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A few possible ways to sort out targets:

Every town or village along the east-west road (16 agents)
Every town that is the capital of a County or Barony (13 agents)
Every town that is the capital of a Count or Baron (10 agents)
Everywhere along the north-south road (5 agents)
Every town and village on the Sylvanian border (5 agents)
Every major town in troublesome Southern Stirland (5 agents)
Every town bordering the perfidious halflings (5 agents)
When we decide, consider what we'll be getting. Pub gossip and nebulous 'local mood'. I'm still not convinced these are the right source of people for the job, given the cost.

It seems way too exact for it to be strictly thaumaturgical. But maybe... (rolls Mathilde's learning) nope, no clue. But you're on the right track.
To Magister Knows Everything! Or ask van Hal about it in our gribbly-hunting time, he knows stuff.
 
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Can we get into contact with the Shallyan/Morrite hierarchy and get them to send some representatives to help us question the servants about faith?

Having them on site would also help them feel more included and allow van Hal the option of taking them on as secondary religious advisors without specifically firing Kasamir.


Edit: I'm thinking it may be more effective to only hire two or three veterans as personal agents for now - one as bodyguard/assistant who follows us around helping us with tasks and learning from us on the job, one as liason to talk to town watches throughout stirland to send us info (more effective than personally going; most watch captains are also veterans so the similar background would probably help their diplomacy), and one to maybe experiment with the village embedding plan (optional.)
 
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Can we get into contact with the Shallyan/Morrite hierarchy and get them to send some representatives to help us question the servants about faith?

Having them on site would also help them feel more included and allow van Hal the option of taking them on as secondary religious advisors without specifically firing Kasamir.
That'd be a tremendous insult and challenge against Kasmir though. He's the Religious Advisor, every cult's supposed to talk to him to get to Van Hal. Having other cults work around him undermines his authority and the position's authority at the same time. He'd have to respond if that happens, and the Sigmarite Church will back him when he does.
 
Their first question would be 'who are you' and their second would be 'why is the spymaster asking us and not the chaplain'.

These are all tasks that are supposed to go through the chaplain, and there's no way to quietly bypass him.
 
Headlines of Stirland Daily, had it existed

"Spymaster plotting against Chaplain!"
"Count and Steward declined commenting!"
"Chancellor upset at Chaplain's bullying"
"Architect went on gardening leave."
"Price of popcorn skyrocketed as unknown parties made bulk purchases."
 
It's 2471 when we break into the Julbach mound right? That 55 1/2 years brings the calendar to late 2526 IC, i.e. in the climatic end of the world, and I assume what Mathilde didn't pay attention to was the prophecies of the End Times or Necrodomo the Insane or something.
 
There's been prophecies of the end times just around the corner for literally thousands of years. Mathilde sees no reason to start thinking they're actually going to come true.

(and she's right, because seriously, screw the end times. things might get dramatic around then if the quest lasts that long but I promise you: no Sigmarines)
 
Can we get into contact with the Shallyan/Morrite hierarchy and get them to send some representatives to help us question the servants about faith?

Having them on site would also help them feel more included and allow van Hal the option of taking them on as secondary religious advisors without specifically firing Kasamir.


Edit: I'm thinking it may be more effective to only hire two or three veterans as personal agents for now - one as bodyguard/assistant who follows us around helping us with tasks and learning from us on the job, one as liason to talk to town watches throughout stirland to send us info (more effective than personally going; most watch captains are also veterans so the similar background would probably help their diplomacy), and one to maybe experiment with the village embedding plan (optional.)
Leicheburg? On the border, and army is going to be based out of there soon anyway. We should get an informant in.
 
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Military Forces of the Karak Eight Peaks Expedition, Sorted by Leader


King Belegar Ironhammer

Clan Angrund
Halken Stonebeard, Eldest of Clan Angrund
200 Longbeards
800 Runed Warriors

Karak Kadrin
2,000 Slayers
1,000 Warriors
1,000 Quarrelers


Kragg the Grim, Master Runelord

1 Anvil of Doom
Modified Gyrobomber (transport)


Ulthar Alriksson, Head Ranger

Karak Hirn
3,000 Warriors
1,000 Quarrelers
3,000 Rangers

2,000 Quarrelers (Adventurers and Vagabonds)
2,000 Rangers (Adventurers and Vagabonds)


Skaroki Grimbrow, Thane of Karak Izor

Karak Izor
2,000 Longbeards
10,000 Warriors
2,000 Miners
2,000 Thunderers
10,000 Camp Followers

10,000 Warriors (Adventurers and Vagabonds)
6,000 Miners (Adventurers and Vagabonds)


Durin Wutokri, Engineer

Karak Norn
30 Bolt Throwers (Siege)
100 Bolt Throwers (Personal)
20 Grudge Throwers

10 Bolt Throwers (seconded to - Karak Kadrin)
10 Cannon (seconded to - Karak Izor)
20 Cannon (Karak Azgaraz)
10 Cannon (Karak Gantuk)


Magister Mathilde Weber
2 Journeymanlings of the Amber Order
2 Journeymanlings of the Gold Order
1 Journeymanlings of the Jade Order


Grand Master Sigwald Kriegersen
Knights of Taal's Fury - 250 Demigryph-mounted Knights, 500 footmen.
Knights of the Vengeful Sun - 250 Demigryph-mounted Knights, 500 footmen.


Grand Master Ruprecht Wulfhart
Winter Wolves - 250 Wolf Riders, 2000 dismounted knights.
10,000 Nordlanders
8,000 Ulricans


Marksman Codrin Petrescu
10,000 miscellaneous mercenaries, adventurers, and vagabonds.
5,000 Stirland Crossbowmen
5,000 Stirland Huntsmen


Marshal Titus Muggins
5,000 Halfling Fieldwardens
5,000 Halfling camp followers

Military Forces of the Karak Eight Peaks Expedition, Sorted by Leader


King Belegar Ironhammer

Clan Angrund
Halken Stonebeard, Eldest of Clan Angrund
200 180 Longbeards
800 740 Runed Warriors
500 Hammerers

8,800 Clan Huzkul

Karak Kadrin
2,000 Slayers
1,000
950 Warriors
1,000 980 Quarrelers


Kragg the Grim, Master Runelord

1 Anvil of Doom
Modified Gyrobomber (transport)


Ulthar Alriksson, Head Ranger

Karak Hirn
3,000 2,700 Warriors
1,000 Quarrelers
3,000 2,800 Rangers

2,000 1,600 Quarrelers (Adventurers and Vagabonds)
2,000 1,800 Rangers (Adventurers and Vagabonds)



Skaroki Grimbrow, Thane of Karak Izor

Karak Izor
2,000 1,400 Longbeards
10,000 8,900 Warriors
2,000 1,600 Miners
2,000 800 Thunderers
10,000 Camp Followers

6,700 3,300 Adventurers and Vagabonds


Durin Wutokri, Engineer

Karak Norn
30 Bolt Throwers (Siege)
100 Bolt Throwers (Personal)
20 Grudge Throwers

10 Bolt Throwers (seconded to - Karak Kadrin)
10 Cannon (seconded to - Karak Izor)
20 Cannon (Karak Azgaraz)
10 Cannon (Karak Gantuk)


Magister Mathilde Weber
2 Journeymanlings of the Amber Order
2 Journeymanlings of the Gold Order
1 Journeymanlings of the Jade Order


Grand Master Sigwald Kriegersen
Knights of Taal's Fury - 250 240 Demigryph-mounted Knights, 500 485 footmen.
Knights of the Vengeful Sun - 250 235 Demigryph-mounted Knights, 500 480 footmen.


Grand Master Ruprecht Wulfhart
Winter Wolves - 250 240 Wolf Riders, 2000 1850 dismounted knights.
17,500 United Ulricans


Marksman Codrin Petrescu
10,000 7,500 miscellaneous mercenaries, adventurers, and vagabonds.
5,000 4,800 Stirland Crossbowmen
5,000 4,950 Stirland Huntsmen


Marshal Titus Muggins
5,000 4,950 Halfling Fieldwardens
5,000 Halfling camp followers

Military Forces of the Karak Eight Peaks Expedition, Sorted by Leader


King Belegar Ironhammer

Clan Angrund
Halken Stonebeard, Eldest of Clan Angrund
200 180 Longbeards
800 740 Runed Warriors
500 Hammerers

8,800 Clan Huzkul

Karak Kadrin
2,000 Slayers
1,000
950 Warriors
1,000 980 Quarrelers


Kragg the Grim, Master Runelord

1 Anvil of Doom
Modified Gyrobomber (transport)


Ulthar Alriksson, Head Ranger

Karak Hirn
3,000 2,700 Warriors
1,000 Quarrelers
3,000 2,750 Rangers

2,000 1,600 Quarrelers (Adventurers and Vagabonds)
2,000 1,800 Rangers (Adventurers and Vagabonds)



Skaroki Grimbrow, Thane of Karak Izor

Karak Izor
2,000 1,250 Longbeards
10,000 8,500 Warriors
2,000 1,600 Miners
2,000 800 Thunderers
10,000 Camp Followers

6,700 2,800 Adventurers and Vagabonds


Durin Wutokri, Engineer

Karak Norn
30 Bolt Throwers (Siege)
100 Bolt Throwers (Personal)
20 Grudge Throwers

10 Bolt Throwers (seconded to - Karak Kadrin)
10 Cannon (seconded to - Karak Izor)
20 Cannon (Karak Azgaraz)
10 Cannon (Karak Gantuk)


Magister Mathilde Weber
2 Journeymanlings of the Amber Order
2 Journeymanlings of the Gold Order
1 Journeymanlings of the Jade Order


Grand Master Sigwald Kriegersen
Knights of Taal's Fury - 250 240 Demigryph-mounted Knights, 500 485 footmen.
Knights of the Vengeful Sun - 250 230 Demigryph-mounted Knights, 500 480 footmen.


Grand Master Ruprecht Wulfhart
Winter Wolves - 250 240 Wolf Riders, 2000 1850 dismounted knights.
17,500 United Ulricans


Marksman Codrin Petrescu
10,000 6,700 miscellaneous mercenaries, adventurers, and vagabonds.
5,000 4,800 Stirland Crossbowmen
5,000 4,950 Stirland Huntsmen


Marshal Titus Muggins
5,000 4,950 Halfling Fieldwardens
5,000 Halfling camp followers

Military Forces of the Karak Eight Peaks Expedition, Sorted by Leader


King Belegar Ironhammer

Clan Angrund
Halken Stonebeard, Eldest of Clan Angrund
200 180 Longbeards
800 740 Runed Warriors
500 Hammerers

8,800 Clan Huzkul

Karak Kadrin
2,000 Slayers
1,000
950 Warriors
1,000 980 Quarrelers


Kragg the Grim, Master Runelord

1 Anvil of Doom
Modified Gyrobomber (transport)


Ulthar Alriksson, Head Ranger

Karak Hirn
3,000 2,700 Warriors
1,000 Quarrelers
3,000 2,750 Rangers

2,000 1,600 Quarrelers (Adventurers and Vagabonds)
2,000 1,800 Rangers (Adventurers and Vagabonds)



Skaroki Grimbrow, Thane of Karak Izor

Karak Izor
2,000 1,250 Longbeards
10,000 8,500 Warriors
2,000 1,600 Miners
2,000 800 Thunderers
10,000 Camp Followers

6,700 2,800 Adventurers and Vagabonds


Durin Wutokri, Engineer

Karak Norn
30 Bolt Throwers (Siege)
100 Bolt Throwers (Personal)
20 Grudge Throwers

10 Bolt Throwers (seconded to - Karak Kadrin)
10 Cannon (seconded to - Karak Izor)
20 Cannon (Karak Azgaraz)
10 Cannon (Karak Gantuk)


Magister Mathilde Weber
2 Journeymanlings of the Amber Order
2 Journeymanlings of the Gold Order
1 Journeymanlings of the Jade Order


Grand Master Sigwald Kriegersen
Knights of Taal's Fury - 250 240 Demigryph-mounted Knights, 500 485 footmen.
Knights of the Vengeful Sun - 250 230 Demigryph-mounted Knights, 500 480 footmen.


Grand Master Ruprecht Wulfhart
Winter Wolves - 250 240 Wolf Riders, 2000 1850 dismounted knights.
17,500 United Ulricans


Marksman Codrin Petrescu
10,000 5,400 miscellaneous mercenaries, adventurers, and vagabonds.
5,000 4,800 Stirland Crossbowmen
5,000 4,950 Stirland Huntsmen


Marshal Titus Muggins
5,000 4,950 Halfling Fieldwardens
5,000 Halfling camp followers

Losses at the Battle of the East Gate and the Battle of Karag Lhune:

Clan Angrund: 15 Longbeards dead, 5 wounded. 20 Runed Warriors dead, 40 wounded.
Karak Kadrin: 1,740 Slayers dead, 260 wounded. 20 Warriors dead, 30 wounded. 20 Quarrelers dead.
Karak Hirn: 90 Warriors dead, 210 wounded. 140 Rangers dead, 60 wounded.
Karak Izor: 440 Longbeards dead, 160 wounded. 780 Warriors dead, 320 wounded. 180 Miners dead, 220 wounded. 1,040 Thunderers dead, 160 wounded.
Unaffiliated Dwarves: 320 Quarrelers dead, 80 wounded. 120 Rangers dead, 80 wounded. 3,960 Adventurers dead, 440 wounded.

Demigryph Knights: 15 Knights dead. 25 Footmen dead, 10 wounded.
Ulricans: 5 Wolf Riders dead, 5 wounded. 120 Knights dead, 30 wounded. 120 Ulricans dead, 380 wounded.
Stirlanders: 140 Crossbowmen dead, 60 wounded. 40 Huntsmen dead, 10 wounded.
Unaffiliated Humans: 1,460 Adventurers dead, 940 wounded.

Halflings: 10 Fieldwardens dead, 40 wounded.


Losses at the Battle of Karag Nar:
Karak Hirn: 50 Rangers dead.
Karak Izor: 140 Longbeards dead, 10 wounded. 220 Warriors dead, 180 wounded.
Unaffiliated Dwarves: 340 Adventurers dead, 160 wounded.

Demigryph Knights: 5 Knights dead.
Unaffiliated Humans: 500 Adventurers dead, 300 wounded.


Losses at the Battle of the Citadel:

Unaffiliated Humans: 800 Adventurers dead, 500 wounded.
 
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(it's only been tangentially relevant so far, but I'm keeping track of it and you'd have access to this information, so it may as well be in the thread)
 
Poor Van Hal... guy has it rough. I guess it was too much to ask for that Kasmir keep his zeal-boner in his pants. And yeah, almost regretting asking about the East Wing? I totally get that feeling. I would also like to point out that I am completely okay with referring to the swords as Shyish-kebabs. :p
 
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Influencing Van Hal: You're going to be spending time with him anyway, that's a lot of time to talk.
@BoneyM Is a single 'Influencing van Hal' a freebie? As we'll be working with him a bit?

[ ]Plan They're coming out of the walls (but hopefully not the mirrors)
As Per Orders: Perform your current assignment. Choose ONE to have Van Hal's assistance with.
-[x] Examine and interrogate the imprisoned infiltrator. Van Hal.
-[x] Closely interrogate every remaining servant.
--[x] We might have non-Sigmarite priests from the Kasimir/Van Hal action to re-vet faith?
-[x] Go out to the nearby villages and confirm the details of every single servant claiming to be from there.

Hopefully our interrogation will reveal what they have sabotaged, their abilities, who they spoke with, where they went etc. They were clearly aware of each other as infiltrators, at least.

Influencing Van Hal: You're going to be spending time with him anyway, that's a lot of time to talk
-[x] If Kasmir is to be removed, he'll need replacing. Suggest somewhere that Van Hal could look to find someone. 'Suggest' he/Kasmir invites some prominent Morrite priests, Shalyans etc to help verify the faiths of the staff, with the Morrites also to examine the gribblies. He can size them up then? (free)

Anyone got any better ideas? Plus, re-vetting faith with relevant priests would help us check the castle staff.

-[x] Van Hal can get you veterans of the Army of Stirland - mostly uneducated and suspicious of magic, but unquestionably loyal to Stirland. (no action required, -10g discretionary/turn each)
-[x] Looking for three. One bodyguard/assistant/messenger/apprentice. One to regularly cycle round the regional Watches and bring back reports. One to insert as retiree/veteran observer in Leicheberg (on the border, main army base. At least this guy will hear the back-from-patrol gossip from the border force).
--[x] Scribe literacy training. -15g.

Not this turn [ ] Ask Anton to introduce us at social gatherings to intelligent, patriotic young nobles. We can't rely on his assessment particularly, so we won't, but if we size them up enough individuals over a few months, we might sift out a suitable lieutenant.

10g/turn/town is far too expensive for pub gossip. Hiring a traveling bard to cycle around the villages would accomplish about as much. Might need an action to set up the watch-checking veteran? @BoneyM

Backtracking and Side Operations:
-[x] Write down what little you already know and send that instead. (does not cost an action)
--[x] One of our not-quite-yet but soon-to-retire recruits is to provide a report on the new Martial advisor. Theres a lot to be learned from how he addresses the men, who he surrounds himself with, what if anything he changes in army drills, organisation, etc. Add (some of?) this to our report. (free?)
-[x] Try to tail the messenger who you give the report to. Ranald Bonus.

??? Are we ready to try this yet??? We can be fairly certain they're not Imperial Intelligence, given Imperial Intelligence proposed the three candidates.

Home Comforts:
-[x] Enchantment: So far you've failed to find suitable equipment (damn Wizard Chic) but you could always try again with local goods. (-personal gold, action required to set up and learn to use equipment, action expenditure can be postponed)
-[x] Wardrobe Expansion: Start wearing a tunic and breeches under your wizard's robes. (no action required, -personal gold)

I want to get our lab set up, and ideally a bit of training, before we try to age ourselves to death again.

-[x] That damn Asp has still been quiet, but now you've got a lead. Peruse the book Light And It's Properties, by Leonardo da Miragliano.

No Asps please. Everyone older and wiser has been flabbergasted at how blase we've been.
 
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So I have a question for hiring actual spies to help us spy on people. Since we got connections to the thieves guild would it be possible to maybe grab a few people from in there and hire them up as our own spies or would that be dumb? I mean they're likely to have a lot of the skills we'd be looking for in a spy, plus if they fuck up and get caught we could just say they're some random criminal and hopefully try to get them into our custody for "questioning" before they get offed. But again they're criminals soooo loyalty would be questionable at best.
 
@BoneyM, does Stirland have no halberdiers? I was under the impression that the Elector-Counts had to have a minimum amount of them. Or was that an order from a future Emperor?
 
we are also compromised is a point to consider guys cause our qualification was that we were a new journeyman grey mage and literally thats it with maybe that its our home province thrown in.

and if he gets sick of sigmar bullshit , he could convert to verena who is the other civilization goddess and alot more tolerant of that stuff . Or morr if hes really dedicated to screwing sylvania up ?

also another lever to consider is a dynastic marriage to averland to get more cooperation against sylvania since they are the other province to share border with them if u dont wanna do traditional politics greatly? Preferably a close relative of their elector count or someone uber powerful who can infulence the policy enough?
 
only other spot I could think of to hire some spies is to hire servants and other helpers to listen around and tell us if they notice anything weird but seeing how many holes we keep finding in our staff... and god knows how bad it may be in other noble homes around the providence I'm honestly more willing to trust a harden criminal over the butler these days.
 
we are also compromised is a point to consider guys cause our qualification was that we were a new journeyman grey mage and literally thats it with maybe that its our home province thrown in.
OH, Now there's a thought. Could we maybe see if we can get some other grey mages starting their journeyman journey to be hired on as spies? It would give them the experience they're looking for, play to their strengths, and we know the grey mages and have connections so we could maybe get 1 or 2 at least.
 
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