Turn 2 (2241 IC)
Military: Ashi Axe-Child is the daughter of the last chief and greatest fighter in the tribe. She leads your warriors. Even after avenging her father, she still does not talk much, but apparently she never did. If nothing else, she seems happier, and you notice your people seem to hang on the few words she does speak (Choose 1)
[X] Patrols near Jotunvagga - You mention your concerns about Jotunvagga to Ashi, and she proposes a solution. She takes five hundred warriors, mostly hunters, and they go 'patrolling' near Jotunvagga. If they actually catch a threat, great. If not, they at least are there to keep an eye on the locals. Additionally, she wants funds to bring a couple casks of Dwarven ale along and so her fighter may pay generously for local goods. If any hunts go well, her people will throw a feast and invite the 'Vaggas to participate. In her words, "nothing binds a people together like victory, food, and ale." It seems a good plan, but it would do nothing to uncover or address the underlying cause of the dislike.
Cost: 100 Time: 1 year Chance of Success: 70 Reward: Improved Opinion in Jotunvagga
Required 30 Rolled 77
The mission is a success. The patrol itself accomplishes little besides killing the occasional wolf, but a few of your hunters work with 'Vagga hunters to bring down a Dire Elk. A feast is held in celebration, and Ashi has her casks tapped. By the end of the night, many a mug was raised to both Yottunvaga and to you.
The next morning, after sobering up, the people presumably remembered some of their grievances with you, but the hold is no longer on the verge of revolt
Yotunvagga Opinion: 2 + 2 = 4/10
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 tosettlement. 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.
[X] How fair the dwarfs? - Your people regularly send caravans of mammoths carrying goods to and from Kraka Drak, the Norscan dwarf capitol. You ask him to let his children tend his herds this year so that he might spend his time with the dwarfs, learning what they desire, what they might have to spare, and just how fondly they regard you. You know that if you are to expand, you will need the dwarfs on your side.
Cost: 0 Time: 1 year Chance of Success: 90% Reward: Knowledge of Dwarf opinion, problems, and threats
Required: 10 Rolled 30
Ingga returns to tell you that the Dwarfs are decidedly ambivalent about you. They still regard your people as Dwarf Friends, but they know too little about you to truly support you. In addition, they have some pressing issues of their own that take up much of their attention. They've been trying to conduct trade with their southern cousins, but reavers prowl the sea, and the overland route is treacherous. To make matter worse, it seems the Aeslings have picked up their raids of Dwarf lands, and there are rumblings of Kurgan movements to the east.
Dwarf Opinion: 5/10
Intrigue: The Jotunheimers are a proud and honorable people. You do not skulk about in shadows. Although, maybe it wouldn't hurt to start? See personal actions.
(No options)
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.
[X] Lost Lore: You know that much of your people's lore has been lost over the generations. Is there any way it might be recovered?
Cost: 0 Time: 1 year Chance of Success: 70% Reward: Hints on where to search.
Required: 30 Rolled 48 + 11 (PA) = 59
Tahvi and his shamans compile all the lore they can, searching for any scrap of a hint of secret knowledge. Even you take part in their search. You uncover a few interesting tidbits. You get a number of ideas to explore next year.
The most interesting thing you learn is that the lost hold of Mountain's Crown apparently held the bulk of your clan's knowledge on purifying the taint of Chaos. You also come across a few references to a "shield that blocks the foulest wind." That may just be a poetical exaggeration, but it has definitely peaked your interest.
[X] Fallen Holds: Mountain's Crown The Jotunheimers once had more than three holds. Over the years, they were lost, and much knowledge of them was forgotten. However, Sayble's survey located the hold of Mountain's Crown, the highest hold to ever be inhabited, built atop the tallest mountain in the rage. It was lost to your people long ago, when Dhar blew south with such power that it tainted the very mountain peek as it blew to some dark destination. Your people have forsaken the place ever since, but it could contain incredible knowledge and lore.
Cost: 0 Time: 1 year Chance of Success: 60% Reward: Begin Reclaiming the Mountain's Crown.
Required 40 Rolled: 4 Critical Failure!
You had heard the legends about how Chaos had tainted this tallest peak, so you made sure to send every one of your master shamans, along with trusted warriors.
They trekked up mountain, and all seemed well, at first. There were a few queer growths on trees and a few mutated squirels, but nothing too terrible. The group crested a summit and caught a glimpse of the lost Mountain's Crown. Their hearts soared.
Then everything went wrong.
Hulking figures tore themselves from the earth. Enormous masses of corrupted soil and stone wrapped around a core of bone, for the bloated abominations were gathered around the corpses of those who had tried and failed to flee the fall of the Mountain Crown. Pail-faced and shaking, Tahvi tells you of how terrible but still human voices erupted from the figures, begging, pleading to be destroyed.
The shamans knew the creatures could not leave the corrupted soil, so they led a fighting retreat down the mountain, so they might regroup and plan anew. But in the face of this terror, many brave warriors turned and ran, abandoning their charges. One of your all-too-rare master shamans fell before the rest could reach safety.
-1 Master Shaman
Mountain's Crown surrounded by undead-golem monsters
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 1)
[] Terrace farming - The idea is quite simple when she explains it. If plants grow better on flat surfaces, then why not turn slopes into a series of flatsurfaces? She's experimented with a few small terrace farms, and they were successful. However, without the chief's support, she was never able to get enough workers together to try them on a large scale. Additionally, you could start the process in Jotunvagga land. Perhaps the farmers there would appreciate the increased farm yields
Cost: 100 Time: 2 year Chance of Success: 90% Reward: Increased Food Production. Increased Jotunvaga opinion
Required: 10 Rolled: 51
Maybol's people do good work. They encounter a few problems, but nothing major. The only real difficulty is the sheer number of slopes that they must dig terraces into, but that is only a matter of time. By the end of the year, they have cut terraces into all the farms around Jotunvagga, and the locals definitely appreciate this chiefly gift.
Jotunvagga Opinion 4 + 1 = 5/10
Completes next turn.
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 a number of ideas for you.
(Choose 1)
[] War… goats? - Sayble admits that Maybol comes to her with a rather odd idea. Your people have long since bred goats to be better at certain things, like producing more milk or wool. Maybol wanter her to try to attempt to breed Dire Goats for increased herd instinct and aggression, and, while she's at it, bigger horns. That way, they could help defend the flocks against predators. It would take only one year to set up, but five years to see real results
Cost: 0 Time: 1 year Chance of Success: 80% Reward: War Goats… really?
Required: 20 Rolled 22
The project initially met with good success. In fact, it met with too much success. When a pack of wolves attacked one of the flocks, the first generation of the new more-aggressive Dire Goats ran out to face it. They drove it off, but, unfortunately, many of the young goats died. Still, Sayble says this at least proofs the basic idea, and enough of a breeding stock survived that she shouldn't lose time.
She hands off her breeding plan to a few underlings while she attends to other projects. (You will get War Goats available in the beginning of turn 8)
Personal: Your new responsibilities keep you extremely busy, but you manage to squirrel away a little time for yourself. Maybe next year, you'll be able to squirrel away a little more.
(Choose 1)
[X] How do you find a sneak? - You're not fond of sneaking about in shadows, but you know that is where the Dark Powers do most of their work. Perhaps you could find someone to sneak about for you and keep an eye on things?
Cost: 0 Time: 1 year Chance of Success: 80% (Will increase with every attempt) Reward: ?
Required: 20 Rolled: 78
One day, you enter your rooms to find a naked man sitting in your chair. He holds a half-empty bottle in one hand, and, from the smell, the other half is in his stomach.
Before you can speak, he asks, "You ever had wine? I've got what is supposed to be a good bottle here. It's from..." He peers at a sort of label wrapped around the side of the bottle. "Bri-ton-i-ah." He takes a swig from the bottle. "It's made from grapes, which are like giant berries. Or at least that's what that Sarl raider I stole them off of said. And he seemed trustworthy, because I had a knife to his throat." He lets out a quiet chuckle.
You look the naked man up and down. The man is clearly unarmed, and you have your runic ax and armor. He is no threat to you, so you decide to wait to call your guards. "Who are you?"
The naked man puts down the bottle and lifts up his long bangs with both hands. Branded across the back of each hand and on the center of his forehead is a broken circle.
You gasp. "You are nameless!"
Your people's laws are simple, for the most part. If you commit a crime against someone, you must pay the weregild, in goods or labor. In extreme cases, criminals are simply executed. But the worst, the very worst scum are punished with the removal of their names. First name, family name, and honor name, all names are taken from the criminal, so that they may no longer shame their family and tribe in the eyes of the Ancestors. Then they are branded so all may know their nature. Lastly, they are then cast out from family and law.
One can do anything they wish to a Nameless without fear of punishment, for no action against a Nameless can be called a crime.
A few Nameless survive as hermits in the woods, a few others survive as beggars or thieves. Most simply die.
The naked Nameless cracks a smile. "What gave me away?"
"What do you want?" You snap.
"To serve you."
You scoff. "How could you possibly do that?"
"You're looking for a sneak, and I managed to get inside your own rooms while bare-ass naked. I imagine I'm the best sneak you're likely to fine."
You can't argue that his service would be profitable, but you still find the idea of working with him as distasteful as digging through a dung heap with your bare hands. "Fine. But why should I employ you, you who are without honor?"
The man ticks off his points on his fingers. "First, I thought you were looking for someone without honor. Second, I may have no honor, but I still have loyalty. Third, I also have hate. And I promise you that you'd be hard-pressed to find anyone with more hate for those chaos-blighted bastards that pollute Norsca. And lastly-"
He smashes his bottle on the edge of your table, springs up, leaps across the room, and, before you can even draw your ax, he presses a jagged edge of glass to your throat.
You freeze.
The Nameless smiles. "Number four: you clearly need someone as paranoid as me to watch your back."
Do you accept his service?
[] Yes
[] No