The Old World: Dark Age of the Empire

So any chance that we could expand into The Vaults and Black Mountains? not take the whole region, but parts of it?

Also since the MC is a Adherent of Verena, we should try and get people from Tilea to move to Wissenland, could always use more people
 
[X] Plan The Right People in the Right Places

-[X] Ambassador at Large
--[X] Baron von Kalb of Kroppenleben

I think that having a cheerful guy like von Kalb as our Ambassador is a good decision. Puts Wissenland's best foot forward in dealing with other Provinces/factions.

-[X] Chamberlain of the Province
--[X] Baroness Toppenheimer of Geschburg

And Baroness Toppenheimer would be a good pick for dealing with other nobles.

-[X] Steward of the City
--[X] Richthofen Foundry

The Richthofen Patriarch is a good choice here.

-[X] Grand Marshal of the Iron Companies
--[X] Baron von Eigenhof of Wusterburg

I think the idealistic von Eigenhof would be an excellent choice for the commander of our Iron Companies.

-[X] Confidante of the Seat
--[X] Cult of Morr

The High Priestess of Morr is ideal for this position.

-[X] High Master of the Schools
--[X] Grand University of Nuln

The Master of the University would be an excellent choice here.

-[X] Pontiff of the Wissenland
--[X] Cult of Verena

Hmmmm, this is a tough one. My initial though was the Cult of Soll, but the description of them would likely lead to issues with the other cults. None of the other options are definitively better, so I decided to go with the High Priestess of Verena since we're a worshiper of her.

-[X] Chief Mourner
--[X] Baron Toppenheimer of Pfeildorf

Baron Toppenheimer is clearly ideally suited for this position.
 
Looking through the Notables, they are gonna be fun to try to herd around for the good of the province. There are some gems there, some pieces of coal, and some just regular ores.

I have to ask QM. How much fuss will be made on those who got the positions and those who didnt?
Good point, can we expect any to take a lack of position, or a particular position, as an insult?

At least, as far as we know, given we're not omniscient.

Anyone who isn't Easy-Going will be offended at being left out, and they will be much more offended if a position meant for their class of society is given to someone from the wrong class. Each position has a bit in the description of which class is traditionally given the seat, though some positions can be given to anyone just fine. No-one will be offended by being given a position, even if that position isn't usually given to someone from their class of society.

Auld Sollanders will expect the Chief Mourner to be an Auld Sollander, but that isn't technically a hard rule.

So any chance that we could expand into The Vaults and Black Mountains? not take the whole region, but parts of it?

Also since the MC is a Adherent of Verena, we should try and get people from Tilea to move to Wissenland, could always use more people

Conflict with the Dwarfs of Karak Izor and Karak Hirn happens regularly on small scales. Mining operations or fur hunting camps often set up on the wrong side of the border and get chased out by Dwarfs. A serious effort to claim parts of the mountains on their side of the border would be a challenge.
 
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Anyone who isn't Easy-Going will be offended at being left out, and they will be much more offended if a position meant for their class of society is given to someone from the wrong class. Each position has a bit in the description of which class is traditionally given the seat, though some positions can be given to anyone just fine. No-one will be offended by being given a position, even if that position isn't usually given to someone from their class of society.

Auld Sollanders will expect the Chief Mourner to be an Auld Sollander, but that isn't technically a hard rule.
Hmm, so we're gonna offend people no matter what. Oh well, guess we'll just have to keep who we pick to the right classes for said position so no one's super offended.
 
[X] Plan The Right People in the Right Places

Looks good to me, I dont have anyone I would swap out as that is using the best candidates (outside a few we cant fit in) while leaving the easy-going and detrimental candidates out
 
In light of what you responded to insofar as who gets offended, so you feel your plan still accounts for such?
Yep, when I first made that plan I stuck to the guidelines of what class normally got each position, so no changes needed.

I can confirm. I went through the lists half an hour ago and every single choice was, in my opinion, the best one.
All class expectations met and all advantageous characteristics except for "Pontiff of the Wissenland" which has more of a neutral characteristic, but was the only real option ("Cult of Soll" was really not acceptable).
In addition, there are even more nobles in the positions who could have belonged to any class, which I think is logical (they are definitely the most upset if they are not chosen).
Everything was chosen very logically.
 
Adhoc vote count started by Warkeymon on Dec 7, 2023 at 3:57 PM, finished with 23 posts and 10 votes.

  • [X] Plan The Right People in the Right Places
    -[X] Ambassador at Large
    --[X] Baron von Kalb of Kroppenleben
    -[X] Chamberlain of the Province
    --[X] Baroness Toppenheimer of Geschburg
    -[X] Steward of the City
    --[X] Richthofen Foundry
    -[X] Grand Marshal of the Iron Companies
    --[X] Baron von Eigenhof of Wusterburg
    -[X] Confidante of the Seat
    --[X] Cult of Morr
    -[X] High Master of the Schools
    --[X] Grand University of Nuln
    -[X] Pontiff of the Wissenland
    --[X] Cult of Verena
    -[X] Chief Mourner
    --[X] Baron Toppenheimer of Pfeildorf


Vote Closed
 
State of the Wissenland
Action Dice: 11
Note: There must always be at least 1 die applied to a project in the Province.

The Ambassador at Large, Boardmember Mariele Althaus.
The Ambassador at Large is charged with representing the Wissenland in all affairs out of state bar the Imperial Election itself or anything that gains the Elector's direct interest. Traditionally a position held by a City notable.

The Chamberlain of the Province, Baroness Molly Toppenheimer of Geschburg.
The Chamberlain of the Province is charged with resolving all matters with the nobility of the Province. Traditionally a position held by a City notable.

The Steward of the City, Patriarch Magnus Richthofen of the Richthofen Foundry.
The Steward of the City is charged with overseeing all affairs of the City of Nuln and resolving the matters of the City notables. Traditionally a position held by a City notable.

The Grand Marshal of the Iron Companies, Baron Manfred von Eigenhof of Wusterburg.
The Grand Marshal of the Iron Companies is charged with maintaining, training and commanding the Iron Companies which make up the professional soldiery of the Wissenland. This position has been respectably held by a noble of the Province, a City notable or a Priest before.

The Confidante of the Seat, High Priestess Deianira of the Cult of Morr.
The Confidante of the Seat is charged with protecting the secrets of the Elector, and occasionally carrying out their clandestine will. This position has been respectably held by a noble of the Province, a City notable or a Priest before.

The High Master of the Schools, Master Gerhard Moehring of the Grand University.
The High Master of the Schools is charged with directing the efforts of the many schools, colleges and universities of Nuln towards the betterment of the Wissenland. Traditionally a position held by a City notable.

The Pontiff of the Wissenland, High Priestess Themis of the Cult of Verena.
The Pontiff of the Wissenland is charged with all matters of the Cults of the Wissenland and the state of the faithful. Traditionally a position held by a priest of a Great Cult.

The Chief Mourner, Baron Nikolaus Toppenheimer of Pfeildorf.
The Chief Mourner is responsible for representing the needs and wants of the Sudenland and all descendants of Auld Solland. Traditionally a position held by a noble of the Province.

+7 or +42 to foreign diplomacy projects
Dice on Foreign Diplomacy Projects critically succeed on rolls of 95 or more.
Dice on Foreign Diplomacy Projects critically fail on rolls of 5 or less.
+17 or +32 to provincial projects
Must always apply at least 1 Die to the Province.
+22 or +32 to city projects
Dice in the City critically succeed on rolls of 95 or more.
+17 or +32 to Martial projects
Dice on Martial projects critically succeed on rolls of 95 or more.
+12 or +22 to Intrigue projects
+17 or +27 to Learning projects
Dice on Learning projects critically fail on rolls of 10 or less.
-3 or +12 to cult projects
Dice on cult projects critically succeed on rolls of 95 or more.
-8 or +7 to Sudenland projects
Dice on Sudenland projects critically succeed on rolls of 95 or more.

The Imperial Gunnery School
Built by the Dwarfs some two hundred years ago and taught the secrets of the Blackpowder, the Imperial Gunnery School is responsible for training gunmen and artillerists and producing the weapons and ammunition that they use. The Mistress of the School has come up through the ranks of the gunnery engineers who build the cannons.
Relationship: +26
The Imperial Gunnery School has seen plenty of investment from the Imperial Palace but was also the sight of a recent massacre of the Students, while the Mistress of course stands against Chaos she would rather her dormitories not be stormed by Templar Knights. The new Bismarck Building is a demonstration of your investment in the Gunnery School.

Iron Tower of the Witchhunters
Technically part of the Cult of Sigmar, though the Witchhunters have distanced themselves politically, the Iron Tower is responsible for protecting Nuln from Cultists of all types. The Master of the Tower is known for hunting necromancers. The Iron Tower has a very free internal power structure largely made up of skilled enthusiasts who don't mind poor pay and conditions in exchange for lack of oversight.
Relationship: +30
A Witchhunter's Amnesty has been declared throughout the Province and the City allowing the Holy Templars of the Order of the Silver Hammer to investigate and deliver the Imperial Justice to any enemy of Man. You have demanded that the Iron Tower provide you with a Read-In on some of their most sensitive projects.

Grand University of Nuln
The oldest University in the Old World and the single greatest institution of learning in the Empire, the Grand University attracts scholars from throughout civilisation. The Master of the Grand University is a renowned historian.
Relationship: +99
Your High Master of the Schools is eager to get to work and their popularity within the City is also reflected within the Grand University, you have a vast cohort of loyal scholars to hand.

Richthofen Foundry
The Richthofen family own a vast estate in the city which glows day and night with forges and furnaces and foundries never ceasing. A key business on the Industreilplatz it produces almost as much metalwork as the next three largest foundries combined. The waiting list for new recruits is only growing now that Richthofen has been forced to improve safety standards somewhat.
Relationship: +36
The Richthofens are happy to have been recognised as the Stewards of the City and may even be willing to take slightly lower profits in exchange for the good of the Wissenland. The Industrielplatz Safety Reform has hit Richthofen Foundry hard. The Safety Board have shut down a whole workshop.

Bank of Nuln
A grand marble palace designed to look stately and formidable the Bank makes use of all manner of means to ensure the security of its vaults. The uppermost floors are devoted to investment managers who are responsible for arranging many of the orders that the Industrielplatz ends up producing, for commission fees of course.
Relationship: -64
A Boardmember from the Bank of Nuln has been appointed to Ambassador-At-Large. How Mariele Althaus will fare is to be seen.

College of Engineering
The College is largely focused on more civilian forms of Engineering that the Gunnery School, such things as chemistry and architecture but also better ways of refining, smelting and working metals. The College is quite small however for Electors have often favoured the School.
Relationship: +23
Despite leaving the College out of your council, you've demonstrated your commitment with a suite of new laboratories and a new commercial wing. The College's ties to the new High Priestess of Myrmidia means they're quite please by your support for the new High Temple.

Hall of the Great Guilds
The Hall of the Great Guilds is the meeting house of all of the guilds of Nuln. Skilled tradesmen are still needed outside of the metalworks and the mass-produced metalworks of the Foundry don't always meet the quality requirements that can be met by independent smithies. The current Seneschal of the Hall has been elected from amongst the Guildmasters and comes from the Hatters' Guild.
Relationship: +5
The Hatters may have won their vote to be the Seneschal of the Hall but even they must recognise that the Hatters aren't the sort of Guild an Elector appoints to office. They are disappointed, but not particularly dismayed.

The Universität
Not all subjects are represented by the Grand University, perhaps they are not considered prestigious enough. But the Universität would gladly provide a course on any subject if only it had the teachers to do so. The current Dean of the Universität is a Halfling who runs the Culinary School.
Relationship: +55
The Halfling Dean of the Universität seems to be quite content when left to their own devices and the change in Elector hasn't made any real waves in the Culinary School.

The Wissenland Gazette
The largest printing house in Nuln produces the most read daily newspaper in the City and has a monthly newsletter that it sells throughout the Province. The Editor in Chief of the Wissenland Gazette has the final say on what news stories make the light of day and in what tone those stories are portrayed.
Relationship: +30
The Gazette might never be especially friendly with the Imperial Palace, scandal, accountability and shame are the three words of their unofficial motto after all. But there was a full front-page about your heroic Father on the day you ascended the throne and three more pages on how beloved and brilliant he was. Exploding a Chaos Cult with your last breath makes for a good story you suppose.

Baroness Toppenheimer of Geschburg
Geschburg dominates a significant portion of the east bank of the River Soll and the Toppenheimers are respected Auld Sollanders. Geschburg itself is a small fortified market town built around a ferry dock fed by the nearby farmland and the occasional vineyard.
Relationship: +93
As an Auld Sollander, the only Templar Order the Baroness is pleased to see in Geschburg is the Cult of Soll's own Priests. Investment in riverports in the Barony has been welcome. You agreed to expropriate the Metternich Brewery Company seizing the assets of this once rival family of the Toppenheimers and granting them to the Baroness.

Count Pfeifraucher of Grissenwald
Grissenwald sits at the northernmost tip of the Wissenland and maintains the part of the Reikwald that crosses the River Grissen and the border. The town is larger than its small surrounding estates would suggest for a Dwarfen district has swollen the southern edge of Grissenwald. The fortified town is best known for building riverine ships for the ferries that cross both the Grissen and the Reik.
Relationship: +79
You get the impression that Count Pfeifraucher genuinely is pleased to have been left to his town and his forest. The Amnesty of the Witchhunters means provoking Reikland, further defying the Grand Theogonist and forcing Grissenwald to re-consider its priorities again.

Countess Pfeifraucher of Kreutzhofen
Kreutzhofen sits in the approaches of the Vaults and at the crossroads of three mountain passes. From Kreutzhofen trades can reach Bretonnia, Karak Izor and Tilea and naturally the fortified town has swollen around a vast marketplace. That high in the mountains the town must rely on trade to feed itself, however.
Relationship: +12
In the first year of your reign a Greenskin Waagh destroyed a village in the County. You invited the Countess as your Wissenlander Witness to your wedding with Princess Fiorella. The defence of the Mondidier Pass and the construction of the new craneyard has shifted the Countess in your favour.

Baron von Kalb of Kroppenleben
Kroppenleben sits in the foothills of the Black Mountains and controls the slopes of the Sudenland. The road up from the Sudenland to Karak Hirn passes through what cannot truly be called a town and merchants often purchase the furs that the village is known for in the shade of the tower of the Baron.
Relationship: +53
The Cult of Soll has persuaded von Kalb that the Amnesty of the Witchhunters is not a good thing for the Sudenland. You have restored Kroppenleben to a rough approximation of its old fort. The new Baron is a volatile man, having paid him a noble's ransom for his father's death in the Brenhein Pass he isn't as positive as his father was but he hasn't swung entirely the other way.

Baron Toppenheimer of Pfeildorf
Pfeildorf is the old capital of the Sudenland. It is a large town with a vast wool market feeding the Clothworks, much of Northern Sudenland falls under the control of Pfeildorf which makes the Baron a wealthy and powerful man.
Relationship: +63
Baron Nikolaus Toppenheimer and his family joined you for a Summer retreat to Wissenberg and they seem to like you well enough.

Baron Preiss of Scharmbeck
Scharmbeck is a particularly isolated village high on the slopes of the Vaults. The whole village sits within three wide rings of standing stones and is hard to get to from the Wissenland below as the winding road up the mountains is essentially lost every winter. The village is known however for its nearby coal mines and produces large quantities of the material for the Empire.
Relationship: -89
Scharmbeck would rather be a Province all to its own you imagine, it is geographically isolated, has some strange local Cult and is miserly when the time comes to pay taxes. The Baron Preiss hasn't been heard from since you ascended, and you're advised that means he's feeling quite upset.

Baroness von Heisenberg of Sonnefurt
Sonnefurt is an old Imperial Fort that guards a pass through the Black Mountains and the only ferry crossing on the road across the River Sonne. In the current age of the Empire however the fort is in disrepair and there are few trained soldiers in Sonnefurt anymore.
Relationship: +82
The Sonnefurt has been restored to its historic glory. The fortress is rebuilt and a garrison worthy of it has been retrained. The Baroness is most pleased.

Baron Herbart of Steingart
Steingart dominates the eastern Sudenland, and the Baron presides over several farming villages from the tower of Steingart. The most fertile breadbasket of the Province, but also the heart of the Solland independence movement.
Relationship: +61
The Sollander Independence Movement pulls on Baron Herbart's heart strings with tales of the woes the Order of the Silver Hammer will surely be bringing to ordinary Auld Sollanders. The Baron has been displeased with your meddling with the logistics of the food trade. The rivers are yours, the roads are his and he'd rather you didn't expand into your rivers into his roads.

Baron von Eigenhof of Wusterburg
Wusterburg is a fortified town that controls the Wissenlander side of the River Soll in the middle-south of the Province. Wusterburg and the villages around it provide Wissenland's food supply, though it doesn't quite compete with Steingart.
Relationship: +100
The Clan Bugman and the von Eigenhofs have been friends for centuries, your immediate support of Master Bugman has pleased the Baron. Some work expanding farms in Wusterburg has buoyed support on the Wusterburg Flat. His time as Grand Marshal has only seen von Eigenhof become increasingly pleased with your rule.

Master Josef Bugman of Bugman's Brewery
A new Dwarf-Town being built on the southern edge of the Wusterburg Flat, various Kin-Clans of Master Bugman have come from across the Dwarfen Realms to the banks of the Soll. Stubborn Dwarfen fortifications, a small dock, a little town and the masterpiece that grants Master Bugman rule over the whole thing.
Relationships: +100
You have rescued the Bugmans from the Goblins who burnt the old Brewery and from almost certain doom. Indeed had you not devoted the Army of Wissenland to his cause, Master Bugman would have had no hope of either Kin or Justice. Lady Verena would be proud of you perhaps, and who knows how far Master Bugman would have gone otherwise. For your aid, he is willing to admit the Wissenland has rights over the Brewery-town as liege lord.

Reikland
The Principality of Reikland is home to Emperor Ludwig and the Grand Theogonist. Your Father elected to skip their election in protest against being passed over and in the twenty years since you've not heard a good word about the Province. But you cannot deny its wealth, strength or newly born institutions of engineering.
Relationship: -81
The Amnesty of the Witchhunters has been couched in language that keeps a distinct separation between the Order of the Silver Hammer in Wissenland and the Order of the Silver Hammer at large. Rumours suggest that it was Nulner Great Cannons that brought down the gates at Carroburg. The Crossing of the Talabec, the Second Conference, both have done something great to heal the fractures in the Empire.

Stirland
Across the Reik from Nuln is the Grand County of Stirland. A shared appreciation of fine wine means that there's something of a healthy trade network bringing Wissenlander products through Nuln and into Stirland and Stirlander products down through Nuln into the Province. Stirland also chose not to attend the Last Election.
Relationship: +42
A Cult of Slaanesh in Stirland sponsored a failed Cult in Nuln. Your investigation into the Cult of Slaanesh in Wurtbad has revealed a government riddled with corruption, some less mundane than others. The Crossing of the Talabec, the Second Conference, both have done something great to heal the fractures in the Empire.

Hochland
Hochland is far away in the Northern Empire, as such it is home to barbarians. Unfortunately, they are barbarians who know how to make a gun and are your main rival in the field of firearms. They favour the Cult of Taal and the Ottilian Empress.
Relationship: -5
There's a Hochlander who arrived a month after Father passed and has stood before the gates of the Imperial Palace every day, all day, with a polished Hochland Long Rifle on a pillow. You're told it happens every time there's a new Elector for the last two hundred years as a condemnation that Nuln still hasn't produced anything so accurate. You got along well with the Elector at his wedding. The Crossing of the Talabec, the Second Conference, both have done something great to heal the fractures in the Empire.

Averland
Across the Reik lies the Grand Duchy of Averland. Relations between the two Provinces have never been particularly complex, there aren't many good crossings of the river on your shared stretch and in the south you're both quite busy with mountain problems to start any problems with one another.
Relationship: +29
Some bother about cattle rustlers last year ended with three men hanging from a tree on the Averlander side of the Reik. The Crossing of the Talabec, the Second Conference, both have done something great to heal the fractures in the Empire.

Talabecland
The Grand Duchy of Talabecland is home to the Ottilian Empress, the Cult of Taal and the Great Forest. By not attending the Last Election Father quite scuppered the Grand Theogonist's plans which always pleases the Empress.
Relationship: +18
Wissenland is a traditionally Sigmarite Province and has never particularly favoured the Ottilian claim. For now, that is enough to produce some level of suspicion in Talabheim. The Crossing of the Talabec, the Second Conference, both have done something great to heal the fractures in the Empire.

Ostermark
The Ostermark was devastated by a meteor made of Warpstone. Now the nobility is battling it out over who should rule and the commonfolk are fleeing into the province. This sort of unrest is a worry for the other Provinces, unrest has a habit of spilling across borders.
Relationship: +100
You have recently warned Erwin Hertwig, the apparent Elector of Ostermark, of a possible Sylvanian invasion plan. Mariele Althaus has delivered to Ostermark a shipment of weapons and training sergeants in their time of need, as the Ungol tribes begin their siege of Bechafen. The Crossing of the Talabec, the Second Conference, both have done something great to heal the fractures in the Empire.

Nordland
The Grand Barony of Nordland is caught between Middenheim and Marienburg, carefully balancing the favour and displeasure of both. And by all accounts doing quite poorly out of it.
Relationship: -5
Besieged, beset and yet still happy to voice its displeasure at the Myrmidian Proclamation. The Crossing of the Talabec, the Second Conference, both have done something great to heal the fractures in the Empire.

Ostland
The Grand Principality of Ostland is far away. There there are barbarians, savages and creatures akin to Chaos; or so the fairytales of the Wissenland say. The official records say that they are the first line of defence against Chaos and have been calling out to the Provinces for aid for decades.
Relationship: +71
Ostland celebrates your part in their recent victory. The Ostland campaign has been won in some part due to Nulner blackpowder. You and the Elector of Ostland have declared a brotherhood between your two provinces that amounts to a mutual defence pact. The Crossing of the Talabec, the Second Conference, both have done something great to heal the fractures in the Empire.

Middenland
The Wolf Emperor has taken control of Nordland and severely weakened Reikland, his reign so far has been based on military prowess and a tentative alliance with Sylvania.
Relationship: +62
You attended the Wolf Emperor's Wedding, but came away dissapointed. The Wolf Emperor is unwilling to sever ties with Sylvania so long as von Carstein seems to still be acting in the interest of the Wolf Emperor's candidacy. The Crossing of the Talabec, the Second Conference, both have done something great to heal the fractures in the Empire.

Mootland
The Grand County of Mootland is the home of the Halflings, it is a staunch defender of Halfling rights throughout the Empire and keeps an eye on Halfling communities beyond its own borders.
Relationship: -2
You had the chance to appoint a Halfling to the Imperial Palace, murmurs at the Lodge in Nuln are that the Grand Elder is not pleased that the Dean was passed over. The recent visit to Mootland by your Ambassador-At-Large has pleased the Grand Council and their Elder, they genuinely believe that Wissenland is an ally in the battle for Halfling rights at least. The Crossing of the Talabec, the Second Conference, both have done something great to heal the fractures in the Empire.

Westerland
Empress Magritta of Marienburg has passed of an illness. She is succeeded by a new Grand Baron of the Westerland who is maintaining the political fiction that Magritta was a true Empress.
Relationship: +22
The Grand Baron has agreed to follow the lead of the Wissenland, until the Second Conference at least. Some students of Imperial Politics are even calling it the start of a new imperial faction. The Crossing of the Talabec, the Second Conference, both have done something great to heal the fractures in the Empire.

Sylvania
The von Draks of the County of Sylvania passed away two centuries ago at the start of a long series of plagues and epidemics. You understand the last of the von Draks, one Isabella passed from the plague in her fifties after which the title of Elector Count of Sylvania passed on to her von Carstein children. With the Province still suffering from regular bouts of illness its rarely clear which von Carstein is currently the Elector, and it isn't helped by the fact no-one wants to visit that dreary Province and no von Carstein has attended an Election since Vlad von Carstein failed to rally enough support to have his beloved Isabella von Drak named Empress two hundred years ago.
Relationship: -27
It appears the von Carsteins have been stealing your weapons and sabotaging your industrial districts. Naturally this has caused a realisation that relations were not what they had seemed. Your investigation into the Cult of Slaanesh in Wurtbad has revealed a government riddled with corruption, some less mundane than others.

Karak Izor
Copper Mountain dominates the Vaults and firmly control the highland passes that much of Wissenland's international trade relies upon. Karak Izor is generally favourable with all human nations around them and their tolls are little more than cheap subsidies for their mining economy.
Relationship: +99
The Wissenland has long maintained a friendly relationship with the Dwarfs of Karak Izor, your ascension doesn't change that. A recent visit to Karak Izor resulted in some measure of disaster, but also in an agreement over mining in the Upper Valley.

Karak Norn
The Barren Hold controls the southern Grey Mountains and is home to a large population of engineers. Karak Norn is credited with founding the Imperial Gunnery School in Nuln.
Relationship: +60
Lately mining efforts in the Grey Mountains have clashed with what the Dwarfs of Karak Norn believe to be their rightful borders. Clan-Kin of the Bugmans have joined the effort to retake Grung Ardzufak. The King of Karak Norn is glad to hear of the reclamation of Grung Ardzufak and the striking out of several Grudges within his Realm.

Karak Hirn
The Hornhold controls the Black Mountains and the passes through it. Small operations in mining and fur trapping have regularly overstepped the border into Dwarfen lands and the Hornhold is known to be quite militant. The Dwarfs of Karak Hirn have mixed feelings about the Sudenland's fur trade.
Relationship: -32
The success of the reclamation of Grung Ardzufak has forced the King of the Hornhold to accept that his heir's involvement was not entirely folly. Some part of his grace has fallen on his opinion of Wissenland in turn. The restoration of Kroppenleben has been met with some grumbling in the Hornhold.

Carcassonne
The Dukedom of Carcassonne sits on the other side of Mondidier pass, a highway that weaves along the cliffs of the northern Vaults and down into Bretonnia. Alas the Second Parravon War was only a century or so ago and the ties between the Empire and Bretonnia remain fragile.
Relationship: -55
Influential merchants from the Dukedom were expelled from important market towns in the Wissenland shortly after your ascension.

Quenelles
The Dukedom of Quenelles shares in the trade that passes through Mondidier. The Dukedom has frequent bother with Greenskins and Wood Elves and as such is rarely as invested in Bretonnia's international troubles.
Relationship: +24
Knights from Quenelles are known to commission armour from Nuln for their endless war against the Orcs of Cuileux.

Montfort
The Dukedom of Montfort guards Axe Bite Pass across from Helmgart and the Dukes thereof are known for riding against Reikland when war flares up on the border. This is perhaps the most mountainous of the Dukedoms and its people are similarly hard.
Relationship: -5
There are always disagreements between the Empire and the border-guard Dukedoms.

Parravon
The Dukedom of Parravon is the home of the nests of the Pegasi and controls much of the trade in those rare creatures throughout Bretonnia. In theory the Duke also controls their trade beyond the Kingdom's borders though as strategic military assets they are rarely sold abroad without the Royarch's consent.
Relationship: -22
There are always disagreements between the Empire and the border-guard Dukedoms.

Cavaroc
The High Realm of the Cavaroc, the Skymark Reach of Athel Loren, is largely open plains that follows the northern edge of the road through the Mondidier Pass. Here the cavalry forces of the Wood Elves gather before assaulting travellers on the highway or striking out against the Bretonnian Dukedoms nearby.
Relationship: -100
Something has been riling up the Wood Elves you're told. There has been an increase in raids of the highway in recent years.

Tordorno
The Principality of Tordorno is a recent Tilean expansion into the lands of the Border Princes. It sits across Winter's Teeth Pass from Kreutzhofen and relies on the route through Wissenland to access both the Dwarfs of Karak Izor and their Tilean homeland. So far Wissenland has no official position on the Principality.
Relationship: +5
Neither helped by the Wissenland, nor hindered; the Principality has hopes of strengthening the relationship.

Miragliano
The Serene City controls much of northern Tilea and is connected to the Wissenland through the highway of the Mondidier Pass. The Miraglians consider themselves the Mothers of Nuln and the two Cities have a healthy exchange of intellectuals.
Relationship: +23
Miragliano has been distracted of late by trouble with the Sea Elves and has turned much of its efforts towards the sea and away from land trade. One Leonardo of Miragliano has begun to build his very own Engineering School and his patrons are pleased to find Nuln willing to supply parts and machines to the effort.

Trantio
The Principality of Trantio is a strife-ridden city in Tilea. It does however control two passes through the Vaults, the Brenhein Pass connects it with Karak Izor and Kreutzhofen while the Old Dwarf Pass connects it with the lands of the Border Princes.
Relationship: +100
The Alimento tunnel network is a series of canals deep beneath the Vaults that run for more than a hundred miles between Kreutzhofen and the Trantian town of Campogrotta. Recently built by the Wissenland but control of the tunnels was ceded to the Prince of Trantio.

Remas
The Republican City of Remas is one of the greatest of the Tilean Cities. It dominates centra Tilea and is one of the only cities with a real contention for re-unification, though still extremely slim. The City is ruled by Triarchs, one elected each year by the Assembly of Princely Families.
Relationship: +56
The Republican City is far enough away that you've no real history but the current Triarchs seem inclined to be friendly with the Empire.

Cult of Sigmar
One of the Great Cults of the Empire, the Cult of Sigmar Heldenhammer is particularly powerful and often very politically invested. The Cathedral of Sigmar in Nuln is the home of the Arch-Lector of the Wissenland. Sigmarites hold that the most important cause is the defence of the unity of the Empire, then the protection of Mankind and Dwarfkind, then the adherence to authority.
Relationship: +83
For all that the Grand Theogonist and the Wissenland may have clashed, the Arch-Lector of Nuln remains at the head of the largest cult of the Wissenland and seems happy enough to take Wissenland's side in the schism. Empowering the Order of the Silver Hammer within the Province has assured the Arch-Lector that whatever the strain may be with Reikland, you will not allow it to harm the Sigmarites of Wissenland.

Cult of Verena
One of the Great Cults of the Empire, the Cult of Verena the Lady of Justice is powerful within Nuln in particular. The Temple of Verena in Nuln is home the Halls of Justice and the Library of Knowledge and the Cult has devout servants in most of Nuln's institutions. Verenans hold that the most important cause is the protection of knowledge, then protection of law and justice and then edification through wisdom.
Relationship: +100
Having an Adherent of Verena on the throne and the High Priestess in the Imperial Palace has inspired the Cult of Verena in nearby realms to invest in the Temple at Nuln. Inviting the Inquisition of Verena to Wissenland has pleased the wider Cult.

Cult of Morr
One of the Great Cults of the Empire, the Cult of Morr the King does not involve itself in politics very often and is generally considered a very inoffensive Cult throughout the Empire. They do retain a number of militant chambers in all the Provinces however and even Electors usually allow them to keep their own legal codes concerning all crimes that occur within the fences of their Gardens. Morrites hold that the most important cause is the restful slumber of those who have passed on.
Relationship: +64
The High Priestess is happy to take up her position at the Imperial Palace, you're not sure how much you enjoy the silent Black Guard appearing out of nowhere when you're in her wing of the Palace.

Cult of Myrmidia
A Minor Cult of the Empire, the Cult of Myrmidia is proscribed in some Provinces but is an officially recognised Cult in Wissenland. Myrmidia's holy domain is the Arts of Civilisation all the way from actual art to warfare. High Priestess Raimonda leads the Cult of the Mother of Invention from Nuln.
Relationship: +100
The Myrmidian Proclamation has made the Cult of Myrmidia a legally recognised body within Wissenland and granted it the same status as any other legal Cult. The work has begun to build the new High Temple of Myrmidia in Nuln.

Cult of Shallya
One of the Great Cults of the Empire, the Cult of Shallya the White Dove is beloved throughout the Old World. It swears strictly to do no harm, with the notable exception of the Plague Wardens who are proscribed throughout much of the Empire, and it operates nearly every House of Healing or Sanatorium in the Empire. Nuln's own massive Halls of Healing are run by the Order of the Bleeding Heart and doubles as the Shallyan temple.
Relationship: -25
The Cult of Shallya has certain views on more martial leaders. That you've been expanding the Iron Companies is a warning sign in their eyes, and a campaign against fellow humans?

Cult of Ranald
The God of Luck patronises many, from gamblers to criminals to revolutionaries. His Cult is proscribed throughout the Empire for good reason, and yet you've made the choice to allow this secretive group a chance to step into the light.
Relationship: -6
The Cult of Ranald has many grievances against the powers that be, hundreds of years of persecution, the inequality between the lower classes and the upper classes and some recent arrests and questionings of Ranaldians in Nuln. But on the balance, you've legalised the Cult and passed their Safety Reforms. A moderate leader for now, a balanced stance on the Elector.

Cult of Ulric
The Ar-Ulric has a fractious relationship with the Wolf Emperor, vying for control of Middenlander politics and attempting to bring the Wolf Emperor himself under control of the Cult.
Relationship: +25
The Cult of Ulric is displeased by your Myrmidian Proclamation. But he has agreed that the matters of the Conference are more important and has sponsored a Templar Order of the Howling Wolves to travel to Nuln as his representatives.

Cult of Gargali
A Minor Cult of the Empire, the Cult of Gargali patronises the miners of the Wissenland and has close ties with the Dwarfen Cult of Grungni. Indeed, it is customary for the few Temples of Gargali to have a separate chamber containing a Shrine of Grungni. The Cult of Gargali is popular on the fringes of the Wissenland.
Relationship: -71
When the Elector is an adherent of one of the Great Cults it can cause problems with the Minor Cults who fear that the Elector will allow the Great Cults to run roughshod over them.

Cult of Wendred
A Minor Cult of the Empire, the Cult of Wendred is mostly centred around the City of Nuln itself but has a healthy following amongst the Wissenlander nobility. Worship of Wendred mostly concerns itself with the upholding of duty and following through on oaths and promises.
Relationship: -41
A young Elector, the Cult of Wendred fears, is unlikely to be imminently dutiful. The passing of a proven Elector always shakes the faith of the Cult.

Cult of Soll
A Minor Cult of the Empire, the Cult of Soll is powerful in the Sudenland and many Auld Sollanders worship Soll. The Cult clashes frequently with other Cults and with the authorities as its leaders are frequently involved in the Sollander Independence Movement and there are frequent accusations that Priests of Soll actively hide sorcerers from the Witchhunters.
Relationship: -37
The Cult of Soll has retreated back into the Sudenland when they realised, they could not turn the Elector or gain a seat on his council. They continue to endeavour to support the Sollander Independence Movement. The deployment of Witchhunters from the Iron Tower out into the Province has concerned the Cult of Soll. Already Priests of the Cult are clashing with Witchhunters of the Tower. The Inquisition of Verena has demonstrated to the Cult of Soll that you've some interest in a gentler hand on certain key matters.

Cult of Esmerelda
A Halfling Cult with very little following outside of the Moot itself, the Cult of Esmerelda is the Halfling Cult of Hearth and Home with strong tenets about ensuring none should ever go hungry.
Relationship: +57
The Grand Count's Grand Kitchen is a significant charitable endeavour which will certainly earn you the affection of the common people of Nuln. And it is the largest temple to Esmerelda outside of the Moot. Esmereldan clergy work day and night to feed the masses of Nuln in adherence to their faith.

The current size of the raised State Troop is:
100 Greatswords, 1,100 Halberdiers, 5,500 Swordsmen.
500 Mixed-Detachment Guards
500 Ironsides, 2,249 Handgunners
122 Light Lancers
11 Great Cannons, 11 Heavy Guns, 5 Mortars

The professional fighting force of Wissenland is the State Troop made up of various Iron Companies.

The Greatswords of the Imperial Palace of Nuln
The sworn bodyguards of the Elector Count and his family, the Greatswords of the Imperial Palace are highly skilled warriors who will bring their Elector home or die trying.
100 Greatswords

The Iron Foot of the Wissenland
The bulk of the professional frontline, the Iron Foot are equipped with half-plate, a large rectangular shield and a sword.
5,500 Swordsmen

The Garrison
Despite their name, The Garrison are not actually members of the City Garrison of Nuln but are instead wealthy Nulners who have joined up with the State Troop. They wear colourful uniforms and bear halberds in battle.
1,100 Halberdiers
- Beyond Counting
The Garrison is beyond counting, however vast a number of foes is coming towards them it does not matter. There is one Garrison and that is as far as they care to count.
The Garrison gains bonuses against swarm units.
- Elite Standards
The Garrison has been elevated to such lofty company as the Imperial Palace Greatswords and the Nuln Ironsides as a truly elite Iron Company.

The Nuln Ironsides
The infamous Ironsides only ever recruit from trained engineers and are sponsored by the Imperial Gunnery School with the highest quality equipment. Heavily armoured and equipped with the latest in rifle technology.
500 Ironsides

The Great Company of Iron
The largest Iron Company that focuses on ranged combat, the Great Company of Iron is made up of Wissenlanders from throughout the Province who are trained in the use of a handgun and are required to show up to regular training with Company Sergeants.
2,249/2,400 Handgunners

The Steel Guard
You've been experimenting with Mixed-Company Detachments in the form of units of Iron Foot and Great Company led by small unit officers. These Detachments are made up of four Iron Foot and two Great Company; veterans of their former companies.
500 Mixed-Detachment Guards

The Elector's Own Lances
The only Iron Company to be wholly made up of Auld Sollanders, the Elector's Own carry the Sollander banner into battle and dress in Sollander colours. They favour light cavalry units and tactics.
122/330 Light Lancers

The Hammers of Nuln
The Imperial Gunnery School provides the Hammers with the huge Great Cannons of Nuln capable of launching huge balls of stone or lead with great force. The Company also maintains some less prestigious, Heavy Guns which are smaller and easier to manoeuvre.
11 Great Cannons, 11 Heavy Guns

The Fathers of Suns
This Iron Company tends to appeal to Auld Sollanders but has a healthy following of Nulners. They favour the use of the mortar and have been long pressing for the secrets of Dwarfen Drakepowder. The School tells you they're nowhere near cracking those secrets.
5 Mortars
Outside of the Professional fighting forces of the Wissenland there are many militias, town garrisons and commonfolk who range from surprisingly skilled to incapable of fighting their way out of a paper bag. They can be called upon in an emergency but for any campaign too far from their own home their numbers seem to dwindle every night.

The Nulner Reserves
The City Garrison of Nuln makes up the bulk of the Nulner Reserves, outside of that however you can't be sure how many Nulners will answer the call.
2,000 City Garrison, 1,000 Roadwarden South Youth

The Wissenlander Reserves
Naturally Wissenburg, Meissen and the rest of the Elector's estate can be trusted to provide a fairly large reserve but outside of your own lands who knows how many Wissenlanders would join the Free Companies.
15 Greatswords, 1000 Town Militias, 200 Eager Volunteers

The Sudenlander Reserves
Auld Sollanders are fierce defenders of the Province when they need to be but might not be easily relied upon elsewise. There's really no way to know how many men might join the Sudenlander Reserves.

The City of Nuln - Fortified City
Stout defences ring the City of Nuln with tall walls, formidable towers and mighty gatehouses. There are some improvements that could be made to turn Nuln into a Fortress City
Nuln guards the road from Stirland into the Wissenland.

Grissenwald Town - Defended Town
Developed defences separate Grissenwald from the dangers beyond its walls and gates. The Town can withstand the usual level of harm with ease but couldn't withstand a real army.
Grissenwald guards the crossing from Reikland into the Wissenland

Kreutzhofen Town - Defended Town
Developed defences separate Kreutzhofen from the dangers beyond its walls and gates. The Town can withstand the usual level of harm with ease but couldn't withstand a real army.
Kreutzhofen guards the crossroads of the Mondidier Pass, the Brenhein Pass, and the Winter's Teeth Pass into Bretonnia, Tilea and the Border Princes respectively.

Nehren Town - Defended Town
Developed defences separate Nehren from the dangers beyond its walls and gates. The Town can withstand the usual level of harm with ease but couldn't withstand a real army.
Nehren guards the ascent towards Karak Ziflin, a smaller city within the Kingdom of Karak Norn in the Grey Mountains.

Sonnefurt Fort - Defended Village
Developed defences separate Sonnefurt from the dangers beyond its walls and gates. The new fortress can withstand any ordinary threat and could hold off an army until reinforcements arrived.
Sonnefurt guards the Sonne Pass through the Black Mountains, up to Karak Hirn or down to the Border Princes.

Kroppenleben Village - Defended Village
Developed defences separate Sonnefurt from the dangers beyond its walls and gates. The new fortress can withstand any ordinary threat and could hold off an army until reinforcements arrived.
Kroppenleben guards the Icy Wind Pass up to Karak Hirn and through the Black Mountains to the Border Princes.

Heisenburg Village - Protected Village
A simple ringwall and gate, perhaps a single stone tower for the local noble. The Village can turn aside the usual level of harm with some effort but a dedicated assault by a small warband would be a coin toss.
Heisenburg guards the Granite Pass through the Grey Mountains that leads to Karak Norn.

Jengen Village - Protected Village
A stone wall and a substantial gatehouse on the Sudenlander side of the bridge to Averland. The village has access to a particularly high-quality of stone which has been used to ensure the fortifications are stronger than they otherwise would be.
Jengen guards the only safe crossing of the Reik south of Nuln into Averland.

Marks
Treasury: 36,974 Marks
Income: +23,077 Marks
Taxes +11,373 Marks
+4,500 from the City of Nuln
+1,400 from the Electoral Estate
+978 from the Barony of Pfeildorf
+950 from the Duchy of Meissen
+850 from the Barony of Wusterburg
+821 from the Barony of Geschburg
+392 from the County of Kreutzhofen
+306 from the Barony of Kroppenleben
+269 from the County of Grissenwald
+250 from Minor Sudenland Estates
+242 from the Barony of Steingart
+200 from Bugman's Brewery
+182 from the Barony of Sonnefurt
+33 from the Barony of Scharmbeck

Tariffs +11,704 Marks
+3,220 from the City of Nuln
+1,409 from the Duchy of Meissen
+1,156 from the County of Kreutzhofen
+1,001 from the Barony of Pfeildorf
+909 from Bugman's Brewery
+805 from Minor Sudenland Estates
+748 from the Electoral Estate
+663 from the Barony of Geschburg
+465 from the Barony of Sonnefurt
+465 from the Barony of Kroppenleben
+406 from the County of Grissenwald
+403 from the Barony of Wusterburg
+54 from the Barony of Steingart

Upkeep -13,995 Marks
The Iron Companies: -10,195
Infrastructure Upkeep: -800
Princessly Lifestyle & Stipend: -1,000
Fund the Grissenwald: -2,000


Food
Stockpiles: 107,410
Income +81,027 Food
+15,898 from the Barony of Wusterburg
+15,007 from the Barony of Steingart
+12,891 from the Electoral Estate
+11,172 from the Duchy of Meissen
+10,777 from the Barony of Geschburg
+7,686 from the Barony of Pfeildorf
+2,149 from Minor Sudenland Estates
+1,719 from Bugman's Brewery
+1,563 from the Barony of Sonnefurt
+1,432 from the County of Kreutzhofen
+656 from the Barony of Kroppenleben
+77 from the Barony of Scharmbeck

Upkeep -79,753 Food
-42,000 from the City of Nuln
-4,500 from Bugman's Brewery
-4,000 from the Barony of Pfeildorf
-3,704 from Stockpile Degradation
-3,500 from the Barony of Scharmbeck
-3,000 from the Electoral Estate
-3,000 from the Duchy of Meissen
-3,000 from the County of Kreutzhofen
-2,549 from the Iron Companies
-2,500 from the County of Grissenwald
-2,000 from the Barony of Kroppenleben
-2,000 from Minor Sudenland Estates
-1,500 from the Barony of Geschburg
-1,500 from the Barony of Sonnefurt
-1,000 from the Barony of Wusterburg


Materials
Stockpiles: 72,942
Income +8,203 Materials
+3,600 from the City of Nuln
+1,400 from the Electoral Estate
+600 from Minor Sudenland Estates
+400 from the Duchy of Meissen
+400 from Bugman's Brewery
+386 from the Barony of Geschburg
+358 from the County of Grissenwald
+326 from the Barony of Pfeildorf
+200 from the Barony of Wusterburg
+198 from the Barony of Scharmbeck
+182 from the Barony of Sonnefurt
+153 from the Barony of Kroppenleben

Upkeep -3,570 Materials
-1200 from the City of Nuln
-1,020 from the Iron Companies
-500 from the County of Grissenwald
-250 from the Duchy of Meissen
-200 from the Electoral Estate
-200 from the Barony of Pfeildorf
-200 from the County of Kreutzhofen
-100 from the Barony of Kroppenleben
-100 from the Barony of Geschburg
-100 from the Barony of Wusterburg
-100 from Bugman's Brewery

Threats that have been detected will have a Detected Strength and Detected Motivation. The Strength indicates how capable a threat is of achieving its ends on a scale of 1-10. The Motivation indicates how likely the Rebellion is to take action towards its ends on a scale of 1-10. The detected strength or motivation of a group is not necessarily accurate unless you've taken efforts to improve your intelligence.

Counteragents
The Confidante's Children - Nuln
A derelict orphanage has suddenly re-opened with funding from the Imperial Palace. Hidden within are children who have been weaned on thievery and schooled in spycraft. You don't think that you want to know why the Confidante's Children are well practiced at making rope traps to capture adults.

The Beds & Boards - The Provinces
A budget has been made available by the Confidante to pay Innkeeps throughout the Wissenland and the Sudenland for rumours from the province. These Innkeeps are paid extra to keep a handgun under the counter and restrain anyone of interest to the Confidante of the Seat.

Soll's Sunspots - Sudenland
A faction of the clergy of the Cult of Soll who have decided to seek political alignment and protection with the Elector via the support of the Confidante.

The Silent Tome - Nuln
In the backrooms of Academia, the storerooms and record halls and libraries and archives are some of Nuln's most stalwart defenders; Clerks. The Confidante has agreed to pay a stipend to these silent vigils if they are capable of proving that they have taken their duty seriously enough, and if they stay wary of suspicious requests.

The Shadow Company - Nuln
A collection of support groups for wounded veterans from across the Iron Companies has been subborned into a new Shadow Company, trained killers acting on behalf of the Confidante of the Seat in Nuln.


Agents
The Maria Stokes Whittlers - Stirland
A merchant company based in Stirland that sells all manner of whittled items. No-one's really sure how the company makes enough money to be the size that it is. But the Confidante knows, her funding keeps it alive.

The Sylvanian Confidancy - Sylvania
An extension of the Cult of Ranald's Confidancy agreement, the local Ranaldians have put the Confidante in touch with a small handful of Cultists in Sylvania. Given the nature of that land, these Ranaldians are experts in stealth and secrecy.


Rebels
Imperialists
The Imperialists believe that the Empire can only be saved by the Wissenland at its helm. The faction has connections at high levels and are motivated to put you in circumstances where you've no choice but to realise an Imperial ambition.
Detected Strength: 5
Detected Motivation: 4

Sollander Independence Movement
The Sollander Independence Movement is a longstanding faction in the politics of the Wissenland and is generally regarded as a legitimate political force with a few rebel elements. The SIM is motivated to create a new Province of Solland. Leading figures in the Movement have been overhead discussing you in a positive light and delaying further SIM actions.
Detected Strength: 7
Detected Motivation: 3



Chaos Cults
None


Foreign Agents
Sudenland Agitators
The Sunspots have sent to Nuln a list of names of collaborators and meeting places where clergy from the Cult of Soll are meeting with agitators who are at least partially to blame for the ongoing unrest in the central Sudenland.
Detected Strength: 3
Detected Motivation: 5
 
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It's just after Mordheim got meteor'd, so not yet.
Right, so that means Bel-Hathor, the Sage, is the Phoenix King. Finubar is wandering the Old World and discovering humans have a civilization. The current High King of the dwarfs is either named Alric or a OC.

Leonardo da Miragliano is either dead or currently in the Imperial school of Engineers. Whichever the case The Imperial School of Engineers currently has all twelve Steam Tanks? Or perhaps it has yet to be founded and Leonardo is not yet in the Empire?

The Wissenland Gazette
The largest printing house in Nuln produces the most read daily newspaper in the City and has a monthly newsletter that it sells throughout the Province. The Editor in Chief of the Wissenland Gazette has the final say on what news stories make the light of day and in what tone those stories are portrayed.
Relationship: +23
The Gazette might never be especially friendly with the Imperial Palace, scandal, accountability and shame and the three words of their unofficial motto after all. But there was a full front-page about your heroic Father on the day you ascended the throne and three more pages on how beloved and brilliant he was. Exploding a Chaos Cult with your last breath makes for a good story you suppose.
How does this exist? There is no printing press right now, or at least it shouldn't be until 2517 IC. I can accept them existing, but without a press to support the copying... how do they produce so many copies? Magic?
 
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