[X] Necro Slayer
-[X] Male
-[X] Manfred Hartmann
-[X] Former Soldier
-[X] TOTENINSEL
Introduction Personal progression in this quest will work a bit like in WFRP, where the most reliable way to advance is through completing personal or party goals. In this quest, your party goals will be tied to the advancement of your watch command. As the completion of goals is the primary way to advance in this quest, try and think about some that synergize well.
As goals are completed, you will have the opportunity to replace them. I will do my best to ensure that the goals available reflect your current situation and represent possible paths forward for the quest. Goals can either be abandoned — or fail if they are no longer possible to complete— but as a consequence, you will not be able to select another short-term goal for three turns or another long-term goal for six turns to encourage you to be persistent even in the face of setbacks.
The sergeant, whose name you still haven't quite managed to catch, turns to you and asks, "Begging your pardon Sir, but do you want to share your intentions for the Watch with the soldiers here? A bit of knowledge of your goals will go a long way to helping cheer the lads up and, uhhh, make sure that you aren't biting off a bit too much to chew"
What are your current goals for your command? Select up to Three:
Reduce Corruption: You're not an idiot. You know that your command is laughably corrupt. There is simply no way that any of the veteran watchmen could have survived through three murdered lieutenants otherwise. Your biggest question is only who exactly each one is in the pocket of, and how deep that influence spreads. Burning out the obvious surface-level corruption will be a challenge, but necessary for you to even vaguely trust your men
Base of Control: Currently your authority in the district extends no further than the front door of the watch house; if you are lucky. Getting a solid base of operation will give you some room to breathe, and hopefully, some shillings flowing in
Return to Strength: Technically, this watch station has space and funding for 8 full squads of five Watchmen and a generous support and logistic staff. Right now there are 3 raggedy squads available, and the most enormously fat quartermaster you've ever seen. Sorting out your staff will allow you to take more actions, and better address your other goals. Success if you double your active strength to six squads
Refurbish the Watch House: You're pretty sure the Watch House has not been cleaned since the reunification of the Empire a hundred years ago and the less that is said about the leaky roof the better. There were supposed to be funds available for the upkeep of the building, but they clearly have been siphoned off. Getting the building back to a habitable status will assist with the recruitment and morale of your command.
Establish a Uniform: No two watchmen you can see are dressed in even vaguely the same way. Having some standardization would make your men significantly easier to keep track of, and probably goa long way in ensuring their survivability.
Raise Morale of the Watch: As you've already heard when you entered, your watchmen have near zero confidence in your leadership. Before they follow any plans to clash with any serious groups, you must convince them you can be trusted to keep them safe. Figure out some way to make them trust your judgment, or at the very least, fear it
Raise Trust of the Rookeries: Few of Altdorf's residents are full citizens, and even fewer have any real influence or power. Still, they form perfectly serviceable mobs, and more than one Watch officer has been torn apart by them when they went too far. Right now they exist in a state of detached apathy, but if you get them on your side you will have an army of informants about gang and cult activity.
Raise Trust of Burghers: The Burghers represent the merchant class of the city, and as their economic might grows, the largest source of funding for the Watch and other civic institutions. They primarily desire stability, the protection of their goods, and ruthless suppression of any threats to the power of their guilds. While relatively few make their way to Tottenheim gaining their trust may be useful in advancing your career. Currently, they are faintly dismissive of you.
Raise Trust of Nobles: Nobles are still the most politically powerful force within the city. Due to the morbid nature of your district, it's not a popular location for nobles to live, but there are a few houses that have interests here. They may not have too much interest in your efforts to cleanup the district, but cross them and they can severely impact any future advancement in your career.
Take on a Minor Gang: You are nowhere near ready to take on the Fish or the Hooks —or any of their many affiliates — but there are plenty of small-time players operating within your district such as the knucklebones that pray on those too poor to afford fancy funeral rites by the Priests of Morr. Taking on one of them will prove you are serious about your job, and as you are simply reducing competition for the big gangs, it's not too likely to end with a knife in your back.
No casualty necromancer attack: Tottenheim and its cemetery is the first port of call for every wayward university student that finds a Nehekharan artifact and now thinks they are the next Nagash. Unfortunately, these initial attacks tend to pick off at least one watchman before being put down by the local Morrites. If you could get your soldiers trained to a decent baseline it wouldn't be too hard to survive until the Morrites make their counterattack.
Better relations with the Morrites: The temple of Morr is the real powerbase on the island of Tottenheim, but your predecessors have always kept them at an arm's length. Probably because they are so godsdamn creepy. If you manage to establish better relations with them, it would be a major stepping stone to having a more secure district.
Write in: Of course there may be goals that you have for your command that no one would suspect. (Feel free to write in additional goals. As long as vaguely reasonable, I'm always very happy for player input)
Do you want to share your goals with the group?
Yes: they deserve to know your plans
No: you trust them as much as you trust the skewers of "real rat meat" currently being served outside
Of course, you didn't pay all of that money in fees and bribes out of a selfless sense of municipal duty. You did it so you would be the one cooking the books for once! Ever since you were a child you have been dreaming of (Choose One):
Becoming a Noble: Not being a Noble in the Empire is frankly terrible. You have limited access to Justice, an extremely limited safety net, and can be dragged off by Witch Hunters with no real recourse available to your -- hopefully — grieving family. You don't care if you have to find a patron, become a folk hero, forge blackmail against a high noble, or marry the ugliest bachelor/spinster in all of Altdorf's high society, you will die a Noble.
Becoming Rich: It's a new era in the Empire and Handrich rules supreme. Become rich enough and there is nothing that can stop you, not even the Nobles who pretend to be better than honest Burghers; even as they cozy up to them to fund their wars, parties, and mistresses. You'll stop at nothing to become rich as sin yourself (Gain at least 10000 Gold Crowns)
Becoming Famed across Altdorf: The only true legacy you can leave behind is your name in the minds of those who survive you. Become famed across Altdorf for your deeds with the common people, and an aspiration for them to look up to. (Commit — or at least take credit for — three heroic acts that the whole city becomes aware of)
Become Watch Major: Lieutenant is not where you see yourself stopping. No, you fully intend to become Major of the entire Bank, with all the power and responsibilities that entails. You'll need to scheme your way past some of the most vicious, heartless, and downright criminal men in the city: your fellow Lieutenants if you want this role. Oh, and ensure a suitably timely opening in the position as well
Return to the Military: In your heart, you will always be a military man. This is nothing more than an unfortunate stopover and you will figure out how to scheme your way into a commission as a Captain within the Riekland's Army. This is either purchasable through coin, or social connections.
Become a Black Guard: Being a Knight was always outside of your social class, but maybe by providing enough value for the local temple you could be sworn in as one of their elites: the famous Black Guards. It's not the most prestigious of Knightly orders, but it certainly is one of the most valuable.
Write In: Very happy to have you specify a unique long-term goal, but it needs to be of an appropriate scale. Solving a case is obviously too small, while becoming Emperor is too expansive. If you've got something in mind feel free to reach out to me in the thread to discuss!
You are a practical sort, however, and understand that your goal is still years away, locked behind succeeding at your current role as the head of the Tottenheim Watch. In the meantime, you have some more urgent matters to attend to (Pick Three):
Acquire Secure Lodging: You already have enemies, and if you do your job right you're going to have many more soon. Finding a safe place to rest your head — preferably with trustworthy guards -- will go a long way in keeping you alive, and able to pursue other goals. Until you can trust your Watchmen, and the Watchhouse, sleeping there is as dangerous as sleeping next to a hungry Ogre
Find out what happened to your Predecessor(s): Being a Watch lieutenant is no easy job, and many fine men never manage to survive until retirement. Even by those standards three lieutenants murdered within the space of a year is more than a little suspicious. Someone doesn't want the Watch's attention on this area of the city. But who? And why not just pay your predecessors off? And why not target the local temple? Something is not adding up
Collect the Money: Watch Lieutenants are expected to try and be largely self-sufficient, and fundraise to make any major improvements or expansions. Still, there is supposed to be some money coming in for base salaries and equipment. From what you've seen however that money hasn't made it to the district for years. Who's got your money!?
Alternate Income Streams: You receive a small stipend from the city for the maintenance of your men, but it's hardly enough to equip them, let alone recruit new ones or engage in any sort of major project. It's up to you to find some other source of income. Fundraise from locals. Provide private security for businesses. Look the other way on some smuggling. Shakedown some mutants. There are myriad options for an entrepreneurial Watch officer to make some extra coins. Choose one.
Acquire a Manservant/Maid: One of the trappings of your status is a manservant to attend to your grooming and personal chores. Finding someone is easy, but finding someone you can trust, who knows their sums to not be cheated at the market and has enough decorum to approach a noble Estate without being kicked out is far more difficult.
Eliminate Rival: The survival of that idiot noble, when so many of your chosen brothers lay dead from greenskins weighs heavy on your mind. You couldn't touch him while you were in the army, but now you have your own independent base of power, maybe you can do something to ruin him.
Acquire/Collate a Map: One thing that was a constant source of frustration as you prepared to take over the district was your complete inability to find an even vaguely up-to-date map. The Watch's official map hasn't been updated in over a century, and the locals laughed in your face when you tried to get one from them. How are you supposed to secure this area if you aren't even sure exactly what's in it?
Inspect all Squads: Your first impressions of your soldiers are that they are hardly worth the name. There is not a single piece of equipment they have in common: army surplus is common, but so are more rough clubs and the like. You think there may even be a Norscan belt holding up one particularly scruffy soldier's patched pants. Stil,l they are all you have, and getting to know them better is a priority. (See below for mechanics, but this will be what gives you basic info about squad composition)
Establish a Sanctum: You know you will need a secure space to conduct experiments and interrogations. It needs to be secure even to your soldiers, as one of its first uses will trying to figure out which of them is dirty. Choose well, because in the future this may be where you conduct experimentation and other types of personal research.
Hire a Spy: A lot of people won't talk to a watchman, and for good reason. That doesn't mean that you don't need to know what they know, however. Shopkeepers know when mutants are trying to steal food from them. Low-level thugs know when a big score is going to go down. You need to find someone — who you can trust — to listen in on conversations you and your men would never be allowed to hear.
Learn Morrite Rites: One of the biggest Gardens of Morr in the entire old world is within your district. Learning the basic rites of the Morrites, and respecting them, will help you ingratiate yourself with them, and may even offer some hints about how to combat your necromancer problem.
Recruit Army Colleagues: As the Riekland Army is slowly tearing itself apart from the interference of Dieter IV, more and more competent soldiers are being forced out. You suspect you might be able to track some of your former colleagues down, and with a bit of luck be able to recruit some to form a component core for yourself.
Find a Tutor: Now that you are expected to interact with the nascent bureaucracy of the Watch and Altdorf's Councils, your illiteracy is going to become a major issue. It's time to try and find a tutor. One that's willing to come all the way to Tottenheim, and can be trusted will be a challenge to find. You may need to establish a connection to the colleges of Altdorf
Build Competent Officer Staff: A Watchhouse of your size is technically supposed to have a quartermaster, a chief scribe, a barber-surgeon, an arms master, and a priest. Right now you have a quartermaster who clearly is terrible at his job. (Filling out the rest of your command staff will unlock more actions and opportunities for you to pursue)
One of the soldiers raises their voice and drawls, "And who are you getting down on your knees for…. Religiously of course". His "question" needles you more than a little, but you were ready for this response. It's not like these men have any respect for you, and it's hard to imagine a group more fitting of the title of "uncouth". Still, you have your first major choice here: how to manage the behavior of your soldiers:
Permissive: You're not happy about the response, but you'll let it go for now. Blowing up in their face won't get you anything, they clearly don't respect you yet so all yelling will do will move the mockery behind your back. Build up their trust, inspire them, and their behavior will come around on its own
Plotting: Memorize his face, do nothing now, but strike back at your leisure. Put him on the worst shifts, dock his pay, steal his clothes while bathing. Make an example of him, and make sure the soldiers understand disrespect towards you is not in their best interest
Direct: You're an old hand dealing with people, and you know that he was set up for this by his fellow watchmen, perhaps even one of the sergeants. The solution? Dress him down verbally, establish what your standards are, and when he inevitably breaks them, have justification to throw him out on his ear.
Physical: Punch him in the face. You've got a hair-trigger temper and you're not ashamed of it. Show him the error of his ways physically. There's a small chance of physical risk if he decides to fight back, but you're pretty sure he'll be too shocked to draw steel.
The question does make you think, who do you pray to
Sigma: The default option, God of the Mankind, founder of the Empire
Ulric: Sigmar's God, God of Winter Wolves and Warriors
Verana: Maybe the most fitting patron for a Watchman, Goddess of Justice and Learning
Morr (-2 Shiny in next phase): God of Death
Taal/Karog: Taal in the guise of Karog is worshiped as the God of Rivers and Forests, and has adherents amongst the riverine populations
Khaine: Outlawed by the Empire, cults off this elder god of Blood, Conflict and Bloodshed frequently pop up among soldiers
Ranald (-1 Shiny in next phase): Why a Watchman would worship the God of Thieves is a hard question, one Ranald himself may enquirer about
Heinrich: Goodes of coin and speding. Perfect for a crooked cop
Shayalla: Goddess of Mercy and Healing
Old Faith: Outside but parallel to the widespread beliefs of the Empire (only available for Oesteg)
Proscribed Cult: Hazardous for your health, but it's not like you're actually worshiping a chaos god right? Right!?
Agnostic: You have no particular affinity for the Gods, but make the occasional offering and attend common festivals to prevent any questions from being asked
Atheist: It takes a strong mind to see direct proof of the Gods and dismiss them as unworthy of veneration or respect, but some still do it.
!!!Voting Moratorium for 12 hours!!!!
As always, vote for your goals in plan format. In the next update, you'll finalize your character with some details, choose their weakness, and then we are off to the city for your first turn!
That's probably enough for now! Till next we meet
Minutia
Okay, it's time to talk about mechanics for this quest a little bit, so for the next phase of character creation, you can make informed decisions about which perks you want to take. This quest will (to start!) follow a three-post cadence:
Decisions: The first will set the current stage, and then ask for you to make a series of decisions very similar how to a lot of CKII quests work. Here, however, those decisions will be split into two categories:
Personal Plan: This represents how you will personally spend your time and could encompass things like negotiations, training, spying, etc. You will have a pool of Action Points, and build a plan from decisions costing various action points. These decisions will be resolved with WFRP 4th edition (as best I can, part of my motivation for this quest is to learn/try out the system!)
Squad Management: Here you will issue orders for each of your squads to do things like patrol a certain area, stake out a location, guard a shop, assault an enemy stronghold, engage in training etc. Resolution here will follow a bastardized system of personal design using something like Mordheim for combat, and something —vaguely— like gumshoe for investigations.
Personal Experience and Resolution: The result of your personal actions written like a standard quest.
Squad Resolution: These will be written like verbal/written reports. You cannot necessarily trust your subordinates, and having them provide the reports should prevent you from being too omniscient, you're not a Slann after all!
The important parts here are that you will have an actual character sheet for your character, and can expect it to roughly follow the standard WFRP pattern. Each character within your command will be tracked within a Google sheet, and have the standard Mordheim stats (MOVEMENT (M), WEAPON SKILL (WS), BALLISTIC SKILL (BS), STRENGTH (S), TOUGHNESS (T), WOUNDS (W), INITIATIVE (I), ATTACKS (A), and LEADERSHIP (LD)) as well as up to five specific skills ranging from things like literacy to cultist knowledge.
You may not know these values however, as many characters may keep skills close to their chest, especially if the knowledge is relatively proscribed. In addition, many skills will be unavailable for you at the start as you will not have any way to train your soldiers in them (if you can't read or swim, you can't teach someone else to!). A major source of advancement in the campaign — especially as you start — will be figuring out ways to efficiently discover what skills your soldiers and new recruits have, and forging connections to teach them new ones.
[X] Plan: Mercy is privilage of the strong
-[X] Goals
--[X] No casualty necromancer attack
--[X] Refurbish the Watch House
--[X] Raise Morale of the Watch
-[X] Yes: they deserve to know your plans
-[X][Dream] Write-in: Help people: They say that power corrupts, to you it only reveals what a man can do; you saw brutality of enemies of the Empire, the burnt villiages and masacared bodies, you remember days when people of your home viliage were starving. You want to save or better the lives of others (QM pls give us a good number like 1k/less or more?)
-[X] Actions
--[X] Acquire Secure Lodging
--[X] Collect the Money
--[X] Find a Tutor
-[X][Manage] Direct
-[X][Diety] Shayalla: Goddess of Mercy and Healing
I want the Dove among the Ravens, also WE ARE LIVING UNDER THAT FUCKER DIERTER IV?!
[] Plan: Mercy is privilage of the strong
-[] Goals
--[] No casualty necromancer attack
--[] Refurbish the Watch House
--[] Raise Morale of the Watch
-[] Yes: they deserve to know your plans
-[][Dream] Write-in: Help people: They say that power corrupts, to you it only reveals what a man can do; you saw brutality of enemies of the Empire, the burnt villiages and masacared bodies, you remember days when people of your home viliage were starving. You want to save or better the lives of others (QM pls give us a good number like 1k/less or more?)
-[] Actions
--[] Acquire Secure Lodging
--[] Collect the Money
--[] Find a Tutor
-[][Manage] Direct
-[][Diety] Shayalla: Goddess of Mercy and Healing
I want the Dove among the Ravens, also WE ARE LIVING UNDER THAT FUCKER DIERTER IV?!
Yep! You are living under the reign of Dieter IV, but early in his reign, before he has made Altdorf the capital.
As for the Goal, I think ~1k people seems like an appropriately large goal, especially with the currently limited political leverage you have on the city's cemetery island
So probably not gonna make a plan myself, but I do think becoming a knight and noble eventually should be on the books, mainly as a way to get better equipment and a better/sturdier foundation built up.
Plus the idea of becoming an absolute dreadnought in a fight and being basically our own version of the Xcom Commander sounds sweet.
[X] Pay the Debt
-[X] Goals
--[X] Reduce Corruption
--[X] Refurbish the Watch House
--[X] Establish a Uniform
-[X] No
-[X] Pay the Debt: Sigmar was the God of the Army of the Reik, but every man gave the Lord of Luck a prayer before battle. The Heldinhammer strengthened your arm, but when the air was thick with arrows, gunpowder, and the screams of the dead and dying. Well, only the pious and the dumb forgo the help of Fortune. You do not know if Sigmar was with you the day your brothers perished, but Ranald. He thumbed the scales for you that day good men died for a fool. Gaining a commission in the City Watch only cemented it in your mind. Fate was cruel, but a debt was owed, and you would pay it in full. (The general gist of this goal is you're aiming to strengthen Ranaldian control over Altdorf's underworld.)
-[X] Actions
--[X] Acquire Secure Lodgings
--[X] Acquire/Collate a Map
--[X] Inspect All Squads
-[X] Direct
-[X] Ranald
My attempt to see if I could come up with a good reason as to why a guardsman would worship Ranald. Let me know if this depiction of Ranald is in line with QM's canon and if the goal is acceptable.
[] Building Up and Training Up
-[][Watch] Raise Morale of the Watch
-[][Watch] Refurbish the Watch House
-[][Watch] No Casualty Necromancer Attack
-[][Trust] No: you trust them as much as you trust the skewers of "real rat meat" currently being served outside
-[][Personal] Become Watch Major
-[][Action] Recruit Army Colleagues
-[][Action] Collect the Money
-[][Action] Aquire/Collate a Map
-[][Manage] Plotting
-[][Diety] Ulric
So here's the result of my planning. Same goals as "Mercy...", but different everything else. At this time, I don't actually trust our existing lot enough to share our plans with them outright. Especially since "raising morale" probably requires instilling a certain amount of discipline and respect toward us, and I feel that the current bums and idiots would see the modern, cooperative style of leadership as a weakness. Also, best we don't give the idiots any excuses to do dumb shit on their own initiative to "further our goals". Anyway, the first step toward getting at least some people we can reasonably trust is bringing in some of our own: which means Army buddies. It's practically expected. Naturally, we need to get the money we're actually supposed to be getting. And getting a map seems like a good thing to get out of the way.
As for disciplining the guy "testing" us by being annoying and disrespectful, I was kinda torn on being direct or being indirect. Either a drill sergeant dress-down or a giving the guy all the crap duties are both possibilities. We probably shouldn't be forgiving: we need to earn the respect of the Watch, and letting members of the Watch just mock us undermines such respect; it's just a step too far to let it slide. Even just getting violent is a marginally better option than letting it slide, though not by much: the squads being afraid of our beatdowns is certainly a way to earn some respect, but push it too far and everyone gets past being afraid and starts hating us, which won't be healthy for us. Showing we're smart enough to be subtle seemed like the better option between the remaining two.
And as far as our Diety goes, I went with Ulric: he is the God of War, and we were a soldier.
[] Pay the Debt
-[] Goals
--[] Reduce Corruption
--[] Refurbish the Watch House
--[] Establish a Uniform
-[] No
-[] Pay the Debt: Sigmar was the God of the Army of the Reik, but every man gave the Lord of Luck a prayer before battle. The Heldinhammer strengthened your arm, but when the air was thick with arrows, gunpowder, and the screams of the dead and dying. Well, only the pious and the dumb forgo the help of Fortune. You do not know if Sigmar was with you the day your brothers perished, but Ranald. He thumbed the scales for you that day good men died for a fool. Gaining a commission in the City Watch only cemented it in your mind. Fate was cruel, but a debt was owed, and you would pay it in full. (The general gist of this goal is you're aiming to strengthen Ranaldian control over Altdorf's underworld.)
-[] Actions
--[] Acquire Secure Lodgings
--[] Acquire/Collate a Map
--[] Inspect All Squads
-[] Direct
-[] Ranald
My attempt to see if I could come up with a good reason as to why a guardsman would worship Ranald. Let me know if this depiction of Ranald is in line with QM's canon and if the goal is acceptable.
Huh, that's actually a kinda cool backstory for a Randalite Watch officer. Something like trying to reform the city's criminal underbelly would be a really interesting long term goal