[X] Plan: Lord of War Diplomacy
-[X] Family Matters 1 die 200 Marks Martial
-[X] Expand an Iron Company (Hammers of Nuln) 1 dice 2000 Marks 500 Food 400 Mats
-[X] Expand an Iron Company (The Garrison) 1 dice 2000 Marks 500 Food 400 Mats
-[X] Expand an Iron Company (The Great Company of Iron) 1 dice 2000 Marks 500 Food 400 Mats
-[X] Expand an Iron Company (The Elector's Own Lances) 1 dice 2000 Marks 500 Food 400 Mats Stewardship
-[X] Prospect the Mountains (Select a Settlement)
--[X] Owingen - 25 1die 400 Marks
-[X] Expand Farms (Select a Settlement)
--[X] Moasach - 0/50 1die 1,000 Marks and 200 Materials
-[X] Support the Trantine Canal Project 1die 3,000 Marks, 1,000 Materials 211/1,000 Intrigue
-[X] Establish Counteragents (Select a Region)
--[X] Nuln 2dice 2,000 Marks and 400 Food
One potential problem with prospect is that it has a chance of annoying the dwarves, expansion of current mines does not have that issue if you are looking to increase our material income
One potential problem with prospect is that it has a chance of annoying the dwarves, expansion of current mines does not have that issue if you are looking to increase our material income
Prospect/Survey first and if they find something then we check our maps and talk to the Dawi about who owns that piece of land, is the way I'm imagining this going.
Prospect/Survey first and if they find something then we check our maps and talk to the Dawi about who owns that piece of land, is the way I'm imagining this going.
Might be good to get that checked first because the only quote I think we have on that right now is the below. If that does work though than that would be a good way to expand some of the provinces to get them additional flow (while doing more to sideline that idiot baron)
Might be good to get that checked first because the only quote I think we have on that right now is the below. If that does work though than that would be a good way to expand some of the provinces to get them additional flow (while doing more to sideline that idiot baron)
Prospecting on its own is unlikely to cause an incident, but can make the Dwarfs wary. Prospecting and then opening up a mine as a result would be the problem.
if we prospected then asked the dwarfs about what we found could maybe stop anything bad from happing
[X] Plan Continued Expansion
[X] Quality over Quantity
Prospecting on its own is unlikely to cause an incident, but can make the Dwarfs wary. Prospecting and then opening up a mine as a result would be the problem.
Karak Norn-
Rohrhausen: Prospect 25 (might be a more minor hold not on our neighbor list)
Dotternbach: Prospect 100 (might be a more minor hold not on our neighbor list)
Halgerbach: Prospect 100 (might be a more minor hold not on our neighbor list)
Owingen: Prospect 25
Heisenburg: Prospect 25
Nehren: Prospect 25 (might be a more minor hold not on our neighbor list)
Karak Hirn-
Oshausen: Prospect 25
Ummenbach: Prospect 25 (might be a more minor hold not on our neighbor list)
Norn, Izor and Hirn are the Greater Kingdoms, they preside over lesser Kings in their mountain ranges and are in turn presided over by the High King. Your relationship with a lesser King is more noteworthy than your relationship with a Baron in one of the other Provinces but they're comparable.
Would it be possible to mass raise free company militias of the total war variant, aka just a bunch of peasants with cheap pistols, a saber, and gambeson? If they're anything like how they were in total war then they could be a cost-effective & flexible tool that'd be able to punch above its weight class.
[ ] A New Iron Company
-[ ] Write-in: Instead of unreliable repeater rifles, can we equip them with blunderbusses and just make them the empire equivalent of Cathyan iron hail gunners?
Would it be possible to mass raise free company militias of the total war variant, aka just a bunch of peasants with cheap pistols, a saber, and gambeson? If they're anything like how they were in total war then they could be a cost-effective & flexible tool that'd be able to punch above its weight class.
The Free Companies are local militias, members of standing garrisons and peasants levied to war. They can be called up and the Armoury of the Empire can equip and train them relatively quickly. But pulling people out of the Province and sending them to war has consequences on the economy and on your relationship with the nobility who might wonder why they pay taxes towards the Iron Companies if you're gonna come and take all their farmers away to die in battle, or worse their garrisons. Free Companies are also much more prone to desertion than Iron Companies.
For Wissenlander military doctrine the Free Companies are extra bodies to throw into the defence of the province when larger enemy forces roll up.
[ ] A New Iron Company
-[ ] Write-in: Instead of unreliable repeater rifles, can we equip them with blunderbusses and just make them the empire equivalent of Cathyan iron hail gunners?
You could create a company equipped with blunderbusses. They'd likely serve as a very close range blackpowder unit, something to blunt a charge by showering it with shards of lead just before impact. Its the sort of Iron Company that would remind the Imperial Gunnery School of its dreams of one day replicating the Drakepowder of Dwarfen Irondrakes.
You could create a company equipped with blunderbusses. They'd likely serve as a very close range blackpowder unit, something to blunt a charge by showering it with shards of lead just before impact. Its the sort of Iron Company that would remind the Imperial Gunnery School of its dreams of one day replicating the Drakepowder of Dwarfen Irondrakes.
I was more thinking of keeping them just behind the flanks of a formation to come out when enemy forces meet our frontline and just unload on their flanks when their infantry is busy. It'd probably be the safer option for them as they'd still be protected by our infantry while still having the chance to do a lot of damage when the enemy is at their most vulnerable.
I was more thinking of keeping them just behind the flanks of a formation to come out when enemy forces meet our frontline and just unload on their flanks when their infantry is busy. It'd probably be the safer option for them as they'd still be protected by our infantry while still having the chance to do a lot of damage when the enemy is at their most vulnerable.
Such a Company could be used in that way, however it would only really work where the Iron Companies outnumber the enemy sufficiently that they could outflank the front line. Unfortunately the well equipped and well trained Iron Companies are generally a smaller fighting force than most enemies are capable of bringing to bear in the larger pitched battles so protecting that flanking force of blunderbusses can be tricky.
Especially when considering the Iron Companies don't have much in the way of fast paced flank control. They're modelled much more on Dwarfen doctrine than some of the other Provinces.
Adhoc vote count started by Warkeymon on Apr 18, 2024 at 1:21 PM, finished with 63 posts and 17 votes.
[X] Plan Continued Expansion
-[X] Engage with a Noble (Baroness Toppenheimer) 1 die
-[X] Family Matters 1 die
-[X] Expand the Hammers of Nuln 1 die
-[X] Expand the Garrison 1 die
-[X] Expand the Iron Foot 1 die
-[X] Expand the Elector's Own 1 die
-[X] Restore the Ranks (The Nuln Ironsides) 1 die
-[X] Expand the Mines (Jengen Quarry) 1 die
-[X] Riverine Docks (Wusterburg) 1 die
-[X] Support the Trantine Canal Project 1 die
[X] Plan: Lord of War
-[X] Family Matters 1 die 200 Marks
-[X] Expand an Iron Company (Hammers of Nuln) 1 dice 2000 Marks 500 Food 400 Mats
-[X] Expand an Iron Company (The Garrison) 1 dice 2000 Marks 500 Food 400 Mats
-[X] Expand an Iron Company (The Great Company of Iron) 1 dice 2000 Marks 500 Food 400 Mats
-[X] Expand an Iron Company (The Elector's Own Lances) 1 dice 2000 Marks 500 Food 400 Mats
-[X] Prospect the Mountains (Select a Settlement)
--[X] Owingen - 25 1die 400 Marks
-[X] Expand Farms (Select a Settlement)
--[X] Moasach - 0/50 1die 1,000 Marks and 200 Materials
-[X] Support the Trantine Canal Project 1die 3,000 Marks, 1,000 Materials 211/1,000
-[X] Establish Counteragents (Select a Region)
--[X] Nuln 2dice 2,000 Marks and 400 Food
Target: 50
Skill: +10 Diplomacy, +10 Fiorella
Council Effect: -1 Chief Mourner
Other Modifiers: -10 Nulner, +32 Local Support, +5 Prince of Solland
Roll Result: 6+46 = 52 Success
The matrons advise you that a child of Eldred's age cannot travel, and a mother shouldn't travel so soon after pregnancy. At the very least only short journeys with lavish luxury from Castle Liebwitz to Nuln or back. And so you have invited the Baroness of Geschburg to summer with you at Castle Liebwitz.
Molly Toppenheimer has come into favour within the Sudenland, the Cult of Soll backing her as leader of the Auld Sollanders despite her cousin's position as Chief Mourner. You've noted that the iconography of the Cult has found its way into her belongings and clothes but the Inquisitors of Verena generally report that the Geschburg part of the Cult doesn't seem especially prone to sorcerer sympathy so you leave the shift in local politics to one side.
Before the fall of Solland, Geschburg was in fact a large town in the old Province ruled by the Metternich family. During the Last Stand of Solland, the Baron Metternich fled the battle with his forces and left a breach in the line through which the Waagh rolled around the rest of the Sollander and Wissenlander army. After that act of treasonous cowardice it took months for the City of Nuln to rally sufficient forces to stopper the enemy advance at the City Walls. By that point Solland was lost and the Wissenland ablaze.
And as consequence, the Metternichs were stripped of land, title and many of them of their very heads. And the Toppenheimers, who were credited with saving Pfeildorf's Alderhorst; the palatial uppermost district, were rewarded with Geschburg in turn. And later with Pfeildorf itself when the Sudenland was folded into Wissenland.
The Metternichs were weakened, certainly, and attainted. But it turns out excution of key family members and seizure of lands doesn't necessarily make them submissive and worse doesn't necessarily make them impotent. Several breweries in the baronies were owned by members of the Metternich family directly rather than by the Barony and the Metternich's have built up their wealth in the past two centuries. And their influence in the town has begun to wax once more.
Your Chamberlain of the Province, naturally, doesn't want a Metternich resurgence. She has requested that you issue a decree expropriating the Metternich Brewery Company, seizing all the assets and breweries owned by the Metternichs through their company and making them the property of the Barony.
[ ] The Metternich Matter
Issue the decree forcing the Metternich Brewery Company to cede all assets and breweries to the Barony of Geschburg.
[ ] The Free Market
If the Baroness of Geschburg doesn't want Metternich ales to make so much money or earn so much popularity then she should simply brew a better ale on her own.
-200 Marks,
+1 Relationship with Geschburg
Family Matters
Target: 50
Skill: +10 Diplomacy, +10 Fiorella
Council Effect: +19 Grand Countess
Other Modifiers: +36 Happily Married, -25 Newborn
Roll Result: 27+50 = 77 Success
Castle Liebwitz is no place for a baby during Winter, the matrons tell you. Nuln is no place for a baby during Summer, the matrons tell you. Journeys between Castle Liebwitz and Nuln are no place for a baby, the matrons tell you. The warmth of Nuln, the clean air of the Electoral Estate and the shelter of a fortified palace. It seems that babies are about as needy as Emperors. The Electoral family has been travelling by the Electoral Barge up and down the Reik to summer in Castle Liebwitz and winter in the Imperial Palace as a compromise that the elderly Shallyan matron seems to have accepted.
Little Eldred has been quietly hailed as the Prince of Solland on account of the Auld Sollander name and his mother's title of Princess. There's no actual Principality, though the idea briefly crosses your mind before you remember that the Sollander Independence Movement will either have you assassinated or immortalised for it.
When he's two years old, able to babble a few meaningful words and toddle, he'll be officially presented as the living heir apparent. There'll be a ceremony on his birthday where the nobility and certain City worthies will swear to uphold his inheritance and where ceremonial regents will take on further oaths ready to protect the Wissenland in Eldred's name should the worst happen. You suppose you'll need to consider who to invite to be those regents. Then when Eldred is sixteen he'll be officially presented as the crowned heir, ready to take on his father's duties directly should it be necessary, usually this includes a grand tour of the Province for him where he befriends the next generation of the nobility who will form his future government.
As a half-year old baby meanwhile, Eldred is a loud, hungry and ill-tempered creature. You're fortunate enough that he's mostly in the care of nannies and nurses, brought out on occassion to lay in a basket near his parents in the evening. Fiorella has begun her recovery, by the end of the year she's even ready to go back to her much missed horse riding. The Shallyans say that its good for a baby to drink his own mother's milk where possible however so Eldred's never too far from Fiorella while you await him developing the ability to eat real food.
For all that you might complain, Eldred is your son, your firstborn child and heir. There's an intelligence behind his eyes that you're sure means he recognises you whenever he has your finger or hair in an iron grip and when his basket is set up beside you in the family room on an evening you've got a hand in the basket essentially the whole evening.
Fiorella has commissioned a master painter from Tilea to lay the stars across the ceiling of Eldred's nursery and unwilling to be outmatched you've given him his first gun. Or you had, before Fiorella found you sneaking into the nursery with a pistol you swore wouldn't actually fire and she made you replace it with a cloth lion instead. You suppose it is the banner-animal of the Wissenland. Fiorella smiles and shakes her head when you hang the Colours of the Wissenland along one wall of the nursery, Eldred gumming away at his little lion as he watches his parents kiss and leave to go disobey the Shallyan strictures on abstinence.
-200 Marks
Expand the Hammers
Target: 225/300
Skill: +30 Martial, +2 Fiorella
Council Effect: +0 Grand Marshal Abroad
Other Modifiers: +24 City of Nuln, +20 Armoury of the Empire, +10 The Bismarck Building
Roll Result: 30+86 = 116 Complete
A thunderous roar, the booming of the guns. There are three places in Nuln, seventeen in the Wissenland and six in the Sudenland which are authorised to host gun salutes. They are chosen largely for clean firing lines, but with consideration for historic significance as well. Seven guns, thrice each running down the line, for moments of importance such as your wedding or the birth of Eldred. Eight guns, once in co-ordinated volley, for the funeral of the Elector.
The Hammers have taken part in almost all of the gun salutes of the past two hundred years, supplemented by engineers from the Imperial Gunnery School to make up numbers. It's a matter of great prestige meanwhile for the nobility of the Province or for the various worthies of the City to be able to sponsor or present a gun salute and you understand the School makes quite some money on such occassions by loaning out guns and crews to those nobles who have authorised sites but no cannons.
The new cannons for the Hammers and their crews have been practicing salutes in the Militarstutz ahead of their final presentation. You've been kept up to date with the training of the crews, you've even overseen some of the training yourself. But the trainers have kept you back for the final few weeks as they practice so that the men will get the full experience of the final presentation.
The two guns perform a full salute between them, the Great Cannon firing first and last. And in turn you salute them before they are presented with a replica of the Company Colours, the true Company Colours of the Hammers of Nuln flying over the Mondider pass. The new crews are approved for service duty and are placed on barges to sail to Kreutzhofen.
+1 Great Cannon, +1 Heavy Gun to the Hammers of Nuln
-2,000 Marks, -500 Food, -400 Materials
Expand the Garrison
Target: 177/300
Skill: +30 Martial, +2 Fiorella
Council Effect: +0 Grand Marshal Abroad
Other Modifiers: +24 City of Nuln, +15 Armoury of the Empire
Roll Result: 28+71 = 99 Contribution
The Imperial Gunnery School subjects applicants to join the Ironsides to rigorous testing and trials before allowing them to actually attempt to join the Company which is one part of the reason the Ironsides are such a small Company and have such renown as an elite Company. The Imperial Palace Greatswords generally hail from very old legacy families of the Wissenland or Nuln who have passed down the position father to son for hundreds of years.
At the moment there are two dozen squiring boys from legacy families with the Company who seem promising enough that they'll be put onto a reserve roster once they're adults and awaiting the death or retirement of a serving member. The Palace pays significant pensions to these families, and pay for the training of their squiring boys provided they are capable of meeting the standards of their trainers. The legacy families aren't actually members of the nobility, even the lesser nobility that makes up a significant portion of Nuln's Altestadt district, but they've an odd pseudo noble station within the City where even the Provincial upper nobility are willing to treat with them as equals.
Such a set up ensures that the Greatswords remain a formidable fighting force held to elite standards. And now the Garrison has begun to shift into a Company held to similar elite standards. The surge of lesser nobles seeking to join the Garrison under the guidance of Lady Schwarz
has given you the opportunity to codify a series of requirements for new recruits that has substantially thinned out the herd and which will be kept in place when recruiting to replace the losses taken at Mondider.
Such requirements shall surely bring the Garrison up to scratch. And in the meanwhile the process of founding a new cohort has been continuing onwards. The men of the Militarstutz responsible for processing applications have been hard at work, the trainers have been harsh and the new cohort is very nearly ready to make its own final presentation.
+99 Contribution to Expand the Garrison
-2,000 Marks, -500 Food, -400 Materials
Expand the Great Company
Target: 127/300
Skill: +30 Martial, +2 Fiorella
Council Effect: +0 Grand Marshal Abroad
Other Modifiers: +25 The Wissenland, +20 Armoury of the Empire, -10 Recent Expansion
Roll Result: 27+67 = 94 Contribution
A standing army mandates a standing bureacracy. Indeed for all that the Militartsutz is home to barracks and ammunition stores and training yards, it is also home to vast wings of offices that oversee everything from logistics to pay to recruitment to complaints. The tail end of the Summer saw several reports cross your desk concerning the expansion of the Iron Companies.
Nothing unexpected, you'd decided to devote significant resource over the back end of this decade to expansion. The unstable state of the Empire was a warning all of its own that the Iron Companies would need more men. And then you realised that many of the reports and forms were discussing the Iron Foot, the performance of new squads of recruits and the design of new recruitment posters.
At first you wondered if they were spinning up to refill the ranks after the battle at Mondider until the paperwork began discuss the promotion of officers to form the structure of new cohorts. You spent a long week down on the Militarstutz tracking down the problematic paperwork and discovered that some fool scribe had mistakenly attributed the expansion efforts for the Great Company of Iron to the Iron Foot of the Wissenland and having gone unchecked the wrong company's name had flooded paperwork on the matter.
Training staff had simply brushed the paperwork aside and continued to train handgunners rather than swordsmen without raising any alarm. And the paperwork had then gone on to the Industrielplatz and the half plate armour of the Iron Foot, which is not at all standard for the Great Company or indeed particularly useful given the very different training, had begun to leave steelworks. The issue was caught soon enough that the new cohorts aren't too drastically behind, but there has been a delay all the same.
+94 Contribution to Expand the Great Company
-2,000 Marks, -500 Food, -400 Materials
Expand the Elector's Own
Target: 121/300
Skill: +30 Martial, +2 Fiorella
Council Effect: +0 Grand Marshal Abroad
Other Modifiers: +26 The Sudenland, +15 Armoury of the Empire, -10 Weak Cavalry Tradition
Roll Result: 78+63 = 141 Contribution
The recruitment process for the Elector's Own has drawn in several riders from the Sudenland, owing to the need for skilled horsemanship and the preference for candidates who can bring their own horses, the Elector's Own is made up of a certain class of merchant sons unwilling to take on their fathers' businesses. Or women from the gentry running away from politics, but in fairness much of Nuln's lesser nobility is made up of young men and women fleeing provincial responsibilities and realities.
The new flight of riders has crossed the Soll and arrived in Nuln ready to be reshaped simply from skilled individual riders into an Iron Company flight of cavalrymen. Hard training in such subjects as controlling their horses amidst fire, smoke and the detonation of blackpowder, and learning how to ride in formation are important for the Elector's Own. Any man of the Iron Companies knows that the roar of blackpowder is as much a weapon as the bullets and cannonballs that the blackpowder throws out.
Fiorella has taken to visiting the riding yards where the Elector's Own are trained. She doesn't ride with the recruits, she's still recovering back into riding form, but after the recuits are sent away for some other part of their training she'll put her own horse through its paces. The trainers remark that if they had a flight of the Princess they imagine it'd outride any full flight within the Company.
The training isn't finished but there's no doubt that the Elector's Own will see its eleventh flight battle-ready in the coming year.
+141 Contribution to Expand the Elector's Own
-2,000 Marks, -500 Food, -400 Materials
Restore the Ironsides
Target: 0/780
Skill: +30 Martial, +2 Fiorella
Council Effect: +0 Grand Marshal Abroad
Other Modifiers: +20 Armoury of the Empire, -10 Specialist Recruits, -5 Elite Standards
Roll Result: 21+37 = 58 Contribution
The Militarstutz has old contracts with the Gazette that wake up after significant battles. Printers deploy recruitment posters throughout Nuln, leaflets are waiting in the entranceways of major institutions and the Gazette's stands in the many marketplaces are required to keep leaflets advertising the Iron Companies. The daily newsheet has a single line at the bottom stating the time of day that hopeful recruits should arrive at the Militartstutz and the monthly Gazette has a full page copy of the posters the Gazette puts up around Nuln.
Meanwhile the Imperial Gunnery School is expected to fulfil the manpower requirements of the Nuln Ironsides since the personnel are entirely made up of School guards and engineers. As such the in-house publishers of the School have been hard at work mimicing the Gazette's work with a few tailorings to bring the target audience of engineers to the Militartstutz.
You've devoted a not inconsiderable amount of resources specifically to the Ironside campaign. The Ironsides need far more resources for their full-body armour and the more complex custom-built rifles and it costs more to recruit and pay an Ironside as well. Infact by the time Hexennacht has rolled around there's only been six successful candidates to make it through to being fully fledged Ironsides as part of your expanded recruitment campaign.
+58 Contribution to Restore the Ironsides
-780 Marks, -780 Food, -1,560 Materials
Jengen Quarry
Target: 0/100
Skill: +11 Stewardship, +15 Fiorella
Council Effect: +14 Chamberlain of the Province
Other Modifiers: +10 Minor Estates, +5 Ancient Rights
Roll Result: 96+55 = 151 Complete
Just to the south of the village of Jengen lies the lesser Dwarf Kingdom of Karak Angazar which is something alike a barony within the Kingdom of Karak Hirn. It is a right enshrined in the laws of Angazar, and upheld as a diplomatic policy by the Hornhold therefore, that the village may harvest for any purpose the stone of valley defined by the ridge lines between three peaks of the Black Mountains.
At the moment the village has a quarry, that while it has certainly developed somewhat and begun to employ several young men from the surrounding area it has not yet expanded beyond its historic limits. The small pit quarry in the lower valley was founded hundreds of years ago on a location that a Master Prospector from Karak Angazar had identified for its quality. And it is that quality which has made the Jengen Quarry the go-to source of stonework for your projects.
The Chamberlain has been on-site in Jengen working with the quarriers and their foremen to assess how best to expand operations. The remainder of the year was then spent on that effort, workcrews have built additional housing near the quarry for the men and women that the expansion is hoping to attract and a mass of blackpowder was used to blast open one wall of the pit towards a potential second site.
The second, smaller pit in the lower valley has begun to steadily contribute to the supply of stone flowing out of Jengen.
Target: 0/150
Skill: +11 Stewardship, +15 Fiorella
Council Effect: +29 Chamberlain of the Province
Other Modifiers: +36 Local Support, +15 Jengen Quarry
Roll Result: 84+106 = 190 Complete
While the Grand Marshal is away in the Mondidier Pass you decide to dedicate some effort to expanding the huge grainport at Wusterburg. The Wusterburg Flat is the breadbasket of the Wissenland and has much of the same fertility of the central Sudenland that Steingart enjoys though historically to a slightly lesser extent.
Most harvests from the Flat are brought to Wusterburg where they are processed and stored and prepared for travel. Some of the crop will go on south to Bugman's Brewery, the town has very little in the way of its own agriculture since the Dwarfs seem to frown upon it as a trade. A matter of religion you are told. But the majority is used to support the rest of the Province and Nuln in particular. Should something happen to the grainport at Wusterburg then Nuln would starve within the week. Well... you suppose Nuln would be a burning, rioting nightmare within a few days first.
Baronness Toppenheimer goes to Wusterburg with workcrews and the resources to build new wharfs on the Soll and sets to work. The riverfront is redeveloped with care, there's no real reason to touch much of the existing grainport since its all working well and work on the site would delay or disturb shipments into the City, but opening up access to more of the length of the river is a key objective.
It takes some time to shore up the riverside as well, build solid walls and dockfront, there were reasons this part of the riverside was not yet part of the grainport itself after all. But commendation should be given to the Baronness for her work. The expansion has been finished very quickly indeed.
Target: 211/1,000
Skill: +11 Stewardship, +15 Fiorella
Council Effect: +14 Ambassador-At-Large
Other Modifiers: +40 Trantine Support, +5 Jengen Quarry, +5 Kreutzhofen Craneyard
Roll Result: 46+90 = 136 Contribution
The surveyors have mapped out the path they want the new canal to take but its a fact of all projects, especially large ones, that the original plan rarely aligns with the final reality. Once the workcrews begin to actually carve out the corridor, the engineers warn, they'll likely hit hardpoints that they'll need to redesign the route around.
The Ambassador-At-Large has been camped on the south bank of the Bellagio where they have begun to break ground. The future confluence is likely to develop a proper town one day but for now it is a sea of camp tents, simple cabin buildings and large pavilions and it is the home base of the Wissenland side of the endeavour.
Work has been progressing steadily on both sides of the canal led largely by Nulner engineers, the petty cities and towns subservient to Trantio in the local area have been supplying the majority of the manual labourers. The work now will be mining out the canal until the very end when the waterworks will be built to facilitate the best flow through the structure.
When it comes to reinforcing the banks, building up surrounding infrastructure or anything else related to the future usage and exploitation of the canal, those are projects for the Trantine Prince-Presidents of the future to handle.
+136 Contribution to the Trantine Canal Project
-3,000 Marks, -1,000 Materials
The year comes to a close, Hexennacht rolls around. And you're going to ban the Imperial Gunnery School from loaning cannons to the Master of the Tower. You'd heard he was eccentric, but the sheer awe and respect his legend seemed to inspire in the Witchhunters of the Iron Tower made you think it was more on the side of odd but genius rather than totally mad.
It would appear that the dossier you received in the summer from the Master of the Tower wasn't the entirety of his plan. Surgical strikes by master Witchhunters on safe houses, the arrest of assests of the Slaaneshi Cult and the interception of a wagon owned by a merchant known to be working with, for or as part of the Wurtbad Cult. And, apparently, firing a Heavy Gun that he had smuggled into a warehouse, through the wall and into the adjacent warehouse where that same merchant has been delivering his shipments.
The Heavy Gun fired three shots, scared a whole host of dockhands, killed four men and triggered the detonation of something that blew off half the roof. When you demanded an explanation you receive a visit from a Witchhunter who states that the Master of the Tower actually left the Province again shortly before the incident and the plan was carried out based on notes he'd left with lieutenants. Apparently there was a concern that something in that warehouse was too dangerous to storm the building without a little bit of pre-emptive assistance.
Further afield, the Waagh! Zurgad has met with its first real challenge. Having overrun the outer fortifications of the Kingdom of Barak Varr, and slaughtered the humans that didn't have royal permission to shelter behind the great gates of the city, the Greenskins have as predicted bounced off of the sealed great gate and been redirected northwards.
Akendorf is half a ruin, again, and the Averlanders have mustered in full force. Knightly Orders and the cavalry detachments that the Averland is famed for riding to join the formidable Grenzstadt Garrison which holds the Black Fire Pass. Reports from all sources indicate that the losses Waagh! Zurgad suffered at the great gates means they won't be a problem for the Averlanders.
The War on the Reik has settled down into a quieter state. The Reiklanders hold Carroburg and the Reik, and the Middenlanders hold the rest of the Middenland with a siege around Carroburg only broken by Reiklander barges shipping in supplies. The northern front seems to have been abandoned, a simple garrison of Middenlander State Troop at Beeckerhoven to hold the border but otherwise nothing else.
And of course, you pay attention to news on the matter of Wood Elves. The Bretonnians have begun the countdown towards their next coronation. The Royarch crossed the threshold of Athel Loren just at the start of the autumn and has not returned. Should they remain missing for a full 18 months then the Fae Enchantress will select the next Royarch. There has been an increase in Beastmen activity across the Old World, but the Wood Elves appear to have vanished entirely.
Meanwhile the Wissenland Gazette has news concerning the wider Empire.
The Empress of Marienburg has been shoring up her arrangements with the coastal Dukedoms, reaching out to Lyonesse and even Bordeleaux, just in case the Fae Enchantress selects one of them for Royarch.
The Emperor of Sigmar's Holy Empire has been maintaining their defence of Carroburg although reports indicate that the absence of the State Troop has resulted in a resurgence of minor Cults in the Reikland, some of whom are protecting their local shrines and holy places with force believing that the Grand Theogonist will struggle to fight back while focused on Carroburg.
The Ottillian Empress has discovered that her grand efforts to rebuild Mordheim have sputtered amidst struggles with lawlessness, explosions, and suspected Sylvanian sabotage within the cursed city ruins. Rather than a monument to her imperial ambitions, the project has turned into a sinkhole of resources and escalating danger.
The Wolf Emperor has reaffirmed his aim to seize back Carroburg by the end of 2009, a difficult prospect without Sylvanian reinforcements. For now, he can only besiege the city alongside the Middenlanders while keeping a watchful eye on the northern border still garrisoned at Beeckerhoven.
Intelligence Report:
The Confidante of the Seat has been overseeing efforts to watch over the underworld of Wissenland.
- Ranaldian pamphlets have circulated again, they decry the loss of life in the Mondidier Pass claiming that Nulners are being sent to die by a man who cannot hear their voices.
You have 10 Action Dice. You must apply at least one Action Die to the Province. 1 Action Die is locked into Secure the Pass until you choose to Return to Nuln or the current campaign finishes.
Develop Diplomacy
You're not terrible at diplomacy but you're also not a particular expert. Take some lessons to advance your Diplomacy skill.
Cost: 200 Marks per Die
Must Beat: 100
Engage with a Noble, Notable or Cult (Write-In which Person of Power)
The Wissenland is made of varied Estates, Cults and the City, improving the relationship between yourself and one of your People of Power can improve their investment in the Province. This may also be an opportunity to have more complex discussions about their wants and needs or to make a proposition. (May write-in a suggestion for the discussin you want with the person)
Cost: 200 Marks per Die
Must Beat: 50
Engage with an Elector (Write-In which Elector)
The Empire is made up of several provinces and improving the relationship between yourself and their Elector can create inter-province agreements and support. This may also be an opportunity to have more complex discussions about their wants and needs or to make a proposition. (May write-in a suggestion for the discussion you want with the Elector)
Cost: 1,000 Marks per Die
Must Beat: 150
Engage with a Neighbour (Write-In which Neighbour)
The Old World is made up of several nations and improving the relationship between the Wissenland and one of her neighbours can create international agreements and support. This may also be an opportunity to have more complex discussions about their wants and needs or to make a proposition. (May write-in a suggestion for the discussion you want with the Neighbour)
Cost: 1,000 Marks per Die
Must Beat: 100
Family Matters
You've a family now, and certain dynastic obligations. Engage with the entirety of your family, likely at the retreat of Castle Liebwitz, make light, make fun and enjoy yourselves. Electors have a need to relax, as does your family.
Cost: 200 Marks per Die
Must Beat: 25
Develop Martial
You're noteworthy for being a skilled leader of men and for your military mind. But there's always more progress that could be made.
Cost: 200 Marks per Die
Must Beat: 300
Expand an Iron Company (Select an Iron Company)
Recruit, train and equip men to expand one of the Iron Companies. +10% Company size.
Cost: 2,000 Marks, 500 Food, 400 Materials per Die
Required Effort: 0/300
Expand the Garrison
Recruit, train and equip men to expand one of the Iron Companies. +10% Company size
Cost: 2,000 Marks, 500 Food, 400 Materials per Die
Required Effort: 276/300
Expand the Great Company
Recruit, train and equip men to expand one of the Iron Companies. +10% Company size
Cost: 2,000 Marks, 500 Food, 400 Materials per Die
Required Effort: 221/300
Expand the Elector's Own
Recruit, train and equip men to expand one of the Iron Companies. +10% Company size
Cost: 2,000 Marks, 500 Food, 400 Materials per Die
Required Effort: 262/300
Fortify the Border (Select a Settlement)
Invest effort in the improvement of the fortifications around a border settlement of the Wissenland.
Cost: 2,000 Marks and 400 Materials per Die
Required Effort: See List of Options
The City of Nuln - 0/2,500
Grissenwald Town - 0/1000
Kreutzhofen Town - 0/1000
Nehren Town - 0/1000
Sonnefurt Fort - 0/1000
Kroppenleben Village - 0/1000
Heisenburg Village - 0/500
Jengen Village - 0/500
Call up Free Company (Select a Free Company)
Send out the word that you're commanding a Free Company to come into order and assemble.
Cost: 200 Marks per Die
Must Beat: 50
Improve Free Company (Select a Free Company)
Issue equipment to volunteers, send out sergeants and spread the word that all men should join their Reserve.
Cost: 1,000 Marks and 100 Materials per Die.
Required Effort: 0/200
Return to Nuln
End the Mondidier Pass Campaign and return the Iron Companies to Nuln.
Cost: 0
Required Effort: 50
Secure the Mondidier Pass
Trade has slowed to a halt in the Mondidier Pass as the Loren Highway has become a deadly crossing raided at leisure by Wood Elves on a warpath. You have agreed to deploy Iron Companies to solve the problem. (Write-In whether to join personally)
Cost: 0
Required Effort: 50
Restore the Ranks (Select an Iron Company)
Restore an Iron Company to its full size.
Cost: See List of Options
Required Effort: See List of Options
The Iron Foot of the Wissenland
Cost: 1,310 Marks, 13,100 Materials, 13,100 Food
Required Effort: 0/131
The Great Company of Iron
Cost: 1,770 Marks, 177 Materials,1770 Food
Required Effort: 0/177
The Elector's Own Lances
Cost: 535 Marks, 535 Materials, 5,350 Food
Required Effort: 0/535
The Fathers of Suns
Cost: 450 Marks, 450 Materials, 45 Food
Required Effort: 0/45
Develop Stewardship
You're below average at this whole Stewardship thing, perhaps numbers aren't quite your field. Perhaps you need to work on your skill.
Cost: 200 Marks per Die
Must Beat: 110
Prospect the Mountains (Select a Settlement)
Send out Prospectors into the Province around one of the Mountain-side settlements.
Cost: 400 Marks per Die
Must Beat See List of Options
Expand Mines (Select a Settlement)
Invest in the existing mines to dig deeper and more greedily around already known veins.
Cost: 1,000 Marks and 200 Materials per Die
Effort Required: See List of Options
Expand Farms (Select a Settlement)
Invest in the fertile land of the Rivers of the Wissenland to expand the farms of the estates.
Cost: 1,000 Marks and 200 Materials per Die.
Effort Required: See List of Options
Riverine Docks (Select a Settlement)
Invest in the dockyards of a river-side settlement to improve trade through it.
Cost: 1,000 Marks and 200 Materials per Die.
Effort Required: See List of Options
Invest in City Institutions (Select an Institution)
Dedicate your efforts to expanding and improving the facilities of a City Institution.
Cost: 1,600 Marks and 300 Materials per Die
Effort Required: See List of Options
The Industrielplatz - 0/600
Imperial Gunnery School - 0/400
The Bank of Nuln - 0/250
College of Engineering - 0/250
Support the Trantine Canal Project
Send resources and work crews into Trantio to build the canal from the Trantine Hills to the River Bellagio.
Cost: 3,000 Marks, 1,000 Materials per Die
Effort Required: 402/1,000
Develop Intrigue
You're alright at Intrigue, plots come together, and intelligence efforts are effective enough. But you could certainly improve.
Cost: 200 Marks per Die
Must Beat: 140
Investigate Threat (Select a Threat)
Your expanding network of informants and counter-agents means nowhere in Wissenland is a safe space for hostile forces.
Cost: 100 Marks per Die
Must Beat: See List of Options
Assault Threat (Select a Threat and Aim)
Your counter-agents are capable of seizing or killing hostile targets throughout Wissenland, though sometimes the Black Guard must ride down the enemy.
Cost: 400 Marks and 40 Materials per Die
Must Beat: See List of Options
Establish Agents (Select any faction you can perform diplomacy with)
Train and deploy intelligence staff capable of spying, stealing, kidnapping and killing on your orders with discretion and subtlety.
Cost: 1,000 Marks and 200 Food per Die
Must Beat: 100
Establish Counteragents (Select a Region)
Train and deploy intelligence staff capable of detecting, arresting or killing agents within the Regions of the Wissenland. (Nuln, Wissenland, Sudenland)
Cost: 1,000 Marks and 200 Food per Die
Must Beat: 60
Develop Learning
You're known to be a learned man, a natural consequence of your Cult and the city of your birth. But a learned man knows firstmost, there is always more to learn.
Cost: 200 Marks per Die
Must Beat: 200
Develop the Flintlock
The Imperial Gunnery School believes that the rifles produced in Nuln could be made more resistant to wet environments and faster firing by adjusting the mechanism that lights the blackpowder.
Cost: 1,400 Marks and 100 Materials per Die
Must Beat: 200
Develop the Shot Package
The Imperial Gunnery School believes that while the Great Cannon fires huge cannon balls quite well there's an argument to be made, they could fire more than one at once if only they could work out how to pack it.
Cost: 2,000 Marks and 200 Materials per Die
Must Beat: 300
Develop the Magnetic Compass
While there are some simple compasses that use water or lodestone the College of Engineering has come to you looking for support for an idea of a Magnetic Compass. A device that uses refined lodestones to always show North. Useful for navigation you suppose.
Cost: 600 Marks and 20 Materials per Die
Must Beat: 100
Develop the Gypsum Fertiliser
The new fertiliser laboratories should be invested in to ensure their research can be used for the good of the Province. Some of the College's engineers believe that gypsum can be refined into a fertiliser for the fields.
Cost: 1,000 Marks, 200 Food and 20 Materials per Die
Must Beat: 150
Invest in the Schools
Expand and improve the facilities of the institutions of learning that Nuln boasts.
Cost: 1,600 Marks and 300 Materials per Die
Effort Required: See List of Options
The Grand University - 0/300
The Imperial Gunnery School - 0/300
The Universität - 0/100
The College of Engineering - 0/150
Develop Prowess
For all the effort you've put in, you're not perhaps as dangerous as you'd like to be.
Cost: 200 Marks per Die
Must Beat: 160
We did try a lot of dice into an intrigue against them but failed on low rolls, which we are unsure if that was pure chance or we were rolling with some sort of disadvantage ( I think the highest roll was in the 30s).
For the pass it might be time to pull our forces back to rest and recover.
Also ugh not the best roll for our diplomacy outreach, and we had some low rolls on our military expansion which means none of them finished except for the artillery section.