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Hmm. Which towns? The original plan called for 14.... Even with four towns, unless the QM agrees they can do more, I still think pub gossip is of limited value for 40g of our 150g(-35g) income.
We have 3 villages and 1 town we have notable networks in. These are particularly cheap informants mind you.

And do not underestimate the pub gossip. The current problem is that Van Hal has no idea whats actually going on in the country.

Thats why we put cheap informants on cheap tasks, the guards are LOYAL, which is basically the only qualification you need to coordinate information reports.
The pub gossip gives you a feel for things like:
-Rise or drop in banditry usually indicates deeper problems, like cults, or undead moving in the countryside.

-Rabble rousing, like say, peasants angry at their gods being disrespected, or cultists recruiting.

-Beastmen, undead or other things moving in the background will be spotted because theres too many eyes. Now, a fair bit of these are just phobia or alcohol induced, but if you sum up the reports across a district you can find the spikes which highlight whether there IS a problem.

-Disappearances. The farmer's son disappearing is often just a runaway, but a spike in disappearances are individually unimportant, but together shows a problem.

For all that you need coverage.
And really, 10g a turn is cheap because they'd be spending their own actions widening the network, even if it's 'just' tavern gossip.
@veekie, I don't think that your plan for Kasmir is actually going to work. If you look in the update, Van Hal says "...the Grand Theogonist is unlikely to take it well if I oust Kasmir, even with cause." That means that we can go to all the work of putting together a council, setting Kasmir up, or otherwise getting him to be obviously incompetent and/or outright criminal... and the Grand Theogonist's reaction will be "I don't care; he stays on the council." As far as Van Hal is concerned he already has adequate reason to fire Kasmir, so doing a bunch of stuff to give him even more reason to oust him won't actually do anything useful- Van Hal still wants to fire him and the Grand Theogonist still wants him to stay, no matter what happens.

Or is your suggestion built around the idea that it doesn't matter what the Grand Theogonist thinks, and what really matters is the opinion of the Sigmarite masses and/or the non-Sigmar religions of Stirland? Either of your proposals is set up to smear Kasmir, and by extension the Grand Theogonist and/or the church of Sigmar as a whole, in front of those groups- and I'm not sure that's beneficial for Stirland either.

The suggestion is that it doesn't matter what Kasmir thinks, if we get the sub-council of priests set up, Kasmir has no excuse not to do his job, and we could basically marginalize him by giving him the TITLE, but actually just going straight to the sub-council.

Or if we frame him and purge him. Which gives us time to set up an alternative whatever the GT wants. But it's not recommended. Just mentioned because we should be giving our boss OPTIONS, not dictating how he can think for him.

Aside from that, I am puzzled as to why you're proposing adding agents to towns where we already have better agents (the village leaders) reporting to us. The point of the proposal to spam those was to get eyes on new locations worth watching, not to double-down on old locations. That's why the towns I picked out in mine were significant administrative centers or on the Sylvania border.
Uh, no, I'm putting them to where they can take over existing networks. Currently we're managing a shitload of villages, more or less by dint of riding out to them and having a beer with the relevant headmen. This is a barebones intelligence apparatus.

As per Van Hal's instructions, we're better served building a dense network close to our castle, and then spreading that outwards, than spreading a thin network across the whole country. We just lack the budget for that.
 
Have you considered expanding that to six and planting one in the city that stonewalled us?

Going to be next turn. Need better informants than ex soldiers if we want to START a network, though they can hook into the existing networks that don't require much finesse.

For a new agent in a new town we're better off going there to find one ourselves.
For regional supervisors we're better off taking from Anton's list but that takes actions we don't have this turn.
 
We have 3 villages and 1 town we have notable networks in. These are particularly cheap informants mind you.

And do not underestimate the pub gossip. The current problem is that Van Hal has no idea whats actually going on in the country.

Thats why we put cheap informants on cheap tasks, the guards are LOYAL, which is basically the only qualification you need to coordinate information reports.
The pub gossip gives you a feel for things like:
-Rise or drop in banditry usually indicates deeper problems, like cults, or undead moving in the countryside.

-Rabble rousing, like say, peasants angry at their gods being disrespected, or cultists recruiting.

-Beastmen, undead or other things moving in the background will be spotted because theres too many eyes. Now, a fair bit of these are just phobia or alcohol induced, but if you sum up the reports across a district you can find the spikes which highlight whether there IS a problem.

-Disappearances. The farmer's son disappearing is often just a runaway, but a spike in disappearances are individually unimportant, but together shows a problem.

For all that you need coverage.
And really, 10g a turn is cheap because they'd be spending their own actions widening the network, even if it's 'just' tavern gossip.


The suggestion is that it doesn't matter what Kasmir thinks, if we get the sub-council of priests set up, Kasmir has no excuse not to do his job, and we could basically marginalize him by giving him the TITLE, but actually just going straight to the sub-council.

Or if we frame him and purge him. Which gives us time to set up an alternative whatever the GT wants. But it's not recommended. Just mentioned because we should be giving our boss OPTIONS, not dictating how he can think for him.


Uh, no, I'm putting them to where they can take over existing networks. Currently we're managing a shitload of villages, more or less by dint of riding out to them and having a beer with the relevant headmen. This is a barebones intelligence apparatus.

As per Van Hal's instructions, we're better served building a dense network close to our castle, and then spreading that outwards, than spreading a thin network across the whole country. We just lack the budget for that.
I thought the village headmen were already sending us the local news and gossip, and it's been 'nothing of note' so far.

Unless we can shift these guys onto the informant payroll, it's *not going to scale* and will eat up all our discretionary budget.
 
Going to be next turn. Need better informants than ex soldiers if we want to START a network, though they can hook into the existing networks that don't require much finesse.

For a new agent in a new town we're better off going there to find one ourselves.
For regional supervisors we're better off taking from Anton's list but that takes actions we don't have this turn.
I hadn't considered that, especially considering that the soldiers are explicitly stated to be terrible at espionage, but are we sure that Julbach is really part of our network?
It could be part of someone else's and we're just getting what they want us to know out of it.
 
I thought the village headmen were already sending us the local news and gossip, and it's been 'nothing of note' so far.

Unless we can shift these guys onto the informant payroll, it's *not going to scale* and will eat up all our discretionary budget.
Another good point, I'd still try to send some to the towns we don't have a firm hold over and use others to ride around convincing officals to start sending us reports, as well as using one as a guard/secretary/gofer.
 
Maybe we can use them to give us an introduction to the local leader in their home villages? Might better the odds if we have a local vouching for us.

As for Kasmir, I'm not sure what direction to take but I am certain that we should not suggest offing him to Van Hal.
 
Another good point, I'd still try to send some to the towns we don't have a firm hold over and use others to ride around convincing officals to start sending us reports, as well as using one as a guard/secretary/gofer.
My thought was that one would ride around collecting reports from the local Watch captains and bring them to us. One guard/gofer, and one keeping an eye on the army on the border. The army will patrol, soldiers will gossip in pubs about what happened.

A regional network of nobles keeping an eye on their sub-territories seems to make sense, perhaps?
 
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I hadn't considered that, especially considering that the soldiers are explicitly stated to be terrible at espionage, but are we sure that Julbach is really part of our network?
It could be part of someone else's and we're just getting what they want us to know out of it.
Thats why we want a supervising eye. Not an imaginative one, just someone who has the time to spend weeks crawling their taverns.
My thought was that one would ride around collecting reports from the local Watch captains and bring them to us. One guard/gofer, and one keeping an eye on the army on the border. The army will patrol, soldiers will gossip in pubs about what happened.

A regional network of nobles keeping an eye on their sub-territories seems to make sense, perhaps?
Yep. But we need the Anton action for that. And probably a bigger budget...
 
Okay, I've poked at this enough that I'm feeling pretty good about it. Key points:
  • Investigates the castle thoroughly, by almost every avenue available. Van Hal assists in searching for sabotage/enemy action as his suspicion/paranoia and high Learning should make him very good at that
  • Gives Van Hal thoughts on making sure Kasmir's replacement is what he needs instead of whether/how to replace him
  • Throws Wilhelmina at Van Hal's crisis of faith in the hopes that an old and trusted friend can help talk him through his problems; we can't let him keep that trait because Crisis of Faith is how elector counts fall to chaos (he wouldn't, but still, bad shit down that road)
  • Puts veterans into the Sylvanian border towns that don't have armies in them; not having any eyes on the Sylvanian border has been awful
  • Uses veterans to investigate Gustav in order to save on actions; this is unreliable but we should get something and we already have some information to send along should it completely fail
  • Ranald's Blessing goes to getting a noble lieutenant via Anton; hopefully this will make up for his abysmal Intrigue when selecting candidates and/or give us someone excellent as assistant
  • Keeps to six actions to avoid exhaustion/worsened critfail risks
  • Does not move our personal plotlines/development forward in any significant way; everything is Stirland this turn with the assumption that gathering so many assistants will lighten our load moving forward and free up an action or two to use for those later


[x] Plan Turn This Castle Upside Down And Shake It
-[x] Examine closely the corpse of the slain infiltrator, trying to determine the cause of their abilities.
--[x] Van Hal assists
--[x] Overwork
-[x] Examine and interrogate the imprisoned infiltrator.
-[x] Walk back their movements, see whether they left the castle and if so, what they were doing.
-[x] Closely interrogate every remaining servant.
-[x] Go out to the nearby villages and confirm the details of every single servant claiming to be from there.

-[x] If Kasmir is to be removed, he'll need replacing. Suggest somewhere that Van Hal could look to find someone.
--[x] The Morrites are a key part of the defense against Sylvania and care for Stirland. They can likely suggest a priest (presumably of Sigmar) who all Stirland's cults can work with well, and the other cults may have useful recommendations too. A probably-local priest well liked by the other religions here might not please the Grand Theogonist but at least they'll get things done.
-[x] Van Hal is having a crisis of faith, but as someone whose religion demands that she not talk about her religion, you don't think you can help. See if you can convince Wilhelmina to talk him through this. (no action)
-[x] Mention to Van Hal that you heard from your master in Altdorf that Schultz was the concession that brought Talabecland's vote. You have no reason to suspect his commitment to his role in Stirland, but it appears that Talabecland interests wanted him here. (no action)

-[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] Assign one to each of Drebkau and Langwald with orders to move in, build contacts, and send us reports regularly on recent events with an emphasis on anything unusual or suspicious. Veterans who have already retired into those locations or intend to do so anyway would be ideal.
--[x] Assign one to keep an eye on opinions in the military. Put an emphasis on the new Marshal for now, from his staff if they can manage it.
--[x] Assign one to keep in close contact with the Wurtbad Watch and personally get to know the Watchmen.
--[x] Hire a scribe to ensure that they are literate and numerate enough to send regular legible reports. (-15g discretionary)
-[x] Van Hal recommended asking Anton about sons and daughters of nobles to use as assistants. They're likely to be well-educated and politically savvy, but their loyalties would be to their family and they may be undisciplined. Line up some interviews and see how it goes.
--[x] Ranald's Blessing

-[x] Report on Gustav based upon the previous investigation, anything learned from initially meeting him and asking some general questions about his background and plans, and whatever the new hires turn up before the deadline. (no action)
--[x] Pass anything new to Van Hal, as well. (no action)

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

-[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.
 
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My main interest is that we need to make sure we spend as close to 100% of our discretionary income as possible every year. Money not used in the income is money wasted, or worse, money deducted from next year's budget. We've started embezzling just like any good civil servant of the time, but we haven't made very good use of the money we haven't embezzled. We should be more experimental with it.

Also, is it possible to encourage Van Hall to look up/autopsy the corpse of the infiltrator and the gribblies in the walls? We've done a good job so far and I think he'll actually welcome a chance to go back to his Witch-Hunter roots (and we really can't do that anyway). Plus, he does have high learning.
 
Explicitly untrue, as we found out. He's great at interrogations but not skilled at any other intrigue.

Using him for non interrogations is a waste
I'm pretty sure that he's making Intrigue rolls during interrogations the same as anyone else. Do you have a GM quote that he gets some special bonus during those?

My main interest is that we need to make sure we spend as close to 100% of our discretionary income as possible every year. Money not used in the income is money wasted, or worse, money deducted from next year's budget. We've started embezzling just like any good civil servant of the time, but we haven't made very good use of the money we haven't embezzled. We should be more experimental with it.

Also, is it possible to encourage Van Hall to look up/autopsy the corpse of the infiltrator and the gribblies in the walls? We've done a good job so far and I think he'll actually welcome a chance to go back to his Witch-Hunter roots (and we really can't do that anyway). Plus, he does have high learning.
Discretionary income is carried over from year to year, so I'm not too concerned about spending all of it. We're picking up additional ways to spend it as we go along in any case, though your point that the money is there to use and not hoard is well taken. I did want to send out a dozen new agents but opinion in the thread seemed firmly against it.

I wouldn't mind kicking Van Hal to the untaken "-[ ] Examine closely the corpse of the slain infiltrator, trying to determine the cause of their abilities." action but then we're not spending time with him, and I have trouble convincing myself to take that action when it doesn't seem likely to lead us to actually finding new infiltrators/plots. It is probably Learning-based so he'd be great at it, though.
 
My main interest is that we need to make sure we spend as close to 100% of our discretionary income as possible every year. Money not used in the income is money wasted, or worse, money deducted from next year's budget. We've started embezzling just like any good civil servant of the time, but we haven't made very good use of the money we haven't embezzled. We should be more experimental with it.
This isn't true. Our discretionary budget is ours to do with as we wish, within the confines of our duties as spymaster. If we choose to hoard it for some future necessity, that's our prerogative. In fact, that's what we're doing now -- you can see on the character sheet that we have 320 gold stored. As far as state finances are concerned, that money's been spent.
 
I'm pretty sure that he's making Intrigue rolls during interrogations the same as anyone else. Do you have a GM quote that he gets some special bonus during those?

Discretionary income is carried over from year to year, so I'm not too concerned about spending all of it. We're picking up additional ways to spend it as we go along in any case, though your point that the money is there to use and not hoard is well taken. I did want to send out a dozen new agents but opinion in the thread seemed firmly against it.

I wouldn't mind kicking Van Hal to the untaken "-[ ] Examine closely the corpse of the slain infiltrator, trying to determine the cause of their abilities." action but then we're not spending time with him, and I have trouble convincing myself to take that action when it doesn't seem likely to lead us to actually finding new infiltrators/plots. It is probably Learning-based so he'd be great at it, though.

This isn't true. Our discretionary budget is ours to do with as we wish, within the confines of our duties as spymaster. If we choose to hoard it for some future necessity, that's our prerogative. In fact, that's what we're doing now -- you can see on the character sheet that we have 320 gold stored. As far as state finances are concerned, that money's been spent.

Ah, the more you know :V. I just assumed that the budget not used couldn't be stored, or if it could, it would look like embezzlement.

On the point of the autopsies, I want him to do it without us. As in, he sits in the interrogations with us, and then uses a personal action to do the autopsies. It's admitting a shortcoming, but I think considering how well we've done so far, and how he might enjoy doing something witch-hunter-ish, it would be win-win really.

Hell, it could set us up to do an action of:
-[] Get Van Hall to tutor you on the undead, he's the expert after all, and would likely know more than any textbook or simple priest.

Like @veekie, what's your take on it? Will you be willing to add that into your plan?
 
Do you have a GM quote that he gets some special bonus during those?

Back when we got Interrogator we learned he gets interrogation training from being a Witch Hunter like we get Mage Sight for being a Wizard.

I wouldn't mind kicking Van Hal to the untaken "-[ ] Examine closely the corpse of the slain infiltrator, trying to determine the cause of their abilities." action but then we're not spending time with him, and I have trouble convincing myself to take that action when it doesn't seem likely to lead us to actually finding new infiltrators/plots. It is probably Learning-based so he'd be great at it, though.
Narrows down the type of infiltrator. Maybe figure out a test?
 
[x] Plan Turn This Castle Upside Down And Shake It

A thought about our soldiery agents. A lot of them are veterans, right - so why not have them play the roles of mercenaries working the trade routes and townships openly. The Iron Bull Method.

Paraphrasing Krem - He writes letters home. Lots of lads write letters home.
 
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A thought about our soldiery agents. A lot of them are veterans, right - so why not have them play the roles of mercenaries working the trade routes and townships openly. The Iron Bull Method.

Uh, won't get a lot more information that way though, thats the kind of strategy you use to infiltrate other provinces.

Ah, the more you know :V. I just assumed that the budget not used couldn't be stored, or if it could, it would look like embezzlement.

On the point of the autopsies, I want him to do it without us. As in, he sits in the interrogations with us, and then uses a personal action to do the autopsies. It's admitting a shortcoming, but I think considering how well we've done so far, and how he might enjoy doing something witch-hunter-ish, it would be win-win really.

Hell, it could set us up to do an action of:
-[] Get Van Hall to tutor you on the undead, he's the expert after all, and would likely know more than any textbook or simple priest.

Like @veekie, what's your take on it? Will you be willing to add that into your plan?
Not really a this turn priority. This turn is pretty much purging the infiltrators before their lead grows stale.

Intellectual curiosity after we don't have assassins in the castle
 
Not really a this turn priority. This turn is pretty much purging the infiltrators before their lead grows stale.

Intellectual curiosity after we don't have assassins in the castle
It won't distract us, and to be fair, knowing what your infiltrator is might help us root it out. (The typed up option was something for the next turns, not this one)

Right now, we're just assuming they are 'Human Vamp servants', or some type of independent thrall.
 
Hell, it could set us up to do an action of:
-[] Get Van Hall to tutor you on the undead, he's the expert after all, and would likely know more than any textbook or simple priest.
I wouldn't mind a hypothetical future turn where we take a Sucking Up To The Boss action with a Research Undead action. That's good action synergy.

The problem is having a turn where nothing's of immediate urgency and where we don't have a bunch of other things (magical learning, combat training, catching up on past leads, etc) being important enough to prioritise ahead of it.
 
--[x] Assign one to each of Drebkau and Langwald with orders to move in, build contacts, and send us reports regularly on recent events with an emphasis on anything unusual or suspicious. Veterans who have already retired into those locations or intend to do so anyway would be ideal.
--[x] Assign one to keep an eye on opinions in the military. Put an emphasis on the new Marshal for now, from his staff if they can manage it.
--[x] Insert one into the new Marshal's staff, with orders to report on his personality and any habits which may be harmful to Stirland's interests.
--[x] Assign one to summing up the Wurtbad Watch's reports and to personally get to know the Watchmen.
--[x] Hire a scribe to ensure that they are literate and numerate enough to send regular legible reports. (-15g discretionary)

You might be overestimating what they're capable of. They're guys that marched around with a spear for thirty years. Building contacts, monitoring opinions, reporting on personality and habits, analyzing reports and passing on summaries? They're untrained, uneducated peasants. You can send them somewhere and they'll keep their ears open for rumours at the pub and gossip at the marketplace and pass on anything that sticks out, but that's about their limit.

And as I said earlier, there's a real danger in trying to get these veterans to spy on Gustav. As you reported to Van Hal, he's universally beloved by his men, and these are peasants suspicious of sneaky business in general and wizards in particular, so he'd be very likely to un-suborn the suborned men you send to him without even trying.
 
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Thoughts on Plan Turn This Castle Upside Down And Shake It:
Throws Wilhelmina at Van Hal's crisis of faith in the hopes that an old and trusted friend can help talk him through his problems; we can't let him keep that trait because Crisis of Faith is how elector counts fall to chaos (he wouldn't, but still, bad shit down that road)
I think this is fairly brilliant. Get some use out of the Childhood Friend Campaign Quartermaster Friend.
Puts veterans into the Sylvanian border towns that don't have armies in them; not having any eyes on the Sylvanian border has been awful
I feel like there must be SOME apparatus in place to catch incursions from Sylvania already, and we should focus on the contentious local topics like Flensburg?

But if not, then yes, this jumps to the head of the queue, because holy shit.
Uses veterans to investigate Gustav in order to save on actions; this is unreliable but we should get something and we already have some information to send along should it completely fail
This seems a bit risky, since any of these veterans flubbing an Intrigue roll could out himself to Gustav and we have no idea how he feels about that. He might take it with good grace, he might flip out and declare bloodfeud for impugning his honor.

This is basically the only bit of the vote I have trouble with.
Ranald's Blessing goes to getting a noble lieutenant via Anton; hopefully this will make up for his abysmal Intrigue when selecting candidates and/or give us someone excellent as assistant
Keeps to six actions to avoid exhaustion/worsened critfail risks
Yes, great choices both.
 
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Inserted tally


EDIT:
Adhoc vote count started by Seventeen on Feb 2, 2018 at 1:00 AM, finished with 147 posts and 10 votes.

  • [X] Plan Solid Core
    -[X] As Per Orders: Perform your current assignment. Choose ONE to have Van Hal's assistance with.
    --[X] Examine and interrogate the imprisoned infiltrator.
    ---[X] Van Halp
    --[X] Trace their actions inside the castle, investigate every facet of what they did and see if there's a way they somehow could have sabotaged something.
    --[X] Walk back their movements, see whether they left the castle and if so, what they were doing.
    --[X] Go out to the nearby villages and confirm the details of every single servant claiming to be from there.
    -[X] Influencing Van Hal: You're going to be spending time with him anyway, that's a lot of time to talk. Choose up to ONE. If 'Sucking Up To The Boss' is chosen, choose up to TWO.
    --[X] He's seriously considering getting rid of Kasmir. Spend some time with him and suggest a specific approach, or try to talk him out of it. (write in approach and reasons)
    ---[X] Approach: You'd suggest to avoid doing anything as extreme as to the late Marshal, as that would ensure that the clergy of Stirland and the general Church of Sigmar would go from passive interference to active disruption. Which leaves two ways:
    ----[X] Provocation: Appoint influential local priests of Morr, Shallya, Rhya, Ulric, and maybe even Handrich, Myrmidia and whatever the halflings follow as Kasmir's advisory council, in addition to a local Sigmarite priest. Either he'd learn to work with the other faiths, achieving the objective without having to cross the Grand Theogonist, or Kasmir would be goaded into doing something unfortunate to his advisory council, in which case you'd be able to fire Kasmir for criminal action. Bonus if you can make sure that said priests come from noble backgrounds so as to make the resultant mess as hard to sweep away as possible.
    ----[X] Sabotage: You're hesitant to suggest this, but it would be possible to plant evidence in Kasmir's rooms that he's been working with the contents of the East Wing in secret. Which would give Van Hal the justification to execute him if successful. The problem is that given the way such things work, its all too easy for a lie to become reality and you'd really rather not touch any of it yourself.
    ----[X] You'd recommend the provocation approach, since it SHOULD be useful even if it fails, and theres really nothing stopping the Grand Theogonist from sending endless and increasingly worse lines of zealots as he removes each one.
    -[X] Backtracking and Side Operations:
    --[X] Okay. A report on the new Martial. Follow them around for a while, see what you can find out about them. (NEW)
    ---[X] Van Hal gets a copy as well.
    --[X] Try to tail the messenger who you give the report to. (NEW)
    ---[X] Ranald's Blessing
    ---[X] Overwork on tailing the messenger
    -[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) (NEW)
    --[X] Get five.
    ---[X] Assign one to Bidenhof, Tarshof and Julbach each. Preferably someone who comes from those villages. Their job is to keep you up to date with the village rumors and point out what's just local custom, and whats unusual for those villages, as well as to acquire more gossips/informants from the village outlying farms in their own time.
    ---[X] Assign one to keep in touch with Swartzhafen, preferably someone who knows the Commander there.
    ---[X] Assign one to summing up the Wurtbad Watch's reports and to personally get to know the Watchmen.
    --[X] Pay for them to be taught literacy, and basic sums if necessary. Check if they have any useful side skills. Assign to other tasks if they do.
    --[X] You'll get someone more educated(and no doubt, more expensive) from Anton later to manage what these guys churn out, but for now their job is to expand the not-at-all subtle informants and save your ass from riding up and down the country all year.
    -[X] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
    --[X] Wardrobe Expansion: Start wearing a tunic and breeches under your wizard's robes. (no action required, -personal gold)
    --[X] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
    --[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) (NEW)
    ---[X] Postpone action. Just buy the stuff first.
    -[X] Research:
    --[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. (NEW)
    [x] Plan Turn This Castle Upside Down And Shake It
    -[x] Examine and interrogate the imprisoned infiltrator.
    -[x] Trace their actions inside the castle, investigate every facet of what they did and see if there's a way they somehow could have sabotaged something.
    --[x] Van Hal assists
    -[x] Walk back their movements, see whether they left the castle and if so, what they were doing.
    -[x] Closely interrogate every remaining servant.
    -[x] Go out to the nearby villages and confirm the details of every single servant claiming to be from there.
    -[x] If Kasmir is to be removed, he'll need replacing. Suggest somewhere that Van Hal could look to find someone.
    --[x] The Morrites are a key part of the defense against Sylvania and care for Stirland. They can likely suggest one of their own, or if that's not politically feasible, they could at least provide a recommendation as to a Sigmarite who they know that they and Stirland's other cults can work with well.
    -[x] Van Hal is having a crisis of faith, but as someone whose religion demands that she not talk about her religion, you don't think you can help. See if you can convince Wilhelmina to talk him through this. (no action)
    -[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] Assign one to each of Drebkau and Langwald with orders to move in, build contacts, and send us reports regularly on recent events with an emphasis on anything unusual or suspicious. Veterans who have already retired into those locations or intend to do so anyway would be ideal.
    --[x] Assign one to keep an eye on opinions in the military. Put an emphasis on the new Marshal for now, from his staff if they can manage it.
    --[x] Insert one into the new Marshal's staff, with orders to report on his personality and any habits which may be harmful to Stirland's interests.
    --[x] Assign one to summing up the Wurtbad Watch's reports and to personally get to know the Watchmen.
    --[x] Hire a scribe to ensure that they are literate and numerate enough to send regular legible reports. (-15g discretionary)
    -[x] Van Hal recommended asking Anton about sons and daughters of nobles to use as assistants. They're likely to be well-educated and politically savvy, but their loyalties would be to their family and they may be undisciplined. Line up some interviews and see how it goes.
    --[x] Ranald's Blessing
    -[x] Report on Gustav based upon the previous investigation and whatever the new hires turn up before your deadline. (no action)
    --[x] Pass anything new to Van Hal, as well. (no action)
    -[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] Wardrobe Expansion: Start wearing a tunic and breeches under your wizard's robes. (no action required, -personal gold)
    --[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] Postpone action. Just buy the stuff first.
    [X] Plan madness

    ---[X] Ranald's Blessing
 
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