Warhammer Fantasy: The Shield of the South

Turn 1 Rumor Mill
Turn 1 Rumor Mill:

Spring 778/IC 2304

Reconstruction Begins!:

Food and supplies pour into Praag, as with the Tsar's support, an unprecedented amount of resources are sent north to rebuild the great bastion. Aid comes from the Empire as well, with the generous Magnus the Pious offering what help he can spare to his northern ally. Already the first crop has been sown, and the foundations of a new city, far more defensible and sturdy are under construction.

Magi of the South?:

In a move that surprised many, Magnus the Pious has called for the acceptance of magic users in the often backwards and superstitious Empire. Of course, here in Kislev we are proud of our Ice Magi, and they served us ably in the Great War. The idea of accepting male magi on the other hand is of course absurd, and unsurprisingly there has been great resistance in the Empire. What is surprising is the source of the resistance. The Witch Hunters, long the scourge of magic users, have remained silent on the issue, apparently still focused on hunting the remnants of chaos and other monsters. The Elector Counts have nearly universally opposed the idea, clinging to their traditions and their fears. The common folk, however, are far more receptive to the idea than anyone expected. Especially in the North, where outriders of Asavar Kul's horde reached and raided, there exists a sudden well of goodwill for the hedge magi that rallied against the invaders, often saving entire villages. Only time will tell what will become of this radical proposal.

New Prince of Erengrad:

Following the death of Prince Josef of Erengrad as well as his son and heir at the siege of Praag, his third son, Vladimir Rukov, has ascended to the head of the second largest city in Kislev. Already he has begun reconstruction efforts, reopening the port, and distributing grain to a starving populace. Neither the brave general his oldest brother was nor the skilled diplomat his other brother was, the new Prince seems focused on the economic development of Erengrad. This is a good thing perhaps, as the taxes levied on him are perhaps the only thing paying for the reconstruction of the rest of Kislev. The boyars remain divided on their opinion of him, while after a series of unfortunate deaths peasant opinion is at an all time low. But who cares what the other half thinks, right?

Fall 778/IC 2304

Famine in the Capital!:

Tsar Alexi's dedication to the reconstruction of Praag, while well intended, may have been in error. For while the steady stream of supplies have ensure the health of the workers on the northern bastion, it would seem that he has neglected his own city, and now large portions of the populace are dying of hunger. The Tsar has avoided commenting directly on the plight of the people, only saying that sacrifices must be made for the security of the capital. But what use, or so goes the thought of the peasant, is a fortress in the north when all behind it are dead of hunger? Murmers of discontent have been heard among the militia, and as terrible as the thought is, fair Kislev may yet again be plunged into war so soon after the defeat of our great enemy.

Disaster at Praag!:

Tragic events in the northern city as work crews clearing rubble from the leveled city stumbled upon what seems to have been a trap planted by the foul forces of Chaos, missed in the initial purges of the land. A host of daemons and other foul things were unleashed upon the unsuspecting workers, slaughtering hundreds, and undoing a year's worth of progress. To make matters worse, wherever the beasts died the ground was tainted even more severely, and some of the priests believe it will be nigh impossible to remove the corruption. The new boyar of Praag rallied the armies of Kislev against this foe and was successful, but will have much work ahead of him to rebuild the shattered city.


News From Abroad:

War in Estalia:

Merchants from Estalia bring word that another war has broken out between the nations of Magritta and Bibali, over what none can say. The southern nations, ignorant of the dangers of chaos, are all to eager to fight among themselves.

Quiet in the Sea of Claws:

The Norscan raiders were quiet this year, with many of their number having perished in the Great War. Merchant vessels from Araby that do business with the foul folk reported that some small skirmishes had broken out between the tribes, but most were content to lick their wounds and rebuild their ships. One should not expect the tenuous peace to continue.

Movement in the World's Edge Mountains:

Dwarven Scouts and Kislevite Rangers both reported large movement of greenskins in the World's Edge Mountains, with ancient dwarf holds spewing forth large numbers of both orks and goblins. There does not appear to be much pattern to the movement yet, and those experienced with the ways of the greenskin speculate they are still fighting over leadership before moving to fight another race. A close eye must be kept on the situation.

AN: Some odd rolls this turn. Will try to have Turn 2 up by Monday.
 
Turn 2
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.
 
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[x] Plan Internal Reconstruction
Diplomacy:
[X] Need Some Help?
Martial:
[X] Surpluses
Stewardship:
[X] Plumbing the Depths
[X] Winter Harvest
Intrigue:
[X] The New
Piety:
[X] NIce to meet you
Learning:
[X] Proper Furnishings
Personal:
[X] Family Heirloom
[X] Speak to the People

Here's my preliminary plan for this turn. I'm mostly focusing on getting a surplus of food production and helping the rest of Kislev, hopefully speeding reconstruction and winning us some political capital among our peers.

I'm definitely not convinced by my choices in intrigue, and piety. I'm only taking the Ice Mage action because i'm not sure how much we're willing to risk with the Dazh ritual, and I'm generally in favor of more actions per turn, so getting the extra learning slot is my personal top priority, but I'm definitely open to arguments for the other options in both those categories.
 
I want this

[] A Test of Purity:
-[] Conduct the proper ritual. Cost: 0 Chance of Success: ?? Reward: +1 Peasant Opinion, ???

and all the food options.

Those are my requirements here.
 
[X] Plan Bounty of the Land

[X] Extending a Clawed Hand
[X] The Long Patrol
[X] Plumbing the Depths
[X] Winter Harvest
[X] The Old
[X] NIce to meet you
[X] Proper Furnishings
[X] Family Heirloom
[X] Speak to the People

I decided to focus on gathering the resources we have an increasing the opnion of the peasants, the clawed hand is there because we should raise our income before we start spending
 
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[X] Plan Bounty of the Land

[X] Extending a Clawed Hand
[X] The Long Patrol
[X] Plumbing the Depths
[X] Winter Harvest
[X] The Old
[X] NIce to meet you
[X] Family Heirloom
[X] Speak to the People

I decided to focus on gathering the resources we have an increasing the opnion of the peasants, the clawed hand is there because we should raise our income before we start spending
Your missing the learning action, may I suggest proper furnishings?

[X] Plan Bounty of the Land
 
[x] Plan I forgot to make a title for my plan

[X] Extending a Clawed Hand
[X] The Long Patrol
[X] Plumbing the Depths
[X] Winter Harvest
[X] The New:
[X] A Test of Purity:
-[X] Conduct the proper ritual.
[X] Proper Furnishings:
[X] Family Heirloom
[X] Speak to the People

More food, taking the safer route for Intrigue as we will probably fail the risky route and that will make it take either just as long or even longer, and going high risk high reward for piety.
 
Is it bad that I find every post voting for my plan funny because my plans title genuinely makes me giggle?
 
Well, hopefully the Test of Purity with the true ritual option could give us a chance to get rid of Depressed. Here's hoping
 
[X] Plan Internal Reconstruction

I like this plan, good for making sure we're not giving the Tsar any reason to think anything is out of the ordinary with us. We know we're loyal but when people accuse you of being chaos tainted right after an invasion things could go to shite real quick. Also, more food for a starving nation is never a bad thing, we can probably get the ritual purification done after we make sure the entire city is doing stuff and not hiding away in some hole.

On the intrigue front I don't think it would be worth seeking out our old spies. We've seen the people's opinion of us and IIRC that kind of extended to the rest of the people we interacted with, even if we got in contact I doubt they'd work as well for us as they did for our father.

What do people think of the ice mages in Kislev anyway?
 
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