The Old World: Dark Age of the Empire

[X] The Imperialists
[X] The Defender of the Provinces
[X] A Consortium
[X] The Easy Concession
[X] The Talisman of Nuln
[X] Aye
 
[X] The Wolves
[X] The Marcher Companies
[X] A Pledge of Funding
[X] The First Halfling
[X] The Talisman of the Midden
[X] Aye

Changing my vote.

Still think we're more likely to get max concessions if a second round happens. In fact, I think a second round is all but guaranteed, given how much Todbringer wants the crown. The problem with voting with the Imperialists is that we'll be betraying our supporters if we just give the election to Todbringer in the second round. In order to maintain our diplomatic reliability and trust with our allies, we'll have to go along with the Iron Emperor bid.

I'm fine with taking the crown in the second round. My initial calculations didn't account for that. It's doable but difficult. I think it will be much more difficult to get the Iron Emperor voters to vote for the Wolf Emperor after we gave our tacit approval.

What I'm basically saying is a second round gamble is a case of having our cake and eating it too.

Either we get less concessions and a united Empire in the first round, or risk a failure in the election if we can't get enough votes for ourselves or convince the Iron Emperor voters to switch to the Wolf Emperor.

Edit:
Just to illustrate my point, here's how I think a plan would have to be structured to get the Wolf Emperor to accept in the event of a second round.

[] Middenheim - 3 Dice
[] Grand Theogonist - 2 Die
[] Stirland - 2 Die
[] Ostermark - 1 Die

Middenheim based on the leading Imperialist vote has five electors as supporters: themselves, The Ar-Ulric, The Moot, Averland and Nordland.

Ostland might flip to Middenheim but that depends on the Ottillians. We have no information on them as of the moment.

He needs another three to win the election outright. We need to devote die to our current supporters in order to ensure they switch votes in the second round. If we fail two of those rolls our offer to Middenheim becomes immediately less appealing. We'll likely get a debuff to our rolls because we already negotiated with them in the first round. The fact that we have to devote dice to our supporters is also a detriment to our negotiations with the Wolf Emperor. Less Dice means less of a chance we actually get a successful negotiation for concessions. A failed negotiation means no concessions and we'd be going into the next vote blind with no real gain.

In contrast it's much easier and more straightforward at least in strategy if we just go with the Imperialist vote.

[] Averland 2 Die
[] Marienburg 2 Die
[] The Moot 2 Die
[] Reikland 2 Die

All we have to do is renegotiate with the electors who didn't go with us. If we get all three that's a majority of all the electors excluding Sylvania. Reikland might also flip with the Grand Theogonist's support. Thats a majority outright.

To expand, I wouldn't say that a second round Wolf Emperor win is harder to accomplish but a second round Wolf Emperor win that also gets us the concessions we want is going to be very complicated to accomplish. It also risks the implosion of the budding sphere we want to make.
 
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What I'm basically saying is a second round gamble is a case of having our cake and eating it too.
With the votes we're giving him the wolf Emperor is guaranteed to win 1st round, he already has at least 4 guaranteed votes (middenland, the Al-ulric, nordland and averland) and we're giving him at least 4 votes with that plan (us, Stirland, the moot and ostermark) and that's without counting on hochland which is very likely to vote for the wolf so the chances of there being a second round with that plan are slim to none.

Personally still not sure what to vote but leaning towards just giving the win to the wolf Emperor right now even though it kinda sucks cause of how the system is set up, if we want to talk again with the ones voting with us we would have to use dice on them again which means not sure maybe we would use the same kind of dice on the same people again or maybe next time without the westerlands
 
With the votes we're giving him the wolf Emperor is guaranteed to win 1st round, he already has at least 4 guaranteed votes (middenland, the Al-ulric, nordland and averland) and we're giving him at least 4 votes with that plan (us, Stirland, the moot and ostermark) and that's without counting on hochland which is very likely to vote for the wolf so the chances of there being a second round with that plan are slim to none.

Personally still not sure what to vote but leaning towards just giving the win to the wolf Emperor right now even though it kinda sucks cause of how the system is set up, if we want to talk again with the ones voting with us we would have to use dice on them again which means not sure maybe we would use the same kind of dice on the same people again or maybe next time without the westerlands

Like you said, there's a chance he has even more votes in the first round. Hochland and even Ostland might flip given the Ottillian's weakness.

If we didn't have to devote dice to making sure the people who voted for us continue to vote with us in the second round. The Imperialist gamble would be more viable.

As it stands, Todbringer's surprising competence in diplomacy has made our plan to be the power behind the throne a lot harder. I don't think he'd even need us in a second round if he steals Ostland and Hochland. Six votes means he can dump all his dice into fully incorporating the Ottillians.

That's another thing we have to look out for, the more electors he has now, the less he'll need to approach in the second round, which means our offer isn't as appealing.

Anyways, if we fail in our goals here it's not the end of the world. We'll just have to look inwards for a time. We should too, the Averlanders flipping to Todbringer has me pretty annoyed. We've been devoting so much dice to Grenzstadt for no diplomatic gain.
 
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We've been devoting so much dice to Grenzstadt for no diplomatic gain.
Yea this has definitely me feeling very salty, but we still need averland for the fight against vlad and they showed their prowess so we may have to suck it.

[X] The Wolves
[X] The Marcher Companies
[X] A Pledge of Funding
[X] The First Halfling
[X] The Talisman of the Midden
[X] Aye
 
Anyways, if we fail in our goals here it's not the end of the world. We'll just have to look inwards for a time. We should too, the Averlanders flipping to Todbringer has me pretty annoyed. We've been devoting so much dice to Grenzstadt for no diplomatic gain.
Not quite?

I mean, we got Averland behind us for the whole operation that basically turned Stirland into our client for the time being, and we got them to come north and do a lot of the work in Bechhaven.

It would have been better to have them in our block for the Election too of course, but you can't say we got nothing.

Besides, strengthening Grenzstadt is a good thing anyway, it lowers the odds that the next serious Whaag! from the Badlands reaches Wissenland.
 
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Not quite?

I mean, we got Averland behind us for the whole operation that basically turned Stirland into our client for the time being, and we got the to come north and do a lot of the work in Bechhaven.

It would have been better to have them in our block for the Election too of course, but you can't say we got nothing.

Besides, strengthening Grenzstadt is a good thing anyway, it lowers the odds that the next serious Whaag! from the Badlands reaches Wissenland.
I solely meant in the context of this election. Was sorta counting on the Averlanders implied support to really make a southern Sigmarite alliance a real thing. It's made our diplomatic situation a lot more awkward.

It's a good thing strategically that we strengthened Averland, but it sucks they broke our alliance to go with the Middenlanders. We're now stuck with the two weakest provinces in the Empire as our allies who are also two provinces that border Sylvania. We'll be propping them up for awhile. It would actually be a good thing for them to have sided with the Wolf Emperor, at least when it comes to defending against Sylvania. He'll be bound to commit his forces to their defense.

We're not in a good geographic position to lend aid to Ostermark given that most of their population centers are near the northern borders of the Empire while we're at the very south. Stirland is just a wet noodle at this point.

If Middenland starts seeing us as a rival and he wins the throne without needing our support, he might be more than content to let us deal with Vlad while he hangs back. Soften both us and Sylvania up. If Vlad wants to settle his grudge with Middenland, he's going to have to pass through his northern borders. That conveniently means he'll need to pass through one of our allies, most likely Stirland.
 
One more reason to vote for the Wolf now.

If he is Emperor, with our clear support, he has little choice but to defend his Empire, or loose the prestige he has just build up over the last few actions.
 
Oh boy hopefully the vote is gonna last longer cause there's big enough between two leading for the second week to happen and then the gamble begins which I hope we can convince more to switch.

You know we kinda duped ourselves to presume the wolf emperor was the stereotypical brawn over brain ulrican leader but from past actions and especially now he proved us wrong and showed hes actually an adept diplomat and politician. Which is quite respectful that's he got more talents than just marshal but it's frustrating that our plan to check him was not full proof and the fact that many of us wanted to go iron emperor without properly thinking through the consequences that might entail making us a candidate and how flimsy our faction could be.
 
[X] The Wolves
[X] The Marcher Companies
[X] A Pledge of Funding
[X] The First Halfling
[X] The Talisman of the Midden
[X] Aye

Changing my vote.

Still think we're more likely to get max concessions if a second round happens. In fact, I think a second round is all but guaranteed, given how much Todbringer wants the crown. The problem with voting with the Imperialists is that we'll be betraying our supporters if we just give the election to Todbringer in the second round. In order to maintain our diplomatic reliability and trust with our allies, we'll have to go along with the Iron Emperor bid.

I'm fine with taking the crown in the second round. My initial calculations didn't account for that. It's doable but difficult. I think it will be much more difficult to get the Iron Emperor voters to vote for the Wolf Emperor after we gave our tacit approval.

What I'm basically saying is a second round gamble is a case of having our cake and eating it too.

Either we get less concessions and a united Empire in the first round, or risk a failure in the election if we can't get enough votes for ourselves or convince the Iron Emperor voters to switch to the Wolf Emperor.

Edit:
Just to illustrate my point, here's how I think a plan would have to be structured to get the Wolf Emperor to accept in the event of a second round.

[] Middenheim - 3 Dice
[] Grand Theogonist - 2 Die
[] Stirland - 2 Die
[] Ostermark - 1 Die

Middenheim based on the leading Imperialist vote has five electors as supporters: themselves, The Ar-Ulric, The Moot, Averland and Nordland.

Ostland might flip to Middenheim but that depends on the Ottillians. We have no information on them as of the moment.

He needs another three to win the election outright. We need to devote die to our current supporters in order to ensure they switch votes in the second round. If we fail two of those rolls our offer to Middenheim becomes immediately less appealing. We'll likely get a debuff to our rolls because we already negotiated with them in the first round. The fact that we have to devote dice to our supporters is also a detriment to our negotiations with the Wolf Emperor. Less Dice means less of a chance we actually get a successful negotiation for concessions. A failed negotiation means no concessions and we'd be going into the next vote blind with no real gain.

In contrast it's much easier and more straightforward at least in strategy if we just go with the Imperialist vote.

[] Averland 2 Die
[] Marienburg 2 Die
[] The Moot 2 Die
[] Reikland 2 Die

All we have to do is renegotiate with the electors who didn't go with us. If we get all three that's a majority of all the electors excluding Sylvania. Reikland might also flip with the Grand Theogonist's support. Thats a majority outright.

To expand, I wouldn't say that a second round Wolf Emperor win is harder to accomplish but a second round Wolf Emperor win that also gets us the concessions we want is going to be very complicated to accomplish. It also risks the implosion of the budding sphere we want to make.

I'm a bit late to the party, but I think you're essentially right. Having to renegotiate with everyone whose votes we now purchase has made our plan a lot less tenable.

Yet I still think we should work towards an Iron Emperor candidacy now. There's two ways we get the second job: either because we bargain for it, or because we are so dangerous we need to be pacified.

If the Ottilian implosion is total and Todbringer gets the votes and wins the election in the first round, we will be the only person in the room capable of challenging him, both in terms of political capital and actual military might. Plus, he still needs to be crowned by the Grand Theogonist to be made Emperor, and we have the GT in our pocket. If we dig our heels in, tell the GT that we consider the election invalid and intend to contest it as the only valid candidate, Todbringer will be Emperor of exactly nothing. This has happened before, everyone in the room knows it to be an option.

Of course, that would be the nuclear option, but there is no way around either us or the Grand Theogonist, and we will be a hell of a lot easier to negotiate with. Even if the Wolf Emperor (correctly) assumes we won't push it that far, one cannot heal centuries of civil strife with just a working majority. If the Wolf Emperor wants to be Emperor of an united empire, he has every incentive to drag the second most powerful Elector into the tent with him.

And as you said, if the Otillian faction stands for now and the election goes to round two, we might yet have a real shot at the crown.
 
Adhoc vote count started by Warkeymon on Sep 12, 2024 at 4:13 PM, finished with 65 posts and 26 votes.


Vote closed
 
Yup the die has been cast but I'm still not gonna be hopeful on the iron emperor on the first go it's likely more trouble than it's worth than being the chancellor cause in the unlikely event we win the wolf emperor will never never bow to us cause this was his moment of triumph and victory if we sweep that from under him he'll not take that good and will likely lead to more disunity as he'll leave with his faction and start either bunkering down or do their regular taking bites of territory of reikland. Cause he's an ulrican he's not gonna agree to something that he believes that was rightfully stolen from him after all the hard work he did.

And then leave us with the issues of vlads counterattack without his support and armies and be defending weak states like Ostermark and Stirland which are next to vlad and now without support from averland next time.

But that's absolutely worst case scenario which I hope cooler heads prevail on both sides and we'll can get our concessions and the empire reunites far more earlier and then we can break vlads face In.
 
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I have a question that I just came across today. What kind of investments does the Bank of Nuln make besides trade caravans and businesses? Do they invest in building up farmsteads, factories, or other large infrastructure projects that could make long-term investments? If so, could we potentially coerce them, with the help of our diplomat, who is one of their board members, to fund some of the projects in the stewardship tab (i.e. free dice), like the fertilizer factory, in exchange for a percentage of the profit of something? Could we also do that for more projects that could give long-term profits for the bankers like expanding the Industrielplatz, Militarstutz, or building more mines in exchange for a fraction of the profits they generate? I'm sure the bankers will at least be interested in investing in mines and farmsteads since they could never directly have access to the lands that they're in without being the lords of them or without our permission. As long as we get free dice, as well as the resources, and the industry that comes from them that can help build up our industry & military faster then I don't mind if the bankers become more powerful and our already loyal lords become a tad discontent that the penny pinchers are getting more influence.

Edit: Also why do the bankers hate us so much? Their relationship is at -69 with us, & yet I don't remember us even doing anything to them. We invested in expanding their banks & have one of their own as our head diplomat, what more could they want?
 
I have a question that I just came across today. What kind of investments does the Bank of Nuln make besides trade caravans and businesses? Do they invest in building up farmsteads, factories, or other large infrastructure projects that could make long-term investments? If so, could we potentially coerce them, with the help of our diplomat, who is one of their board members, to fund some of the projects in the stewardship tab (i.e. free dice), like the fertilizer factory, in exchange for a percentage of the profit of something? Could we also do that for more projects that could give long-term profits for the bankers like expanding the Industrielplatz, Militarstutz, or building more mines in exchange for a fraction of the profits they generate? I'm sure the bankers will at least be interested in investing in mines and farmsteads since they could never directly have access to the lands that they're in without being the lords of them or without our permission. As long as we get free dice, as well as the resources, and the industry that comes from them that can help build up our industry & military faster then I don't mind if the bankers become more powerful and our already loyal lords become a tad discontent that the penny pinchers are getting more influence.

Edit: Also why do the bankers hate us so much? Their relationship is at -69 with us, & yet I don't remember us even doing anything to them. We invested in expanding their banks & have one of their own as our head diplomat, what more could they want?

You can talk to the Bank about such investment opportunities if you want. One of the business opportunities that the Bank does invest in that I don't think you've mentioned is Dogs-Of-War Companies, often the surest way to get money out of the Lands of the Border Princes.

The Bank doesn't dislike you in particular so much, they were on rocky ground with the Imperial Palace when you ascended the throne and haven't especially changed their mind or leadership in the time since. The Imperial Palace is to be held at a distance, where possible, from Bank matters; or so current policy goes.
 
You can talk to the Bank about such investment opportunities if you want. One of the business opportunities that the Bank does invest in that I don't think you've mentioned is Dogs-Of-War Companies, often the surest way to get money out of the Lands of the Border Princes.

The Bank doesn't dislike you in particular so much, they were on rocky ground with the Imperial Palace when you ascended the throne and haven't especially changed their mind or leadership in the time since. The Imperial Palace is to be held at a distance, where possible, from Bank matters; or so current policy goes.
Good, cause if we can get the Tod to act as a meat shield for Vlad, we need to use the banks to build up as fast as possible. I also hope we can use the banks to make that dwarf-staffed factory zone in the industrilplatz I mentioned earlier to make more armor for our troops. The one where we make an area exclusively for dwarfs where we guarantee permanent tax benefits to any smithy they make in exchange for a guaranteed price markup for any of their products they'll sell domestically to not out-compete our own smiths out of the jobs, an obligation to take on a quota of imperial citizens as apprentices, & priority orders for any military orders we make at a good discount. The banks would love to invest in that since dwarf products always sell despite their premium markup combined with the constant orders from the military, which will guarantee a steady & large amount of income from interest.
 
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Turn 32 - Late 2015IC
Remain at Westfort
Target: 50
Skill: +15 On Campaign
Council Effect: +17 Grand Marshal
Other Modifiers: +10 Victorious
Roll Result: 42+42 = 84 Success
Your forces were split into two parts when you departed for Dunstigfurt. The greater part of the Iron Companies have marched west with you, but the Steel Guard remains at Bechafen lest the Sylvanians return. And lest the Ostermarkers forget in the coming days exactly who was responsible for the saving. The nature of the Election is such that you can't always be sure who voted for whom but there were four votes cast for the Iron Emperor in the end and you can account for them all in your own negotiations which includes the Ostermark.

The Sylvanian State Troop does not return and word from the rest of the Mark suggests that the losses suffered by the Veldt tribes at Bechafen has given them pause in crossing again into the western part of the Province. Of course you know now what has become of the Sylvanians. Word came to Dunstigfurt in the week between the two votes and has set the Electors reeling. Prince Lutz is of a mind to depart the Election altogether.



The Wusterburg Ring
Target: 0/150
Skill: +0 On Campaign, +14 Fiorella
Council Effect: +17 Chamberlain of the Province
Other Modifiers: +40 Local Support, +20 Jengen Quarry
Roll Result: 99+91 = 190 Complete
The Chamberlain of the Province has gone to Wusterburg to build up the Wusterburg Flat's prodigious agricultural estates. While the Flat is famed for feeding the City of Nuln throughout its history, much of it is actually wild grasses especially its western reaches which are more frequently troubled by Greenskins or Beastmen or other things of the Grey Mountains that cause the villages of the Flat to grow more sparse and distant from one another as one rises away from the Soll.

She has begun a westward campaign to claim the old Flat. The Inner Plains are ringed by hills just a quiet quarter of the way out from the river to the mountains and here are the majority of the farms and villages of the Wusterburg estates. But to the west of these hills the Chamberlain has been, with the written permission of the Baron, allotting land to any wed couple who pledges to develop it.

The conditions are simple enough, they must pay some small fee, must be of Nuln, Wissenland or Sudenland, must be married and must dwell in their allotted land for 5 years without meaningful departure. If they do so, then they shall be granted ownership under oath to Wusterburg of the allotment they have been appointed to. Several small villages have cropped up on the western banks of the ring hills and even have begun to spread out into the wild grasses.
Ring Hill Farms completed
-1,000 Marks, -200 Materials



The Dunstigfurt Election
The Grand Baron of Hochland has counted the vote. Two talismans for the Talabecland, three talismans for the Reikland, four talismans for the Wissenland and five talismans for the Midden. Eight talismans are needed for an Emperor to be crowned by a majority of votes, and so the Election has proven undecided this first week of the vote. You can guess, based on your dealings that the Wissenland's talismans are your own, the Grand Theogonist, the Ostermark and the Stirland; and the three of the Reikland are like to be their own, the Westerland and the Mootland. You're unsure who the Ottilian's have for their second vote, it could be Hergig or Wolfenburg. But the rest must have gone to Middenheim.

The Electors are then called upon to either assent or dissent to a second week followed by a second vote. The Grand Prince of Ostand, Grand Count of Stirland and Grand Elder of Mootland declare that they are contented to depart without naming a new emperor, all others call for the Election to continue.

As soon as the chamber is unsealed, urgent word comes into the chamber from the outside. The Armies of Sylvania have cross the Stir and seized Wurtbad. The Stirlander State Troop is supposedly slaughtered to the man and the City of Wurtbad has been raised anew into unlife. The Electors fall into murmured discussion as advisors pour into the room. Initial reports suggest that the attack was a single savage wave of barbarism, not the careful strategy of Vlad von Carstein but that it was by and large the amassed undead who swarmed the City which had been so weakened by your own capture of it.

Van Hal supposes that this may mean that Konrad von Carstein is the one who has rallied his 'father's' forces and taken up the Grand County of Sylvania. The few accounts of Konrad that are available describe him as a mighty fighter but a brute of little cunning, and Wurtbad has by all reports suffered brutish acts indeed. The City may forever be marked by the wound to its people that it has suffered. Grand Count Lutz has called for the amassed might of the Electors to depart for Wurtbad immediately, though in truth no-one knows where the armies of the undead will be by the time the armies have broken camp and set off. Ceratinly news from Wurtbad has taken more than a week to reach you. The majority of the Electors are unchanged in their vote to remain at Dunstigfurt and continue the Election. They argue that a singular Emperor would be the single greatest aid to Wurtbad now.



The Read-In
Speaking of Van Hal, you've instructed him to begin the work of reading you in on the various matters of the Iron Tower. On penalty of being ousted from that Tower should he continue to keep secrets from you. There are several secrets, that the Tower is aware of, that he has agreed to read you in on. The foremost on his mind is naturally a vast roster of information surrounding vampires. The Iron Tower has been seizing and destroying vampires in Nuln and the Provinces for a number of years before his first Conference in 2012, indeed much of his wanderings at that time were to seek out Vampiric lore. Van Hal was in Sylvania shortly after the turn of the millennium and did know at that time that the Province had fallen into the sway of Vampiric powers. The reason you were not made aware for a full decade was because he then spent that time journeying from Province to Province to ascertain exactly how many Provinces had fallen or been otherwise subverted.

He confirms that Sylvania alone has fallen but that their hooks are deep in Reikland, Talabecland, Middenland, Nordland and Westerland through marriages or the falling of lesser knightly orders or through businesses with Sylvanian ties and patronage. Indeed fair Sylvanian brides can even be found in the higher nobility in some of the Provinces, the Middenland most particularly where Van Hal suspects even Ulrican clergy of falling. The Tower, and the Cult of Sigmar, has been preparing for the possibility of a huge internal schism between Ulrican loyalists and fallen Ulricans. There were concerns about the Grafmund in Middenheim itself. And there were concerns about the Imperial Palace as well. When Sylvanian assets were acquiring weapons from the Imperial Gunnery School it had triggered Van Hal to instruct loyal lieutenants to begin a campaign alongside the Ranaldians to undermine your rule in case Van Hal ever needed oust you. An admission that raises your brows quite high but that Van Hal seems very straightfaced reading from the dossier in his hands.

Van Hal, if it should even be possible, only treads into less stable ground. The knight in Bretonnia he was seeking out these past few years was not a Grail Knight, but was in fact a Vampire himself. Abhorash, the father of the Blood Dragons, had three hundred years ago ridden to the aid of Magritta in Estalia during the last vampire wars and had slain the leader of their foe and rescued the city. And perhaps much of the Old World as well for the foe had sought a secret in the vaults of the High Temple of Myrmidia there that might have greatly empowered them. Van Hal had thought to recruit this elder Vampire lord to your side in the coming conflict and to disguise him as a Grail Knight of the west. You ask about D'Aquitaine and he shakes his head no. D'Aquitaine is a genuine Grail Knight, Van Hal failed to find Abhorash in the time he had available to him for that Vampire lord wandered far and wide even if he did prefer to settle in Bretonnia to rest when he was in the Old World.

And then he mentions the secret war, the War in the Sewers. It is the official policy of the Empire entire, and a number of its pan-imperial institutions such as the Silver Hammers or the Cult of Sigmar, to keep the War in the Sewers entirely secret even from the Electors. He dithers as to whether you are actually the only Elector to currently know about it, the Ar-Ulric may have told the Wolf Emperor for example. But under the surface, beneath the Empire, there is another second Empire inhabited by ratmen. The Dwarfs call them the Thaggaroki, most Imperial reports simply call them Ratmen or more often Beastmen of a rat-like disposition. After all most of those who come across the Ratmen are not read-in on the wider War in the Sewers.

Largely, he says, the Empire of the Ratmen lines up with the Empire of Men within the boundaries of the Empire but it spreads far beyond those borders as well and the Empire of the Ratmen has cities in Kislev and Bretonnia and the Classical World and throughout the mountain kingdoms of the Dwarfs. But the cities of the Ratmen can be found swollen underneath the cities of the Empire, and the border lies within the sewers of the Empire's cities. Under-Nuln, he tells you, is larger than Nuln in population manifold and the only things keeping the War in the Sewers from spilling out into Nuln and overrunning it are three. The Ratmen are incessantly prone to internal strife and warring; the Sewer Jacks of Nuln who fight the War in the Sewers in secret funded by a pooled secret budget from the Imperial Palace and the Iron Tower and a number of Cults and the City Watch; and that the Ratmen do not believe the Empire is a present and urgent threat.

And therein lies the cause for this secrecy. If an Elector were to attempt to descend into their local Under-City and lay waste to the Ratmen, then the internal strife and warring will end and the Empire of the Ratmen will amass its vast numbers and pour forth onto the surface throughout the Empire. He stresses, in no uncertain terms, that Nuln cannot assault Under-Nuln or the secret war will come into the open and the War in the Sewers will become the War in the Streets.



Meanwhile the Wissenland Gazette has news concerning the wider Empire.
The Emperor of Sigmar's Holy Empire has secured three votes in the first round of voting. What promises he has made to get these votes are not public knowledge but for a young and fresh Grand Prince of Reikland to have secured them, the Gazette writes, may mean fresh hope for the Sigmarite Claim to the Throne.
The Ottilian Empress has secured two votes in the first round of voting despite coming into the Election with the largest official Faction. The Gazette goes into some depth with its speculation about all the reasons why each of the three Ottilian loyalist factions might have jumped ship.
The Wolf Emperor has secured five votes in the first round of voting, which while three short of the necessary majority is still the most votes of any candidate. As the Iron Emperor is in second place the Gazette has a number of opinion pieces on the possibility of the two Factions combining in some manner.



Intelligence Report:
The Confidante of the Seat has been overseeing efforts to watch over the underworld of Wissenland.
- The Confidante has written to Dunstigfurt to warn you that the Imperialist Faction has been motivated by your proven viability and are publically marching in Nuln to call on you to accept only an Election result that names you Emperor.
- The Whittlers have survived the fall of Wurtbad to Konrad von Carstein, the brutal sacking and re-raising of the already wounded city has naturally devastated the Stirland and refugees fleeing Stirland have begun to swamp the borders of Averland, Wissenland and Mootland. The Whittlers warn however that there are still Slanneshi Cultists in these masses.



You have 8 Action Dice to spend in Week 2 of the Dunstigfurt Election. These Action Dice will not come out of your budget for next turn and have already been paid for.
You have 10 Action Dice. You must apply at least one Action Die to the Province. One Action Die is locked into Direct the Iron Companies. This action requires a write-in to provide orders, if no orders are given the Iron Companies will steadily fortify their current position.

Marks
Treasury: 36,792
Change: +9,141

Food
Stockpiles: 108,626
Change: +1,188

Materials
Stockpiles: 72,628
Change: +3,839

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

The Dunstigfurt Election
The Wolf Emperor has called for an Election at Dunstigfurt in Hochland. Word has come that the Ottilian Empress will be attending, it is unclear how much of her faction can be depended upon to vote her way and she may take the opportunity to shore things up. Meanwhile the Grand Theogonist has been courting a number of traditionalist provinces from Westerland and Stirland to even reaching out into Ostland. Travel to Dunstigfurt to join the Election and cast your vote. (This will cause an Election interlude turn where you can meet with any Electors to negotiate. Write-In all Elector discussions you might want to have.)
Cost: 500 Marks per Die
Must Beat: 75 per Elector met

The Order of the Radiant Dawn
You have determined to found a Templar Order for the Cult of Soll which will be charged with enforcing the law, with ensuring the integrity of the Cult and with protecting its Clergy and holy places. This will mean training Sollite Clergy to detect Witches, Vampires or other Servants of the Enemy; how to deal with those threats and how to ensure that Cult politics and hierarchies do not prevent the dispensation of these crucial duties.
Cost: 2,000 Marks, 500 Food, 400 Materials per Die
Effort Required: 300
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 - 630/1000
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
- Distribute Nulner Rifle Stores
The Militarstutz has warehouses filled with old Nulner Rifles. They could be put to use.
Cost: Half Price

Direct the Iron Companies (Write-In an Order)
The Iron Companies are currently on Campaign in Bechafen. Issue orders.
Must Beat: 50

Return to Nuln
Command the Iron Companies to end their campaign in Ostermark and return to Nuln.
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

A Unitary Heroism
The Iron Companies are the bulwark that guards all of Mankind, when the Empire is threatened it is the Iron Companies that march to the defence of all the Provinces and every evil should fear to face them. When the night is darkest, and dawn has yet to break, and the innumerable hordes descend on the civilised world; the Iron Companies do not balk. Inspire a shared cultural theme throughout the Iron Companies of heroism in the face of overwhelming odds to counter the morale effects of being outnumbered.
Cost: 500 Marks per Die
Required Effort: 0/50

Restore the Ranks (Select an Iron Company)
Restore an Iron Company to its full size.
Cost: See List of Options
Required Effort: See List of Options
The Nuln Ironsides
Cost: 130 Marks, 260 Materials, 13 Food
Required Effort: 0/13

The Great Company of Iron
Cost: 2,070 Marks, 207 Materials, 2,070 Food
Required Effort: 0/207

The Elector's Own Lances
Cost: 2,123 Marks, 2,123 Materials, 21,230 Food
Required Effort: 0/2,123

The Hammers of Nuln
Cost: 230 Marks, 230 Materials, 23 Food
Required Effort: 0/23

The Industrielplatz
Dedicate the Industrielplatz to creating non-blackpowder arms and armour for use in the raising, training and equipping of regiments of State Troop within Ostermark.
Cost: 1,000 Marks and 1,000 Materials per Die.
Must Beat: 200

The Imperial Gunnery School
Instruct the Imperial Gunnery School to create blackpowder arms and armour for use in the raising, training and equipping of regiments of State Troop within Ostermark.
Cost: 2,000 Marks, 1,000 Materials and 1,000 Food per Die
Must Beat: 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
Tierhugel - 200
Kreutzhofen - 100
Scharmbeck - 100
Dotternbach - 100
Halgerbach - 100
Owingen - 25
Heisenberg - 25
Nehren - 25
Weilerberg - 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
Kreutzhofen - 0/50

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

The Stables of the Wissenland
Construct the facilities to begin a breeding program for horses to supply the Iron Companies and hopefully found a Wissenlander cavalry tradition.
Cost: 1,600 Marks, 300 Materials and 100 Food per Die
Effort Required: See List of Options
The County of Nuln and the northern Electoral Estate - 0/300
The Grand County of Wissenland and the southern Electoral Estate - 0/500
The Duchy of Meissen - 0/300

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 - 0/350
Sauerapfel - 103/250
Kreutzhofen - 0/250
Geschburg - 0/200
Meissen - 0/200
Wissenburg - 0/200
Wusterburg - 0/200
Bedernau - 0/150
Jengen - 0/150
Mauchen - 0/150
Pfeildorf - 0/150
Sonnefurt - 0/150
Steingart - 0/150
Ballenhof - 0/100
Sexau - 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
- An expansion of the City's industrial district can be a great economic boon if the forges can be fed.
The Militarstutz - 0/500
- An expansion of the bureaucracy that supports the Iron Companies should bear fruit in such fields as logistics and recruitment.
Imperial Gunnery School - 0/400
- An expansion of the School's manufacturing departments will allow for the manufacture of more of its products quicker.
The Bank of Nuln - 0/250
- Partnering with the Bank of Nuln on one of their own investments can open up opportunities throughout the Old World or perhaps even beyond.
College of Engineering - 0/250
- An expansion of the College's commercial departments will allow their civilian inventions to boost the economy. Of note the College is looking to build a Fertiliser Manufactory Wing to supply the huge quantity of Gypsum Fertiliser needed to improve the Wissenland's arability.

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
Dotternbach-Wurmgrube Road - 0/300
(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
Secessionists - 100
Imperialists - 100
Sollander Independence Movement - 50
Sudenland Agitators - 100

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
Secessionists - Arrest 200 - Kill 400
Imperialists - Arrest 200 - Kill 400
Sollander Independence Movement - Requires military expedition.
Sudenland Agitators - Arrest 150 - Kill 200

Deploy Agents (Write-In an Aim)
You have agents embedded into other Polities which you can use to carry out such activities as spying, sabotage, kidnap or even assassination.
Cost: 400 Marks and 40 Materials per Die
Must Beat: See List of Options
Stirland - 100
Sylvania - 250

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 Heavy Handgun
The Flintlock is suitable for most purposes, it can handle accuracy at some measure of rnage and can put out a consistent rate of fire. The real reason behind building it was reliability in truth. But if the massed undead should arise and march to war, you suspect sheer mass of fire will be useful. The Heavy Handgun is a sort of unrifled flintlock that can be packed with grains of shot the size of a finger tip and blasts it outwards in a cloud of smoke and fire with little accuracy but a capacity to utterly demolish the space in front of it. Or at least that's the hope espoused by the optimistic paper that hits your desk asking for funding.
Cost: 1,000 Marks and 150 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 Automata Clock of the Heavens
Someone at the Grand University has spent a very long time studying the skies. So long that the Iron Tower was supicious that they were making an unauthorised attempt at calculating the arc of Morrslieb. Known to induce madness in astronomers the calculations are banned except under strict supervision. The astronomer has applied to the Inquisition for permission to make the attempt, he intends to use a mechancial platform of clockwork to calculate the arc by carefully creating a network of gears that will move a model of many of the heavenly bodies according to his observations and those he picks out from logs from across the continent. Perhaps by studying the model of Morrslieb rather than the body of Morrslieb he can preserve his mind, and predict the next Geheimnisnacht.
Cost: 2,000 Marks and 400 Materials per Die
Must Beat: 300

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.
(The Di Miragliano School is interested by this project)
Cost: 1,500 Marks and 100 Materials per Die
Must Beat: 150

Develop the Telescope
The Di Ottica describes an Elven Far-Seer, a handheld device by which Elven captains can see over long distances at see. Elven eyes can already see further than those of men supposedly and therefore the Di Ottica describes several adjustments that need to be made to the Far-Seer to make it suitable for human usage. Apparently it requires high quality glasswork however, a field that the Tileans have an advantage in over Nuln.
(The Di Miragliano School is interested by this project)
Cost: 1,000 Marks and 200 Materials per Die
Must Beat: 200

Develop the Pivot-Scissor
Di Miragliano's Di Machinis describes a possible improvement on the old spring-scissor. It would make the scissor capable of more delicate and precise work and should tire the hand less. Useful for textile purposes perhaps Pfeildorf will be interested in the new mechanism. Or perhaps it could be scaled up for use industrially in Nuln. If it can be made to work.
Cost: 800 Marks and 60 Materials per Die
Must Beat: 100

The Steam Piston
A device which spins rapidly or less rapidly but while spinning heavy weights, the Steam Engine could have any of a number of uses. Milling grain is the first that comes to mind, though what miller could afford a Steam Engine their mill. But the Industrielplatz could afford a few, all that it needs is a mechanism to attach the Steam Engine to heavy industrial machinery in such a way as to produce useful work.
Cost: 2,000 Marks and 500 Materials per Die
Must Beat: 300

Invest in the Schools
Expand and improve the facilities of the institutions of learning that Nuln boasts. Such investments should improve the quality of the research and provide more opportunities.
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

A/N: There is a 24 hour moratorium on voting, any votes made in the first 24 hours after posting will not be counted in order to encourage discussion and allow all time zones to have a chance to consider and create plans.
 
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Planning an insurrection with the Ranaldians as a devout Sigmarite and attempting to recruit Abhorash as a beatstick against Vlad Von Carstein.

What big brains you have, Van Hal (derogatorily affectionate)...
 
Sheesh. I don't think the Wolf Emperor or the Ar-Ulric are compromised by Lahmians, but they are clearly a massive issue in a lot of provinces.

Regardless, it's go time. The best bet we have is to talk with the Wolf Emperor to extract concessions for our faction and perhaps approach the Cult of Sigmar again to try and work out a compromise that won't have them throw a hissy fit.

If we do this fast enough, I'm sure the Wolf Emperor would be heavily incentivized to go rescue Wurtbad to prove his commitment to pan-Imperial relations (and win political points from having two massive wins against Sylvania).
 
the entire army of stirland which while it wasn't great was still largely intact has been entirely slaughtered and wurtbad has fallen .... greatttt, sigh.
 
I still think going for Iron Emperor was a big mistake, we could have a united Empire already at this point.

But regardless, now we have to act fast and probably make yet more promises and bribes to get a clean result that the remaining Emperors will be forced to accept.

Also Van Hal certainly had some bold moves...
 
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