The Old World: Dark Age of the Empire

[X] Leave the seat empty
[X] A Noble Ransom

Damn, von Kalb was very good as his job. His adventures in Ostland are the stuff of legends.
 
I won't be surprised if Dawi start more thoughtfully search up for Orc tribes so that situation won't happen again.

Like...basically someone they just made agreement with almost ended up dead...on their land. Like, they will be much more angry at themselves than us.
 
I won't be surprised if Dawi start more thoughtfully search up for Orc tribes so that situation won't happen again.

Like...basically someone they just made agreement with almost ended up dead...on their land. Like, they will be much more angry at themselves than us.
Yup, there will be a Reckoning. Such an attack on a royal guest while in their lands is totally unacceptable. I wouldn't be surprised if they offer us some form of recompense.
 
Dwarves consider overland travel inherently dangerous.
If you are not prepared to fight off afew hundred orcs, goblins, beastmen or other gribblies, you shouldn't leave your safe mountain.

They might still retaliate against nearby greenskins, but I suspects the Longbeards are grumbling about Umgi foolishness taking risks like that.
 
Dwarves consider overland travel inherently dangerous.
If you are not prepared to fight off afew hundred orcs, goblins, beastmen or other gribblies, you shouldn't leave your safe mountain.

They might still retaliate against nearby greenskins, but I suspects the Longbeards are grumbling about Umgi foolishness taking risks like that.
It's not like there are any alternatives... copters, dragons, pegasi, griffons and underground tunnels are a little hard to come by.
 
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Did we, our MC's description did say that they were just some low-level local tribe not a part of the main WAGG!!!, but then again we did face an ENTIRE TRIBE of orcs outnumbered 3:1 while ambushed and fighting in a snowstorm, so yeah I guess this could spin well for our propaganda when looking to replenish the greatswords. Just wish it didn't cost us an ambassador and a quarter of our most elite troops.
I don't think we will need a dedicated action to replenish them. It was noted earlier in the thread marks that the Greatswords work as a pseudo-nobility, they don't have official titles or landholdings but the positions have been passed from father to son for a while with the children being trained their whole lives in combat to take their parents place. As long as they have children fit to join a unit as elite as Greatswords we shouldn't have a problem finding replacements.
Yup, there will be a Reckoning. Such an attack on a royal guest while in their lands is totally unacceptable. I wouldn't be surprised if they offer us some form of recompense.
Most likely, an Elector Count and his retinue were attacked by an entire tribe of Orks in their own territory and we not only lost two dozen elite bodyguards but a member of our Council. The failure would compel them to offer recompense to both us and our subordinates families in order to try and wipe off the shame.
 
Turn 21 - Early 2010IC
The Grissen Border
Target: 50
Skill: +16 Diplomacy, +10 Fiorella
Council Effect: -5 Empty Seat
Other Modifiers: +21 Local Support, -10 Nulner
Roll Result: 42+32 = 74 Success
It is the natural state of a border lord to be concerned with the geopolitics that define those borders. This close to the birth of your second son several parts of governance have moved into Castle Liebwitz and the Count of Grissenwald arrives at your invitation. Conversation swiftly drifts towards the Count's natural state of mind.

The conflict between Wissenland and Reikland has been quietly sizzling for several years but the Empire has taken a turn towards open violence since you ascended to the throne of Nuln. At the moment your place within that web of violence is complex. Nulner cannons were at Carroburg and Salzenmund, indicating perhaps support for the Wolf Emperor alliance; but they are also in Ostland with whom your Pact of Brotherhood pledges mutual defence and a similar pact pledges to supply war materiel to Ostermark in case of Sylvanian attack and these two provinces are ostensibly part of the Ottillian Empress.

The recent denunciation of Stirland by the Sylvanians, and the responding denunciation of Sylvania by Reikland, sets the stage for the Grissen becoming a possible war front should you throw your hat in with the Sylvanians. Of course, you know that this supposed Nulner support for the Wolf Emperor is not an official policy. You mention that you're not exactly interested in bringing open war to the Wissenland in support of either side at the moment, the Iron Companies are still returning to full strength after all.

All the same, the Count of Grissenwald's concerns remain. He has a number of solutions to the problem of the Grissen border in mind. Currently the border is maintained by the fortified town of Grissenwald itself but also by the privilege of retainment granted to the Count to maintain a larger standing force than usual provided he ensures the border is patrolled.

[ ] Fund the Grissenwald
Count Pfeifraucher has Dwarfen labourers to hand, but to improve the fortification at Grissenwald he'll need your funding.
[ ] Expand Pfeifraucher's Free Companies
Issue an expansion to the privilege of retainment granting the Count of Grissenwald further permission to expand his own forces.
[ ] Side with Reikland
War with Reikland will not come, if you swear fealty to the Reikland Emperor first. Pledge to reach out to repair the schism.
[ ] The Border is Secure
The Grissen border is already secure, send the Count home without making any promises.

-200 Marks
+4 Relationship with Grissenwald



The Birth of Reinhardt
Target: 50
Skill: +16 Diplomacy, +10 Fiorella
Council Effect: +19 Grand Countess
Other Modifiers: +36 Happily Married, -25 Newborn
Roll Result: 66+56 = 122 Success
Two important events happen in your family this year. Firstly, Fiorella goes into labour in Castle Liebwitz. You're told it happened shortly after word came down from Kreutzhofen of your battle in the Brenhein. Apparently news travelled faster than the messengers assigned to carry it, but didn't arrive with the greatest veracity. Word hit Castle Liebwitz of the battle and of the loss of one of the two charges of the Greatswords in the Brenhein. Assumptions were made, the matrons of Shallya were unhappy with the end result.

The birth of your second son, Reinhardt, was a drawn out affair with a number of complications. But in the end, both mother and child made it through to a healthy and hale conclusion. You arrive at Castle Liebwitz, after a delay in Kreutzhofen to be patched up, slightly injured but to a very warm welcome as your family embraces you as tightly as they can and introduce you to the newest member.

If Eldred is the picture of his mother, then Reinhardt is his father's son. Brown hair, brown eyes, the image of an Imperial baby boy. He takes to your arms happily enough, though wants for his mother quickly. The matrons insist that all of the family needs their rest, the birth took its toll on Fiorella and the baby will need rest to grow and your injuries will take their own time to heal.

This gives you plenty of time to sit down with Fiorella and plan out the other important event. Eldred is turning two in the summer and that means he is old enough for the ceremony to become Heir Apparent. It is a simple affair, as wont of any event where a two year old is a central figure. Eldred is presented to various noteworthies and the upper nobility who are expected to make their customary oaths to uphold his right to inherit the Grand County, in theory they should take up arms in his name should anyone attempt to seize the title while he's still a child.

And then three ceremonial regents make their own oaths, at which point Eldred actually has lines to say. You'll need to pick these ceremonial regents you suppose, the council that you leave behind will continue in their posts until he is an adult and actually run the Province though historically the regents did this. Should a councillor die or retire while Eldred is still a child though, the regents might vote on a replacement.

The ceremony will be a small thing, held in the Imperial Palace at the start of 2011IC to give Reinhardt time to grow up enough to travel. Fiorella actually designs much of the event herself, you cannot remember your own ceremony at all and base most of your suggestions on the later ceremony of the heir crowned when you were sixteen. But you spend some of your bedrest teaching Eldred the appropriate lines. He enjoys his father-son time you think. How old were you when Father had you shadow him and began to teach you? It was after your schooling with the tutors you think.
-200 Marks




Fortify Heisenburg Village
Target: 0/500
Skill: +30 Martial, +2 Fiorella
Council Effect: +12 Chamberlain of the Province
Other Modifiers: +30 Duchy of Meissen, +20 Jengen Quarry
Roll Result: 44+94 = 138 Contribution
The Granite Pass ascends from Meissen into the Grey Mountains and directly to the great Dwarf city of Karak Norn. Of all the Dwarfen Kingdoms, Karak Norn is the one with which Wissenland has the longest positive history. Indeed it is Karak Norn which founded Nuln's Imperial Gunnery School in truth, the consequences of which you understand the kingdom is still negotiating.

Of late your relationship with Karak Norn remains largely positive if occasionally rocky, mining operations in your childhood were dangerously close to impinging on the defined boundaries between the Electoral Estate and Karak Norn but the reclamation of Grung Ardzufak has quite weighed against that. As such when it comes to fortifying Granite Pass there's little expectation that the Dwarfs of Norn will actually try those defences.

Heisenburg is mostly intended to hold back Beastmen crossing the Grey Mountains from their constant warring with the Wood Elves to the west, which the village has seen an increase in of late, and the occasional Greenskins descending. Indeed much of the Grey Mountains are not actually inhabited by the Dwarfs who supposedly rule over them, the space within the Great Kingdom between Karak Norn and Karak Azgaraz has only a handful of Dwarfen resource outposts scattered amidst the dangers of the mountains.

The Chamberlain of the Province is sent out to Heisenburg in light of the news that Beastman raids are increasing to ensure the western approaches to Wissenland are secure. While reports indicate most of the Beastmen attacks are further south, in the Wusterburg Flat, there's an old saying about prevention and cures and you'd rather the Duchy of Meissen not need any cures.

Work progresses on expanding the fortifications at Heisenburg at a steady rate.
-2.000 Marks, -400 Materials
+138 Contribution to Fortify Heisenburg



Restore the Ironsides
Target: 0/470
Skill: +30 Martial, +2 Fiorella
Council Effect: +27 Grand Marshal
Other Modifiers: +25 Armoury of the Empire, -10 Specialist Recruits, -5 Elite Standards
Roll Result: 10+69 = 79 Contribution
Your project to restore the ranks of the Ironsides continues. The Iron Companies have settled back into the Militarstutz and the officer academy there is busy picking through the returning veterans and promising new recruits, though there's only a handful of promotions available with the Ironsides in particular.

The end of last year wasn't as productive as you'd like, the program recruit five new Ironsides and ordinary recruitment paths saw another two slot into the Company. This year saw a small uptick in the program's efforts. Seven new recruits passed through training having attributed their recruitment to the talks at the end of lectures at the School.

Despite being one of the Companies with the highest standards, and smallest possible recruitment pools, the Ironsides actually turn away relatively few people. The physical fitness standards are met more often in the School than by the recruits of Faulestadt or Neustadt.
-470 Marks, -940 Materials, -470 Food
+79 Contribution to Restore the Ironsides



Restore the Elector's Own
Target: 0/336
Skill: +30 Martial, +2 Fiorella
Council Effect: +27 Grand Marshal
Other Modifiers: +20 Armoury of the Empire, -10 Weak Cavalry Tradition
Roll Result: 59+69 = 128 Contribution
It isn't the easiest thing for the Iron Companies to recruit out in the Sudenland. Even when not recruiting for the Elector's Own specifically, which has the additional costs and skill requirements of horsemanship, the Iron Companies generally are made up of Nulners or Wissenlanders.

And yet the early half of this years sees almost half a flight of new horsemen cross the Soll and sign on with the Elector's Own. Perhaps it was the founding a new flight this time last year, perhaps it was the news of your smaller battle in the Brenhein Pass or perhaps it was simply a matter of chance.

The Elector's Own did put out a recruitment program in major settlements in the Sudenland. Pfeildorf and Steingart in particular, played host to posters and flyers and a flight was sent to tour the Province in their gear and flying the old battle-standard of Solland.
-336 Marks, -336 Materials, -3,360 Food
+128 Contribution to Restore the Elector's Own



Modify the Company Wagons
Target: 0/200
Skill: +30 Martial, +2 Fiorella
Council Effect: +27 Grand Marshal
Other Modifiers: +20 Armoury of the Empire
Roll Result: 10+79 = 89 Contribution
The Iron Companies are supplied and maintained by a network of barges and wagons responsible for keeping the men paid, fed, clothed and most importantly in good ammunition. Barrels of blackpowder, crates of bullets and all the pouches and bags that the actual gunners will need to hold it all when in the firing lines.

Those wagons could be transformed, according to some of the Ironsides, to serve as pavises while actually in battle. The effort to modify the wagons is permitted to go ahead on a trial basis and a few of the logistics wagons are sent to the workshops where the Ironsides begin working on their prototypes. Naturally there are trade-offs with this sort of work, the integrity of the wagon interior is breached by having firing slots worked into the walls which means those wagons will need to carry bullets rather than blackpowder.

Some of the engineers work to emphasise the additional firing height, building steps or banks into the side of the wagons for Ironsides to kneel or stand upon, others aim to improve the fortification of the wagon wall itself since these wagons were not originally designed to be actually in the battle-lines before.

You know that militarised wagons are used in Stirland, though the Ironsides are quite unwilling to borrow the designs of Stirlanders. Those wagons are open topped with an upper deck behind crenellations and are manned by crossbowmen and sometimes by... Mangrabbers? When a summary of the Stirlander War Wagon hits your desk you quite agree that whoever thought these wagons should be host to swords, spears and mechanical claws was a madman and their designs probably can't be fully trusted.

Proper Nulner engineers however, believe in maintaining the roof provided by the logistics wagons and in using pavises for handgunners. The first few prototypes have come out of their workshops and the chief engineers of the Ironsides have begun testing and trialling them to determine which design they'll use to actually overhaul the fleet.
-500 Marks, -500 Materials
+89 Contribution to Modify the Company Wagons



The Geschburg Quays
Target: 0/150
Skill: +11 Stewardship, +15 Fiorella
Council Effect: +12 Chief Mourner
Other Modifiers: +32 Local Support, +25 Jengen Quarry
Roll Result: 22+95 = 117 Contribution
Geschburg's quays are situated in the heart of the lower quarter, though in truth Geschburg doesn't have so much of a disparity between the upper and lower quarters. The temples of Sigmar, Soll and Lacothea; a local river goddess; are all by the river and the Hall Guild and Counsel sits amongst them. Ostensibly this building is where decrees are read and representatives of the people may make clear their views on important matters to the Baroness, in reality these are the offices of the local guilds and government and since the Pfeildorfs moved into Geschburg there hasn't been a Baron's Counsel in the Hall since.

The Chief Mourner has gone to Geschburg to handle the investment you've laid out for the quays. He has started by shifting the ferry dock downstream towards the confluence with the Salm to make space for the barge docks. He's decided against expanding the ferry dock since the ferry actually doesn't see much use.

Perhaps because there's no major routes or settlements on the other side of the Soll from Geschburg and the ferry must stop off at a small ferry post or otherwise travel all the way to Auggen on the Salm. Or perhaps because the bank opposite of Geschburg is rumoured to be home to ghosts, and some suggest even worse, lingering around ancient barrows.

The barge docks allow for travel over much greater distances and allows the hillier Barony of Geschburg to be better connected to the rest of the Province since the only roads in Geschburg are internal connections that don't meet up to the rest of the Sudenland's wagon network except by the odd track and trail.
-1,000 Marks, -200 Materials
+117 Contribution to Expand the Geschburg Quays



The Little-Town Docks
Target: 0/300
Skill: +11 Stewardship, +15 Fiorella
Council Effect: +12 Steward of the City
Other Modifiers: +23 The City, +15 Jengen Quarry
Roll Result: 61+76 = 137 Contribution
Nuln is home to hundreds of mooring posts, jetties, quays and wharfs. From the Militarstutz's wharf where the barges of the Iron Companies are kept, to Hindelin Dockyard in the Neustadt where the fortified barges of the Bank of Nuln are kept, to An-Der-See Island where the main habour master's tower sits out on the Reik and oversees traffic in and out of the vast Faulesatdt harbour.

Any effort to develop the City's riverside is a complex and ungainly affair, historic privileges and rights abound and every inch of the bank is owned by someone somewhere and is usually already built upon. Some options exist for expansion beyond the River Gates themselves, there's a ferry dock at Westdorf outside of the City walls on the Stirlander side of things.

The Grand University and the College of Engineering are contracted to survey the river, charts of the Reik around Nuln and surveys of the banks are frequently updated anyway but if you're going to invest in the river's infrastructure you'll need to know where the river currently stands. The report that comes back suggests that the Reik needs dredging, especially around An-Der-See, and assesses that the strip of the river directly across from An-Der-See could be re-developed. It is currently jetties for private use, small slips behind taverns and the like where they no doubt smuggle alcohol into the city without paying their tariffs. Being directly across from An-Der-See the strip of riverside could still be under the oversight of the tower allowing for the manouvering of significant numbers of large barges safely.

And so Patriarch Richthofen is sent out with a decree informing the residents of the Little-Town that the Count of Nuln was enforcing his rights on all that the Reik touches to tear down the slips and jetties behind the Little-Town and replace them with a barge port. He makes the suitable arrangements to pay off the gangs with too much sway to be ignored or easily frightened away and he quietens the usual grumblings of the citizenry when their perceived property rights turn out to be less legally protected than they hoped.

In time you're sure the new Little-Town Docks will bring them plenty of work, legitimate and taxed shipments of alcohol and food for their taverns and that the gangs will move back in in no time at all. But for now, work continues.
-1,000 Marks, -200 Materials
+137 Contribution to Little-Town Docks



Support the Trantine Canal Project
Target: 697/1,000
Skill: +11 Stewardship, +15 Fiorella
Council Effect: -5 Empty Seat
Other Modifiers: +40 Trantine Support, +10 Jengen Quarry, +5 Kreutzhofen Craneyard
Roll Result: 96+76 = 172 Contribution
Following Trantio's elections the Prince-President is hoping for the project to come to a swift conclusion so that he can have a grand opening before the next election and then use projects surrounding the canal's supporting infrastructure to win that election. Whatever happens with that, it will be companies and tradesmen in Trantio who actually carry out that work and the Nulner engineers will be able to come home.

The project is hit by the loss of the Ambassador-At-Large in the early months of the year. But his charm and charisma seems to have left significant marks on the engineers and workcrews running the project. In his memory they've made huge progress, the workcrews have cut the canal all the way out to the docks hollowed out by the Trantine workers in the Trantine Hills. All that remains is the intergration of the actual watersource.

A reservoir in the high hills fed by mountain streams, the canal will need to be properly insulated against spring melt lest it become an annual source of flooring for the City of Trantio.
-3,000 Marks, -1,000 Materials
+172 Contribution to the Trantine Canal Project



The Shadow Company
Target: 60
Skill: +14 Intrigue
Council Effect: +7 Confidante of the Seat
Other Modifiers: +23 City of Nuln, +10 The Iron Tower, +10 The Children, +10 The Silent Tome
Roll Result: (93+98)+74 = 265 Success
Not all those veterans who returned from the Mondidier, or indeed from any of your battles, return to active service. The Militarstutz keeps a treasury especially for paying out pensions to those who are permanent casulaties of war. But a great many of these wounded veterans are still staunch patriots with a habit of following orders and plenty of military training.

There are already existing support groups, mostly sponsored by one Company or another, for veterans wounded or not. The Confidante works to co-opt many of these groups from across the various Companies to fill in one of the gaps in her repertoire at the moment. She has the Children to serve as thieves and listeners, and the Tomes are directly responsible for securing libraries and record rooms, and the Iron Tower does plenty of hunting down and killing but by and large is an authority all unto its own.

And so the Confidante wants trained killers at her disposal with a certain loyalty and less of an inclination to wander off into the wilds without a warning and more of an inclination to go after whomever they're pointed at. The Shadow Company is something of a support group for wounded veterans and something of a secret society of assassins then.
-2,000 Marks, -400 Food
The Shadow Company founded in Nuln



Salzenmund falls to Great Cannons, the Wolf Emperor has secured much of the Nordland shortly thereafter. Whatever arrangement there once was between Nordland and Reikland appears to have floundered and failed. The War on the Reik seems to have come to an end. Meanwhile the countdown for the Royarch has come to an end. The Duke of Lyonesse has been named the new Royarch after their predecessor failed to return from Athel Loren. A hero of the age, a peasant woman from Lyonesse has been knighted as the first act of the new Royarch after she defeated a Chaos Warlord in single combat.

Meanwhile in the south, beyond the Icy Wind Pass, Waagh! Zurgad had fought its last battle. On the doorstep of Tordorno, a Miraglian colony in the Lands of the Border Princes, the Waagh managed to overwhelm the principality and its Dogs-Of-War. Reports indicate that it was something of a slaughter, proof that Dogs-Of-War remain fickle things and certainly less dependable than your own Iron Companies. A rout, which some accounts suggest began when one of the largest companies of Dogs-Of-War fled the field in the height of the battle; and then a mad rush towards Tordorno pursued by Greenskins.

And then King Grimbrow and the armies of the Great Kingdom of Karak Izor descended from the Vaults. Shimmering gromril and steel bursting down through the valleys and intercepting the flight of the humans and the pursuit of the Greenskins with a blow so brutal that several of those fleeing actually stopped to fight against the Dwarfs in the confusion. The city will survive, provided the political chaos following the battle doesn't cause it to implode. There's a question as to whether King Grimbrow intends to demand restitution for his aid. North of the Black Mountains Karak Izor is also busy. A detachment of royal guard Hammerers has arrived in Kroppenleben with chests of gold and the heads of a hundred Orcs including the warboss of the Necksnapper tribe.

The Sylvanians have issued their final warning. The Grand Count of Stirland will abdicate by the Summer solstice, or the Sylvanian State Troop will cross the border. The Grand Marshal warns that there's no real way of assessing the current strength of the Sylvanians, their lengthy quiet period had most people quite surprised when they suddenly shot to the forefront of Imperial geopolitics. Still, he does know that the Stirlander State Troop is one of the weakest State Troops if not the weakest. A natural consequence of being centrally placed but separated from the Great Forest.

If the Reiklanders don't intervene, and their losses at Carroburg suggets they won't, then Sylvania will probably defeat Stirland. Of course, the Count of Wurtbad may very well be able to appeal to other Provinces. Averland is riding on a high from a victory at Grenzstadt, and Talabecland has been getting into arguments with the Sylvanians for a while now.

And of course, there's Wissenland. An ambassador from Stirland has arrived in the Imperial Palace requesting your most urgent attention. With the build up of Sylvanian forces on the border, and the sorry state of the Stirlander State Troop, the Grand Count of Stirland is willing to agree to essentially any price should the full might of the Iron Companies come to his rescue.

At home, your days are spent caring your new baby boy Reinhardt and with ensuring Eldred doesn't feel neglected following the coming of his little brother. The matrons have warned you and Fiorella against having another child so soon, the birth being more difficult this time is a warning all of its own they say.



Meanwhile the Wissenland Gazette has news concerning the wider Empire.

The Empress of Marienburg has run into trouble with regards to her bet with the Royarch. A Chaos warband ferried by Norscans landed in the Dukedom of Lyonesse putting much of her investments into Bretonnian maritime routes into hot water as the new Royarch doesn't look upon Marienburg with much favour. Had she not pledged to prevent just such a landing?
The Emperor of Sigmar's Holy Empire has launched a massive recruitment campaign throughout the Reikland, though it is largely focused on the City of Altdorf itself the Reiksguard have always recruited from the Province as well.
The Ottillian Empress has withdrawn, at least temporarily, from Mordheim. The cursed city has claimed too many workcrews and caused too many problems. Work is on pause indefinitely and the city is ostensibly returned to the responsibility of the Hertwigs.
The Wolf Emperor has taken Salzenmund and the Grand Baron of Nordland has submitted to Middenlander rule, a force of White Wolves has been left in the Nordlander capital to ensure he doesn't change his mind and the heir to Nordland is due to marry the Wolf Emperor's sister.




Intelligence Report:
The Confidante of the Seat has been overseeing efforts to watch over the underworld of Wissenland.
- Serial killings continue in the City of Nuln. The Confidante hasn't been able to nail down whether the killer is part of a larger group or whether they act alone. Tensions are rising however and the Cult of Ranald has put out propaganda suggesting that this lack of security in Nuln reflects poorly upon yourself.
- The Grand Marshal's nephew has rallied the Free Companies loyal to the Barony of Wusterburg and marched out against the Beastmen slowly but steadily crossing the Grey Mountains. Hammering a series of raiding parties and rescuing a few outlying villages on the Wusterburg Flat, the problem seems to have significantly lessened.



You have 11 Action Dice. You must apply at least one Action Die to the Province.

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: 160

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 discussion 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

We do Negotiate with Ranaldians
The Cult of Ranald wants a few things generally speaking. Recognition as a legitimate Cult and political entity, a democratically elected Mayor of Nuln and better labour rights for the industrial workers who make up a significant part of Nuln's lower class. Arrange a meeting with representatives of the Cult to hammer out what you're willing to agree to.
Cost 200 Marks per Die
Must Beat: 150

Ambassador-At-Large
Currently the seat of the Ambassador-At-Large is empty and the Ambassadorial Wing of the Imperial Palace is running on inertia. Appoint a new Ambassador-At-Large, or put out feelers to attempt to identify the best candidates. (Write-In an appointee, otherwise you'll be given options.)
Cost: 100 Marks per Die
Must Beat: 50
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

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 - 138/500
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

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 Greatswords of the Imperial Palace
Cost: 500 Marks, 500 Materials, 500 Food
Required Effort: 0/5

The Iron Foot of the Wissenland
Cost: 260 Marks, 2,600 Materials, 2,600 Food
Required Effort: 0/26

The Garrison
Cost: 2,000 Marks, 200 Materials, 2,000 Food
Required Effort: 0/200

The Nuln Ironsides
Cost: 372 Marks, 744 Materials, 372 Food
Required Effort: 0/372

The Great Company of Iron
Cost: 720 Marks, 72 Materials, 720 Food
Required Effort: 0/72

The Elector's Own Lances
Cost: 189 Marks, 189 Materials, 1,890 Food
Required Effort: 0/189

Modify the Company Wagons
An idea has been raised amongst some members of the Ironsides that modifying the logistics wagons could turn them into mobile pavises from which the handgunners can fire at a higher elevation and with higher protection. Have the logistics wagons retrofitted for this purpose.
Cost: 500 Marks, 500 Materials per Die
Required Effort: 89/200

Roadwarden South
In the days of the Empire the Grand Marshalcy of the Road and RIver Wardens operated a vast number of sites all across the Empire to ensure the safety of the roads and rivers. Outside of the walls of Nuln are three such structures. Roadwarden South was an old training camp for the Grand Marshalcy. Restore the training camp and send sergeants from the Militarstutz to teach lower class children how to stand in ranks and fight in formation and a handful of survival skills. Hopefully this will keep them off the streets and in the Iron Companies' recruitment pathway.
Cost: 600 Marks, 200 Materials, 500 Food per Die
Required Effort: 0/150
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
Tierhugel - 200
Scharmbeck - 100
Dotternbach - 100
Halgerbach - 100
Owingen - 25
Heisenberg - 25
Nehren - 25
Weilerberg - 25
Kreutzhofen - 25
Rohrhausen - 25
Oshausen - 25
Kroppenleben - 25
Ummenbach - 25
Jengen - 25

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
Tierhugel - 0/400
Dotternbach - 0/200
Halgerbach - 0/200
Scharmbeck - 0/200
Jengen Quarry - 0/150

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
Geschburg - 0/200
Meissen - 0/150
Steingart - 0/150
Althausen - 0/150
Eigenhof - 0/150
Wusterburg - 0/150
Rotenbach - 0/150
Durbheim - 0/150
Wittenhausen - 0/150
Auggen - 0/100
Erbshauen - 0/100
Hausern - 0/100
Hornfurt - 0/100
Hinkend - 0/100
Pahl - 0/100
Salmfahre - 0/100
Waldbach - 0/100
Wissenburg - 0/100
Wurmgrube - 0/100

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
City of Nuln - 137/300
Kreutzhofen - 0/250
Wissenburg - 0/200
Wusterburg - 0/200
Bedernau - 0/150
Jengen - 0/150
Meissen - 0/150
Pfeildorf - 0/150
Geschburg - 117/150
Sonnefurt - 0/150
Steingart - 0/150
Ballenhof - 0/100
Mauchen - 0/100
Sexau - 0/100
Staig - 0/100
Osterzell - 0/100
Rohrhof - 0/100

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: 934/1,000
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
Ranaldian Insurrectionists - 250
Secessionists - 100
Sollander Independence Movement - 50
Unknown Serial Killer - 150

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
Ranaldian Insurrectionists - Arrest 300 - Kill 300
Secessionists - Arrest 100 - Kill 200
Sollander Independence Movement - Requires military expedition.

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: 100
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 Gimbal Compass
The Dry Compass has been a great hit and proved that a magnetic compass is worth making and selling. But there's one major market where navigation is invaluable and where the Dry Compass doesn't work; sailors at sea. The College of Engineering believes it can develop a mechanism to allow the Dry Compass to still operate in environments with heavy pitching.
Cost: 800 Marks and 50 Materials per Die
Must Beat: 100

Develop 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
 
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And of course, there's Wissenland. An ambassador from Stirland has arrived in the Imperial Palace requesting your most urgent attention. With the build up of Sylvanian forces on the border, and the sorry state of the Stirlander State Troop, the Grand Count of Stirland is willing to agree to essentially any price should the full might of the Iron Companies come to his rescue.
I'm curious whether we can demand that the Grand Count of Stirland submit himself to inspection by the Arch-Lector of Nuln to determine his purity and become subject to authority of his authority rather than the Grand Theogonist, also that agents of the Silver Tower have authority to perform their investigations in Stirland as well as Wissenland? Issuing a demand to Sylvania to halt their activity until the result of the inspection or refusal to comply

Odds are likely that the Elector of Stirland isn't actually suborned by Chaos and this is just Vladdy trying to stir shit, so preventing him from being able to land grab under a semi decent justification seems like a good idea.

- Serial killings continue in the City of Nuln. The Confidante hasn't been able to nail down whether the killer is part of a larger group or whether they act alone. Tensions are rising however and the Cult of Ranald has put out propaganda suggesting that this lack of security in Nuln reflects poorly upon yourself.
Also, we really need to get to negotiating with Ranaldnians
 
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Since it looks like war is on the horizon I wonder what mercenary options there are? I wouldn't want to rely on them, but we do have Tilean connections, so leveraging them makes sense.
 
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[] Plan: War... war never changes...
-[] Fund the Grissenwald
Diplomacy
Engage with an Elector (Write-In which Elector)
--[] Elector Count of Stirland
---[] We will help defend Stirland by blood, faith and steel only if the Elector Count and his entire household (family & staff) is cleared of Chaos corruption. Get as many anti chaos factions involved as possible(Cults/Witch hunters/a Random traveling Dawi runepriest/Priests ect.) Cost: 1,000 Marks per Die Must Beat: 150 4 Dice
-[] Ambassador-At-Large Cost: 100 Marks per Die DC50 1 Die
Martial
-[] Fortify the Border (Select a Settlement)
--[] Heisenburg Village - 138/500 Cost: 2,000 Marks and 400 Materials per Die 1 Die
-[] Restore the Ranks (Select an Iron Company)
--[] The Nuln Ironsides Cost: 372 Marks, 744 Materials, 372 Food Required Effort: 0/372 1 Die
--[] The Elector's Own Lances Cost: 189 Marks, 189 Materials, 1,890 Food Required Effort: 0/189 1 Die
-[] Modify the Company Wagons Cost: 500 Marks, 500 Materials per Die Required Effort: 89/200 1 Die
Stewardship
-[] Riverine Docks (Select a Settlement)
--[] City of Nuln - 137/300 Cost: 1,000 Marks and 200 Materials per Die. 1 Die
-[] Support the Trantine Canal Project Cost: 3,000 Marks, 1,000 Materials per Die Effort Required: 934/1,000 1 Die

Diplo Stirland with 4 actions to see if they corrupted or else go to war with Sylvania.
1 Action to look for new diplomat.
Continue fortifying Heisenburg 1 action.
Restore the ranks on the 2 highest casualty troops. 2 actions
1 action to continue Project: Warwagons
1 action to continue work on the Dock in Nuln
And the 1 last action into completing the Canal.

Wonder if Marienburg is going to kick up a fuss once they realize how much money the Canal will be making.
 
Hey is there any way we can trade the obscene amounts of excess food we have for more materials/marks? I know that materials/food aren't that easy to transport but with the number of ports we've been renovating/building and the canal being built, would it be possible for us to negotiate trade deals with Tarantino & other Estilian city-states or any other maritime countries that we can ship foodstuffs to in mass via trading ships instead more difficulty land bound routes?

Also, if we are negotiating with Strand for our assistance, instead of just a temporary search why not also negotiate to have a more permanent presence thereby allowing us to sponsor the building of new a Iron Tower, Beds & Boards, and legally given headquarters for our newly made Shadow Company company to operate in as well. This could be a good opportunity to expand our intelligence assents throughout the province without having to have the risk of getting caught and causing a scandal since we can convince the government to do it for our assistance. This not only gives us more influence over the province and keeps track of its leader's activities but also allows us to keep Stirland safe from vampiric/chaos corruption permanently while having an area of operation for our spies to go to other provinces (specifically Salvina) more easily and report back since their safehouses/headquarters will only over the border rather than having to cross another province while having more separation between our spies operations and Wissenland.
 
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