Twenty-one years ago, the Grand Theogonist in Altdorf chose to name the Prince of that city as his preferred Emperor and cast aside the many years of mutually beneficial co-operation with Nuln and the Wissenland. At the time you were just a child little more than a baby but now you ascend to the position of Elector of the Grand County of Wissenland at the age of twenty-three.
The disasters of the turn of the millennium had mostly passed the Wissenland by. Mordheim was destroyed in the east and Dark Elves have savaged part of the Nordland coast. Rebellion and instability through each of the four Imperial holdings. But in these dark days, the Wissenland cannot quite escape harm.
Ascension
Your Father passed away recently, and unfortunately it was not peaceful. But what caused you to ascend the throne so soon?
[ ] Assassins
In the dark of the night, they slipped into your home. Passing guards unnoticed with preternatural ease. Of course, Father did not go quietly into the night. The Wissenland is the Empire's greatest producer of blackpowder since the Dwarfs agreed to support the founding of the Imperial Gunnery School and Father was ever fond of his three-barrel duck-foot. It was a cacophony of a mess when the guards stormed into the Elector Count's bedchamber. Amidst the smoke and the destroyed room, they found two dead assassins and your fallen parents.
[ ] Greenskins
It has ever been the greatest shame of Wissenland that Solland fell because the army of Wissenland, led by the Elector Count, failed to withstand the Greenskin assault. Now the banner of Solland marches with every Wissenlander army and the old Sudenland has been brought into the aegis of Wissenland formally. As such the Elector Count will never deny a call to defend the realm from the Greenskin menace. This time, the Elector Count failed to return.
[ ] Rebels
Wissenlanders like to think they are the most cultured of all Imperials. And longstanding friendship with the Dwarfs means that honesty and loyalty amongst Wissenlanders is well prized. But in these dark days even Wissenlanders can stir up trouble. Rebels causing trouble within the walls of Nuln itself managed to catch your family up in a riot. And you alone could be drawn to safety by the guards.
[ ] Cultists
Wissenland is not often plagued by Chaotic cults, the enemy has a few provinces to march through before it ever reaches the Wissenland and generally focuses its efforts further north. But any city as large as Nuln will inevitably attract some cultists. Under cover of night the cultists launched an attack on your family going so far as to kidnap Father. Fortunately, before they could use him in some horrific ritual he managed to get a hand loose and grab the Dwarfen Hand Grenade he kept hidden in a pocket of his dressing gown. A favoured gift from a dear friend you recall. That particular cult is no longer an issue.
Capital
The Elector of the Wissenland has two options for their seat when there are no Emperors looking to live in your Province.
[ ] The Imperial Palace of Nuln
Since there are no Emperors who wish to live in the Imperial Palace, the complex is available for your use instead. The nobility of the Province might see it as a sign you intend to favour Nuln over Wissenland, but Provincial Electors tend to have less command over the City.
[ ] Wissenburg Castle
The Provincial seat of the Elector, Wissenburg is about a day by road from Nuln. Taking the Castle for your seat may leave City powers to run rife without you, but Provincial Electors tend to be preferable to the nobility.
Character
[ ] Write-In your Name
Stats
Every turn you will assign Action Dice to available Actions. Every Action will have an associated Stat which you add to your roll.
Your starting Stats will be rolled using 15 d10s. Assign how many d10s you want to have rolled against each Stat.
Diplomacy - Your ability to engage with people.
Martial - Your ability to understand military matters.
Stewardship - Your ability to understand economics.
Intrigue - Your ability to understand complex schemes and plots.
Learning - Your ability to decipher such things as science and religion.
Prowess - Your ability to win physical fights.
Bonus
In the days of your adolescence a boon has developed which will undoubtedly assist you in the coming years.
[ ] Propaganda Artist
The Wissenland Gazette is a powerful tool to ensure that the people of the Wissenland know about your grand exploits and never hear about your failings. A childhood friend of yours is the Editor.
[ ] Dwarf-Friend
Wissenlanders are known for having strong business relationships with the Dwarfs of Karak Norn and Karak Hirn. At some point in your adolescence you rescued a Clan Elder from certain death and your quality is known amongst the Dwarfs.
[ ] Flint-Fetcher
The farmland of the Wissenland is rife with blue-flint which damages ploughs and renders farmland infertile. Many children spend much of their youth Flint-Fetching, though not many as highborn as yourself. You have a reputation as an Elector of the People.
[ ] Ran Wild
The Jewel of the South, Nuln, is a wonderful city. Vibrant, alive with business and industry and of course great schools of thought and learning. And alive with a vast criminal underworld. You might have run wild in your youth and befriended an up-and-coming gang lord.
[ ] Titan of Industry
The Armoury of the Empire is fuelled by deep mines of coal and iron. In recent years a number of mines have fallen into the direct control of the Elector.
Cult
Not all men are devout, it is true, and not all who would like to be devout are quite capable of it. But no man is mad enough to deny the reality and power of the Gods, every Wissenlander is the adherent of a Cult. Which Cult are you an adherent of?
[ ] Sigmar
The Patron of the Empire, Sigmar is the God most associated with Imperial Unity and Identity. The Cult of Sigmar is the most widely favoured in the Wissenland and generally is quite powerful throughout the Empire. Sigmarites are expected to adhere to the authority of the Empire and defend Men and Dwarfs from the Enemy.
[ ] Gargali
The Uncoverer of the Hidden Ore, Gargali is often associated with the Dwarfen Grungni who serves as their patron of miners. The Cult of Gargali is generally favoured on the slopes of the Grey Mountains in the west of the Wissenland. Gargalites are expected to submit their full effort to any undertaking, the Hidden Ore is always behind the hurdle you choose not to leap.
[ ] Wendred
The Weigher, Wendred is a local God associated with Duty and Service. The Cult of Wendred have been known to rabblerouse when their superior don't meet the standards they expect and so the Cult clashes with both the authorities and the Sigmarites. Wendredians are expected to fulfil their duty and, importantly, take on no duty they cannot be sure to fulfil.
[ ] Verena
The Lady of Justice, Verena is the Goddess associated with learning, justice and wisdom. The Cult of Verena is very decentralised which means the greatest power in the Cult as far as the Wissenland need concern itself is the Temple of Verena in Nuln, alas the Cult of Verena is a formidable patron of many of the City's institutions. Verenans are expected to protect all knowledge, though what this means exactly is debated, and to uphold Law and Justice.
[ ] Soll
The Sun Above, Soll is the patron of the Sudenland and many of those who dwell there keep to him. He is generally associated with vengeance. The Cult of Soll regularly clashes with other Cults, in large part due to their belief that the old Province of Solland should be restored and an Elector invested in Pfeildorf, but the Sigmarites have made accusations that the Cult hides sorcerers amongst their ranks also. Adherents of Soll are expected to enact swift, but precise, acts of vengeance after wrongdoing and to support Sollander independence.