Turn 3
- Location
- Under a cat
- Pronouns
- She/Her
Turn 3 (2242 IC)
Your problem in Jotunvagga appears to have stabilized for now, and you have finally acquired an Intrigue adviser. Unfortunately, you lost a shaman in the failed attempt to reach Mountain's Crown. Also, the Dwarfs, your only allies, are running into trouble with raiding Aeslings.
Population (All numbers are approximate)
Total: 25,500
Jotungram (Capitol Holdfast): 5,000
Jotunvagga (Holdfast, with lots of farming): 6,00
Jotunhroc (Holdfast): 4,000
Assorted Villages: 10,000
Military (Purely volunteer force. Distinctions are "iffy")
Morale: Medium
Number Readily Available: ~6,000
Absolute Every Fighter: ~15,000
(Below numbers represent the number readily available)
Militia (Volunteers who train in free time. Average Attack, Defense, Mobility, and Morale): 3,000
Hunters (The greatest hunters in your tribe. Honed by a lifetime of stalking deadly predators. High Attack. Medium Defense and Mobility. AboveAverage Morale. Special: Stealth, Long-Range Attack): 1000
Regular Cavalry (Fighter trained to use lance and sword from atop mountain horses. High Attack. Medium Defense. High mobility. Medium Morale.) 1000
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): 500
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): 500
War Mammoths (Massive attack. High defense. Above Average Mobility and Morale. Special Smash): 15 + 1 = 16
Initiate Shaman: 43
Master Shaman: 17
Economy
Treasury: 2,300
Trade Income: 300 (Dwarfs)
Tax Income: 50 (Very Low Taxes)
Military Upkeep: 50 (Ongoing patrols of territory)
Infrastructure Upkeep: 0
Net Income: 300
Opinion
Jotungram (Capitol): 5
Yotunvagga (Farms): 5
Jotunhroc (Ravens): 8
Villages: 7
Dwarfs: 5
Food Situation
Current - Surplus
Over the course of the year, you speak with the greatest figures of your tribe and discuss their plans for the coming year.
In addition to deciding their actions. You may vote to 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.
New Option
You may also 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.
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)
[] Filling out the ranks - Every member of the tribe old enough to be allowed to braid their hair is expected to carry a weapon and to know how to use it. They mostly do, but, according to Ashi, they aren't nearly skilled enough. She wishes to establish a weekly practice day, wherein the tribe's warriors will oversee the combat training of every other member of the tribe, excluding children, shamans, and the infirm. Additionally, she wants to push talented individuals to spend additional time training for war. You will probably need to pay for some of their supplies. (More skilled warriors. Decreasedworkforce and food production. People may ask questions about the militarization.)
Cost: 100/turn (Supplies, and lost labor) Time: 1 year to establish, will continue until you stop. Chance of success: 100% Reward: More trained warriors
[] Raid the Aeslings - It was the Aeslings who nearly destroyed your Dwarven allies a century ago, and Ashi thinks that it is long since time for theJotunheimers to return the favor. She wishes to lead a raid of your best warriors and shamans mounted on sleipnirs into Aesling territory, so they may kill and loot your ancient enemy. You're always in favor of killing Aeslings, but it's been a long time since any Jotunheimer have ventured into Aesling territory, and you cannot predict what defences await your raiders. Your raids may draw the Aeslings attention away from the Dwarfs, which they would appreciate.
Cost: 0 Time: 1 year Chance of Success: ? Reward: ?
[] Missing Goats? - Sayble's collection of lore revealed something rather curious. All of the goatherds in a given area lose significantly more of their flock than other goatherds. She suspects there may be a pack of one of the nastier predators in the area. She suggests you send some warriors to investigate.
Cost: 0 Time: 1 year Chance of Success: 80 Reward: Stop the goat-slayers
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.
(Choose 1)
[] Spread the word! We go to war! - Have Ingga hurry to every Stronghold and village and even to the Dwarf lands as well, so that he might tell all your people and allies of your plans to expand. This will cause all to prepare for fresh conflict, although, there is the risk that your enemies may discover your plans.
Cost: 0 Time: 1 year Chance of Success: 80% Reward: Jotunheimers and Dwarfs prepare for war and ???
[] Something is rotten in the hold of Jotunnvagga - You tell Ingga to spend most of this year in Jotunvagga, ostensibly negotiating trade deals with the 'Vaggas. In actuality, he will be attempting to understand exactly why they dislike you so. Ingga promises to do his best, but he admits that this task would be better suited to someone more... sneaky.
Cost: 0 Time: 1 year Chance of Success: 70% Reward: Understand why the 'Vaggas dislike you.
[] 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.
[] Befriending the Bears - Last year, Ingga brought back word from the Dwarfs of the Baersonlinger tribe. Your allies conduct a small amount of trade with the Baersonlingers. It's not much, but it give Ingga an in. That tribe seems like a pack of wandering savages, but they don't worship Chaos, so it might be worth trying to open ties with them. If nothing else, it wouldn't hurt to have a buffer state between you and any force from the Dark Lands.
Cost: 0 Time: 1 year Chance of Success: 70% Reward: Opened diplomatic ties with the Baersonlingers.
[] Dwarf Best Friend - Your people and the Dwarfs have been allies and trading partners for generations. Maybe you could grow even closer or at least get 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 may make you a generous offer, but they will demand a price for any aid they offer. Here's hoping that it's one you're willing to pay.
Cost: 0 Time: 1 year Chance of Success: 80% Reward: Deepened relations with Dwarfs, ???
Intrigue: You've acquired a Nameless to serve as your sneak, which leaves a bad taste in your mouth. You can only hope that he proves competent.
(Choose 1)
[] What's up with the 'Vagga? - As a trial run, you order Nameless to investigate that hold. You would like to understand why they initially disliked you so. You confess that you fear they may be influenced by Chaos.
Cost: 0 Time: 1 year Chance of Success: 90% Reward: Understand why the 'Vaggas dislike you and knowledge of dirty secrets in the area.
[] Scouting the Aesling - You would really, really like to exterminate every last Aesling, but to do that, you need to know more about them. You send the Nameless into Aesling territory in order to learn how you might strike them hardest.
Cost: 0 Time: 1 year Chance of Success: 80% Reward: Bonus to rolls to raid Aeslings. Knowledge of their actions.
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.
(+1 action because of high piety. Choose 2)
[] Preparing for war: Seeking Arrows - You ask Tahvi and his shamans to craft Seeking Arrows, enchanted weapons magically drawn to the archer's target. 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.
Cost: 0 Time: 1 year Chance of Success: 100% Reward: A number of Seeking Arrows
[] Preparing for war: Avalanche Stones - You ask Tahvi and his shamans to craft Avalanche Stones. These rune-marked rocks are designed such that, 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 they focused on this task alone.
Cost: 0 Time: 1 year Chance of Success: 100% Reward: A number of Avalanche Stones
[] About that prophecy - Have Tahvi and his shamans do all they can to divine the specifics of the Allfather's plan for you.
Cost: 0 Time: 1 year Chance of Success: 50% Reward: ???
[] Seizing the Crown - Your initial foray went quite badly. This time, you will do better. You assemble not only every master shaman, but every initiate as well, and every Rune Warrior in the land, with some Sleipner cavalry, just to be sure. It will be expensive to assemble so much force in one place, but you want the knowledge hidden in that hold.
Cost: 150 Time: 1 year Chance of Success: 80% Reward: Reclaim the Mountain's Crown.
[] 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
[] Lost Lore: The Runesmith- 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 other daughter, the Runemith, also known as Shee Who Rivals the Dwarfs. In ancient times, she is said to have proved her worth to a Dwarf Runesmith in so spectacular a fashion, that the Dwarf taught her the basics of dwarven runes. Your ancestor combined what she'd learned with knowledge from the Jotun and founded the Jotunheimer runic tradition. If you could recover hertraditions, you might greatly improve your enchantments.
Cost: 0 Time: 1 year Chance of Success: 70% Reward: Rituals of the Runesmith
[] Lost Lore: The Singer - 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 son, the Singer, he of the Soothing and Fecund voice.. He is said to have a voice so fine that he could talk wild Dire Wolves into laying their heads in in his lap. He spoke so well that no one ever bested him in debate. And when he sang, even the crops the field would grow and ripen in celebration of his voice. Tahvi idly mentions that that last reason might be why his worship is still popular in Jotunvagga, although they have lost his rituals.
Cost: 0 Time: 1 year Chance of Success: 70% Reward: Rituals of the Singer
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.
(LOCKED)
[X] 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
COMPLETES 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.
Cost: 0 Time: 2 year Chance of Success: 80% Reward: More tamed mammoths. Increased chance of raids.
[] 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 piss on. With Sayble's maps, she could make some new roads. They wouldn't be the equal of the Dwarven ones, of course, but they would at least be shorter and straighter than the deer-trails that your people currently use. It would be expensive and time-consuming, but people love good roads
Cost: 100 Time: 2 year Chance of Success: 80% Reward: Easier traveling, more trade, opinion boosts, faster spread of information, faster deployment of military
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)
[] Catching the wind - She starts your first meeting by complaining about just how hard it is to take care of creatures that can trot faster than a humancan run, and also Sleipnirs can fly, so good luck fencing them in. She wants your permission and, more importantly, your funding to try and design a proper stable for Sleipnirs and some way to stop them from wandering off whenever they feel like it. She says she might be able to keep more alive this way, and there might be more successful births if she can stop the pregnant mares from running off to some cave when it's their time. It will take some time to figure out. She doesn't know how long exactly, and she can't predict her odds, and admits that the shamans might be offended by attempts to'imprison the holy creatures.' But, she says, her eye alight with passion, "Just think of it! More Sleipnirs!"
Cost: 0 Time: ? year Chance of Success: ? Reward: Increased Sleipnir birth rate. Healthier Sleipnirs.
[] Mammoths and Mammoth by products - Sayble wants to shave a mammoth, and, while she's at it, she'd like to milk a few and try to make some cheese out of them. Really, she's "just going to fiddle with their stuff until [she] gets things [she] can sell." Her words.
Cost: 0 Time: 1 year Chance of Success: 80% Increased Trade
[X] 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?
RESULTS IN FOUR TURNS
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)
[] Settling down? - Now that you're chief, perhaps you should start looking for a wife? It would be nice to have a child who might carry on your holy taskif you fall.
Cost: 0 Time: 1 year Chance of Success: 100% Reward: List of potential brides.
[] 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: 80% Reward: Martial traits and/or increased popularity in Jotungram
[] Getting to know you - You spend time with your council outside of work, even the Nameless. It wouldn't hurt to know their personal opinions about you, and you aren't entirely sure of what all they are good at.
Cost: 0 Time: 1 year Chance of Success: 90% Reward: Knowledge of council's opinion, attributes, and traits.
Write-ins are permitted. Comments and suggestions are appreciated.
You finally have Intrigue options. Any ideas on what you'd like to do with them?
Your problem in Jotunvagga appears to have stabilized for now, and you have finally acquired an Intrigue adviser. Unfortunately, you lost a shaman in the failed attempt to reach Mountain's Crown. Also, the Dwarfs, your only allies, are running into trouble with raiding Aeslings.
Population (All numbers are approximate)
Total: 25,500
Jotungram (Capitol Holdfast): 5,000
Jotunvagga (Holdfast, with lots of farming): 6,00
Jotunhroc (Holdfast): 4,000
Assorted Villages: 10,000
Military (Purely volunteer force. Distinctions are "iffy")
Morale: Medium
Number Readily Available: ~6,000
Absolute Every Fighter: ~15,000
(Below numbers represent the number readily available)
Militia (Volunteers who train in free time. Average Attack, Defense, Mobility, and Morale): 3,000
Hunters (The greatest hunters in your tribe. Honed by a lifetime of stalking deadly predators. High Attack. Medium Defense and Mobility. AboveAverage Morale. Special: Stealth, Long-Range Attack): 1000
Regular Cavalry (Fighter trained to use lance and sword from atop mountain horses. High Attack. Medium Defense. High mobility. Medium Morale.) 1000
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): 500
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): 500
War Mammoths (Massive attack. High defense. Above Average Mobility and Morale. Special Smash): 15 + 1 = 16
Initiate Shaman: 43
Master Shaman: 17
Economy
Treasury: 2,300
Trade Income: 300 (Dwarfs)
Tax Income: 50 (Very Low Taxes)
Military Upkeep: 50 (Ongoing patrols of territory)
Infrastructure Upkeep: 0
Net Income: 300
Opinion
Jotungram (Capitol): 5
Yotunvagga (Farms): 5
Jotunhroc (Ravens): 8
Villages: 7
Dwarfs: 5
Food Situation
Current - Surplus
Over the course of the year, you speak with the greatest figures of your tribe and discuss their plans for the coming year.
In addition to deciding their actions. You may vote to 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.
New Option
You may also 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.
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)
[] Filling out the ranks - Every member of the tribe old enough to be allowed to braid their hair is expected to carry a weapon and to know how to use it. They mostly do, but, according to Ashi, they aren't nearly skilled enough. She wishes to establish a weekly practice day, wherein the tribe's warriors will oversee the combat training of every other member of the tribe, excluding children, shamans, and the infirm. Additionally, she wants to push talented individuals to spend additional time training for war. You will probably need to pay for some of their supplies. (More skilled warriors. Decreasedworkforce and food production. People may ask questions about the militarization.)
Cost: 100/turn (Supplies, and lost labor) Time: 1 year to establish, will continue until you stop. Chance of success: 100% Reward: More trained warriors
[] Raid the Aeslings - It was the Aeslings who nearly destroyed your Dwarven allies a century ago, and Ashi thinks that it is long since time for theJotunheimers to return the favor. She wishes to lead a raid of your best warriors and shamans mounted on sleipnirs into Aesling territory, so they may kill and loot your ancient enemy. You're always in favor of killing Aeslings, but it's been a long time since any Jotunheimer have ventured into Aesling territory, and you cannot predict what defences await your raiders. Your raids may draw the Aeslings attention away from the Dwarfs, which they would appreciate.
Cost: 0 Time: 1 year Chance of Success: ? Reward: ?
[] Missing Goats? - Sayble's collection of lore revealed something rather curious. All of the goatherds in a given area lose significantly more of their flock than other goatherds. She suspects there may be a pack of one of the nastier predators in the area. She suggests you send some warriors to investigate.
Cost: 0 Time: 1 year Chance of Success: 80 Reward: Stop the goat-slayers
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.
(Choose 1)
[] Spread the word! We go to war! - Have Ingga hurry to every Stronghold and village and even to the Dwarf lands as well, so that he might tell all your people and allies of your plans to expand. This will cause all to prepare for fresh conflict, although, there is the risk that your enemies may discover your plans.
Cost: 0 Time: 1 year Chance of Success: 80% Reward: Jotunheimers and Dwarfs prepare for war and ???
[] Something is rotten in the hold of Jotunnvagga - You tell Ingga to spend most of this year in Jotunvagga, ostensibly negotiating trade deals with the 'Vaggas. In actuality, he will be attempting to understand exactly why they dislike you so. Ingga promises to do his best, but he admits that this task would be better suited to someone more... sneaky.
Cost: 0 Time: 1 year Chance of Success: 70% Reward: Understand why the 'Vaggas dislike you.
[] 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.
[] Befriending the Bears - Last year, Ingga brought back word from the Dwarfs of the Baersonlinger tribe. Your allies conduct a small amount of trade with the Baersonlingers. It's not much, but it give Ingga an in. That tribe seems like a pack of wandering savages, but they don't worship Chaos, so it might be worth trying to open ties with them. If nothing else, it wouldn't hurt to have a buffer state between you and any force from the Dark Lands.
Cost: 0 Time: 1 year Chance of Success: 70% Reward: Opened diplomatic ties with the Baersonlingers.
[] Dwarf Best Friend - Your people and the Dwarfs have been allies and trading partners for generations. Maybe you could grow even closer or at least get 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 may make you a generous offer, but they will demand a price for any aid they offer. Here's hoping that it's one you're willing to pay.
Cost: 0 Time: 1 year Chance of Success: 80% Reward: Deepened relations with Dwarfs, ???
Intrigue: You've acquired a Nameless to serve as your sneak, which leaves a bad taste in your mouth. You can only hope that he proves competent.
(Choose 1)
[] What's up with the 'Vagga? - As a trial run, you order Nameless to investigate that hold. You would like to understand why they initially disliked you so. You confess that you fear they may be influenced by Chaos.
Cost: 0 Time: 1 year Chance of Success: 90% Reward: Understand why the 'Vaggas dislike you and knowledge of dirty secrets in the area.
[] Scouting the Aesling - You would really, really like to exterminate every last Aesling, but to do that, you need to know more about them. You send the Nameless into Aesling territory in order to learn how you might strike them hardest.
Cost: 0 Time: 1 year Chance of Success: 80% Reward: Bonus to rolls to raid Aeslings. Knowledge of their actions.
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.
(+1 action because of high piety. Choose 2)
[] Preparing for war: Seeking Arrows - You ask Tahvi and his shamans to craft Seeking Arrows, enchanted weapons magically drawn to the archer's target. 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.
Cost: 0 Time: 1 year Chance of Success: 100% Reward: A number of Seeking Arrows
[] Preparing for war: Avalanche Stones - You ask Tahvi and his shamans to craft Avalanche Stones. These rune-marked rocks are designed such that, 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 they focused on this task alone.
Cost: 0 Time: 1 year Chance of Success: 100% Reward: A number of Avalanche Stones
[] About that prophecy - Have Tahvi and his shamans do all they can to divine the specifics of the Allfather's plan for you.
Cost: 0 Time: 1 year Chance of Success: 50% Reward: ???
[] Seizing the Crown - Your initial foray went quite badly. This time, you will do better. You assemble not only every master shaman, but every initiate as well, and every Rune Warrior in the land, with some Sleipner cavalry, just to be sure. It will be expensive to assemble so much force in one place, but you want the knowledge hidden in that hold.
Cost: 150 Time: 1 year Chance of Success: 80% Reward: Reclaim the Mountain's Crown.
[] 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
[] Lost Lore: The Runesmith- 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 other daughter, the Runemith, also known as Shee Who Rivals the Dwarfs. In ancient times, she is said to have proved her worth to a Dwarf Runesmith in so spectacular a fashion, that the Dwarf taught her the basics of dwarven runes. Your ancestor combined what she'd learned with knowledge from the Jotun and founded the Jotunheimer runic tradition. If you could recover hertraditions, you might greatly improve your enchantments.
Cost: 0 Time: 1 year Chance of Success: 70% Reward: Rituals of the Runesmith
[] Lost Lore: The Singer - 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 son, the Singer, he of the Soothing and Fecund voice.. He is said to have a voice so fine that he could talk wild Dire Wolves into laying their heads in in his lap. He spoke so well that no one ever bested him in debate. And when he sang, even the crops the field would grow and ripen in celebration of his voice. Tahvi idly mentions that that last reason might be why his worship is still popular in Jotunvagga, although they have lost his rituals.
Cost: 0 Time: 1 year Chance of Success: 70% Reward: Rituals of the Singer
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.
(LOCKED)
[X] 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
COMPLETES 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.
Cost: 0 Time: 2 year Chance of Success: 80% Reward: More tamed mammoths. Increased chance of raids.
[] 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 piss on. With Sayble's maps, she could make some new roads. They wouldn't be the equal of the Dwarven ones, of course, but they would at least be shorter and straighter than the deer-trails that your people currently use. It would be expensive and time-consuming, but people love good roads
Cost: 100 Time: 2 year Chance of Success: 80% Reward: Easier traveling, more trade, opinion boosts, faster spread of information, faster deployment of military
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)
[] Catching the wind - She starts your first meeting by complaining about just how hard it is to take care of creatures that can trot faster than a humancan run, and also Sleipnirs can fly, so good luck fencing them in. She wants your permission and, more importantly, your funding to try and design a proper stable for Sleipnirs and some way to stop them from wandering off whenever they feel like it. She says she might be able to keep more alive this way, and there might be more successful births if she can stop the pregnant mares from running off to some cave when it's their time. It will take some time to figure out. She doesn't know how long exactly, and she can't predict her odds, and admits that the shamans might be offended by attempts to'imprison the holy creatures.' But, she says, her eye alight with passion, "Just think of it! More Sleipnirs!"
Cost: 0 Time: ? year Chance of Success: ? Reward: Increased Sleipnir birth rate. Healthier Sleipnirs.
[] Mammoths and Mammoth by products - Sayble wants to shave a mammoth, and, while she's at it, she'd like to milk a few and try to make some cheese out of them. Really, she's "just going to fiddle with their stuff until [she] gets things [she] can sell." Her words.
Cost: 0 Time: 1 year Chance of Success: 80% Increased Trade
[X] 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?
RESULTS IN FOUR TURNS
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)
[] Settling down? - Now that you're chief, perhaps you should start looking for a wife? It would be nice to have a child who might carry on your holy taskif you fall.
Cost: 0 Time: 1 year Chance of Success: 100% Reward: List of potential brides.
[] 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: 80% Reward: Martial traits and/or increased popularity in Jotungram
[] Getting to know you - You spend time with your council outside of work, even the Nameless. It wouldn't hurt to know their personal opinions about you, and you aren't entirely sure of what all they are good at.
Cost: 0 Time: 1 year Chance of Success: 90% Reward: Knowledge of council's opinion, attributes, and traits.
Write-ins are permitted. Comments and suggestions are appreciated.
You finally have Intrigue options. Any ideas on what you'd like to do with them?
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