and hounds. Perhaps, they'll display similar skill with breeding other creatures?
Cost: Half your War Goats. 50 goods in Dire Goats. Most of your Dire Dogs. Time: 1 year Chance of Success: 70% Reward: Ally has access to your unique breeds. Greater numbers of some animals. Boost to animal husbandry.
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 own interests.
(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 herskills. 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
[] Were you made for loving me? - You've spoken with Ashi some about the feelings between you two, but you have not really talked about your future. You've discussed the future of the tribe countless times, but you've never once discussed how you will raise your own child. You're beginning to love Ashi, and you think planning your lives together will probably fan those flames.
Cost: 0 Time: 1 year Chance of Success: 80% Reward: Learn Ashi's wishes for your children and relationship. Set plan for child-raising. Love?
[] Singer, bless this child - Ashi is pregnant with your first child after several years of trying. You can't help but wonder if one of you simply isn't very fertile. You decide to take no chances with this birth. You journey to Jotunvagga and ask the blessings of the Singerites. You also gather together the best midwives in the land.
Cost: 0 Time: 1 year Chance of Success: 90% Reward: Singer blessing on birth. Higher chance of safe and uncomplicated childbirth.
[] Your new ward - You have agreed to take on one of Chief Bahbahk's children as a ward. You send word to him that you are ready to receive the child.
Cost: 0 Time: 1 year Chance of Success: 90% Reward: Begins ward quest-line.
Write-ins are permitted. Comments and suggestions are appreciated.
[x] Lions and Tigers and Bears. Oh my!
[x] Learn from your ally
-[x] APA - Learn from your ally
No raids or war until we pilurge Khorne.
[x] About those Kislevites
[x] How fare the Grendels?
Kislev must be warned. Dwarfs don't change very fast, so they'll keep. Grendel silence worries me.
[x] Khornites in the capitol?
[x] Interrogating Sarl Raiders
[x] Scouting the Hive
Enemies first
[x] Ask the Augurs
-[x] Augurs - Seeking the Jotun
[x] Seeking the Jotun
-[x] DD - Seeking the Jotun
-[x] TPA - Seeking the Jotun
For a change theres no better use for our personal interventions and we can throw everything into the search. If the difficulty is less than a hundred we'd get it.
We need a giant's help.
[x] Tax Collectors
[x] Holding the line
Need money for next year's piety projects.
And forts. Sarl are getting restless.
[x] Teach a man to forge
[x] Better Breeding
Collab projects to lay the groundwork for integration.
Military: Ashi Axe-Child leads your army, and, despite being pregnant, she's determined to accomplish a great deal this year. She outwardly projects her old confident and stoic self, but you know her well enough to realize that having Khornites among her troops has shaken her. (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 to go about killing as many as they can. You could turn a nice profit off the hides, and maybe you'll get lucky and find other rewards. Ashi comes up with the idea of inviting some Baersonlinger hunters along. It might improve relations, and it would probably improve your hunters' skills.
Cost: 50 Time: 1 year Chance of Success: 90 Reward: 3d100 Profit, ???, Small chance of increased Baersonlinger opinion. Chance of buffing scouts
[X] The Army Reserve -
[X] Learn from your ally -
-[X] APA
Diplomacy: Ingga has more work than ever before. This is because you have more allies than ever before, so you don't feel too bad for him. He mentions that some of his family have grown quite friendly with the Baersonlingers. In fact, his son is involved with one of their women. That same son came to Ingga with a radical idea: merging the tribes. At the moment, it's little more than a pipe dream, but it intrigues you.
(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, besides the Baersonlingers, 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.
[X] About those Kislevites -
[X] Deeper Ties: Ride that goat -
Intrigue: Your Nameless is incredibly grateful for what you've done for his people, and he wants to repay the trust you've put in him. With his organization, he can accomplish more than ever before.
(Choose 3)
[X] Far Wanderings: Kislev -
[X] Kids these days: Intrigue -
[X] Khornites in the capitol? -
-[X] DD
Piety: Tahvi Two-Lives is dead. His successor as High shaman is Rahda. Tahvi kept an open mind to other interpretations of the Ancestors. Rahda does not. She's a hard-line Allfather-centric shaman, and, even by their standards, she's rather close-minded. You already know that she'll impede many of your plans. To make matters worse, she's only forty-three, so you'll be stuck with her for a good long while. (Increased difficulty for all non-Allfather based piety options).
(Choose 2)
[X] The Runesmith: Spell-catchers -
-[X] TPA
[X] Lost Lore: The Chooser of the Slain -
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 )
[X] Holding the line -
[X] Recruiting Falgrim Loganson -
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 2)
[X] Runes in Flesh: Plants -
[X] Teach a man to forge -
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 own interests.
(Choose 2)
veekie putting Ashi on the seeking the jotun is actually a negative modify her because her piety isn't high enough it's your piety score -10 added to the roll
veekie putting Ashi on the seeking the jotun is actually a negative modify her because her piety isn't high enough it's your piety score -10 added to the roll
[X] veekie
That might just be the quickest consensus we've ever reached.
Also, it occurs to me that I haven't voted for a Veekie-Plan since the days of Neuroi Quest. Good times...
@ancusohm do the improved roads that make general travel faster and the fact we kicked out the Aeslings taking there land thus giving us more safer area to cover help increase success chances to finding a Jotunn?