The Old World: Dark Age of the Empire

[X] The Ranaldian Agreement: you maynotor
-[X] Legitimise the Cult (1 Cult Point)
-[X] Industrielplatz Safety Reform (3 Cult Points)
-[X] The Defence of the Realm Agreement (-1 Cult Point)
-[X] The Confidancy (-2 Cult Points)

Qm would a point over amount to more relationship?
 
[X] The Ranaldian Agreement: you maynotor
-[X] Legitimise the Cult (1 Cult Point)
-[X] Industrielplatz Safety Reform (3 Cult Points)
-[X] The Defence of the Realm Agreement (-1 Cult Point)
-[X] The Confidancy (-2 Cult Points)
 
The jig is up; 2 years later than canon, but the First Vampire War is here. I'm surprised Van Hal was able to identify the Lahmians as well as the Von Carsteins, but at least we know about both now.

In canon, the sheer damage from the 40-year war meant Emperor Ludwig was extremely popular for his role in ending it, so much so if he'd finished the job he would've been crowned Emperor by the masses. Only the other claimants prevented him from destroying Sylvania; let's not make the same mistake.
 
[X] The Ranaldian Agreement: you maynotor
-[X] Legitimise the Cult (1 Cult Point)
-[X] Industrielplatz Safety Reform (3 Cult Points)
-[X] The Defence of the Realm Agreement (-1 Cult Point)
-[X] The Confidancy (-2 Cult Points)
 
Grand County of Wissenburg (Electoral Estate) (Our Title)
Wissenburg: Farms 100 (1 Stage, 50 finished), Docks 200 (1 Stage, 150 finished)
Maselhof: Docks N/A (1 Stage, 50 finished)
Rohrhausen: Prospect 25
Dotternbach: Prospect 100, Expand Mine 200
Halgerbach: Prospect 100, Expand Mine 200
Durbheim: Farms 150, Docks N/A (1 Stage, 50 finished)
Hinkend: Farms 100 (1 Stage, 50 finished)
Wurmgrube: Farms 100 (1 Stage, 50 finished)
Taxes 1,375, Tariffs 719, Food 12,891 Produced, 3,000 Consumed, Material 1,400 Produced, 200 Consumed

Duchy of Meissen (Our Title)
Meissen: Farms 150, Docks 150 (1 Stage, 100 finished)
Owingen: Prospect 25
Heisenburg: Fortify 500, Prospect 25
Auggen: Farms 100
Taxes 950, Tariffs 1,380, Food 11,172 Produced, 3,000 Consumed, Material 400 Produced, 200 Consumed

City of Nuln (Our Title)
Nuln: Fortify 2,500, Docks 350 (1 Stage, 300 finished)
Taxes 4,310, Tariffs 3,220, Food 0 Produced, 41,500 Consumed, Material 4,000 Produced, 800 Consumed

Barony of Geschburg (+93)
Geschburg: Farms 200, Docks 200 (1 Stage, 150 finished)
Wittenhausen: Farms 150 (1 Stage, 50 finished)
Althausen: Farms 150
Rohrhof: Docks 100 (1 Stage, 50 finished)
Taxes 821, Tariffs 663, Food 10,777 Produced, 1,500 Consumed, Material 386 Produced, 100 Consumed

County of Grissenwald (+79)
Grissenwald: Fortify 1000
Taxes 269, Tariffs 406, Food 0 Produced, 2,500 Consumed, Material 358 Produced, 500 Consumed

County of Kreutzhofen (+11)
Kruetzhofen: Fortify 1000, Prospect 25, Docks 250 (1 Stage, 200 finished)
Serrig: Repair Finished
Weilerberg: Prospect 25
Taxes 389, Tariffs 1,086, Food 1,419 Produced, 2,500 Consumed, Material 0 Produced, 200 Consumed

Barony Of Kroppenleben (+53)
Kroppenleben: Fortify 1000 (1 Stage, 500 finished), Prospect 25
Eppiswald: Docks N/A (1 Stage, 50 finished)
Bedernau: Docks 150 (1 Stage, 100 finished)
Hornfurt: Farms 100 (1 Stage, 50 finished)
Taxes 306, Tariffs 465, Food 656 Produced, 2,000 Consumed, Material 153 Produced, 100 Consumed

Barony of Pfeildorf (+56)
Pfeildorf: Docks 150 (1 Stage, 100 finished)
Hausern: Farms 100
Mauchen: Docks 150 (2 Stage, 50, 100 finished)
Sexau: Docks 100 (1 Stage, 50 finished)
Staig: Docks 100 (1 Stage, 50 finished)
Taxes 936, Tariffs 808, Food 7,351 Produced, 4,000 Consumed, Material 312 Produced, 200 Consumed

Barony of Scharmbeck (-89)
Scharmbeck: Prospect 100, Expand Mine 200
Tierhugel: Prospect 200, Expand Mine 400
Taxes 33, Tariffs 0, Food 77 Produced, 3,500 Consumed, Material 198 Produced, 0 Consumed

Barony of Sonnefurt (+82)
Sonnefurt: Fortify 1000 (1 Stage, 500 finished), Docks 150 (1 Stage, 50 finished)
Oshausen: Prospect 25
Taxes 182, Tariffs 465, Food 1,563 Produced, 1,500 Consumed, Material 182 Produced, 0 Consumed

Barony of Steingart (+61) (Heart of Solland Secession)
Steingart: Farms 150, Docks 150 (1 Stage, 50 finished)
Moasach: Farms N/A (1 Stage, 50 finished)
Waldbach: Farms 100 (1 Stage, 50 finished)
Erbshauen: Farms 100 (1 Stage, 50 finished)
Pahl: Farms 100 (1 Stage, 50 finished)
Ummenbach: Prospect 25
Taxes 242, Tariffs 54, Food 15,007 Produced, 0 Consumed 0, Material 0 Produced, 0 Consumed

Barony of Wusterburg (+100)
Wusterburg: Farms 150, Docks 200 (1 Stage, 150 finished)
Nehren: Fortify 1000, Prospect 25
Salmfahre: Farms 100 (1 Stage, 50 Finished)
Eigenhof: Farms 150
Rotenbach: Farms 150
Taxes 800, Tariffs 403, Food 14,609 Produced, 1,000 Consumed, Material 200 Produced, 100 Consumed

Bugman's Brewery (+100)
Taxes 200, Tariffs 909, Food 1,719 Produced, 4,500 Consumed, Material 400 Produced, 100 Consumed

Minor Sudenland Estates
Ellwangen: Docks N/A (1 Stage, 50 finished)
Ballenhof: Docks 100 (1 Stage, 50 finished)
Osterzell: Docks 100 (1 Stage, 50 finished)
Jengen: Fortify 500 (1 Stage, 250 Finished), Prospect 25, Docks 150 (1 Stage, 100 finished) Expand Mine 150 (1 Stage, 100 finished)
Taxes 250, Tariffs 805, Food 2,149 Produced, 2,000 Consumed, Material 600 Produced, 0 Consumed

Money: +10,102 Food: +4,650 Materials: +4,874
 
Welp, as expected, the jig is up. I'll ask again, can we please have agents in Sylvania? Or is everyone going to play defensive by closing our eyes out and hope for the best? So far, all it takes now is for the the Existence of the Conference to be leaked out to Vlad or another faction screwing up badly in intriging the Vampire for him to start the war. Either way, we must prepare.

Steam Engine? Must get.
Legalise Ranaldians enough to employ them in our service or for a favor? ASAP
Employ these same thieves in Sylvania? Now that's a plan in the making (kinda).
 
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

We have two time sensitive diplo actions with reduced DC. Is any of these worth pursuing? Thoughts?
 
We have two time sensitive diplo actions with reduced DC. Is any of these worth pursuing? Thoughts?

The wedding could be a good chance to brief a few key electors of our findings on Vlad. The election probably isn't worth attending, no one else will be there so we would just be giving Marienburg legitimacy for not much gain.
 
[X] The Ranaldian Agreement: you maynotor
-[X] Legitimise the Cult (1 Cult Point)
-[X] Industrielplatz Safety Reform (3 Cult Points)
-[X] The Defence of the Realm Agreement (-1 Cult Point)
-[X] The Confidancy (-2 Cult Points)
 
[] Plan Storming the City
-[] Shared Project Agreement
-[] Trade Offer
--[] 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)
-[] Storm the City
-[] The Wolf's Wedding Cost: 1,000 Marks per Die Must Beat: 50 1 Die
-[] The Stirland Crisis Must Beat: 50 2 Die
-[] Engage with a Noble, Notable or Cult (Josef Bugman) Cost: 200 Marks per Die Must Beat: 50 1 Dice
--[] Express our interest in attracting more dwarf immigrants to the province. Ask him if he would be willing to use his extensive connections to promote Wissenland as a good place to settle as well as for any suggestions on how we could make dwarf settlement more attractive.
-[] Riverine Docks Cost: 1,000 Marks and 200 Materials per Die.
--[] Effort Required: Ballenhof - 0/100 1 Die
--[] Effort Required: Sexau - 0/100 1 Die
-[] Establish Agents (Sylvania) Cost: 1,000 Marks and 200 Food per Die Must Beat: 100 3 Die
-[] Develop the Gimbal Compass Cost: 800 Marks and 50 Materials per Die Must Beat: 100 2 Dice

[] Plan Doubling Down
-[] Shared Project Agreement
-[] Trade Offer
--[] 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)
-[] Authorise Firing on Barges
-[] The Wolf's Wedding Cost: 1,000 Marks per Die Must Beat: 50 1 Die
-[] The Stirland Crisis Must Beat: 50 2 Die
-[] Engage with a Noble, Notable or Cult (Josef Bugman) Cost: 200 Marks per Die Must Beat: 50 1 Dice
--[] Express our interest in attracting more dwarf immigrants to the province. Ask him if he would be willing to use his extensive connections to promote Wissenland as a good place to settle as well as for any suggestions on how we could make dwarf settlement more attractive.
-[] Riverine Docks Cost: 1,000 Marks and 200 Materials per Die.
--[] Effort Required: Ballenhof - 0/100 1 Die
--[] Effort Required: Sexau - 0/100 1 Die
-[] Establish Agents (Sylvania) Cost: 1,000 Marks and 200 Food per Die Must Beat: 100 3 Die
-[] Develop the Gimbal Compass Cost: 800 Marks and 50 Materials per Die Must Beat: 100 2 Dice

Total Cost: 7800 Marks, 500 Materials, 600 Food

Two plans for the thread. The only difference between them is whether to storm the city or start firing on barges. If we actually want our siege to start hurting, we need to start interdicting river travel into Wurtbad. It's bound to cause a diplomatic incident with Reikland and Stirland, and will still take a longer time than storming it. As for storming it, we risk having to replenish our Iron Companies, but I'm fairly confident between the extra dice I put in plus the professionalism of the Iron Companies we can get it done. It's more an issue of action economy and what we plan on doing after the crisis is done. There's also the threat of what Vlad is doing or will do after the crisis is resolved, but we don't have any information on that front.

The rest of the plan is straightforward. Shared Project Agreement for the extra dice on specific tech. It's also better for increasing our relations with Miragliano over time than the one-time research deal. I also included that as well to get us the steam engine prototype a lot of people want. Will remove it if we're not allowed to take both. We don't really lack for options in research just dice.

Going to the Wolf's Wedding just to see what diplo opportunities we can get. No specific write-in because it's not a guarantee that anyone useful will show up, like Vlad or our neighboring southern electors. If anyone can think of one I'll be happy to add it.

Talking to Bugman to see if he can help us with getting more dwarf immigrants. More dwarfs mean more skilled experts in various fields which means more bonuses to our dice for us.

Hard focusing on two dock projects to get our income up. Ideally, I want the one turn stuff done asap so we can then focus our dice on bigger projects. I wanted to start improving one of our free companies at first, but that would have taken at least 2 turns to finish without sacrificing one of our other actions.

Finally, we correct our lack of information on Sylvania's dealings by establishing agents and finishing that gimbal compass before Miragliano does. Extra dice on both of these actions to make sure they get done and we don't waste dice for next turn.

Edit: No Ranaldian agreement in my plans because there's already a good one in the thread.
 
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It's a pity we didn't have much luck with the dice this turn.

I still think we need flintlock research.
@Kairos
Please no more compass research, this is really not a good investment.
The dwarf interaction can be postponed, one dock per turn is enough and I don't think two dice are really necessary on The Sirland Crisis.
Then you can use 4 or 5 dice this turn on flintlocks.
But no matter what happens, the compass really isn't worth it. Any alternative use of dice would bring more return on investment.
 
@Kairos
Please no more compass research, this is really not a good investment.
The dwarf interaction can be postponed, one dock per turn is enough and I don't think two dice are really necessary on The Sirland Crisis.
Then you can use 4 or 5 dice this turn on flintlocks.
But no matter what happens, the compass really isn't worth it. Any alternative use of dice would bring more return on investment.

They're just preliminary plans. Might change my mind later on what I want to do. Not really decided yet this early after the last post. Will most likely make another plan once there's more discussion.

I generally agree with your suggestions but I feel like that extra die on the Stirland Crisis is a must for any plan I'm voting for this turn.
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 defenses of Eagle Castle and Wurtbad counteract most of our modifiers. An extra die would ensure we get some progress done this turn. I would really like this siege finished asap with Vlad gearing up now.
 
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I'd really prefer to storm.

Besieging the biggest city in it is weakening Stirland quite a bit, and it will stay with penalties for a while.

It's likely not as bad as Nuln being devastated would be for us, since we have more industry centered there, but it should be quite bad.
 
@Warkeymon, questions:
  1. What would be the mechanical impact for the Leonardo Journals? A New Random Research Action? One-time large bonus to a research action?
  2. Can we take both Trade and Research Pact?
  3. Does the "+23 or +32 to City Projects" not apply to the Ironside Program?
  4. A bit of a dumb question. But if we were to talk about van Hal's finding to any of the notables in Marienburg or Ulriczeit, we do have sufficient evidence about his vampiric nature/threat that, if not 'beyond doubt' considering the gathering of the Faiths, at least makes them listen seriously to the warning?
  5. Are there any particular reward we might get for developing Gimbal Compass before Leonardo?
  6. Have the combat modifier for Eagle Castle and Wurtbad lessened from six months of bombardment?
Overall, it is a good turn of events, relatively speaking. Bad news first. Mistake is on my part because as seen in #3, I thought we had a higher modifier and not just +11 Council Effect. The Gimbal one was bad luck though. 81% chance of success failing is the worst. Wurtbad siege going bad is also equally unfortunate but we only lost one Mortar so it's relatively fine in the grand scheme of things.

The good news though is aplenty. Early steam engine and all the notes needed to maintain and create that is great. We might be the one to actually turn that into our version of the Steam Tank, which would be great for chaff units like Undead. It was also good that we didn't overly antagonise the Ranaldians, them having a proper divinely backed leader in Nuln explains the high modifers needed to root them out.

Main thing though, is that everyone of importance in the Faiths inside and outside of the Empire now know that Vlad is dangerous. This is the biggest knock on effect so far on canon. He's more prepared than OTL, but so is everyone inside and outside the Empire. But like our character said, this secret will get out. And that will be the flashpoint for the First Vampire Wars.
 
@Vocalend
  1. What would be the mechanical impact for the Leonardo Journals? A New Random Research Action? One-time large bonus to a research action?
You get a new research action available from the Journal. Once completed the slot would still remain and would fill with new techs in the same field.
  1. Can we take both Trade and Research Pact?
Yes
  1. Does the "+23 or +32 to City Projects" not apply to the Ironside Program?
No, each action only falls within a single remit. This project is part of the remit of the Grand Marshal of the Iron Companies.
  1. A bit of a dumb question. But if we were to talk about van Hal's finding to any of the notables in Marienburg or Ulriczeit, we do have sufficient evidence about his vampiric nature/threat that, if not 'beyond doubt' considering the gathering of the Faiths, at least makes them listen seriously to the warning?
Any notable who is the patron of a group that was at the Conference will already accept the threat as fact. E.g. the Ar-Ulric and Wolf emperor would have been warned by the Howling Wolves.

Otherwise you'd need to persuade them, for most of those who keep up to date on witch-hunting Van Hal's name would be sufficient though.
  1. Are there any particular reward we might get for developing Gimbal Compass before Leonardo?
If Miragliano develops it first then his version will hit the market first. Leonardo will be setting up deals especially in Tilea to supply his version of the compass which could cut you out of a major market for it.
  1. Have the combat modifier for Eagle Castle and Wurtbad lessened from six months of bombardment?
Wurtbad yes. Eagle Castle no.
 
[X] Plan: Trying to end this quickly with better guns.
-[X] Trade Offer
--[X] Sell the Dry Compass (1 Tech Value)
--[X] Sell the Gypsum Fertiliser (1 Tech Value)
--[X] Buy a Random Di Miragliano Journal (1 Tech Value) x2
-[X] Shared Project Agreement
-[X] The Ranaldian Agreement
--[X] Legitimise the Cult (1 Cult Point)
--[X] Industrielplatz Safety Reform (3 Cult Points)
--[X] The Defence of the Realm Agreement (1 Cult Point)
--[X] The Confidancy (2 Cult Points)
-[X] Storm the City
Diplomacy
-[X] The Marienburg Election Cost: 500 Marks per Die Must Beat: 50
--[X] Talk to the new elector about non-aggression, trade, Chaos and Vlad von Carstein. 1 Action
-[X] The Wolf's Wedding Cost: 1,000 Marks per Die Must Beat: 50
--[X] Talk to the Wolf emperor about peace with Reikland, Chaos and Vlad von Carstein. 1 Action
Martial
-[X] Fortify the Border (Select a Settlement) Cost: 2,000 Marks and 400 Materials per Die
--[X] Heisenburg Village - 284/500 1 Action
Stewardship
-[X] Invest in City Institutions (Select an Institution) Cost: 1,600 Marks and 300 Materials per Die
--[X] The Bank of Nuln - 0/250 1 Action
Learning
-[X] Develop the Flintlock Cost: 1,400 Marks and 100 Materials per Die Must Beat: 200 4 Actions
-[X] Develop the Gimbal Compass Cost: 800 Marks and 50 Materials per Die Must Beat: 100 2 Actions

Total: 12,300 Marks 1,200 Materials
 
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So how do we plan to fight Vladdie going forward? Are we gonna try to turtle and build up in secret while spreading the word, try to spring the news early to surprise him, or a third option? It seems pretty dire as he has had two extra years to build up, and I'm not sure if he acquired all the wyrdstone of Mordheim in canon. What can we do and what should we do?
 
Right then. I guess I am going to say that we should go with [] No New Orders. Sieges take a while still, and we still need to stall Vlad for as long as we can to ensure that shit doesn't hit the fan. Even with a failed roll, we still reduced Eagle Castle's modifier. If we succeed next turn – probably need to put 2 dice on the effort – we have better chances to successfully storm the city and with less casualty. Does it suck that Stirland gonna take the brunt of it? Yes. But also:
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.
What can we do and what should we do?
We should come to this with the perspective that Stirland is a lost cause for Vlad's initial undead deluge ground. Ostermark too, though we have at least given them some warnings. I think now is the time to commit simply to roadblock Vlad as much as possible, with the side effect of trying to get at least one major line of unity in times of absolute crisis like these. We should commit at least to being the Arsenal of the Empire still, as a polity willing to supply weapons and other research packages in exchange for resources or other concessions.

Concessions like say, being tolerated as a center of religious unorthodoxy next to Reikland. Because that will be our image once we legitimize Ranald worship on top of everything else.

In this I think what could be done is keep doing counter-intrigue with tripwires as needed on our neighbours just for passive observations. Ramp up our investments in the schools and inventions and prepare for a long haul of background war because we (the Questers) know that this will keep going for decades to come.
 
The Mistress of the School said no to the program and nothing has meaningfully changed from her perspective since. You can't ask for the same thing repeatedly until you get what you want.
Not to sound edgy or anything...

We don't need to ask repeatedly. Can't we simply order her?

Asking purely out of curiosity.
 
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