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It would be overkill, though if you pull it off it'd definitely work. You only need to prove that you're ready to begin as a Magister. The entire Ledger Saga could qualify if you sold it well enough, though you are currently heavily lacking on the magical side of things - which is why I haven't brought it up before now.
 
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It would be overkill, though if you pull it off it'd definitely work. You only need to prove that you're ready to begin as a Magister. The entire Ledger Saga could qualify if you sold it well enough, though you are currently lacking on the magical side of things.
Gotcha. I guess tacking on 'uncovering and stopping the former Spymaster/his role in the subversion plot' would probably be solid enough. Gotta work on our Magic then. Graduating to Magisterhood seems like a valuable mid-term goal, especially as we can get lieutenants in an Apprentice and Journeyperson - presumably we could use these as 'directed free action' types, within the scope of their competence of course.
 
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[X] Plan Grassroots Improvement; Updated

Eeeeh, probably at some point years down the line, Mathilde is not mature enough for her own apprentice yet I feel, and we want to be somewhat firmly established and have stuff up and running so the hypothetical apprentice can actually do something. Also our spell repertoire sucks balls. Gotta grind that Magic skill first.
 
What I really want is to go full Warhammer Dynasty and make all shadow in Stirland come alive as our eyes. We'll need a personal Waystone ofc, but if it can be done we'll be a goddess-tier spymistress.
 
@TotallyNotEvil More I think about it, the more I think we should focus on the network van Hal will expect us to build first. Vet the castle staff, and (write-in) replace with some of our own hired informants, perhaps alongside Kasmir (throw in the blessing as it's a two-for-one on his relationship) and recruit the Watch. If a threat comes from there... Say because they're still working for the previous admin or under Vampire domination, we'll look very incompetent.

The criminals and peasants are a good idea, but I think we should shore up the home front first.
 
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Build your network. I don't want a single bloodsucker stepping foot in Wurtbad without a volley of crossbow bolts being there to meet it.
Weber, if you get a chance, take a look at them - but your network takes priority.

These are our instructions for the current vote: building a network of informants focusing on security and, if there's time, checking out the weapons personally (not sending them off to the Amethyst College). I'll also try to build a structure that lets us collect information without having to talk to every single informant personally. That's going to get less and less workable the bigger our network gets.

[ ] As Per Orders: Perform your current assignment.
-[ ] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
-[ ] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
-[ ] Wurtbad, like all major cities, is home to a number of guilds. Reach out to them and enforce your will.
-[ ] Wurtbad, inevitably, has criminals. And you're a follower of Ranald. Maybe you could reach an understanding - they'd have access to a huge amount of information, though it would mean tacit approval of their activities.
-[ ] There's a vacuum where a dozen trade guilds should be. Found one of your own, and let information and profits flow through you, and see what the Stirlandian League does about it. (warning: expensive, will need Van Hal or Wilhelmina to sign off on it)
-[ ] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[ ] Much of Western Stirland is under the de facto direct control of the Elector Count. Meet with each of the local leaders and make it clear that you're to be kept in the loop.

Keeping in mind that our information network is probably going to be our most useful asset as Stirland's spymaster, I think it's reasonable to go with three actions on it for this turn, maybe four. We want to get a good start so we can get away with putting less work into it in the future.

Our directions are to focus on the security of Wurtbad, particularly with regards to Sylvania's nocturnal citizens, and they're to our east, so that lets us put the guilds, Western Stirland and the Stirlandian League to the side for the moment. Wurtbad's criminal element would have a lot of information, but I'd rather keep that source to ourselves instead of letting our nascent state security infrastructure get tied up in crime.

That leaves the Watch, the castle employees, and the surrounding villages. But we also need someone (or some-more-than-one) to go collect that information for us so we don't have to.


[ ] Backtracking and Side Operations:
-[ ] You haven't asked Anton about your predecessor - see if he knows anything useful.
-[ ] The thing you stabbed in the face is still in the cells, and now several others that were found are keeping it company. Examine them, learn from them, see if you can identify them.
-[ ] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
-[ ] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
--[ ] Examine them yourself and see if they're useful, or dangerous, or both.
--[ ] Send them to the Amethyst Order for examination (does not take an action).
--[ ] Allow the Morrites to examine them (does not take an action).
--[ ] Just have them melted down and buried (does not take an action).

We're really pressed for actions at the moment, so this section's going to get one at most. Anton and the zombies/whatevers can wait, but the interrogation of the Von Stolpes is time-dependent, important to our investigations, and potentially an avenue for increased Intrigue. If we can fit it in, I want it.

As for the weapons, we really don't have time to do it this turn, but our direction from Van Hal was technically to look at them ourselves. Kind of annoying that way, since that's the one option that takes an action.

[ ] Getting To Know You: Spend time with one of your fellow councillors, offering your help in their task and generally getting a feel for them (choose one).
[ ] Getting To Know You Whether You Like It Or Not: You've been given good reason to mistrust your fellow councillors. Perhaps you should see what they spent their time doing (choose one).
[ ] Sucking Up To The Boss: Normally you'd just go about things and report in to the Elector Count when you've got something major to report. If you instead give him regular reports and updates, it may make him more willing to trust you, and allow you to better get to know him. Opening yourself up to oversight, criticism, and potential micromanagement is a heavy price to pay, though.
[ ] Letters Home: You might be able to wring more information out of your Master, or you might just be able to get news, information and guidance in general from the Grey Order.
[ ] Hang Out A Shingle: Spymasters don't advertise, but wizards sometimes do. Make an official announcement that there's a wizard in residence, and see who comes out of the woodwork.
[ ] Now that you've got gold to throw around, you should stock up on spell components. They're not strictly necessary, but they do make things easier. (-personal gold)
Nothing urgent here, or even all that important.

Normally we'd want to take one of the first two on all of our other councillors at some point, but thankfully Van Hal is an Intrigue-heavy boss, so we can foist that off on him, as the late professor just found out. Letters Home is also going to be something we want to do at some point in the future, but we can't afford it right now. Getting wizard work might have been necessary if we couldn't easily embezzle our discretionary funds, but we can so it's not. Plus who wants to deal with all the crazies that pop up when there's a wizard for hire -- leave that for Magister Dresden. Spell components would be nice, but can wait until we have more magic to throw around.

[ ] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
-[ ] Practice, Practice, Practice: Having been thrown into the deep end of imperial politics, it would probably be a good idea to brush up on your skills (choose one).
-[ ] Tutoring: One of your fellow councillors may be willing to teach you in their chosen field (choose who).
-[ ] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
-[ ] Combat Training: You're virtually surrounded by armed warriors of various sorts. See if you can convince one to teach you (choose who).
-[ ] Combat Training, In The Free Market: You haven't made many heavily armed friends yet, but gold is good for that. Go out and buy some training. (-personal gold)
-[ ] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[ ] You're naturally talented at enchantment; so far, this just amounts to being able to make your desk meow for about an hour. See if you can improve on that, or at least figure out a way to make that useful.

We need to keep improving, it's just so annoying to find the time in between everything else. Pretty Good Swords is a lock because not only are we getting trained by the best, but it gives us access to the champion guy whose name I don't remember. We can probably get some trustworthy contacts in the Watch and the state military from him.

[ ] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
-[ ] Diggy Diggy Hole: A wizard wielding a shovel is unnatural, but doing it yourself might be the only way to keep things secret. Clear out a new room of your Palace-Shrine by hand.
-[ ] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[ ] No Place Like Home: Move in furniture, set up a chimney, put in the effort to make sure that your new home actually feels like a home and not like sleeping in an underground mud cave.

Another lower priority. Luckily there's an option that doesn't require an action here, and if we want we can probably make it even better by not giving the guy any money at all. Although we may want to buy him a drink at the inn before removing his memories, just for the extra deniability.

[ ]Research:
-[ ] This is Stirland. Time to bone up on your knowledge of the Undead.
-[ ] That damn Asp has still been quiet, but maybe it's just biding it's time. Finally admit it's existence to your contacts back in the College and see if they know anything that can help.
-[ ] As a Journeywoman, the path to Magister is marked by mastering more than the two shadow spells you already know. Send to the Grey Order for the basics and work on figuring out one of the others.
-[ ] As a Journeywoman, the path to mediocrity is marked by only learning spells created by others. Your relationship with Ulgu is between you and it. (create-a-spell, write in the effects)

All of these are things that we want to get done at some point, but who knows when we'll have time to pick them up.

Vote post coming soon.
 
[X] Plan Grassroots Improvement; Updated

Eeeeh, probably at some point years down the line, Mathilde is not mature enough for her own apprentice yet I feel, and we want to be somewhat firmly established and have stuff up and running so the hypothetical apprentice can actually do something. Also our spell repertoire sucks balls. Gotta grind that Magic skill first.
I agree, gotta work on Magic. But even graduating lets her request a Journeyman, I presume she doesn't have to take an apprentice right away.
 
These are our instructions for the current vote: building a network of informants focusing on security and, if there's time, checking out the weapons personally (not sending them off to the Amethyst College). I'll also try to build a structure that lets us collect information without having to talk to every single informant personally. That's going to get less and less workable the bigger our network gets.



Keeping in mind that our information network is probably going to be our most useful asset as Stirland's spymaster, I think it's reasonable to go with three actions on it for this turn, maybe four. We want to get a good start so we can get away with putting less work into it in the future.

Our directions are to focus on the security of Wurtbad, particularly with regards to Sylvania's nocturnal citizens, and they're to our east, so that lets us put the guilds, Western Stirland and the Stirlandian League to the side for the moment. Wurtbad's criminal element would have a lot of information, but I'd rather keep that source to ourselves instead of letting our nascent state security infrastructure get tied up in crime.

That leaves the Watch, the castle employees, and the surrounding villages. But we also need someone (or some-more-than-one) to go collect that information for us so we don't have to.




We're really pressed for actions at the moment, so this section's going to get one at most. Anton and the zombies/whatevers can wait, but the interrogation of the Von Stolpes is time-dependent, important to our investigations, and potentially an avenue for increased Intrigue. If we can fit it in, I want it.

As for the weapons, we really don't have time to do it this turn, but our direction from Van Hal was technically to look at them ourselves. Kind of annoying that way, since that's the one option that takes an action.


Nothing urgent here, or even all that important.

Normally we'd want to take one of the first two on all of our other councillors at some point, but thankfully Van Hal is an Intrigue-heavy boss, so we can foist that off on him, as the late professor just found out. Letters Home is also going to be something we want to do at some point in the future, but we can't afford it right now. Getting wizard work might have been necessary if we couldn't easily embezzle our discretionary funds, but we can so it's not. Plus who wants to deal with all the crazies that pop up when there's a wizard for hire -- leave that for Magister Dresden. Spell components would be nice, but can wait until we have more magic to throw around.



We need to keep improving, it's just so annoying to find the time in between everything else. Pretty Good Swords is a lock because not only are we getting trained by the best, but it gives us access to the champion guy whose name I don't remember. We can probably get some trustworthy contacts in the Watch and the state military from him.



Another lower priority. Luckily there's an option that doesn't require an action here, and if we want we can probably make it even better by not giving the guy any money at all. Although we may want to buy him a drink at the inn before removing his memories, just for the extra deniability.



All of these are things that we want to get done at some point, but who knows when we'll have time to pick them up.

Vote post coming soon.
I like your thinking. We also should look into getting a lieutenant for future free actions, so maybe a write-in of 'look for a suitable lieutenant', Randall-bonused. Someone who travels a lot freely? Randall worshipper, I suppose. Maybe a travelling Bard or... wide-ranging slightly-disreputable Merchant might be good. And shift embezzlement to a threshold (35). And I think we need to develop our magic, long term.
 
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Honestly, trying to find a second-in-command for our job this soon into the quest feels like trying to game the system a bit.

The feeling of being pulled in several different directions at once is precisely the point.

We are supposed to juggle between developing our magical development, doing our (un)official court duties in the service of Stirland and Empire, acquiring personal material (and otherwise) prosperity, trying to spread our influence, trading favours and jockeying for power, obeying the Count's personal commands and caprices, dealing with being a follower of a troublesome (and a taboo) deity, stressing over our dual (or even multiple) loyalties.

That's very likely the point of the quest!

We don't get to have our cake and eat it.

Not so soon. And not as easy.
 
[X] Plan Grassroots Is Not Enough
-[X] As Per Orders: Perform your current assignment.
--[X] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
--[X] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
--[X] Try to find a reliable lieutenant or two to delegate some spymastering to. Perhaps you'll locate someone with potential while building networks, or Ser Markus can recommend someone competent and loyal to Stirland. They'll have to be investigated before trusting them, of course…
---[X] Ranald's Blessing
-[X] Backtracking and Side Operations:
--[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[X] Secure them until you can get around to examining them yourself.
-[X] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[X] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
-[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[X] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[X] Change tithe payment/loan payment/embezzlement (specify)
--[X] Embezzlement to 35 gold per turn.

See the quoted comment below for rough reasoning.
 
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Gaming the system?

Look, if the Martial commander doesn't have to personally command all of Stirland's 40,000 troops and instead gets generals and captains and sergeants to handle the implementation of Martial orders, and I am pretty sure that's how things stand, then I see no reason why it would be expected that the Intrigue commander (us) has to personally command all of Stirland's hopefully-soon-numerous gossips, informants, spies, assassins, and so forth.

Locating reliable people to delegate to and then delegating to them is how organizations actually get things done. There is no way that picking up a couple lieutenants is going to make us stop feeling like we have too much to do and not enough capability to do it; at best it will partially mitigate the problem. Not picking up any lieutenants and instead continuing to be the one-woman spy corps of an entire county, serving as both spymistress and spy, both interrogator and analyst, and occasionally kidnapper or assassin when we somehow have nothing else pressing to be doing... that's a classic case of what happens when someone is promoted beyond their level of competence. We can do any one of those jobs really well, but we can't do all of them at once and if we keep trying we're going to damage the county severely when we inevitably fuck up by spreading ourselves too thin.

[X] Plan Grassroots Is Not Enough
 
Guys, our spy network isn't going to be a throwaway action! We want to put in as much effort as possible getting it together.

[X] Plan Work Hard on your Spy Network
-[X] As Per Orders: Perform your current assignment.
--[X] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
--[X] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
--[X] Much of Western Stirland is under the de facto direct control of the Elector Count. Meet with each of the local leaders and make it clear that you're to be kept in the loop.
---[X] Raynard's Blessing
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
-[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should;
--[X] Examine them yourself and see if they're useful, or dangerous, or both.
 
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[X] Plan Grassroots Is Not Enough
-[X] ...and ensure some of the new castle staff hires do report to you.
 
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Guys, our spy network isn't going to be a throwaway action! We want to put in as much effort as possible getting it together.

[X] Plan Work Hard on your Spy Network
-[X] As Per Orders: Perform your current assignment.
--[X] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
--[X] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
--[X] Much of Western Stirland is under the de facto direct control of the Elector Count. Meet with each of the local leaders and make it clear that you're to be kept in the loop.
---[X] Raynard's Blessing
--[X] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[X] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
-[X] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should;
--[X] Examine them yourself and see if they're useful, or dangerous, or both.
I'm pretty sure building it isn't a one-and-done, we can add to it later.
 
[X] Plan Grassroots Is Not Enough

Myself, I'd prefer to look at the weapons personally instead of leaving it to Morr (they seem the type to declare the whole lot heretical and toss the baby out with the bathwater), maybe in place of working with the Great Swords again? But it's fine; even if I think stabbing things with bits of metal is what the help is for, cultivating them as a friendly has its uses.
 
Do we have enough money to hire a team of adventurers because they will be handy to send out on missions
We can be the cloaked figure in the tavern corner booth. (Eventually, a tavern we own.) Post sidequests on the town noticeboard.

More seriously, maybe, if there was a suitable job with the promise of its own loot.
 
[X] Plan Grassroots Is Not Enough

Myself, I'd prefer to look at the weapons personally instead of leaving it to Morr (they seem the type to declare the whole lot heretical and toss the baby out with the bathwater), maybe in place of working with the Great Swords again? But it's fine; even if I think stabbing things with bits of metal is what the help is for, cultivating them as a friendly has its uses.
I tend to agree. I'd stipulate the Morrites can't take them out of the castle, and final word on them remains with 'the Lector', meaning us-until-we-examine-them. But... dealing with potentially Dhar-soaked swords is probably something we'd want to use a bonus on? And I'd like to use it on getting a lieutenant right now.
 
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[X] Plan Grassroots Improvement; Updated

Didn't we already get told that spending 1 action on the job is expected, spending 2 is a bit dedicated, and more than that means we're sacrificing getting good for sucking up?
 
I tend to agree. I'd stipulate the Morrites can't take them out of the castle, and final word on them remains with 'the Lector', meaning us-until-we-examine-them. But... dealing with potentially Dhar-soaked swords is probably something we'd want to use a bonus on? And I'd like to use it on getting a lieutenant right now.
Yeah, the wording of that option ("allow the Morrites to examine them") seems to imply that we're not giving them to the Morrites to make the judgement call on, but rather calling in a team of Morrite specialists to get another opinion. As long as they're not going to make us potentially lose this asset and are going to give us more information to work with, it seems a strictly better option than "throw the swords in a secure box until we have leveled up/have more action slots to work with". The latter could take years.

If that option does imply giving the Morrites say over the disposition of the swords instead of merely calling them in as consultants, GM comment to that effect would be very nice.


[X] Plan Grassroots Improvement; Updated

Didn't we already get told that spending 1 action on the job is expected, spending 2 is a bit dedicated, and more than that means we're sacrificing getting good for sucking up?
No, we were told that 2-4 is the standard range, not 1-2.
 
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