Turn 2:
Your dinner table has become less lonely of late. Natalya now joins you and Yelisey for meals, bringing with her the screaming ball of energy that is your nephew Josef. Already, he stumbles around the room on unsteady feet, and seems to eat as much as a grown man. It's odd to think that he will have no memories of the Great War, that all the destruction and death visited upon your land will be a part of the history his tutor will teach him. You wonder what history will make of your father. He was a strong man, if not necessarily a good one, but Kislev has far more need for strong men than good ones. So you think it will remember him kindly. You can only hope the same for yourself, when you are gone to Morr's embrace.
Still, you hope that day is long in the future, for you have enough problems to deal with in the present. The reconstruction of Praag has met serious setbacks, and they could doubtless need some aid beyond which you already supply them. But at the same time, you have your own lands to look to, and your people are greatly discontent. The lingering famine and the failure of your alcohol investment have been an inauspicious start to your reign, and Natalya reports that many people think that you are cursed by some fell power, perhaps for your cowardice at staying behind rather than going to Praag.
All in all, you have a great deal of work ahead of you. Best get started.
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)
[] Need Some Help?: So the rebuilding of Praag isn't off to a great start. You're already paying for most of the work through your taxes, but any additional help you can offer them would certainly be appreciated. Lumber, food, kvas, all the little things it takes to keep a city running. Cost: 50 Chance of Success: 100% Reward: Improved relations with Boyar of Praag. Reconstruction gains bonus.
[] 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)
[] The Long Patrol: The city of Erengrad itself is secure for the moment, but you cannot say the same for the surrounding countryside. Daria suggests you send out your Kossars to patrol the land and give you advance warning of any threats. This would leave your already small army even more decentralized, however. Cost:0 Chance of Success: 100/55% Reward: More Advance Warning of attacks, chance to raise Peasant Opinion
[] 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)
[] Drydocks: The docks of Erengrad are massive, and can fit ships of varied build from countries around the world. One thing they do not do however, is produce ships themselves. That has always been a task of Kislev City, where the ships were constructed in the Lynsk and then sailed down to the sea. With the capital in disarray, perhaps it is time to construct more on your own? Cost: 100 Time 2 Years: Chance of Success: 100% Reward: Drydocks, can construct warships
[] 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
[] Winter Harvest: Even the most arable soil in Kislev is lucky to bear one harvest a year; the climate is simply too cold for growth much of the year. At least, that is the conventional wisdom. You've heard of other, hardier crops, that might be able to be grown in the fallow months. Planting these would go a long way towards helping your population recover. Cost: 50 Chance of Success: 70% Reward: Food Situation Improved by one step +50 Peasant Tax
Intrigue: Natalya has taken up this duty, and is already being run ragged between her new responsibilities and her son. However, she has confided in you that being busy is a good thing, as it allows her to avoid dwelling on the past. You're inclined to agree. (Pick 1)
[] The Old: Your father's spy network is entirely inaccessible to you, the old man's paranoia and the sheer number of deaths at Praag have severed any connections between you and what spies remain. Natalya could try to seek them out, however there is no guarantee she would be successful. Cost: 0 Chance of Success: 40% Reward: Spy network reestablished in Erengrad
[] The New: Instead of trying to find an order of agents who may or may not still be alive, Natalya could simply recruit new spies to give you information on the goings-on in town. This would take significantly longer, though. Cost:0 Chance of Success: 100% Time: 2 Years Reward: Spy network reestablished in Erengrad
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)
[] A Test of Purity: Rumors are circling that you are a murderer of peasants, that you are a coward, that you are corrupted by the Ruinous Powers. Father Zhukov has offered to help you dispel at least one of them. He has offered to publicly conduct a ceremony to "prove" in the eyes of superstitious peasants that you are uncorrupted. Smoke and mirrors, but it should ease the fears of the common rabble. However, in private, Father Zhukov tells you that there is a real ritual of Dazh to test one's purity. It is dangerous, but the reward could be great. If you live, that is.
-[] Proceed with the false ritual. Cost:0 Chance of Success: 85% Reward: +1 Peasant Opinion
-[] Conduct the proper ritual. Cost: 0 Chance of Success: ?? Reward: +1 Peasant Opinion, ???
[] 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
[] Signal Mirrors: The flash of light caused by a spyglass or shaving mirror at the proper angle is a well known phenomenon, but Lev has had the idea to turn it into something more useful. He proposes giving small glasses to your officers, and developing a code that would allow them to signal across long distances. The military benefits of such a thing are obvious. Cost: 50 Chance of Success: 85% Reward: Signal Mirrors
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)
[] Family Heirloom: Your father's sword was recovered along with his body, and as the surviving son, by rights it belongs to you now. Made by the dwarves hundreds of years ago, it has been passed down the Rukov family line for generations. You held it once as a child, and your knees buckled under the weight of the forged steel greatsword. Train with it now, and learn to wield it as he did. Cost: 0 Chance of Success 85% Reward: Competent with Dwarven-forged greatsword, chance of +1 Martial
[] Speak to the People: The peasants look upon you with fear and distrust. You cannot blame them for this, as your reign has not begun in the best light. But the situation as it is cannot stand, and while you are not your brother, you are a fair hand at speaking. Go among them and try to ease their worries. Cost: 0 Chance of Success: 70% Reward: +1 Peasant, Noble Opinion
[] 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
AN: So it turns out I'm more motivated to work on this than I thought. Voting is open for twenty-four hours.