Warhammer Fantasy: The Shield of the South

Can we worship Arianka?

Considering that her prison is supposed to be in Kislev, Praag specifically, and is supposedly watched over and guarded by her followers, we'd be pretty close to the hotspot of her religion. Further, this is in particular a great spot for a follower of hers as if any of the key's or any info on the keys is to pay in or out of Kislev's borders we'd be in the position to find out about.

Having us be worshipers of Arianka would make this quest unique as it's not something that's been covered at all before. It gives us a unique, long term quest in finding the keys to her prison that is completly new grounds and promises to be incredibly novel and interesting.

I think it would be a lot of, what do you say?

In case I'm not awake when you close the vote I'm gonna vote now,

[x] Arianka

Completely understand if you turn this down.

I'd never heard of Arianka before, but sure, that's fine.
 
I'd never heard of Arianka before, but sure, that's fine.
Awesome.

It's just a shame literally no one else is voting for her. Sadness.

Dazh is fine option to succeed I guess, but I just think Arianka would be a lot of fun as it brings in options and things to do and interactions that literally no other choice has.
 
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Three Horses
GC 777/ IC 2301
There are only three horses left in the stable at your palace, the rest having been drafted to haul supplies or troops north. Miska, Shoika, and Subotan. One for your father, and two for your elder brothers, who will be riding at the head of the Erengrad pulk as they march to relieve the siege of Praag. You spot Antony first, checking the buckles on Shoika as a servant adjusts his armor.


"I wish you were coming with us, little brother," he says, lifting you up in a great bear hug.

"I wish I was too," you respond, wincing as your ribs creak. "I want to fight, not cower behind the walls with the women and children."

"Patience, little one" he chuckles. You frown. You've always hated it when he calls you that. "Father has a plan, and you have your part to play in it. The rest is up to Ursun."

"Must you always swear by your bear god? Bad enough the heir to Erengrad belongs to some fringe cult, but do you have to remind people of it every hour?" you snap. Father was displeased when he learned your older brother would not be praying to Dazh every sunrise as he did, but he'd eventually grown accustomed to his son's tastes. Not that it had stopped the rest of the city from talking about it.


"Must you two always argue?" a third voice interjects. Your other older brother, Domovoi. Always playing the peacekeeper. "I am thinking there are enough enemies between us and Praag to not make more."
"And I am thinking that you would have fewer enemies if you learned to stop sticking your nose in others business." you retort.


"Enough!" comes a shout from behind you, and you turn to see your father, Kniaz Josef Rukov himself, mounted on his horse Miska and at the head of a double file of lancers. "I am tired of your squabbling! Antony, one of the rota of lancers is stuck at the bridge in the Low City. Go find out what's delaying them. Domovoi, one of the Kossar captains claims his food stocks were eaten by rats. Go see if he's telling the truth."

With a quickly murmured goodbye your brothers mount their own horses and depart. Your father turns to you, and with a mailed hand beckons you closer. "Vladimir. I know you wish to be joining us, but I need you here. You have a better head for numbers than either of your brothers, and you'll need to keep the supplies coming. I made a good decision hiring Yelisey to teach you." He sighs. "I am sorry you cannot ride with us. Look after your brother's wife, keep the city safe, and keep the countryside clear. I will return as soon as the siege is lifted." Drawing away from you, he lifts his head and calls out, "Men, move out!" He rides through the gate at the head of his company of lancers, his head high and a savage grin on his face.

It will be two years before you see him again.


GC 779/IC 2303
Two years pass, and Praag falls. What remains of the pulk of Erengrad retreats to Kislev city, and besieged, no messages get in or out. Soon the fate of the capital becomes the last thing on your mind, as you struggle to survive against even the ragged edges of Asavar Kul's host. Some Imperial noble named Magnus the Holy or something sends you a letter detailing his plan to lead an army to strike the besieging host, but all your ablebodied men are either dead, guarding their homes, or inside the capital. You send him what supplies you can spare anyways, but truthfully, you expect him to fail like the others before him have. If your father could not hold, how can some soft southerner prevail?

Antony's wife, Natalya, gives birth to their first child, a son. Your nephew Josef, named for the grandfather he has never met.

A miracle happens. Magnus the Pious is victorious. The siege is broken. Soon, your father will return. Antony will meet his son. Domovoi will put down his sword and go back to his books, and your father will look at you and the city you have preserved and praise you. You and Natalya wait at the gate to the city as the bedraggled host pours in.

At its head are three coffins.

AN: Here's a little backstory to tide you over until turn 1 is finished. Vote isn't closed, but consensus seems pretty clear. Not completely happy with this but, eh.
 
Didn't know that this existed until know. I'm particularly upset with myself about not noticing that you had made another quest....

I will be retiring to my box of shame now.

Either way great to see you making this, and I've really enjoyed it so far.
 
Turn 1
Turn 1: GC 780
Dawn finds you awake at your desk, still balancing the same sheets you were working on the night before. If the reports you have are accurate, Erengrad is basically the only region in Kislev still capable of turning a profit. You had heard the devastation at the capitol was bad, but apparently things were even worse than previously reported. Despite the best efforts of the priests of Dazh and foreign mages from the Empire, the land around where Asavar Kul died has rotted and stinks of Chaos, unable to bear any crops. To make matters worse, the Tsar is still going ahead with his hairbrained scheme to rebuild Praag!

Groaning as the pale light of the rising sun hits your weary eyes, you summon your servants to attend to you. Even in these darkest of times, Erengrad demands you keep up appearances. Fine cloth from the Empire dyed red and gold, boots lined with a wolf's pelt, and a thick cloak made from the pelt of a great bear your father's huntsman, Ivan, had killed some four years ago. Ivan rode off with your father and older brothers to Praag when the horde descended. You miss them all.


Your father had been a hard man, slow to laugh and quick to raise his hand in anger. He'd always favored your older siblings, the ones who were always out in the yard training with the Kossars. You're competent enough in a fight as well, but it's never been what truly excited you. Your older brother Antony liked to joke that you would die with a quill in hand while he had two swords.

Time for breakfast. Making way down the grand staircase that cost Dazh knows how much to install you're unsurprised to find Yelisey there before you. Your tutor and oldest friend has a plate loaded with fish and grains in front of him, with several more off to the side.
"Is it really appropriate to eat that much, given how many are starving?" you call out, only half in jest.


"It's stress, my friend, stress I tell you!" he replies through a mouthful of herring. "When the peasants learn to pay their taxes on time and with the proper coins then they can string me up for eating too much. I'd die happy."

"You'd snap the rope if they tried", you say. "And it's my Kniaz now, Yelisey."

He sighs. "Must you be so stuffy? The only ones here are us and the servants, and your father had them vetted strictly. A little informality can hardly hurt."

He's right about one thing at least. With father, Antony, and Domovoi gone and Natalya refusing to leave her room, the long table that was usually full of cheer and merriment is empty. If only it were so simple. "Many of my father's safeguards died with him at Praag. I've already caught the Gorbachev's trying to plant a spy in the kitchen, with a vial of some southern poison in hand. They hated him, and now that all the proper heirs are gone-"

"Don't talk like that!" Yelisey interrupts. "Your father trusted you with the city while he was gone, he had faith in you, Vladimir."

"More he didn't trust me to be by his side when battle came." You sigh. You've had this conversation a dozen times over. Either way, your breakfast is getting cold, and your business as Kniaz will be starting soon. Time to get to work.


Gained Trait Hatred of Chaos: Like all Kislevites, you lost many loved ones and friends in the Great War against Chaos. You harbor a burning hatred for Chaos and its servants. +2 Martial when fighting Chaos aligned enemies.
Gained Trait Depressed: The death of your father and elder brothers at Praag has left you grieving. -1 All Stats.


Diplomacy: Konstantin Yelchukov is one of the most powerful Boyars in the land surrounding Erengrad, and served as your father's right hand for many years. You were perhaps fortunate he was too old to ride to Praag with the rest of the nobles, as his mind is still sharp. Right now he is most concerned about the famine almost certain to strike the realm, but he acknowledges that you are perhaps the most protected from that danger. (Pick 1)

[] Feeding the Poor: Erengrad is the largest port in Kislev, and traders from far and wide are known to stop here. Boyar Yelchukov suggests you commission a few merchants to haul grain from abroad nonstop in order to feed the peasants. They'll be operating at a loss, so you'll have to compensate them for their time. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: Food Situation in Erengrad improved one step(Any improvement beyond stable will go to feeding the rest of the country)

[] Extending a Clawed Hand: You, Nordland, and Ostland, are the three regions of the Old World that face attack in the Sea of Claws. Of the two, Nordland has both the larger port and the First Imperial Fleet. Contact the Count of Nordland, and see about arranging some trade between your two provinces. Cost: 0 Time: 1 Year: Chance of Success: 100% Reward: Diplomatic contact with Count of Nordland, +50 Trade Income

Martial: With the overwhelming majority of your father's commanders dead at Praag, you're having to make do with what you can get. What you can get turns out to be a heavily scarred woman who had disguised herself as a man to fight and apparently was a captain in one of your Kossar detachments when the war began. By the end she was commanding what was left of the pulk of Erengrad as the most senior officer left. The more you talk to Daria, the more convinced you are that she took more than physical damage in the war. She breaks off conversations midway, and sometimes gives orders to soldiers that aren't there. Still, she shows a natural aptitude for war, and you don't have anyone better to replace her with. (Pick 1)

[] Reorganization: The Pulk of Erengrad took a severe mauling in the Great War, though they fared significantly better than many other pulks. They will need to be tallied and reorganized into a fighting force that suits their reduced numbers before they can be used in any significant way. Cost: 0 Time: 1 Year Chance of Success: 100% Reward: Composition of Army known, can be deployed.

[] Surpluses: With the shortage of bodies, one thing you have in abundance for the first time is spare weapons. Distributing these to the local militias would make them able to hold out longer against any enemy that attacked them. Of course, that could include your own troops if the militia start feeling rebellious. Cost 0: Time: 1 Year Chance of Success: 100% Reward: Spare weapons distributed to militia. Militia attack increases from Very Poor to Poor.

Stewardship: Your father hired Yelisey to tutor you in the management of money almost a decade ago, and he proved himself to have an appetite for learning equal to his appetite for food. There's no one you would rather have managing your accounts, save for yourself. (Pick 2)

[] Settling Claims: The war drove many from their lands, and there are refugees from across Kislev huddled in Erengrad, unable or unwilling to return home. There are also huge tracts of land that are going unplowed with their owners and heirs killed. The land will need to be divided up and redistributed in order to be worked. Get the refugees out doing something productive and feeding themselves. Cost: 50 Time: 1 Year Chance of Success 100% Reward: Food Situation Improved by one step, fewer refugees on the streets.

[] Plumbing the Depths: Fish is a staple throughout Erengrad, and the Sea of Claws is rich with them. Converting a few merchant ships into fishers will hurt your income a bit, but the extra food may be worth it. Cost: 100 Time: 1 Year Chance of Success 100% Reward: Food Situation Improved by one step

[] Wood for Ships: If you want to protect yourself from the Norscans, you're going to need ships. Warships, not the converted merchantmen you rely on now. In order to build warships, the first thing you'll need is lumber. Fortunately, the Grovod Forest is just to your north. Cost: 50 Chance of Success: 85% Reward: Lumber camp established in Krovas +50 Logging Income

Intrigue: Your father was excellent at determining a man's character, and had many loyal informants and spies. Unfortunately, most of them are now dead, and you have no way of contacting those who remain. (Pick 1)

[] Find a Spymaster: Put out the word you're looking for someone skilled in the subtle arts, and see what you get. Or even better, don't put out the word and see who responds! You'll have to think about it.

Piety: Your father's chaplain Father Zhukov is a man of over sixty, yet he carries himself as if several decades younger. Specifically, he carries himself in the pursuit of young ladies. Despite his eccentricities, his mind remains as sharp as ever, and his faith in Dazh is absolute. (Pick 1)

[] Purging the Taint: Though not as bad as around Praag, the taint of Chaos spread to your lands during the invasion. The Priests of Dazh are willing to go around the countryside and ensure the lands are clean. This will require quite a bit of fire though. Cost: 0 Time: 1 Year Chance of Success 85% Reward: Food Situation Decreases by one step. Land is clear of chaos taint.

[] NIce to meet you: You have a tower of Ice Mages in your city. You've never really spoken to them much, and they mostly keep to themselves. During the recent war they proved their power, but since they've retreated inwards. Father Zhukov suggests going to speak with them and getting them more engaged with the city. Cost: 0 Time: 1 Year Chance of Success: 85% Reward: Ice Mages leave their tower more often, start helping in non-emergency situations.

Learning: Your father was a somewhat conservative man, and had little use for innovation or experimentation. After his death you were approached by dozens of individuals looking for patronage, but only one caught your eye. Lev Gronov is a foul-mouthed dwarf (of the short kind, not the race) who claims to have worked for an armorer in Nuln during his youth. Whether he's telling the truth is unclear, but he certainly knows his way around a forge, and is competent enough in other areas besides. (Pick 1)

[] Proper Furnishings: Lev is currently working in the basement of your castle, which is fine for some things, but limits the experiments he can conduct to the non-explosive kind. While you appreciate his concern for your home's structural integrity, you agree that he could use a proper workshop to conduct his research. Cost: 100 Time: 2 Years Chance of Success: 100% Reward: More Learning Actions available, +1 Learning Action


[] A Better Beer?: Alcohol is a way of life in Kislev, between the climate and the company your country keeps. Lev, an avid drinker himself, wishes to experiment with brewing different beers. Dazh knows your people could use some cheer in desperate times. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: New alcohol, happier, drunker populace.

Personal: Being the Kniaz is exhausting, but you try to make time for yourself whenever you can. It isn't easy, but even a few hours swinging your sword in the practice yard makes it easier to not kill the next idiot with a title who comes up complaining to you about Dazh knows what. (Pick 2)

[] Praise the Sun: You feel lost. Father was supposed to live for another decade at least, and then this would be Antony's job, with you supporting him as you'd been learning to do. Now you are alone, and thrust into a job that would be difficult in the best of times. You need guidance. Perhaps Dazh can help you? Cost: 0 Time: 1 Year Chance of Success: ?? Reward: Center oneself through prayer. Chance of losing trait Depressed.

[] My Brother's Keeper: Your sister-in law Natalya hasn't been seen for weeks. If it were not for the trays of food left outside her door disappearing and empty ones appearing you wouldn't know if she was alive or not. Your nephew Josef is attended to by his wetnurse and a veritable army of maids, but he needs his mother. And you could use a friend in these times. Cost: 0 Time: 1 Year Chance of Success: ?? Reward: Natalya starts interacting with world again, accepts the loss of her husband.

[] Marriage: As the new prince of Kislev's second largest city, you are quite possibly the most eligible bachelor in the entire country. You need to secure alliances before your father's enemies descend like wolves, and there is no better way to do that than a marriage. Send letters to all the local lords and some beyond that you are looking for a wife, and see who responds. Cost: 0 Time: 1 Year Chance of Success: 100% Reward: Marriage Options
 
[X] Feeding the Poor: Erengrad is the largest port in Kislev, and traders from far and wide are known to stop here. Boyar Yelchukov suggests you commission a few merchants to haul grain from abroad nonstop in order to feed the peasants. They'll be operating at a loss, so you'll have to compensate them for their time. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: Food Situation in Erengrad improved one step(Any improvement beyond stable will go to feeding the rest of the country)
[X] Reorganization: The Pulk of Erengrad took a severe mauling in the Great War, though they fared significantly better than many other pulks. They will need to be tallied and reorganized into a fighting force that suits their reduced numbers before they can be used in any significant way. Cost: 0 Time: 1 Year Chance of Success: 100% Reward: Composition of Army known, can be deployed.
[X] Settling Claims: The war drove many from their lands, and there are refugees from across Kislev huddled in Erengrad, unable or unwilling to return home. There are also huge tracts of land that are going unplowed with their owners and heirs killed. The land will need to be divided up and redistributed in order to be worked. Get the refugees out doing something productive and feeding themselves. Cost: 50 Time: 1 Year Chance of Success 100% Reward: Food Situation Improved by one step, fewer refugees on the streets.
[X] Find a Spymaster: Put out the word you're looking for someone skilled in the subtle arts, and see what you get. Or even better, don't put out the word and see who responds! You'll have to think about it.
[X] NIce to meet you: You have a tower of Ice Mages in your city. You've never really spoken to them much, and they mostly keep to themselves. During the recent war they proved their power, but since they've retreated inwards. Father Zhukov suggests going to speak with them and getting them more engaged with the city. Cost: 0 Time: 1 Year Chance of Success: 85% Reward: Ice Mages leave their tower more often, start helping in non-emergency situations.
[X] A Better Beer?: Alcohol is a way of life in Kislev, between the climate and the company your country keeps. Lev, an avid drinker himself, wishes to experiment with brewing different beers. Dazh knows your people could use some cheer in desperate times. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: New alcohol, happier, drunker populace.
[X] My Brother's Keeper: Your sister-in law Natalya hasn't been seen for weeks. If it were not for the trays of food left outside her door disappearing and empty ones appearing you wouldn't know if she was alive or not. Your nephew Josef is attended to by his wetnurse and a veritable army of maids, but he needs his mother. And you could use a friend in these times. Cost: 0 Time: 1 Year Chance of Success: ?? Reward: Natalya starts interacting with world again, accepts the loss of her husband.

Mostly focused on figuring out what the feth is going on in the city and cleaning up as many situations as possible so we can stabilize before working on improving Erengrad.
 
[X] Feeding the Poor: Erengrad is the largest port in Kislev, and traders from far and wide are known to stop here. Boyar Yelchukov suggests you commission a few merchants to haul grain from abroad nonstop in order to feed the peasants. They'll be operating at a loss, so you'll have to compensate them for their time. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: Food Situation in Erengrad improved one step(Any improvement beyond stable will go to feeding the rest of the country)
[X] Reorganization: The Pulk of Erengrad took a severe mauling in the Great War, though they fared significantly better than many other pulks. They will need to be tallied and reorganized into a fighting force that suits their reduced numbers before they can be used in any significant way. Cost: 0 Time: 1 Year Chance of Success: 100% Reward: Composition of Army known, can be deployed.
[X] Settling Claims: The war drove many from their lands, and there are refugees from across Kislev huddled in Erengrad, unable or unwilling to return home. There are also huge tracts of land that are going unplowed with their owners and heirs killed. The land will need to be divided up and redistributed in order to be worked. Get the refugees out doing something productive and feeding themselves. Cost: 50 Time: 1 Year Chance of Success 100% Reward: Food Situation Improved by one step, fewer refugees on the streets.
[X] Find a Spymaster: Put out the word you're looking for someone skilled in the subtle arts, and see what you get. Or even better, don't put out the word and see who responds! You'll have to think about it.
[X] NIce to meet you: You have a tower of Ice Mages in your city. You've never really spoken to them much, and they mostly keep to themselves. During the recent war they proved their power, but since they've retreated inwards. Father Zhukov suggests going to speak with them and getting them more engaged with the city. Cost: 0 Time: 1 Year Chance of Success: 85% Reward: Ice Mages leave their tower more often, start helping in non-emergency situations.
[X] A Better Beer?: Alcohol is a way of life in Kislev, between the climate and the company your country keeps. Lev, an avid drinker himself, wishes to experiment with brewing different beers. Dazh knows your people could use some cheer in desperate times. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: New alcohol, happier, drunker populace.
[X] My Brother's Keeper: Your sister-in law Natalya hasn't been seen for weeks. If it were not for the trays of food left outside her door disappearing and empty ones appearing you wouldn't know if she was alive or not. Your nephew Josef is attended to by his wetnurse and a veritable army of maids, but he needs his mother. And you could use a friend in these times. Cost: 0 Time: 1 Year Chance of Success: ?? Reward: Natalya starts interacting with world again, accepts the loss of her husband.

Mostly focused on figuring out what the feth is going on in the city and cleaning up as many situations as possible so we can stabilize before working on improving Erengrad.

Please format your plan as [C] Rebuilding 101 for ease of tallying. Also, you get two stewardship and personal actions.
 
I'm of the opinion we should use the Diplomacy action to make contact with potential allies like the Elector Count, since we have Stewardship options and others to handle the food situation.
 
If we've got new beer coming out and all the reorganization, I'm hoping that it will also get the word out that Erengrad/Kislev is recovering and that you can trade there profitably.

EDIT: @EVA-Saiyajin Ok, had to re-read the options to see what we were talking to the Count about. I see where you're going now.
 
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[X] Feeding the Poor: Erengrad is the largest port in Kislev, and traders from far and wide are known to stop here. Boyar Yelchukov suggests you commission a few merchants to haul grain from abroad nonstop in order to feed the peasants. They'll be operating at a loss, so you'll have to compensate them for their time. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: Food Situation in Erengrad improved one step(Any improvement beyond stable will go to feeding the rest of the country)
[X] Reorganization: The Pulk of Erengrad took a severe mauling in the Great War, though they fared significantly better than many other pulks. They will need to be tallied and reorganized into a fighting force that suits their reduced numbers before they can be used in any significant way. Cost: 0 Time: 1 Year Chance of Success: 100% Reward: Composition of Army known, can be deployed.
[X] Settling Claims: The war drove many from their lands, and there are refugees from across Kislev huddled in Erengrad, unable or unwilling to return home. There are also huge tracts of land that are going unplowed with their owners and heirs killed. The land will need to be divided up and redistributed in order to be worked. Get the refugees out doing something productive and feeding themselves. Cost: 50 Time: 1 Year Chance of Success 100% Reward: Food Situation Improved by one step, fewer refugees on the streets.
[X] Find a Spymaster: Put out the word you're looking for someone skilled in the subtle arts, and see what you get. Or even better, don't put out the word and see who responds! You'll have to think about it.
[X] NIce to meet you: You have a tower of Ice Mages in your city. You've never really spoken to them much, and they mostly keep to themselves. During the recent war they proved their power, but since they've retreated inwards. Father Zhukov suggests going to speak with them and getting them more engaged with the city. Cost: 0 Time: 1 Year Chance of Success: 85% Reward: Ice Mages leave their tower more often, start helping in non-emergency situations.
[X] A Better Beer?: Alcohol is a way of life in Kislev, between the climate and the company your country keeps. Lev, an avid drinker himself, wishes to experiment with brewing different beers. Dazh knows your people could use some cheer in desperate times. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: New alcohol, happier, drunker populace.
[X] My Brother's Keeper: Your sister-in law Natalya hasn't been seen for weeks. If it were not for the trays of food left outside her door disappearing and empty ones appearing you wouldn't know if she was alive or not. Your nephew Josef is attended to by his wetnurse and a veritable army of maids, but he needs his mother. And you could use a friend in these times. Cost: 0 Time: 1 Year Chance of Success: ?? Reward: Natalya starts interacting with world again, accepts the loss of her husband.
Mostly focused on figuring out what the feth is going on in the city and cleaning up as many situations as possible so we can stabilize before working on improving Erengrad.

I'd be totally behind this plan if you switched "NIce to meet you" to "Purging the Taint". Yeah, it'll have a detrimental effect on our food production this turn, but in the long run clearing the chaos corruption away is going to be vital to our agriculture. I think it makes the most sense to get on that as soon as possible.

I'm of the opinion we should use the Diplomacy action to make contact with potential allies like the Elector Count, since we have Stewardship options and others to handle the food situation.

Remember, the more we improve the food situation, the more food the rest of Kislev gets as well. If we produce a large enough surplus we could get some serious internal diplomacy gains because we stopped a lot of our fellow nobles and their subjects from starving to death.
 
[X] Feeding the Poor: Erengrad is the largest port in Kislev, and traders from far and wide are known to stop here. Boyar Yelchukov suggests you commission a few merchants to haul grain from abroad nonstop in order to feed the peasants. They'll be operating at a loss, so you'll have to compensate them for their time. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: Food Situation in Erengrad improved one step(Any improvement beyond stable will go to feeding the rest of the country)
[X] Reorganization: The Pulk of Erengrad took a severe mauling in the Great War, though they fared significantly better than many other pulks. They will need to be tallied and reorganized into a fighting force that suits their reduced numbers before they can be used in any significant way. Cost: 0 Time: 1 Year Chance of Success: 100% Reward: Composition of Army known, can be deployed.
[X] Settling Claims: The war drove many from their lands, and there are refugees from across Kislev huddled in Erengrad, unable or unwilling to return home. There are also huge tracts of land that are going unplowed with their owners and heirs killed. The land will need to be divided up and redistributed in order to be worked. Get the refugees out doing something productive and feeding themselves. Cost: 50 Time: 1 Year Chance of Success 100% Reward: Food Situation Improved by one step, fewer refugees on the streets.
[X] Wood for Ships: If you want to protect yourself from the Norscans, you're going to need ships. Warships, not the converted merchantmen you rely on now. In order to build warships, the first thing you'll need is lumber. Fortunately, the Grovod Forest is just to your north. Cost: 50 Chance of Success: 85% Reward: Lumber camp established in Krovas +50 Logging Income
[X] Find a Spymaster: Put out the word you're looking for someone skilled in the subtle arts, and see what you get. Or even better, don't put out the word and see who responds! You'll have to think about it.
[X] Purging the Taint: Though not as bad as around Praag, the taint of Chaos spread to your lands during the invasion. The Priests of Dazh are willing to go around the countryside and ensure the lands are clean. This will require quite a bit of fire though. Cost: 0 Time: 1 Year Chance of Success 85% Reward: Food Situation Decreases by one step. Land is clear of chaos taint.
[X] A Better Beer?: Alcohol is a way of life in Kislev, between the climate and the company your country keeps. Lev, an avid drinker himself, wishes to experiment with brewing different beers. Dazh knows your people could use some cheer in desperate times. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: New alcohol, happier, drunker populace.
[X] Praise the Sun: You feel lost. Father was supposed to live for another decade at least, and then this would be Antony's job, with you supporting him as you'd been learning to do. Now you are alone, and thrust into a job that would be difficult in the best of times. You need guidance. Perhaps Dazh can help you? Cost: 0 Time: 1 Year Chance of Success: ?? Reward: Center oneself through prayer. Chance of losing trait Depressed.
[X] My Brother's Keeper: Your sister-in law Natalya hasn't been seen for weeks. If it were not for the trays of food left outside her door disappearing and empty ones appearing you wouldn't know if she was alive or not. Your nephew Josef is attended to by his wetnurse and a veritable army of maids, but he needs his mother. And you could use a friend in these times. Cost: 0 Time: 1 Year Chance of Success: ?? Reward: Natalya starts interacting with world again, accepts the loss of her husband.

Added forgotten actions and changed the piety action.

Also spent the past half hour trying to put his in proper format and failing. Does someone else mind doing it?
 
[X] Feeding the Poor: Erengrad is the largest port in Kislev, and traders from far and wide are known to stop here. Boyar Yelchukov suggests you commission a few merchants to haul grain from abroad nonstop in order to feed the peasants. They'll be operating at a loss, so you'll have to compensate them for their time. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: Food Situation in Erengrad improved one step(Any improvement beyond stable will go to feeding the rest of the country)
[X] Reorganization: The Pulk of Erengrad took a severe mauling in the Great War, though they fared significantly better than many other pulks. They will need to be tallied and reorganized into a fighting force that suits their reduced numbers before they can be used in any significant way. Cost: 0 Time: 1 Year Chance of Success: 100% Reward: Composition of Army known, can be deployed.
[X] Settling Claims: The war drove many from their lands, and there are refugees from across Kislev huddled in Erengrad, unable or unwilling to return home. There are also huge tracts of land that are going unplowed with their owners and heirs killed. The land will need to be divided up and redistributed in order to be worked. Get the refugees out doing something productive and feeding themselves. Cost: 50 Time: 1 Year Chance of Success 100% Reward: Food Situation Improved by one step, fewer refugees on the streets.
[X] Wood for Ships: If you want to protect yourself from the Norscans, you're going to need ships. Warships, not the converted merchantmen you rely on now. In order to build warships, the first thing you'll need is lumber. Fortunately, the Grovod Forest is just to your north. Cost: 50 Chance of Success: 85% Reward: Lumber camp established in Krovas +50 Logging Income
[X] Find a Spymaster: Put out the word you're looking for someone skilled in the subtle arts, and see what you get. Or even better, don't put out the word and see who responds! You'll have to think about it.
[X] Purging the Taint: Though not as bad as around Praag, the taint of Chaos spread to your lands during the invasion. The Priests of Dazh are willing to go around the countryside and ensure the lands are clean. This will require quite a bit of fire though. Cost: 0 Time: 1 Year Chance of Success 85% Reward: Food Situation Decreases by one step. Land is clear of chaos taint.
[X] A Better Beer?: Alcohol is a way of life in Kislev, between the climate and the company your country keeps. Lev, an avid drinker himself, wishes to experiment with brewing different beers. Dazh knows your people could use some cheer in desperate times. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: New alcohol, happier, drunker populace.
[X] Praise the Sun: You feel lost. Father was supposed to live for another decade at least, and then this would be Antony's job, with you supporting him as you'd been learning to do. Now you are alone, and thrust into a job that would be difficult in the best of times. You need guidance. Perhaps Dazh can help you? Cost: 0 Time: 1 Year Chance of Success: ?? Reward: Center oneself through prayer. Chance of losing trait Depressed.
[X] My Brother's Keeper: Your sister-in law Natalya hasn't been seen for weeks. If it were not for the trays of food left outside her door disappearing and empty ones appearing you wouldn't know if she was alive or not. Your nephew Josef is attended to by his wetnurse and a veritable army of maids, but he needs his mother. And you could use a friend in these times. Cost: 0 Time: 1 Year Chance of Success: ?? Reward: Natalya starts interacting with world again, accepts the loss of her husband.

Added forgotten actions and changed the piety action.

Also spent the past half hour trying to put his in proper format and failing. Does someone else mind doing it?

What I'd like is your vote to be

[C] Plan Rebuilding 2.0

followed by your description of the plan. That way other people can vote for the same plan and I can tally it more easily.
 
Something to keep in mind for this quest. Kislev is a lot more centralized and autocratic than the Empire, it has no tradition or religious reason to keeping the oblasts at a certain level of independence. It does so because it's necessary at the moment. Given the chance, the Tzar will try to centralize further, which is bad for us seeing how historical Russian reforms went.

We can (and should) prepare for any given chances we get to land ourselves the Tzar seat.
 
[X] Plan Foundation

[X] Extending a Clawed Hand: You, Nordland, and Ostland, are the three regions of the Old World that face attack in the Sea of Claws. Of the two, Nordland has both the larger port and the First Imperial Fleet. Contact the Count of Nordland, and see about arranging some trade between your two provinces. Cost: 0 Time: 1 Year: Chance of Success: 100% Reward: Diplomatic contact with Count of Nordland, +50 Trade Income
Before we start Buying food we should secure the money to pay for it.

[X] Reorganization: The Pulk of Erengrad took a severe mauling in the Great War, though they fared significantly better than many other pulks. They will need to be tallied and reorganized into a fighting force that suits their reduced numbers before they can be used in any significant way. Cost: 0 Time: 1 Year Chance of Success: 100% Reward: Composition of Army known, can be deployed.

[X] Settling Claims: The war drove many from their lands, and there are refugees from across Kislev huddled in Erengrad, unable or unwilling to return home. There are also huge tracts of land that are going unplowed with their owners and heirs killed. The land will need to be divided up and redistributed in order to be worked. Get the refugees out doing something productive and feeding themselves. Cost: 50 Time: 1 Year Chance of Success 100% Reward: Food Situation Improved by one step, fewer refugees on the streets.

[X] Plumbing the Depths: Fish is a staple throughout Erengrad, and the Sea of Claws is rich with them. Converting a few merchant ships into fishers will hurt your income a bit, but the extra food may be worth it. Cost: 100 Time: 1 Year Chance of Success 100% Reward: Food Situation Improved by one step

[X] Find a Spymaster: Put out the word you're looking for someone skilled in the subtle arts, and see what you get. Or even better, don't put out the word and see who responds! You'll have to think about it.

[X] Purging the Taint: Though not as bad as around Praag, the taint of Chaos spread to your lands during the invasion. The Priests of Dazh are willing to go around the countryside and ensure the lands are clean. This will require quite a bit of fire though. Cost: 0 Time: 1 Year Chance of Success 85% Reward: Food Situation Decreases by one step. Land is clear of chaos taint.
We realy should do this before it has a chance to spread

[X] A Better Beer?: Alcohol is a way of life in Kislev, between the climate and the company your country keeps. Lev, an avid drinker himself, wishes to experiment with brewing different beers. Dazh knows your people could use some cheer in desperate times. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: New alcohol, happier, drunker populace.

[X] Praise the Sun: You feel lost. Father was supposed to live for another decade at least, and then this would be Antony's job, with you supporting him as you'd been learning to do. Now you are alone, and thrust into a job that would be difficult in the best of times. You need guidance. Perhaps Dazh can help you? Cost: 0 Time: 1 Year Chance of Success: ?? Reward: Center oneself through prayer. Chance of losing trait Depressed.

[X] My Brother's Keeper: Your sister-in law Natalya hasn't been seen for weeks. If it were not for the trays of food left outside her door disappearing and empty ones appearing you wouldn't know if she was alive or not. Your nephew Josef is attended to by his wetnurse and a veritable army of maids, but he needs his mother. And you could use a friend in these times. Cost: 0 Time: 1 Year Chance of Success: ?? Reward: Natalya starts interacting with world again, accepts the loss of her husband.
 
[X] Plan Rebuilding 2.0

[X] Feeding the Poor: Erengrad is the largest port in Kislev, and traders from far and wide are known to stop here. Boyar Yelchukov suggests you commission a few merchants to haul grain from abroad nonstop in order to feed the peasants. They'll be operating at a loss, so you'll have to compensate them for their time. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: Food Situation in Erengrad improved one step(Any improvement beyond stable will go to feeding the rest of the country)
[X] Reorganization: The Pulk of Erengrad took a severe mauling in the Great War, though they fared significantly better than many other pulks. They will need to be tallied and reorganized into a fighting force that suits their reduced numbers before they can be used in any significant way. Cost: 0 Time: 1 Year Chance of Success: 100% Reward: Composition of Army known, can be deployed.
[X] Settling Claims: The war drove many from their lands, and there are refugees from across Kislev huddled in Erengrad, unable or unwilling to return home. There are also huge tracts of land that are going unplowed with their owners and heirs killed. The land will need to be divided up and redistributed in order to be worked. Get the refugees out doing something productive and feeding themselves. Cost: 50 Time: 1 Year Chance of Success 100% Reward: Food Situation Improved by one step, fewer refugees on the streets.
[X] Wood for Ships: If you want to protect yourself from the Norscans, you're going to need ships. Warships, not the converted merchantmen you rely on now. In order to build warships, the first thing you'll need is lumber. Fortunately, the Grovod Forest is just to your north. Cost: 50 Chance of Success: 85% Reward: Lumber camp established in Krovas +50 Logging Income
[X] Find a Spymaster: Put out the word you're looking for someone skilled in the subtle arts, and see what you get. Or even better, don't put out the word and see who responds! You'll have to think about it.
[X] Purging the Taint: Though not as bad as around Praag, the taint of Chaos spread to your lands during the invasion. The Priests of Dazh are willing to go around the countryside and ensure the lands are clean. This will require quite a bit of fire though. Cost: 0 Time: 1 Year Chance of Success 85% Reward: Food Situation Decreases by one step. Land is clear of chaos taint.
[X] A Better Beer?: Alcohol is a way of life in Kislev, between the climate and the company your country keeps. Lev, an avid drinker himself, wishes to experiment with brewing different beers. Dazh knows your people could use some cheer in desperate times. Cost: 50 Time: 1 Year Chance of Success: 85% Reward: New alcohol, happier, drunker populace.
[X] Praise the Sun: You feel lost. Father was supposed to live for another decade at least, and then this would be Antony's job, with you supporting him as you'd been learning to do. Now you are alone, and thrust into a job that would be difficult in the best of times. You need guidance. Perhaps Dazh can help you? Cost: 0 Time: 1 Year Chance of Success: ?? Reward: Center oneself through prayer. Chance of losing trait Depressed.
[X] My Brother's Keeper: Your sister-in law Natalya hasn't been seen for weeks. If it were not for the trays of food left outside her door disappearing and empty ones appearing you wouldn't know if she was alive or not. Your nephew Josef is attended to by his wetnurse and a veritable army of maids, but he needs his mother. And you could use a friend in these times. Cost: 0 Time: 1 Year Chance of Success: ?? Reward: Natalya starts interacting with world again, accepts the loss of her husband.

This good?
 
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