Voted best in category in the Users' Choice awards.
[X][Information Network] Consolidation: You currently have a patchwork of useful contacts. Backfill so that you can rightfully claim to cover entire towns.

[X][Stirland Watch] Hire administrators and clerks from Altdorf and Nuln.

[X][Actions] Plan: The Guns of Stirland.
-[X] Expand the Watch into the rest of the County of Wurtbad.
-[X] Expand the Watch into the Barony of Purgg.
-[X] In Wissenland, there are a number of techniques in use to derive saltpeter from urine. It would take a great deal more effort than selling to tanneries, but saltpeter could be exported to Nuln for fantastic profit, or used to start gunpowder production in Stirland.
-[X] Enchantment: You've finally got the equipment, now you've just got to unpack it all and set up your laboratory. (NEW)
-[X] Undead Research: This is Stirland. Time to bone up on your knowledge of the Undead, this time with the addition of Van Hal's personal library. (NEW-ish)

No overwork - starts down the gunpowder line. There will be more than 10 Cannon!
 
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Organizations
The Waystone Project

Active Members:
Lady Magister Mathilde Weber of the Grey Order
Lady Magister Elrisse of the Order of Light
Lord Magister Egrimm van Horstmann of the Order of Light
Magister Tochter Grunfeld of the Order of Life
Lector Aksel of the Cult of Halétha
Lord Hatalath of the Grey Lords
Vicereine Cadaeth of the Ward of Frost
Lecturer Sarvoi of House Tindomiel
Runelord Thorek Ironbrow of Karak Azul
Baba Niedzwenka of Erengrad
Ice Maiden Zlata of the Hromada Ledyanoy Ved'ma


Affiliated States and Organizations:

The Colleges of Magic
> The Grey Order
> The Order of Light
> The Order of Life

Laurelorn
> The Grey Lords
> The Ward of Frost
> House Tindomiel

Karak Eight Peaks
Karak Azul

Kislev
> The Ice Court


Headquarters: Former estate of House Elwyn
Extremely high-quality Eonir-furnished laboratories
Metalworking facilities
Luxurious and elegant living quarters

Accomplishments:
Praag-Lynsk Waystone Expansion, using Riverine Waystones, by Cothiquan Wizards. Began 2491, focused on cleansing of Chaos taint from Praag.
Templa Colonies, using Riverine Waystones, by Grey Lord Seilph and Grey Lord Sarumar. Began 2491, establishing farming and logging villages in the Misty Wood and Tangled Wood.
Cleansing of the Black Water, using Riverine Waystones, by Lothernian Wizards. Estimated completion date: 2496. Estimated completion of all currently planned fortifications of Waystone sites: mid-2500s.
Stirland Tributaries, using Aethyric Impluvium by Jade Journeymen. Estimated completion date: late 2493.
Nordland Tributaries, using Liminal Germination (Asteraceaetena variant) by Jade Wizards and Eonir Mages. Estimated completion date: mid 2492.


The Library of Kron-Azril-Ungol

Located in Kvinn-Wyr
Dedicated to the principle of Order, so that all visitors can find all books they seek
Granted official status of Affiliated Library of the Colleges of Magic by Supreme Patriarch Dragomas
Library staff provided by a colony of the We, currently in training.
Scribes recruited from the human and Halfling population of Karak Eight Peaks. Languages known: Reikspiel, Bretonnian, Gospodarinyi (including Sudevarin dialect), Tilean, Estalian, Khazalid.
Has institutional tension with the Cult of Verena.

Being able to consult reference materials gives a bonus to the topics they cover. +1 is the default bonus, with +1 for Extensive and +1 Obscure / +2 Antiquarian / +3 Esoteric for non-stacking rarity levels. Each bonus can apply once per race/country the books are from, as long as they have a solid knowledge base on the subject.
If purchased out of pocket, each +1 bonus costs 50 gold crowns, or local equivalent.
Natural Science

Anatomy +15 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Extensive and Obscure Asur
Astronomy +7 - Extensive and Esoteric Imperial / Extensive Asur
Chemistry +8 - Extensive and Esoteric Imperial / Extensive and Obscure Dwarven
Ecology +5 - Extensive and Esoteric Eonir
Geography +9 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Humorism +5 - Extensive and Esoteric Imperial
Hydrology +5 - Extensive and Esoteric Imperial
Logic +5 - Extensive and Esoteric Imperial
Mathematics +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Meteorology +5 - Extensive and Esoteric Imperial
Mineralogy +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Eonir
Physics +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Toxins +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Eonir

Fauna
Arthropods +15 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
Birds of Prey +5 - Extensive and Esoteric Eonir
Canines +5 - Extensive and Esoteric Imperial
Centaurs, Minotaurs, and Harpies +2 - Extensive Asur
Chaos Spawn +5 - Extensive and Esoteric Eonir
Dragons and Draconids +13 - Extensive Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Extensive Asur / Extensive Eonir
Equines +3 - Extensive and Obscure Asur
Gors and Ungors +5 - Extensive and Esoteric Eonir
Ungulates +5 - Extensive and Esoteric Eonir
Rodents and Mustelids +6 - Extensive Imperial / Extensive and Antiquarian Skaven
Serpents +5 - Extensive and Esoteric Eonir

Flora
Old World Forests +5 - Extensive and Esoteric Eonir

Geography
Cathay +5 - Extensive and Esoteric Cathayan (T)
The Chaos Wastes +8 - Extensive and Antiquarian Imperial / Extensive and Antiquarian Dwarven
The Dark Lands +9 - Extensive and Esoteric Imperial / Extensive and Antiquarian Dwarven
Dragon Isles +2 - Extensive Dwarven
The Great Steppes +4 - Extensive Imperial / Extensive Dwarven
Mountains of Mourn +3 - Imperial / Extensive Dwarven
The Old World +11- Extensive and Esoteric Imperial / Extensive and Antiquarian Dwarven / Extensive Asur
Ulthuan +2 - Extensive Asur

Hydrography
The Far Sea +2 - Extensive Asur
The Great Ocean +2 - Extensive Asur
- The Sea of Claws +4 - Extensive Asur / Extensive Eonir
The Sea of Dread +2 - Extensive Asur


Social Science

Ethics +9 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Law +9 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Linguistics +17 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
Literature +7 - Extensive and Esoteric Imperial / Extensive Asur
Music and Poetry +15 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
Philosophy +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Asur
Rhetoric +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Asur
Theology +8 - Extensive and Esoteric Imperial / Extensive Dwarven / Asur
Trade +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Eonir

Civilized Realms
The Asrai of Athel Loren +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The City-States of Tilea +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Druchii of Naggaroth +4 - Extensive Imperial / Extensive Bretonnian
The Empire of Man +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Eonir of Laurelorn +15 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
The Estalian Kingdoms +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The Great Cities of Nehekhara +6 - Imperial / Extensive and Esoteric Dwarven
The Halflings of the Moot +5 - Extensive and Esoteric Imperial
The Karaz Ankor +14 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Extensive Asur
The Kingdom of Bretonnia +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven
The Old Ones +3 - Extensive and Obscure Asur
The Ten Kingdoms of Ulthuan +10 - Extensive Imperial / Extensive and Esoteric Dwarven / Extensive and Obscure Asur
The Tzardom of Kislev +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven
The We +2 - Imperial / Dwarven

Enemies of Man
Beastmen +12 - Extensive Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Eonir
Chaos Dwarves +9 - Extensive and Obscure Imperial / Extensive and Esoteric Dwarven / Skaven (Only Esoteric)
Daemons +6 - Extensive Imperial / Extensive Dwarven / Extensive Asur
Greenskins +13 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Asur
Hobgoblin Khanates +4 - Extensive Imperial / Extensive Dwarven
Marauder Tribes +4 - Extensive Imperial / Extensive Dwarven
Ogre Kingdoms +8 - Extensive and Esoteric Imperial / Extensive and Obscure Dwarven
Skaven +15 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Skaven / Extensive Asur
Undead +14 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive and Esoteric Dwarven / Obscure Vampiric
Vampires +11 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Obscure Vampiric


Applied Science

Agriculture +6 - Extensive Imperial / Extensive Dwarven / Extensive Asur
Architecture +9 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Carpentry +5 - Extensive and Esoteric Eonir
Engineering +16 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Extensive and Esoteric Skaven (T) / Extensive Asur
Forestry +5 - Extensive and Esoteric Eonir
Leatherworking +5 - Extensive and Esoteric Eonir
Metallurgy +12 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive Asur
Medicine +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Textiles +5 - Extensive and Esoteric Eonir

War and Combat
Archery +5 - Extensive and Esoteric Eonir
Greatswords +12 - Extensive and Esoteric Imperial / Extensive Bretonnian / Extensive Dwarven / Tilean (T) / Extensive Asur
Logistics +3 - Extensive Asur / Skaven
Polearms +3 - Extensive and Obscure Asur
Strategy +5 - Extensive Imperial / Extensive and Obscure Asur
Swords +3 - Extensive and Obscure Asur
Tactics +8 - Extensive Imperial / Extensive and Esoteric Eonir / Skaven
Unarmed +5 - Extensive and Esoteric Eonir


Magic

Teclisean Magic
Aethyr - The Warp +7 - Extensive and Esoteric Imperial / Extensive Asur
Sevir - The Winds of Magic +9 - Extensive and Esoteric Imperial / Extensive Dwarven / Extensive Asur
Qhaysh - High Magic +3 - Extensive Imperial / Asur
Ghyran - Life Magic +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Shyish - Death Magic +5 - Extensive Imperial / Extensive and Obscure Asur
Ghur - Beast Magic +5 - Extensive Imperial / Extensive and Obscure Asur
Chamon - Metal Magic +5 - Extensive Imperial / Extensive and Obscure Asur
Aqshy - Fire Magic +9 - Extensive and Esoteric Imperial / Indic (T) / Extensive and Obscure Asur
Azyr - Celestial Magic +8 -Extensive and Esoteric Imperial / Extensive and Obscure Asur
Hysh - Light Magic +5 - Extensive Imperial / Extensive and Obscure Asur
Ulgu - Shadow Magic +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Dhar - Dark Magic +2 - Extensive Eonir

Advanced Magic
Divine Magic +4 - Extensive and Antiquarian Imperial
Elementalism +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Enchantment +7 - Extensive and Esoteric Imperial / Extensive Asur
Familiars +7 - Extensive Imperial / Extensive and Esoteric Eonir
The Old Ones +3 - Extensive and Obscure Asur
Potions +10 - Extensive and Obscure Imperial / Extensive Kislevite / Extensive and Esoteric Eonir
Power Stones +5 - Extensive and Esoteric Imperial
Rituals +5 - Extensive and Esoteric Imperial
Rune Magic +5 - Extensive and Esoteric Imperial
Terraformation +2 - Extensive Eonir
Waystones and Henges +15 - Extensive and Esoteric Imperial / Extensive and Esoteric Dwarven / Extensive and Esoteric Asur

Magical Phenomena
Apparitions +8 - Extensive and Esoteric Imperial / Extensive and Obscure Asur
Elementals +6 - Extensive and Esoteric Imperial / Kislevite
Forest Spirits +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Eonir
Liminal Pathways +7 - Extensive and Esoteric Imperial / Extensive Eonir
Liminal Realms +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Eonir
Prophecy +6 - Extensive Imperial / Esoteric Vampiric

Dark Magic
Beastman Wild Magic +10 - Extensive and Esoteric Imperial / Extensive and Esoteric Eonir
Chaos Sorcery +6 - Extensive Imperial / Extensive Dwarven / Extensive Asur
Gut Magic +2 - Extensive Imperial
Necromancy +2 - Extensive Imperial
Skaven Warp Magic +6 - Extensive Imperial / Extensive Dwarven / Extensive Asur
Waaagh Magic +4 - Extensive Imperial / Extensive Dwarven
Warpstone +9 - Extensive Dwarven & Imperial / Extensive and Esoteric Skaven


Divinity

Old World Pantheon
The Lady of the Lake +2 - Extensive Bretonnian
Manann, Lord of the Seas +5 - Extensive and Esoteric Imperial
Morr, God of Death and Dreams +4 - Extensive and Antiquarian Imperial
Myrmidia, Goddess of Civilization and its Defence +3 - Extensive and Obscure Imperial
Ranald, God of Trickery and Thieves +7 - Extensive and Esoteric Imperial / Extensive Bretonnian
Rhya, Earth Mother +3 - Extensive and Obscure Imperial
Shallya, the White Dove of Mercy +5 - Extensive and Obscure Imperial / Extensive Bretonnian
Sigmar Heldenhammer +3 - Extensive and Obscure Imperial
Taal, King of the Wild +3 - Extensive and Obscure Imperial
Ulric, God of Winter and Wolves +6 - Extensive and Esoteric Imperial / Eonir
Verena, Goddess of Wisdom and Justice +3 - Extensive and Obscure Imperial
Gods of the Halflings +1 - Imperial
Minor Gods of the Old World +5 - Extensive and Esoteric Imperial

The Gods of Kislev
The Ancient Widow +0
Ursun, the Great Bear +0
Tor, God of Thunder and Lightning +0
Dazh, God of Fire and Sun +2 - Extensive Kislevite
Salyak, Goddess of Healing and Comfort +0
Benign Spirits of Kislev +0

Dwarven Ancestor Gods
Grungni +5 - Extensive and Obscure Dwarven / Extensive Asur
Valaya +5 - Extensive and Obscure Dwarven / Extensive Asur
Grimnir +5 - Extensive and Obscure Dwarven / Extensive Asur
Thungni +2 - Dwarven / Asur
Smednir +2 - Dwarven / Asur
Morgrim +2 - Dwarven / Asur
Gazul +1 - Dwarven

Cadai
Asuryan, the Creator +5 - Extensive and Esoteric Eonir
Eldrazor, Lord of Blades +2 - Extensive Asur
Hoeth, Lord of Wisdom +5 - Extensive and Esoteric Eonir
Isha, the Mother +5 - Extensive and Esoteric Eonir
Kurnous, Father of the Wilds +2 - Extensive Asur
Ladrielle, Lady of Mists +2 - Extensive Asur
Lileath, Maiden of Dreams +2 - Extensive Asur
Loec, the Shadow Dancer +5 - Extensive and Esoteric Eonir
Morai-Heg, the Keeper of Souls +5 - Extensive and Esoteric Eonir
Vaul, the Maker +2 - Extensive Eonir

Cytharai
Anath Raema, the Savage Huntress +2 - Extensive Asur
Atharti, Lady of Desire +5 - Extensive and Esoteric Eonir
Ereth Khial, the Pale Queen +2 - Extensive Asur
Hekarti, the Hydra Queen +5 - Extensive and Esoteric Eonir
Khaine, the Bloody-Handed God +3 - Imperial / Extensive Asur
Nethu, Keeper of the Last Door +2 - Extensive Asur

Ellinill and the Ellinilli
Ellinill, Lord of Destruction +2 - Extensive Asur
Addaioth, Bringer of Wrath and Fire +3 - Asrai, Extensive Asur
Drakira, Queen of Vengeance +2 - Extensive Asur
Estreuth, Herald of Famine +2 - Extensive Asur
Hukon, the Sunderer +3 - Extensive and Obscure Asur
Mathlann, Lord of the Deeps +2 - Extensive Eonir

Nehekharan Cosmology
The Nehekharan Pantheon +5 - Extensive and Esoteric Imperial
The Mortuary Cult +5 - Extensive and Esoteric Imperial
Nehekharan Incantations +5 - Extensive and Esoteric Imperial
Nehekharan War-Statuary +0

Dark Gods
Great Maw +1 - Imperial
Hashut +3 - Extensive Imperial / Dwarven

Notable Tomes:
Liber Mortis, by Baron Frederick van Hal of Sylvania and Prince Vladimir of Khemri (Holograph)
The Vampire Prophecies of the Scrolls of Zandri, by W'soran of Rasetra
The Creeping Flesh, annotated by the Von Drak Dynasty

A Modest Treatise on the Nature of Magic, by Magister Patriarch Gotthilf Puchta of the Gold Order
Araneae Sapiens (Holograph)

Rakilid un Thaggorhun / Queekish (Holographs)
The Loathsome Chaos Dwarves and All Their Vile Kin, by Quirin Waramunt (Holograph)
Anatomy of the Fire Dwarves of Zharr-Naggrund, in the original Queekish

Book purchase availability:
Empire: Mundane, Divine up to Extensive (via Barak Varr bookseller), Magical (via Colleges of Magic)
Bretonnian: Mundane up to Extensive, Divine up to Extensive (via Barak Varr bookseller)
Dwarven: Mundane, Divine up to Extensive (via Barak Varr bookseller)

Partner Libraries:
The Mootland Genealogical Library

Copying Rights secured for:
Aquila Academy (Nuln)
Imperial School of Engineers (Nuln)
Imperial Gunnery School
Minor Colleges of Nuln

Serving as Archives to:
College of Elementalists
Grand University of Nuln
The Library of Mournings

Other features:
The Halfling Annex - Halfling genealogical records and chronicles of the Mootland
Old One Vault - A heavily secured archive of copies of scrolls in an unknown language, allegedly detailing experiments the Old Ones performed at the dawn of the world.
Vlagian Runesmith Cache - The collected possessions of Karak Vlag's extinct Runesmith Clan, sealed away until the refounding of it alongside that of Karak Eight Peaks.
The Stacks - Storage of books that don't fit into the library's current categorization system. Contains writings on various Eonir sports and arts.


The Eastern Imperial Company



Founded as a result of a Boon granted to Wilhelmina Hochschild, the EIC is a state-sanctioned corporate entity focused on trade within Stirland, and between Stirland and neighbouring provinces. Its logo represents the three swords of Elector Count Abelhelm Van Hal, Sir Markus von Pfaffbach, and Dame Mathilde Weber. Incorporates the West Stirland Riverine Company.

Current Operations:
Complete dominance over Stirland government contracts.
Complete dominance over supplying goods and services in Karag Nar.
Complete dominance over Western Stirland gong farming.
Complete dominance of intra-Stirland trade.
Moderate dominance over trade in Stirlandian wool products.
Moderate dominance on the Aver.
Moderate presence in interstate trade in Stirland, the Moot, and Talabecland.
Minor presence in interstate trade in Averland, Wissenland, and southern Middenland.
Minor presence in Nuln, Altdorf, and Middenheim.
Minor presence in Barak Varr and Ulrikadrin.

Major Trade Route: Eastern spices from Karak Eight Peaks to Tor Lithanel
Major Trade Route: The Schadenweg, from Middenheim to Tor Lithanel via the Schadensumpf
Minor Trade Route: Western spices from Altdorf to Tor Lithanel
Minor Trade Route: Charcoal from Erengrad to Tor Lithanel via Hargendorf.

Major Product: Gerber-Kiesinger Repeating Rifle Factory in Blutdorf
Minor Product: Crossbow Factory in Blutdorf
Minor Product: Blackpowder factory in Wurtbad
Minor Product: Niter Factories in Wurtbad, Blutdorf, Franzen
The 'Stirland Repeater' has finally entered production, and Stirland's army will be phasing out the handgun in favour of an elite core armed with repeaters and the bulk of the ranged forces armed with crossbows. The Mk 2 boasts a smoother firing mechanism and a reduced chance of powder magazine detonation. The Mk 3 incorporates a redesigned breech that reduces the chance of misfire and imparts more impetus onto the projectile, allowing for more killing power and a flatter trajectory.

Key Partners:
King Byrnnoth Grundadrakk: Partnered with for the Skull River-Aver Reach canal project.
Elector Count Roswita Van Hal: Trusts the EIC to not take too much advantage of whatever economic control she sells to the EIC.
Grand Master Ruprecht Wulfhart of Ulrikadrin: Happy to maintain a trade link to the Empire.
Francesco Caravello of the Undumgi: Completely aligned with the EIC.
House Yavanna of Tor Lithanel: Purchaser of imported spices.


Leader: Governor Wilhelmina Hochschild (de facto: Dame Weber is for most purposes a silent partner and supports Wilhelmina's actions, giving her an effective majority).
Funding: Seed money provided by founding shareholders; currently reinvesting profits.
Headquarters: Wurtbad; townhouse on the same street as the Stirland Watch.
Recruitment: Recruits heavily from independent traders.
Shareholders: Dame Mathilde Weber (36%), Wilhelmina Hochschild (20%), Barony of Blutdorf (16%), County of Franzen (14%), County of Wolfsbach (14%)

Bone-Deep Truths:
Patriots: The EIC knows that the Empire's long-term financial well-being is utterly vital for the EIC.

Core Corporate Policies:
Don't Skin The Sheep: The EIC will always choose indefinite small profits over single windfalls.
Grudge-Averse: The EIC will never deliberately break a deal made with Dwarves, and will take any Dwarven complaints very seriously.
Riparian: The Dwarves are about to completely redraw the map. Be prepared.

Secondary Corporate Beliefs:
Tall, not Wide: The EIC prefers to dominate small areas than have small presences over large areas.
Insider Trading: The EIC likes to make profit from being the first to know important information.
Friends In High Places: The EIC likes to cultivate relationships with Elector Counts and other local rulers.
Eyes on Barak Varr: Though careful to cooperate rather than compete with Barak Varr, the eyes of the EIC have turned south.
Secrecy: A network of cipher disks have been adopted, ensuring that all important communications are unreadable to unfriendly eyes.


EIC Navy:
2 x 30-man Monitor Galleys, armed with crossbows and hand weapons.
All EIC crews trained with hand weapons, each ship has one Stirland Repeater.


Office of the Auditors General:
Headed by Rudiger von Bechafen
Office located in the Sunken Palace, somewhere beneath Wurtbad


Information being collected and supplied to Mathilde:
Military movements of Stirland, and the events of the campaigns it undertakes.
Unexpected events and changes in the mood among the Undumgi.
Rumour Mill (Currently: Stirland, Talabecland, the Moot, Barak Varr.)



The Weber Estate

The lands of Dame Weber, Knight of Stirland, are a series of rolling limestone hills suitable for herding sheep and goats and not much else. The locals are a hardy and independent lot. It is being overseen by a steward in your absence.

Estate Coffers: 418 crowns as of the beginning of 2489
Estate Profits: 50 crowns / turn
Pending Expenses: 50 crowns for Jade Wizard, 1 crown per sheep per year for East Westerlander breeding project (20-100 estimated)

Estate Upgrades:
'The Shadowkeep' is what the locals have taken to calling the collection of buildings encompassed by a wooden bailey that has become the center of their community, but as it's said with pride instead of fear, you leave it be. The keep itself is fairly modest, built atop a fairly small artificial hill, made of wood, and only a couple of stories tall, but the ability to fire sling-stones at any interlopers from safety would deter any threats the area is likely to face. The ground floor of the keep is your home should you choose to claim it, and until then is home to the 'Steward', which is a fancy title for a local lad who travelled all the way to Tarshof to learn numberin'. Apart from the local tradesfolk, the bailey also contains a number of newly-built huts and cottages.

Modest Manor
Wooden Motte and Bailey
Cobble road to Sonningwiese

Blacksmith, Dairy, Loom
Granary, Smokehouse, Well
Shrine to Ranald
Flint Mine

Sheep Breeding Project
Stirlandian Highlander (hardy)
Estalian Mayor (intelligent, fine wool)
East Westerlander (high milk yield)
 
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I don't think we need to get it done before the purge. In fact, I don't think we need to get it done at all; certainly it's not as important as spell research, expanding and funding the Watch, or any of a half-dozen other items.

You may be conflating the Formal Proposal line item with our puppetmaster mission, which it does not accomplish or even seriously assist with in any reasonable sense. Our goal is to collect accurate intelligence on what undead exactly are encountered and where, which is tangentially related at best to the mission statement of "catch undead and pick them apart for weaknesses" that we've given Van Hal. If we want to accomplish our mission we need to be infiltrating or liaising with the military, not mucking about with making small-scale specialist units.

Basically, Formal Proposal is a nice idea but it's a side project; for purposes of doing our job, advancing our personal power, or being a puppet for our puppetmaster, it's a waste of our time and because we need to do all of those things rather badly it should be ignored for now.
I agree. We should probably work out ways to get the information we need from the Sylvania sally. Which Divisions do we count as having informants in already, @BoneyM ?
 
I agree. We should probably work out ways to get the information we need from the Sylvania sally. Which Divisions do we count as having informants in already, @BoneyM ?

General staff only, though you've got eyes in Leicheberg.

The Organizations threadmark replaces the scattered list of individual informants you have - now it lists infiltration level by province and organization.
 
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[ ] Trade Delegation: Convince Wilhelmina and Markus to partner your network with the EIC based on the value of market information.
Just to double check, they would be paying us for this information, right?

If so then I really want to do this. It would directly increase our income via selling secrets to cash, and indirectly increase by increasing EIC profits which we have shares in, and it also helps Stirland because Stirland also has shares in the EIC.

It's a triple win in my books, if it works the way I think it does.
 
Leader: Wilhelmina Hochschild (de facto: Dame Weber and Sir Markus are effectively silent partners, and Wilhelmina is currently the representative for the Stirland vote).
Any training with Markus should probably include finding out his thoughts on Wilhelmina and our relative roles in the EIC.

Just to double check, they would be paying us for this information, right?

If so then I really want to do this. It would directly increase our income via selling secrets to cash, and indirectly increase by increasing EIC profits which we have shares in, and it also helps Stirland because Stirland also has shares in the EIC.

It's a triple win in my books, if it works the way I think it does.
Maybe we could even figure out what Wilhelmina is up to, watching what she does with the info.
 
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Headquarters: Wurtbad (townhouse near Eagle Castle)

Headquarters: Wurtbad; a townhouse next to that of the Information Network for the Watch proper, and an office under the inner wall gates for the Sewer Jacks.

Headquarters: Wurtbad; townhouse on the same street as the Stirland Watch.

We may end up with a street full of government-funded organisations if we keep this up.
 
Just to double check, they would be paying us for this information, right?

If so then I really want to do this. It would directly increase our income via selling secrets to cash, and indirectly increase by increasing EIC profits which we have shares in, and it also helps Stirland because Stirland also has shares in the EIC.

It's a triple win in my books, if it works the way I think it does.

They'd be funding the organization based on the understanding that you would be spreading your information network to places useful for trade, and that they'd be able to tap it at will for trade-related information.
 
I think you might be right. What do you think about this as an interim replacement?

[ ] Use a Personal Action to perform another Organizational Action; can be taken once per organization.
-[ ] Expand your information network into the military (Second Division)

We might have to take another for the Fourth Division if they don't end up getting moved to Leicheberg, but the Second should be at the head of the fighting -- they've got the Pistoliers instead of the Third's cannon and mortars, so I imagine they'd be running around a bit more.

That would hopefully get us the info we need without forcing us into more actions running an organisation.
I approve of expanding our networks into the military on general principle and this is definitely more mission-applicable.

That said, if we're looking at taking an action with as much effectiveness toward our mission as possible, I think our best bet is to directly approach Gustav. We explain that we're interested in collecting as much information as possible about Sylvania during the attack- undead numbers/types/locations, information about the Sylvanian populace, condition of various roads and fortifications, basically anything of potential strategic significance. It's important for us to get this kind of information but we of course have not been able to get it so far, because Sylvania is a horrifying place that eats spies for breakfast. So we want to attach observers to every unit of significance in his army (and preferably the visiting knightly orders) who can report back to us on all of this, and then by the end of the sally we'll be able to put together a comprehensive threat/status map of Sylvania which we (and Gustav, and Van Hal, and in fact anyone in the leadership of Stirland) will be able to use for reference until the next time that we get a chance to update it.

Basically, there's no reason to engage in excessive skulduggery when we can get the information that we need completely openly and have everyone tell us we did a fantastic job, then just quietly make an extra copy to send off.
 
I approve of expanding our networks into the military on general principle and this is definitely more mission-applicable.

That said, if we're looking at taking an action with as much effectiveness toward our mission as possible, I think our best bet is to directly approach Gustav. We explain that we're interested in collecting as much information as possible about Sylvania during the attack- undead numbers/types/locations, information about the Sylvanian populace, condition of various roads and fortifications, basically anything of potential strategic significance. It's important for us to get this kind of information but we of course have not been able to get it so far, because Sylvania is a horrifying place that eats spies for breakfast. So we want to attach observers to every unit of significance in his army (and preferably the visiting knightly orders) who can report back to us on all of this, and then by the end of the sally we'll be able to put together a comprehensive threat/status map of Sylvania which we (and Gustav, and Van Hal, and in fact anyone in the leadership of Stirland) will be able to use for reference until the next time that we get a chance to update it.

Basically, there's no reason to engage in excessive skulduggery when we can get the information that we need completely openly and have everyone tell us we did a fantastic job, then just quietly make an extra copy to send off.
I like the way you think. This makes sense.
Probably should use the personal action on Gustav, but I can see how Mathilde would be tempted to snoop instead.
 
I approve of expanding our networks into the military on general principle and this is definitely more mission-applicable.

That said, if we're looking at taking an action with as much effectiveness toward our mission as possible, I think our best bet is to directly approach Gustav. We explain that we're interested in collecting as much information as possible about Sylvania during the attack- undead numbers/types/locations, information about the Sylvanian populace, condition of various roads and fortifications, basically anything of potential strategic significance. It's important for us to get this kind of information but we of course have not been able to get it so far, because Sylvania is a horrifying place that eats spies for breakfast. So we want to attach observers to every unit of significance in his army (and preferably the visiting knightly orders) who can report back to us on all of this, and then by the end of the sally we'll be able to put together a comprehensive threat/status map of Sylvania which we (and Gustav, and Van Hal, and in fact anyone in the leadership of Stirland) will be able to use for reference until the next time that we get a chance to update it.

Basically, there's no reason to engage in excessive skulduggery when we can get the information that we need completely openly and have everyone tell us we did a fantastic job, then just quietly make an extra copy to send off.

Oh, I like that. @BoneyM, would something along the lines of this shamelessly-stolen subvote be valid?

[ ] Use a Personal Action to perform another Organizational Action; can be taken once per organization.
-[ ] Expand your information network into the military (Second Division)
--[ ] Speak to Gustav. Explain that you're interested in collecting information of potential strategic significance in Sylvania, and create a plan to attach observers to every unit of significance in his army (and preferably the visiting knightly orders) who can report back on all of it -- undead numbers/types/locations, information about the Sylvanian populace, condition of various roads and fortifications -- and then by the end of the sally we'll be able to put together a comprehensive threat/status map of Sylvania which anyone in the leadership of Stirland will be able to use for reference until the next time that we get a chance to update it.

How does the Count feel about us? I mean he likes us but there is no real specifics.
Probably because he's not the protagonist. You'd have to get more social actions with him voted through if you want to know more.
 
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Oh, I like that. @BoneyM, would something along the lines of this shamelessly-stolen subvote be valid?

[ ] Use a Personal Action to perform another Organizational Action; can be taken once per organization.
-[ ] Expand your information network into the military (Second Division)
--[ ] Speak to Gustav. Explain that you're interested in collecting information of potential strategic significance in Sylvania, and create a plan to attach observers to every unit of significance in his army (and preferably the visiting knightly orders) who can report back on all of it -- undead numbers/types/locations, information about the Sylvanian populace, condition of various roads and fortifications -- and then by the end of the sally we'll be able to put together a comprehensive threat/status map of Sylvania which anyone in the leadership of Stirland will be able to use for reference until the next time that we get a chance to update it..

Yes, you could definitely try to work with Gustav to hammer together some sort of attaché system instead of trying to infiltrate the 2nd conventionally.
 
Yes, you could definitely try to work with Gustav to hammer together some sort of attaché system instead of trying to infiltrate the 2nd conventionally.
But as a separate action, rather than a sub-write-in? In that case, is it worth adding as a menu option?

Intelligence Attaché
 
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[ ] Use a Personal Action to perform another Organizational Action; can be taken once per organization.
-[ ] Expand your information network into the military (Second Division)
--[ ] Speak to Gustav. Explain that you're interested in collecting information of potential strategic significance in Sylvania, and create a plan to attach observers to every unit of significance in his army (and preferably the visiting knightly orders) who can report back on all of it -- undead numbers/types/locations, information about the Sylvanian populace, condition of various roads and fortifications -- and then by the end of the sally we'll be able to put together a comprehensive threat/status map of Sylvania which anyone in the leadership of Stirland will be able to use for reference until the next time that we get a chance to update it.
[ ] Openly expand your information network into the military in the form of an Intelligence Attaché (choose a Division)
I'm a little puzzled here as to why this would be covered on a per-division basis instead of getting top-down authorization from Gustav and then sticking observers everywhere we need them. Is it just too big of a job to do all at once?

In fact, the new GM-written option implies that it's an entire organization action spent on adding one guy to one division. So it would be a hiring action that would get us a high-level subordinate along the lines of Julia, who would autonomously work to improve intelligence-gathering throughout their portion of the military on our behalf, meaning that we wouldn't need to worry about low-level observers because they'd be making arrangements to gather such information?
 
sticking observers everywhere we need them

There's the sticking point. You'd need to find people trustworthy, observant, knowledgeable, brave and literate enough to identify, accurately count, and record what they find, and in practice you'll probably have to settle for three of the above and teach them their ABCs and their wights from their wraiths. If you go one a cohort, for a single division you'd need 20; one per company, you'd need a hundred.

You could instead seek out someone high-level to do all of the above for you, but it'd be a much smaller pool of candidates and they'd need a lot more thorough vetting, and if you could find such a person it'd work out to just as much effort to have the same result.
 
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There's the sticking point. You'd need to find people trustworthy, observant, knowledgeable, brave and literate enough to identify, accurately count, and record what they find, and in practice you'll probably have to settle for three of the above and teach them their ABCs and their wights from their wraiths. If you go one a cohort, for a single division you'd need 20; one per company, you'd need a hundred.

You could instead seek out someone high-level to do all of the above for you, but it'd be a much smaller pool of candidates and they'd need a lot more thorough vetting, and if you could find such a person it'd work out to just as much effort to have the same result.
We should just set up Dame Weber's School for Literacy Among Stirlands Veterans.
 
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