[X] The Grand Count's Grand Kitchen
The Cult of Quinsberry are not the only Cult of the Halflings with a presence in the Little-Town. The Dean of the Culinary School at the Universitat is almost always a Halfling, that much has been true for hundreds of years, and that is in large part due to the Cult of Esmerelda a deity of Hearth and Home but also of cooking itself. Build a Grand Kitchen of Esmerelda in the Little-Town and the starving masses will be able to eat there for free.
[X] The Imperial Palace
The Grand Count of Wissenland cannot away to war at this time, however much he might wish to.
Orders of chivalry still exist in the world of Warhammer Fantasy for only two reasons:
1) because magic exists and therefore basically makes them almost invulnerable to firearms.
2) because there are mounts that are so spectacular compared to normal horses, such as Griffins, bears or even those beasts that ride Ogres to name a few eh.
the way we are set up, i.e. like the Spanish tercios, the cavalry units serve us as reconnaissance and looters/devastators which if we managed to create a collaboration with Leonardo to create stable and effectively repairable steam tanks, would make them even more obsolete and inefficient .
by the way, this reminds me, that we should look for runesmiths to create devices or methods to make our units chaos and magic proof or at least resistant.
I have to disagree with this assessment. Knightly orders exist because, unlike RL Europe not everyone follows roughly the same doctrine, i.e. pike and shot. Quite the opposite, just about any foe we pick will be fighting in a very different way. And there are plenty of foes against whom heavy lancers are useful, which is more then suffcient to justify their continued existance.
I have to disagree with this assessment. Knightly orders exist because, unlike RL Europe not everyone follows roughly the same doctrine, i.e. pike and shot. Quite the opposite, just about any foe we pick will be fighting in a very different way. And there are plenty of foes against whom heavy lancers are useful, which is more then suffcient to justify their continued existance.
It seen for me what vlad wants to do is us his mortal army as fast as it can to not use his undead army until necesary, he already got canon and i will not be surprise if he trains his soldier and use mercenaries and start grabing as many necromancer as it could. it clearly bulding up which mean his army probably better than canon.
Greenskins. Goblins espicially are vunerable to morale impact of lancers, but orcs are hardly immune. Beastmen prefer to operate from forested areas, but should they get out of the forests, or be forced to by other arms, lancer charge would be devastating. Bretonnian cav is better but their infanty sucks and is therefore vulnerable. Furthermore, not having any heavy cav vs bretonnians means completely surrendering the maneuver, and allowing them to hammer the flanks uncontested, something that pike formations hate. Etc.
Greenskins. Goblins espicially are vunerable to morale impact of lancers, but orcs are hardly immune. Beastmen prefer to operate from forested areas, but should they get out of the forests, or be forced to by other arms, lancer charge would be devastating. Bretonnian cav is better but their infanty sucks and is therefore vulnerable. Furthermore, not having any heavy cav vs bretonnians means completely surrendering the maneuver, and allowing them to hammer the flanks uncontested, something that pike formations hate. Etc.
Units in which normal cavalry would be effective:
Goblins ✔️
Skaven (normal) ✔️
light infantry or with little or no armour (for example the Bretonnian one)✔️
And then there's the rest of the WH Fantasy setting that makes a cavalry charge go from effective to medium, to slightly, to minimal, and finally to nothing.
If we really want to create Cavalry units that, to make shock troop, I would suggest using Griffons or some other mount that is large enough to intimidate the enemy when he finds himself in front of him.
If we really want to create Cavalry units that, to make shock troop, I would suggest using Griffons or some other mount that is large enough to intimidate the enemy when he finds himself in front of him.
Except that there is a reason only elite units have those as mounts and that they are rare. Not rare enough to prevent something like the Royal Altdorf Gryphites from being formed but you also don't see every knight or knightly order use demigryphs, gryphons or other beasties as mounts either. Not to mention it would be really expensive and the beasties likely have a nasty temperament meaning only a few could manage to tame one.
Except that there is a reason only elite units have those as mounts and that they are rare. Not rare enough to prevent something like the Royal Altdorf Gryphites from being formed but you also don't see every knight or knightly order use demigryphs, gryphons or other beasties as mounts either. Not to mention it would be really expensive and the beasties likely have a nasty temperament meaning only a few could manage to tame one.
Then let's do the next best thing and arm our knights with either more armor, more brace pistols that they can fire point blank, or both if we can manage the weight right. Also, is it possible to arm our lancers with firelances?
My vision is to basically attach a little metal cansiter of gunpowder and pellets at the end of cavalry lances just before the tip so that they can be ignited by a trigger mechanism at the base. Not only can we spear the enemy with the force of a heavy lance going at the speed of a horse, but also fire their load just before impact to fill anyone near them with lead & fire, killing anything armored or not since lead pellets shot out point black will go through anything but the toughest of armor (alternatively we could just fill the canister with a single big slug round to make sure any armor is penetrated).
Then let's do the next best thing and arm our knights with either more armor, more brace pistols that they can fire point blank, or both if we can manage the weight right. Also, is it possible to arm our lancers with firelances?
My vision is to basically attach a little metal cansiter of gunpowder and pellets at the end of cavalry lances just before the tip so that they can be ignited by a trigger mechanism at the base. Not only can we spear the enemy with the force of a heavy lance going at the speed of a horse, but also fire their load just before impact to fill anyone near them with lead & fire, killing anything armored or not since lead pellets shot out point black will go through anything but the toughest of armor (alternatively we could just fill the canister with a single big slug round to make sure any armor is penetrated).
as an idea with its advantages but also its disadvantages, such as having to get very close to the enemy to be effective. an alternative would be to replace them with grenades.
We should maybe consider utilizing our Tilean connections and adopt the pike. That will really kickstart our jump into pike and shot era tactics.
I don't envision they'll ever replace halberdiers, too many possible enemies in Warhammer Fantasy have inhuman durability, but it will be very useful on the defense and protecting our handgunners. Doesn't matter how much martial skill or how tough you are, a line of pikes will get through your defense eventually.
I also realized after going over some of the battle posts, we don't even run detachments among our Iron Companies. We're literally not fighting like tabletop Empire right now. All the Iron Companies deployed separately in neatly designated blocks according to unit type. That's something we need to fix asap.
Units in which normal cavalry would be effective:
Goblins ✔️
Skaven (normal) ✔️
light infantry or with little or no armour (for example the Bretonnian one)✔️
And then there's the rest of the WH Fantasy setting that makes a cavalry charge go from effective to medium, to slightly, to minimal, and finally to nothing.
If we really want to create Cavalry units that, to make shock troop, I would suggest using Griffons or some other mount that is large enough to intimidate the enemy when he finds himself in front of him.
The light infantry in your definition list includes: everything Norsca has other then marauder champions,
everything Beastmen have other then bestigors, everything greenskins have other then black orcs,
everything Skaven have other then Stormvermin, everything Asrai have,
every lesser undead short of Wights/tomb guard.
Quite a list. But thing is, the underlaying idea, that lances can only defeat lighter armor is incorrect. Light lances, those used in early middle ages and then returning in 18 century, are capable of contesting mail (aka chainmail) armor. But our lancers are not using those. They, just like RL heavy lancers of 15th 16th century, are using heavy lances, which when combined with lance rests and lance hooks(arret de cuirass and arret de lance irl names) allowes the lance to reliably threaten full plate armor.
In other words, lancers would definitely be able to deal with any armor in the setting that isn't super material, enchanted or much heavier then anything in use IRL. And whether or not those are guaranteed to withstand the lance hit is debatable, given that Bretonnia exists and is shown to be able to kill Chaos Warriors.
Lastly, making entire units of Griffon riders is not something the entire Empire was ever able to field, let alone a single province. Considering how much meat even one such bird would need, it frankly makes sense.
The light infantry in your definition list includes: everything Norsca has other then marauder champions,
everything Beastmen have other then bestigors, everything greenskins have other then black orcs,
everything Skaven have other then Stormvermin, everything Asrai have,
every lesser undead short of Wights/tomb guard.
Quite a list. But thing is, the underlaying idea, that lances can only defeat lighter armor is incorrect. Light lances, those used in early middle ages and then returning in 18 century, are capable of contesting mail (aka chainmail) armor. But our lancers are not using those. They, just like RL heavy lancers of 15th 16th century, are using heavy lances, which when combined with lance rests and lance hooks(arret de cuirass and arret de lance irl names) allowes the lance to reliably threaten full plate armor.
In other words, lancers would definitely be able to deal with any armor in the setting that isn't super material, enchanted or much heavier then anything in use IRL. And whether or not those are guaranteed to withstand the lance hit is debatable, given that Bretonnia exists and is shown to be able to kill Chaos Warriors.
Lastly, making entire units of Griffon riders is not something the entire Empire was ever able to field, let alone a single province. Considering how much meat even one such bird would need, it frankly makes sense.
True, the spears we use are effective against heavy armor. The problem is that the enemies we are dealing with are not normal humans, there are orcs, beastmen and other bigger and badder creatures. plus, the knights of Bretonnia are effective because of the lady of the lake's magic and that's the only reason why Bretonnia still exists.
Also, we could use an amber mage to develop some larger bucephalus-style horses or some other beast that we could use as mounts. What do you think, it seems like a sensible idea, right?
True, the spears we use are effective against heavy armor. The problem is that the enemies we are dealing with are not normal humans, there are orcs, beastmen and other bigger and badder creatures. plus, the knights of Bretonnia are effective because of the lady of the lake's magic and that's the only reason why Bretonnia still exists.
Most regular knights of Bretonnia aren't superhuman, that's restricted to Grail Knights and they're incredibly rare. What magic they do have aside from Grail Knights is restricted to their enchantresses, who are also not numerous because they recruit only from noble women who show signs of magical ability.
Bretonnia's knights are the best in the Old World not because of magic or enchanted armor, it's because their entire nobility is dedicated to martial mastery and being great knights. It's literally part of their religion to just hard focus on fighting to impress the Lady.
Granted, a heavy cavalry regiment from us might never reach such heights, but I just wanted to highlight how we don't need monstrous or high-tech solutions to have a good mobile core from our army. It can all be achieved through better organization and military tactics.
Actually, while Bretonnia might have the best human heavy cavalry in the Old World, the best skirmish cavalry and light to medium shock cavalry are from Kislev. In terms of overall numbers as well, they probably field more men in the saddle than Bretonnia. You can't discount their effectiveness either, they've been fighting the forces of Chaos since their inception. You don't need monsters, magic or high tech to have effective cavalry. It's nice to have, but not everything.
Also, we could use an amber mage to develop some larger bucephalus-style horses or some other beast that we could use as mounts. What do you think, it seems like a sensible idea, right?
One problem, amber mages don't exist yet. Teclis needs to show up and offer to teach us magic along with whatever other hiccups there are along the way.
True, the spears we use are effective against heavy armor. The problem is that the enemies we are dealing with are not normal humans, there are orcs, beastmen and other bigger and badder creatures. plus, the knights of Bretonnia are effective because of the lady of the lake's magic and that's the only reason why Bretonnia still exists.
Also, we could use an amber mage to develop some larger bucephalus-style horses or some other beast that we could use as mounts. What do you think, it seems like a sensible idea, right?
as an idea with its advantages but also its disadvantages, such as having to get very close to the enemy to be effective. an alternative would be to replace them with grenades.
If grenades misfire then they'll explode on your hands while if a fire lance canaster misfires, then it misfires a meter or 2 away from you (depending on the length of the lance) with its contents going away from the user when you have the lance pointing out, so fire lances would be safer. Also, grenades are far more indiscriminate with the effort being needed to carefully aim them towards enemies that aren't fighting near our allies, fire lances, in contrast, are far more accurate since you're firing it point-blank range at the enemy at a point of elevation from a horse, thus being able to support allies at CQC range by clearing enemies nearby without worrying about harming them like you have to with a grenade. Finally, if a grenade doesn't work due to the weather or some other technical flaw then it is useless, in contrast, if a fire lance malfunctions then it's still a heavy cavalry lance that can price armor, so it's useful regardless of the situation, unlike early gunpowder grenades. Overall, fire lances are just more practical and reliable weapons that you don't need to extensively change your existing cavalry doctrine/stargates for.
[X] Plan Slow and Steady
-[X] A Long Siege
-[X] The Grand Count's Grand Kitchen
-[X] The Imperial Palace
-[X] Roadwarden South Cost: 600 Marks, 200 Materials, 500 Food per Die Required Effort: 132/150 1 die
-[X] Develop the Flintlock Cost: 1,400 Marks and 100 Materials per Die Must Beat: 200 4 dice
-[X] Riverine Docks Cost: 1,000 Marks and 200 Materials per Die. Effort Required: Ballenhof - 0/100 1 die
-[X] Invest in City Institutions: Cost: 1,600 Marks and 300 Materials per Die College of Engineering - 0/250 1 die
-[X] Establish Agents Cost: 1,000 Marks and 200 Food per Die Must Beat: 100 2 Dice
--[X] Sylvania
-[X] Assault Threat Cost: 400 Marks and 40 Materials per Die Must Beat: Murderous Cadaver Merchant Arrest 100 1 die
-[X] The Stirland Crisis Must Beat: 50 1 die
[X] Diplomacy Aplenty for War Preperations
-[X] Diplomacy: 5 Dices
-[X] Engage with a Neighbour (Engineering School of Miragliano — Leonardo di Miragliano) Cost: 1,000 Marks per Die Must Beat: 100 2 Dices
--[X] Opening a discussion on sharing/buying blueprints or research metholodogies to one another. Use the Dry Compass, Gypsum Fertilizer, and our failed flintlock research as a feeler. Show willingness to fund and patronize di Miragliano for specific researches if need be.
-[X] We do Negotiate with Ranaldians. Cost 200 Marks per Die Must Beat: 150 3 Dices
--[X] As a starting icebreaker, Invite them in discreetly to the Iron Tower. State that whatever is the outcome for that meeting, keep the peace together until the chaotic threat (or whatever threat Van Hal has to say) has passed.
-[X] Stewardship: 3 Dices
-[X] Roadwarden South Cost: 600 Marks, 200 Materials, 500 Food per Die Required Effort: 132/150 1 Dice
-[X] Ironside Scholarship Program Cost: 1,000 Marks and 200 Food per Die Must Beat: 100 1 Dice
-[X] Riverine Docks (Mauchen) Cost: 1,000 Marks and 200 Materials per Die Effort Required: 0/100 1 Dice
-[X] Intrigue: 1 Dice
-[X] Assault Threat (Murderous Cadaver Merchant - Arrest) Cost: 400 Marks and 40 Materials per Die Must Beat: 100 1 Dice
-[X] Learning: 1 Dice
-[X] Develop the Gimbal Compass Cost: 800 Marks and 50 Materials per Die Must Beat: 100 1 Dice
-[X] Stirland Crisis: 1 Dice [Locked]
-[X] The Stirland Crisis Must Beat: 50 1 Dice
-[X] A Long Siege
-[X] The Imperial Palace
-[X] The Grand Count's Grand Kitchen
@Warkeymon How expensive would it be for us to fund an merchant expedition into Cathay? Like sending in explorers, researchers and diplomats via the Silk Road? Hire Ogre Maneaters for guidance in Mootland? Supposedly, while perilorous, even one of these returning should be worth something. Maybe it won't be for the wealth itself, but the knowledge of rockets? Air baloons? Cathayan Alchemy? Is it possible for us to acquire such things? I'll accept even something as small as one engineer of ours somehow acquiring an inspiration.
@Warkeymon How expensive would it be for us to fund an merchant expedition into Cathay? Like sending in explorers, researchers and diplomats via the Silk Road? Hire Ogre Maneaters for guidance in Mootland? Supposedly, while perilorous, even one of these returning should be worth something. Maybe it won't be for the wealth itself, but the knowledge of rockets? Air baloons? Cathayan Alchemy? Is it possible for us to acquire such things? I'll accept even something as small as one engineer of ours somehow acquiring an inspiration.
Target: 100
Skill: +16 Diplomacy, +10 Fiorella
Council Effect: +7 Ambassador-At-Large
Other Modifiers: +1 Local Support, +10 The Di Miragliano School, +10 City of Acadamies
Roll Result: (84+28)+54 = 166 Success
Nine years ago the Bank of Nuln, the Imperial Palace and Leonardo Di Miragliano came together to found the Di Miragliano School of the Sciences in Miragliano. The Dean of the School of the Sciences is apparently renowned amongst his peers and has managed to secure patronage from amongst Miragliano's many princely families.
The School of the Sciences has opened a handful of departments, starting with the Architectural and Civil Engineering departments that reliably bring the School funding from the City. His other departments have focused on innovation in transport, apparently inspired by Dwarfen vessels Di Miragliano has pledged that his school will build a working steam engine entirely of human design in his lifetime. Indeed rumours suggest the first prototypes are soon to be ready to present.
You've not perhaps been paying enough attention to the fledgling school in the years since your hand saw it successfully founded. Di Miragliano has personally met with Prince Finubar the Seafarer and been gifted with an Elven Sunstone, the Cult of Shallya has sponsored a department of the Medical Sciences and a department of the Sciences of Myrmidia seems to be focused on the creation of magnificent artwork and sculptures.
Tall tales claim that Di Miragliano's Department of the Dean, a small building in the very centre of the campus which houses the administration offices and the Dean's apartments, is secretly home to a the personal workshop of Leonardo where he intends to build flying machines!
All the stories coming out of the Di Miragliano School of the Sciences has inspired you to reach out. Mariele Althaus has gone out to Miragliano to negotiate with the Dean about shared research projects. She has been authorised to offer two types of agreement, a straight exchange of technologies and an agreement to work together on a specific project.
Di Miragliano seems to respect the value of the Dry Compass, though the struggle currently with creating the Gimbal Compass is a clear detractor from the selling price, and you've concerns he's planning to reach out to the Seafarer for Elven aid in seafaring improvements. The Gypsum Fertiliser is less interesting to the man, Tilea suffers less from the problems of the Wissenland in the respect of arability and he has no Chemical Sciences department. But one thing that would definitely inspire him to found one is Blackpowder.
[ ] Trade Offer
-[] Sell the Dry Compass (1 Tech Value)
-[] Sell the Gypsum Fertiliser (1 Tech Value)
-[] Sell Blackpowder (3 Tech Value)
-[] Buy a Random Di Miragliano Journal (1 Tech Value)
-[] Buy a Steam Engine Prototype (3 Tech Value)
-[] Buy a Restricted Topic Di Miragliano Journal (2 Tech Value)
Restricted Topics include arcane sciences and may be poorly received in the Empire
[ ] Shared Project Agreement
The Di Miragliano School will contribute to research actions in Nuln that interests it and will offer up some research actions that Nuln can contribute to.
-2,000 Marks
+10 Relationship with Miragliano
In the Grand Count's Grand Kitchen
Target: 150
Skill: +16 Diplomacy, +10 Fiorella
Council Effect: +12 Pontiff of the Wissenland
Other Modifiers: -15 Ranaldian Support, +5 Ranaldian Moderate Leader, +10 Investment in the Lower Classes
Roll Result: (60+52+43)+38 = 193 Success
The Cult of Ranald attends Van Hal's conference on Hexennacht, and then vanishes into the shadows of the City. There are ways to reach out to the Cult if necessary, the Confidante has cultivated a number of contacts in the criminal underworld of Nuln and bouncing a message through the Confidante's loose underworld ties is one slow method.
The Iron Tower has their own ways of speaking with the Cult, as Van Hal has recently revealed. And when you discuss the matter in council with the other seats, the Pontiff offers to take up the lead on the project of bringing the Ranaldians to the table. A few weeks later your int he newly built Grand Kitchen, a mostly neutral site that the Pontiff thinks sets the negotiations on the right foot from the start.
You take the opportunity to look around the huge temple to Esmerelda, the Greatswords keep the crowds away from one part of the central hall but there's no real boundaries to stop you watching the masses that wash in and out of the building. The Steward of the City has been keeping some track of the numbers involved, and the Grand Kitchen feeds thousands every day at no cost at all. The Esmereldans raise their money mostly through donations from other Halflings but the Shallyans provide some base level of support.
You turn back to the pie on the table, and across from you is a man in a long coat with a feathered hat. A cross is tattooed under one ear and you find your focus flitting from feather to cross and back. And then to the Greatswords who haven't noticed the man who must have slipped past them. The local leader of the Ranaldians then.
The thought crosses your mind that the man could be arrested now. He's alone, you are not. But the Pontiff starts speaking first. A ritualistic greeting given between the clergy of two cults, you're familiar with a few. The Verenan-Morrite one is a staple of the halls of the Imperial Palace, this one is not one you've heard before.
A Greatsword shifts uncomfortably, clearly also realising that the Ranaldian has just proven that you're more vulnerable to assassins than the company would like. You hope its simply a matter of divine gifts and that others wouldn't be able to pose that same threat. And the negotiations start.
The Cult of Ranald's demands are threefold; to legitimise the Cult of Ranald as a legal Cult in Wissenland, a democratically elected Mayor of Nuln, and a reform of the laws of the Province to ensure the safety of industrial workers. Your demands are mostly focused on the Cult obeying the authority of the Grand Count, adhering to the law and supporting the Province's integrity and security.
The Ranaldians are opposed to Chaos, a matter of consistent theological thought within the Cult, and there's no real need to persuade them to move against cells of those dark Cults where they come across them. But battle against the political enemies of the Province is less certain. And authority seems anathemic to the Cult. Actually getting the Ranaldians to agree to any of your requirements is difficult work and you lean on the Pontiff's understanding of Ranaldian theology significantly.
But in the end you have a letter in hand with a wax stamp of two cross fingers beside the seal of the Wissenland. And that man vanishes when you're not looking, disappearing in the crowds and from your memory. He had a feather in his hat, pink or green maybe. It was tall and brightly coloured at least.
[ ] The Ranaldian Agreement
-[] Legitimise the Cult (1 Cult Point)
Agree to make the Cult of Ranald legal.
-[] The Mayor of Nuln (10 Cult Points)
Agree to host elections for a Mayor of Nuln and withdraw the Grand Count's court fully to the Electoral Estate.
-[] Industrielplatz Safety Reform (3 Cult Points)
Agree to bring in safety laws that mandate minimum safety requirements for all enterprises on the Industrielplatz.
-[] The Defence of the Realm Agreement (1 Cult Point)
The Cult will use the resources available to it to defend the Province from forces of total destruction; e.g. Chaos, the Undead, Greenskins; where appropriate.
-[] The Confidancy (2 Cult Points)
The Cult will provide access to its resources to the Confidante of the Seat upon request.
-[] Enforced Hierarchy of the Cult (10 Cult Points)
Force the Cult to settle into a formal hierarchy with known members of clergy, dedicated temples and official oversight from the Pontiff in the same fashion as any other legal cult.
-[] Write-Ins on either side will be considered
-600 Marks
Roadwarden South
Target: 132/150
Skill: +30 Martial, +2 Fiorella
Council Effect: +4 Grand Marshal Abroad
Other Modifiers: +15 Jengen Quarry, -5 Free Company Work
Roll Result: 36+51 = 87 Complete
The Grand Marshal left instructions behind when he went away to Wurtbad, the training sergeants of the Militarstutz still have some work to do to bring the Iron Companies back to full strength but they now also have a second project of sweeping kids off the streets and bringing them to the newly restored Roadwarden South.
It isn't so difficult to build up the training camp and an advertising campaign persuades the parents of many children to send them out to Roadwarden South for a free meal and something to keep them busy. Certainly its cheaper to pay a toll at the South Gate twice a day than feed hungry children and pay for them to attend schooling. If the Ranaldians have their way, the new safety reforms will ban children from the Industrielplatz too so cutting costs for some of these poorest families will be keenly on their minds.
Urchins and orphan children are taken from the streets, the City Watch rounding them up and shipping them out to Roadwarden South where they fill the old barracks under the watchful eye of the training sergeants. And there they are trained in a variety of life skills, from tying ropes to cooking over a fire to marching in formations.
The older children are trained at arms; shortswords, halberds, and guns. The program seems to be working at least for keeping children off the streets and out of trouble, whether it will meaningful improve the throughflow to Iron Company recruitment has yet to be seen. The training sergeants have tentatively put the older children down as a Free Company formation however within the Militarstutz's paperwork. Should Nuln ever be so imperilled as to rely on Roadwarden South for its defence however...
Roadwarden South completed
-600 Marks, -200 Materials, -500 Food
Negotiate an Ironside Scholarship Program
Target: 100
Skill: +30 Martial, +2 Fiorella
Council Effect: +11 Grand Marshal Abroad
Other Modifiers: 0
Roll Result: 49+43 = 92 Fail
Perhaps its because the Grand Marshal left it to members of his staff rather than finalising the deal himself. But the Mistress of the School has turned down the Ironside Scholarship Program claiming that the School only has space for so many admissions and requiring her to allocate slots to the Militarstutz will eat into the the quality of general admissions.
The School ordinarily sifts through thousands of applicants from across the Empire and even some from beyond. It requires that entrants are held to the highest standards as the intellectual secrets of the School, their reputation and the dangerous blackpowder of the School will all be in the hands of these students within a few years.
The Militarstutz's intention of selling entry to the School in exchange for military service afterwards has the School concerned about whether Militarstutz sponsored entrants will meet the same average standards as other entrants and whether the deal will paint the School into a corner that forces standards to drop throughout.
It doesn't help that a larger portion of engineers who would normally stay on at the School working its various foundries, laboratories and lecture halls would now be drawn out into the Ironsides. The Grand Marshal's staff try to impress upon the Mistress that the Ironsides are a prestigious representative of the School and that their own fame and reputation only compounds that of the School, but she isn't having it. The Ironsides must recruit from the available candidates rather than trying to fast track sub-par applicants through her institution.
-1,000 Marks, -200 Food
-4 Relationship with the Imperial Gunnery School
Mauchen Ferry Post
Target: 0/100
Skill: +11 Stewardship, +15 Fiorella
Council Effect: +32 Chamberlain of the Province
Other Modifiers: +8 Local Support, +25 Jengen Quarry
Roll Result: 97+91 = 188 Complete
The Baroness Toppenheimer has been to Mauchen before. Almost exactly a decade ago she built a new barge post in the village to bypass the dangerous rustlers on the roads of the Barony of Pfeildorf, and support the movement of artillery through the Province. The Sudenland's road network is in better shape than the Wissenlander one though you would have to admit.
Mauchen's main contribution to the wider economy of the province is in the wool trade. Her local hills are fair pasture land for local shepherds and the shorn wool is shipped by barge downriver to Pfeildorf in lieu of coin taxes to the Baron where it is worked by into cloth and sold in that city's renowned wool markets.
The Chamberlain of the Province is back in Mauchen to assess the work that was done back in the early days of your reign. The old bargemaster of Mauchen has passed away and now two families run shipping out of Mauchen. Across the Reik from Mauchen sits Wuppertal, the country estate of the Leitdorfs of Averland is home to a castle and a Sigmarite holy site.
The rustling problem has been improved, the main road from Steingart to Pfeildorf having been cleared up by the retinues of local noblemen, and the Chamberlain believes that the docks at Mauchen could be improved to allow for passenger travel across to the town of Wuppertal. Though they might not be the most populous Cult in the Sudenland the Sigmarites are still the most populous cult in the whole Province and access to a holy site and a large town with it should bring a fair amount of traffic to Mauchen.
Work progresses rapidly to build a ferry post in the village and one of the old Bargemaster's grandsons decides to take up the ferry as his own business. Had the opportunity not arisen the young man would have had to leave Mauchen and find work elsewhere. Perhaps even in Wuppertal across the river.
-1,000 Marks and -200 Materials
Mauchen Ferry Post completed
+9 Relationship with Pfeildorf
Arrest the Murderous Cadaver Merchant
Target: 100
Skill: +14 Intrigue, +14 Fiorella
Council Effect: +22 Confidante of the Seat
Other Modifiers: +24 City of Nuln, +10 The Children, +10 The Iron Tower, +5 The Shadow Company, +5 Recent Intelligence
Roll Result: 74+104 = 179 Success
The Confidante has a list of members of the academia of Nuln who have been buying cadavers and a list of suspects who may have been selling them or worse, making them. The Cult of Morr's official opinion is that medical cadavers are a heretical practive which should be forbidden by all civilised peoples and the Confidante is raring at the bit to take the network down on both sides.
The Black Guard mass in the Universitat, storming the various medical schools, breaking down the doors of theatres, laboratories and classrooms and the Grand University's own prestigious Department of Medicine is visited by some of the Confidante's secular assets at the same time. Rounding up all of the academics who have been purchasing cadavers is one thing. And it offers some warning to the names on her other list.
The Shadow Company has been strategically positioned to watch for runners, the whole list of suspects is assessed and those who hear about the arrests and move towards the city gates are arrested in the streets. Interrogating the professors and lecturers and researchers of the Universitat and the Grand University leads to nailing down exactly which suspects need to be arrest in turn.
The academics are put in the prisons below the Iron Tower. In time they'll be released and those with wealthy patrons will be free before long. But the cadaver merchant you have decided to leave in the Confidante's hands. He is taken out of the City to Roadwarden East, never to be heard of again.
-400 Marks, -40 Materials
+7 Relationship with Cult of Morr
-1 Relationship with Universitat and Grand University.
Develop the Gimbal Compass
Target: 100
Skill: +20 Learning, +14 Fiorella
Council Effect: +17 High Master
Other Modifiers: +10 City of Academies, +10 Vault of Inventions, +5 Princessly Patronage, +5 College Investments
Roll Result: 13+81 = 94 Fail
The Gimbal is a mechanism that has existed for thousands of years especially notable for its use in the Classical world. Some claims indicate that Myrmidia, Mother of Invention, is responsible for the first gimbal when she created an inkpot that could never spill. For much of its early history the gimbal was something of a novelty item, unspillable inkpots or incense burners or even a portable cooking pot on gimbals.
It was in a war with Araby that the Tileans first turned the gimbal towards a naval focus, siege equipment mounted on a ship's deck could be used to scale the walls of an island fortress even amidst the waves. It was not perhaps the safest of things, but nothing in war is especially safe, and amongst engineers the gimbal is credited with making the storming of the Holy Monastery of the Divine Origo possible at all.
Supposedly the Dwarfs and Elves have long used gimbals aboard ships for a wide variety of purposes. One of which is to hold instrumentation steady for the navigator to actually be able to read it while at sea. And when considering the needs of a compass at sea a gimbal should hopefully prevent the needle being cast to random positions by the throw of the force of the sea.
The College of Engineering has been working with the Cult of Myrmidia and the Grand University on developing the Gimbal Compass, a mix between traditional gimbal mechanisms and the Dry Compass that was recently developed. Alas, the group working on the development have hit a snag. There will be a work around, no doubt, but should a ship be struck head on by a wave of a sufficient strength it will induce a gimbal lock and the whole system will be negated. Different rings of the gimbal mechanism become aligned parallel to one another and roll together rather than independently removing the compass' protections from the forces of the sea.
Worse yet, the race is clearly on. Di Miragliano's School is host to a naval engineer from Sartosa who has apparently been given an opportunity to study an elven naval compass. Cirolamo Gardano's naval compass may soon be available from Miragliano for use in Tilean ships.
-800 Marks, -50 Materials
The Siege of Wurtbad
Target: 50
Skill: +15 Martial, +1 Fiorella
Council Effect: +22 Grand Marshal
Other Modifiers: +20 Iron Company Professionalism, -20 Wurtbad, -25 Eagle Castle
Roll Result: 20+13 = 33 Fail
The Stirland campaign has proven a mixed affair. The Hammers of Nuln have been bombarding the walls of Wurtbad on random occasions, warning the inhabitants that the Grand Marshal might storm the city at any moment and hopefully keeping them on edge. Meanwhile the Fathers of Suns have come very much into their own.
The Company has been long seeking the aid of Drakepowder, a secret the Dwarfs did not share during the birth of the Gunnery School and that they have made clear is not available for human use. Drakepowder can't even be bought at exorbitant prices nor can any of the Dwarfen weapons that use it. And yet, the Fathers of Suns are quite happy to use the experimental version that the School and College produce.
Technically speaking the powder is only authorised for usage in its colour-burst form, which is used for significant festivities to produce towering plumes of coloured smoke and fire. But the Fathers of Suns have been filling ammunition with the powder in a wide variety of stability levels alongside their usual incendiary explosives and alcohols.
The parts of Wurtbad that can burn, do. The shelling is continuous, the Fathers of Suns take shifts to ensure that even at night there is always a glowing orb arcing through the heavens over the walls of Wurtbad. In theory the Grand Marshal has been aiming for key targets, but as the siege draws on the company has been firing quite indiscriminately. However one of the mortar teams managed to detonate their experimental powders inside of their piece. The explosion was devastating, destroying the weapon, her crew and much of the hill they had been placed on.
Other bad news reaches your desk. The Iron Companies have been unable to meaningfully interdict riverine travel to Eagle Castle, unwilling to fire on barges flying the colours of other provinces. The city is unlikely to even start to starve so long as barges from Reikland and Stirland have free use of the Stir, however much of their supplies you burn.
You consider writing to the Grand Marshal with new instructions.
(This should be included in plan format)
[ ] Forbid Experimental Drakepowders
[ ] Authorise Firing on Barges
[ ] Storm the City
[ ] No New Orders
-1 Mortar
Van Hal's Conference
The Iron Tower stands on Fortress Island in the middle of the confluence of the Reik and the Aver. The fortress is connected to all three parts of Nuln by bridges and is ringed by fortifications, as the name would imply, to allow the Iron Companies to shut the rivers and control access from each part of the city to the next across the bridges.
On Hexennacht, Fortress Island is shut. Travel throughout Nuln is circuitous, using the Great Bridge downriver and smaller bridges upriver. The Order of the Silver Hammer has sealed Fortress Island ahead of Van Hal's conference, initiates of the order stand guard at the gates of the island and banners on the walls indicate the arrivals for the conference who are already there.
You ride across the Iron Bridge from the Militarstutz, an escort of Greatswords with you. The Pontiff will be arriving soon with the Inquisition and you understand some of the Knights of Sword and Scale will be joining the garrison of Fortress Island. Meanwhile the Black Guard can be seen at the gates, and standards indicate the Cult of Morr has arrived. You even see a Raven Knight despite the Order not being sanctioned to operate in the Wissenland.
As you pass through the gates and into the Iron Tower a Witchhunter leads you into the largest of the Tower's lecture halls where Van Hal awaits at the lectern and representatives from across the Old World have gathered. Sigmarite Witch Hunter Generals, the mark of the Silver Hammer hanging from their necks. Longshanks from the Taalbastion and Howling Wolves from Middenheim. The Confidante stands to one side amidst members of the Fellowship of the Shroud and a few Dwarfs of the Cult of Gazul, the greatswords of the Order of Guardians unique amongst Dwarfwork.
You settle yourself in a seat and wait for the remaining few attendees. Minor Cults, late arrivals and the Pontiff and her Verenans. The Cult of Shallya arrives last, or so you presume since you only notice the arrival of the Cult of Ranald as the Shallyans settle down. You note a significant breach in the ranks there, for a Plague Warden from Kislev has arrived. The Cult of Shallya generally regards them as dangerous heretics, you'd have to check with the Pontiff but you believe the laws of the Wissenland currently proscribe the whole order.
But at last, the gathering is full. And Van Hal motions for some of the senior Witch Hunters of the Tower to come in with their charges. Chained in silver cuffs and screeching with fury, three vampires in the presence of a dozen flensed and salted skulls. Van Hal reveals that he brought these three home with him from his last trip abroad, the skulls are trophies from his past four trips across the Empire.
He has discovered covens of Vampires pretending to be humans living throughout the Empire, and he has identified that the covens have been placed strategically by some higher controlling mind. Through some light persuasion he manages to convince the three vampires to confess their heritages, two Sisters of Lahmia were charged with wedding highly and infiltrating the families of key border lords. An the male vampire claims to be a Von Carstein. And the room bursts into chatter.
Van Hal quietens the room gradually. And reveals that he has personally confirmed that the Empire is imperilled in a manner it has not faced in generations; in centuries. You might recall from the histories of the Empire that the last time the Sylvanians were part of Imperial Politics one Vlad von Carstein was travelling the empire attempting to push the candidacy of Isabella von Drak, the Grand Countess of Sylvania. When she unfortunately passed due to plague, the von Carsteins inherited Sylvania and slipped from politics.
Van Hal claims that Vlad von Carstein of the current day, is that exact same Vlad von Carstein and is a vampire of such great age that he may have been one of the Great Necromancer's first lieutenants. And claims that he has spent the past two hundred years developing a vampiric nation within Sylvania by subverting or turning the nobility and has recently forged an alliance with the Sisterhood of Lahmia; an order of female Vampires; with an interest in using them to subvert other key nobles through marriage to a Sister of Lahmia.
Then the legendary Witch Hunter moves on to the matter of the recent Sylvanian military strategy. When von Carstein secured Mordheim for several years early in the millennium he reaped huge quantities of Wyrdstone, supposedly for the good of the Empire since he was keeping it from petty necromancers and Chaos cultists and Beastmen. Van Hal estimates that the sheer mass of Wyrdstone currently in his possession means that von Carstein could raise every single corpse in Sylvania that passed in the last twenty years and almost all that still have material bodies worth raising outside of consecrated ground.
He is concerned that von Carstein may intend to bring the Eternal Night to the Empire and seize the Imperial Throne by force as an eternal vampiric tyrant. Van Hal's Conference comes to a close with a dire warning. Vlad von Carstein has had two hundred years unopposed to develop his position as Grand Count and who know's how many thousands of years to hone his skills and forge pacts with other vampiric lineages or found his own; and the Conference is very far behind. Von Carstein's recent return to Imperial politics indicates that his plan is about to be enacted in full.
He opens the floor and various members of the Conference take their turn to speak about the horrors that have been revealed this Hexennacht. They generally have agreed to go back to their patrons throughout the Old World with a warning. Your more martial focus however leads you to mention in your own turn on the floor to warn that if von Carstein realises his secret is out then the real war will begin in earnest immediately.
Besides Van Hal's Conference, the Old World is practically devoid of meaningful news at first blush. The surge in Beastman activity has gone back down to usual levels. The wake of Waagh! Zurgad has rippled away for the most part. The Miraglian army has arrived in Tordorno and imposed order under a newly elected Princess of Tordorno who hails by birth from the Magnificent City. And certainly the Lands of the Border Princes are badly burnt and broken, many settlements throughout the region razed to the ground and their inhabitants slaughtered.
The only settlement in the eastern Lands of the Border Princes to have signifcantly withstood the Waagh is Matorca, the citizens of the city have just returned from the Guest Halls of Barak Varr where the King sheltered them and the city was sufficiently out of the way that the Waagh didn't bother to demolish an empty city.
Turning back towards the Empire, the Empress of Marienburg has passed in her illness. The new Grand Baron of Westerland has put out a general call for an election hosted at Marienburg, maintaining the fiction that the Empress of Marienburg was a true empress and her death should herald a new election. It is highly unlikely any of the Provinces intend to attend the vote; Marienburg's political future as an Imperial Candidate is doomed. In theory you could entertain the new election, journey to Marienburg and cast a vote. You'll be one of two electors there, possibly three or four if the Moot and Averland continue their own policy of treating all candidates the same.
Meanwhile the Wissenland Gazette has news concerning the wider Empire.
The Emperor of Sigmar's Holy Empire may not be actively supporting Wurtbad but Reiklander burgomeisters have been taking advantage of the siege to make money in the city.
The Ottilian Empress has urgently begun to restore the ranks of the badly wounded Talabeclander State Troop.
The Wolf Emperor has announced that he intends to marry in Ulriczeit, only a few months time. He is engaged to a Hochlander woman, apparently she has been sponsored in Middenheim by the Ar-Ulric himself and she is the sister of the Baron of Bergsberg the fortified border town between the two provinces.
Intelligence Report:
The Confidante of the Seat has been overseeing efforts to watch over the underworld of Wissenland.
- Sabotage in the siege camp at Wurtbad is attributed to the Cult of Slaanesh in Stirland. The Confidante has traced the roots of that action back towards the Militarstutz and has tasked the Shadow Company with ensuring there's no corruption in the Militarstutz itself.
You have 10 Action Dice. You must apply at least one Action Die to the Province. One Action Die is locked into the Stirland Crisis.
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
The Marienburg Election
With the death of the Marienburg Empress the Grand Baron of Westerland has called for a new election. As the weakest of the imperial candidates and the faction with no votes other than its own, it is unlikely there will be many attendees. But you could go to Marienburg and vote regardless.
(Doubles as an Engage Action, write-in a person to seek out and a topic to discuss with them at the election if you want.)
Cost: 500 Marks per Die
Must Beat: 50
The Wolf's Wedding
There's a wedding in Middenheim to herald the start of Winter. The invitations have gone out and naturally the Grand Count of Wissenland is invited to attend. The soon-to-be Empress Hildegarde of Middenland is a devout Ulrican and it appears the Cult of Ulric hopes she will keep the Wolf Emperor under their sway.
(Doubles as an Engage Action, write-in a person to seek out and a topic to discuss with them at the wedding if you want.)
Cost: 1,000 Marks per Die
Must Beat: 50
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
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
Unveil the Vampire
Van Hal's Conference has revealed a most terrible secret. Sylvania has been subverted by dark forces. The attendees of the Conference are working in secret to prepare for the inevitable war, many of them will be advising patrons and the Conference's subject cannot remain a secret for long. Indeed von Carstein might already know. End the games of intrigue. Publically declare Vlad von Carstein a vampire.
Cost: 500 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 - 191/1000
Kreutzhofen Town - 0/1000
Nehren Town - 0/1000
Sonnefurt Fort - 0/1000
Kroppenleben Village - 0/1000
Heisenburg Village - 284/500
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 Fathers of Suns
Cost: 200 Marks, 200 Materials, 20 Food
Required Effort: 0/20
The Stirland Crisis
The Iron Companies have marched into Stirland to overthrow Haupt-Anderssen and replace him with Lutz.
Must Beat: 50
The Officer's Academy
As its name suggests the Officer's Academy in the Militarstutz trains up officers for the Iron Companies it is also home to libraries of military manuals where tactics, strategy and doctrine are discussed and debated. In light of the Conference old manuals on warfare against necromancers will need to be dusted off and as something of an expert in tactics and strategy you shall go to the Academy and begin writing your own manual to revise the current doctrine of the Iron Companies.
(Write-In one change to make to the tactics, strategy or doctrine of the Iron Companies)
Cost 500 Marks per Die
Required Effort: 0/100
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
The Wissenland Road Network
In the Sudenland there is a road network that runs throughout the Province as a significant rival to the riverine network. The Wissenland however has no such network, most Baronies and Counties are connected to their neighbours only by river. It is time to weave the Wissenland together by road, which means major infrastructure projects.
Cost: 1,500 Marks and 400 Materials per Die
Wissenburg-Wurmgrube Road - 0/400
(Includes the Wissen Bridge across the River Dottern)
Dotternbach-Wurmgrube Road - 0/400
(Includes the Dottern Bridge across the River Dottern)
Wurmgrube-Meissen Road - 0/300
(Includes the Harrach Bridge across the River Harrach)
Meissen-Salmfahre Road - 0/500
(Includes the Salm Bridge across the River Salm)
Trulben-Wusterburg Road - 0/200
Nehren-Weilerberg Road - 0/300
Wusterburg-Weilerberg Road - 0/400
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: 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 the Mechanical Knitting Machine
The College of Engineering and the Cult of Myrmidia have an idea that should hopefully prove particularly valuable in the Sudenland. A machine that is capable of knitting by using needles that roughly follow the movements of hand-knitting. The more needles in the smaller a space, in theory the higher quality the cloth that would result.
Cost: 1,500 Marks and 100 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