Guards? Guards! -- Altdorf City Watch

Turn Four
Introduction:
I have updated the character sheet to explain your current finances better. Let me know if there would be a better way to represent it. Also, a reminder that the land itself is valuable. You could rent out parts of it to other families, or build a warehouse here and trade in goods. Hell, with how overgrown it is maybe even offer it for some type of hunting? I'll offer options, but I am also very open to creative ideas here.

For generations your family has worked the lands of the Hilebrand family as serfs. In peacetime, you provided the family with grain and labor, and when the banners rose you followed them into war. Young hands gripping hastily made spears, and forming the wall of pikes that threw back green skins and beastmen over and over again. In all that time your family has only had one plot of land. Your grandfather died and was buried there, his father too, and all his forebearers as far back as time immemorial. Sure some managed to get out like yourself, to join the military primarily, but there has always been a Hartmann in Borgen to serve as dictated by the terms of your lease.

In all that time, the house your family has lived in has hardly changed. Uncle Rolf built a more secure coop for the chickens, and Aunt Tanny a better drying rack for herbs but there always was so little time. Farming is back-breaking, time-consuming work and growing up there was always something that needed to be done. In the spring the stones forced up by the winter ice needed to be removed from the fields before plowing. In the summer it's a constant fight to keep weeds and bugs off of the grain, the grain your family needs to not starve in the next winter, and in the fall it requires the whole family to haul in the harvest, working long days — long past dusk — to try and haul in the harvest, half of which must immediately be given to the manor.

The same stability cannot be ascribed to the manor. Each year there are new tapestries, new furniture, and decor being purchased and displayed to boost the Hilebrand family's social standing. In good years whole new buildings are constructed. A detached dwelling for a favored son. A larger barracks to maintain more troops for when the banners are raised. It was always this way, hovel and manor, and while you never found it fair, it was so ingrained into your life that it was hardly worth raging over. Death, taxes, and monsters in the forest. These are the facts of life in the Empire.

So when you step through the crumbling walls of the Manor grounds that you are now the rightful owner of there is a faint, but overwhelming sense of wonder. In one generation you have somehow gone from a serf's son to owning a manor the size of the Hilebrand family. Of course, the grounds are nowhere near as ornate, but you see the vision. Here there could be a house for you and your entire family. You could reinvent yourselves here. Go from peasants to important freemen, maybe one day even minor nobles if you are lucky. You stay there for a moment basking in the feeling of progress, after a hundred generations you and your family are finally on the rise.

Right now there is little to see, most of the compound is choked in scrub brushes and foliage, with what little remains from the former family's estate still covered in soot. Still what an estate it is. Nearly 400 meters to the side, it takes up a significant chunk of the Island's eastern coastline and is still within a twenty-minute walk of Wailer's Square. You see where you could build a stable. Maybe a set of docks and a small warehouse there. There's even space to have a small barracks, and your own guards to protect the land from intruders. For now, however, you'll be happy to simply get settled in.

You, Wilbert, and Thumping spend the rest of the morning hacking through the undergrowth; opening a path from the sagging front gates to the servants' cottage. The cottage itself is still in pretty good condition. An animal has gotten in at some point, and you have to spend some time sweeping out its droppings, and repairing where it had made a mess of the packed earth floor. Still, it's a better-made cottage than your family's back home, and once Thumping gets a fire roaring in the hearth, it quickly becomes pleasantly warm and cozy.

You spend the rest of the day there, setting up your room, and thinking over where you want to go from here. You've made pretty big strides in seizing control of the watch, and while it's not been entirely successful, you feel like you finally have some measure of control. You've gotten rid of the biggest double makers, gained an understanding of the local area, and are even starting to repair the watchouse.

In the back of your mind, however, you are getting increasingly nervous. It's been about two months now since the last necromancer attack, and you have to believe it's unlike you make it another two. While you feel confident you are getting somewhere with the watch, its combat capabilities have not increased, and may even be weaker after the firing of the entire third squad. They still have no armor, terrible weapons, and not a lick of positive combat experience. Something needs to happen, and soon if you want to have them whipped into shape before facing the next attack.

At the end of the day, before Wilbert leaves he approaches you and explains, "Large manors like this are typically named here in Altdorf. Some of the names are straightforward, like the Raab Estate, but other families like to make a statement by naming their manors to reflect their sigil or family words. Things like the Lions Den, or the Green Groves. I need to put a name on the contracts for what this should be called. Do you have any ideas?"
  • [ ] Write in: what should your estate be named? If there is no preference I will come up with a name.

Cases: You have a mental model of all the cases the watch has open, and refer to it often. When you finally learn to read, you'd love to put it up on a board for the whole command to be able and see.
  • Your own attempted Assassination: Someone wants you dead, and you intend to find out who. Right now you don't have much information to go on, but you do have one of the assailants as a prisoner, and the handguns are rare enough to be a lead as well.
  • Mysterious Dead Noble: This noble appeared dead in your mess haul with few identifying marks. You aren't sure if it was a prank, a haunting, or something else, but finding out what's going on with him might offer clues to the watchhouse's haunting. The fact that it's a noble means that solving it successfully will raise your profile as well. Last week you discovered the man was a recent widower and killed around two weeks ago, but you hit a dead end trying to figure out his name or why he was targeted. Your watchmen seem to know something, but they aren't talking.

    Recently, you managed to track down the deadman's widow and discovered that there was a missing bodyguard and that he was ambushed on his way to visit he is late wife.
  • Dead Predecessors: Your last two predecessors died in increasingly suspicious ways, and you would like to try and see if you can figure out what happened to them. You know one was killed in a "bar fight gone bad", and the last was knifed in the back, but there seems to be no consensus on who did the knifing. Everyone has their own pet theory, so maybe you can start there.

    Could the recent attempt on your life be tied to these cases? And if so why? Sure you've made some efforts to strengthen the watch, but you haven't moved against the criminal interests on the island yet.
  • Wilbert's Warehouse (5 GC reward): Wilbert's family owns a warehouse on the island's west side that has been overrun by hardened vagrants. Wilbert estimates there are ~5-10 of them, and they are competent fighters. They were able to repel an attack by some dockworkers tied to Wilbert's family, and even killed a man in the process. Wilbert's family wants revenge and the warehouse back, and are willing to pay 5GC for it as well. Unfortunately, you aren't too sure your current forces can take them, and you may have to use some deplorable trickery to succeed.
Personal Actions: You currently have four Action Points (APs) that represent the unallocated time you can spend pursuing objectives. If you find servants to take care of some of your domestic duties, or better lodging, you may be able to raise this number.
  • Time Sensitive:
    • Ambush your (former) Men (x1 AP): With Thimping's help, you've discovered where your men are smuggling goods, and generally making a nuisance of themselves. Ambush them there and keep them red-handed. Not only will you remove some hostile actors from the board, but you may be able to recover a decent quantity of goods for future sale.
    • Go Pub Crawling (x2 AP, 2 Shillings): You're pretty sure some of your former colleagues from the army have ended up in Altdorf, but you have no idea where. Based on your knowledge of soldiers though, they probably can be found in one of Altdorf's many, many pubs. Spending your evenings trawling through the pubs to see who you can find.

      This has become a bigger priority with your urgent need for competent and loyal leadership. These men and women are tough, good fighters, and know how to follow orders. It may seem like a bit of nepotism to immediately install them as officers, but right now you desperately need people you can trust in positions of power.
    • Open a recruitment Drive (x1 AP, 3 SS per hired Watchman): The dismissal of Squad Three, as well as the shaky status of Squad One has you desperate for new men. In addition, you are technically allowed to hire top to five squads, and the extra squads would offer a lot more flexibility in taking missions and guarding the area. Plus you get paid by the city for every watchman under your command, so not having the full complement is just leaving money on the table.
    • Assist a Case (x1 AP): You are a novice at investigations, but your status as an officer will potentially open doors that would be otherwise closed to your soldiers. Plus, you have a different background and might be able to provide a new perspective.
      • See Case List
  • Social
    • Introduce yourself to the Hozehellers (x1 AP): The Hozehellers are a prominent house from Stirland who maintain a small manse on the island to coordinate with the Black Guard about Sylvania.
    • Introduce yourself to the Von Totens (x1 AP): The original owners of the island, and one of the founding noble houses of Altdorf. Much reduced from their origins as river pirates, and forced to sell most of their land to the temple of Morr, they still have an impressive compound on the southern tip of the island.
    • Introduce yourself to the Ettingers (x1 AP): A relatively recent noble house, having been raised to nobility for their founder's action as a Black Guard during the third Vampire War. They are still relatively martial, and many members of the family serve within the Reikland army.
    • Follow-up on the girl (x1 AP): You have a great deal of sympathy for the girl you met during your last case and would like to ensure she is recovering well, and has a future of care. Track her down, and try to ensure she has stable living conditions.
    • Try and Find Shayallans (x1 AP): The brother's fate bothers you, and you wish you had more flexibility in your options. You've heard rumors of Shayallan's trying to offer a more merciful approach to justice. Reach out to them and see if you can establish a solid working relationship.
  • Travel and Exploration
    • Exploration + Mapping: (x1 AP per quadrant): This is your first time visiting Toteninsel, and you are still getting your bearings on this island of the dead. Talking to a few hawkers on the street, you've got a rough idea of the island. By your reckoning, the island is split into four quadrants by the island's two main streets. The streets meet in the island's center, spilling out into a square where your watchhouse and the temple of Morr are located. Exploring all four quadrants will allow you to collate a detailed map of the district, and better understand where your watchmen can best be utilized.
      • Explore North Quadrant
      • Explore South Quadrant
      • Explore East Quadrant:
      • Explore West Quadrant:
    • Find an Ulrican Shrine (x1 AP): Ulric does not begrudge Morr the dead, but it rubs you wrong not to be able to offer your god his dues. You have no idea where your god of the wild can be found in this deeply unnatural city, but there has to be somewhere. Right?
  • Administrative
    • Hire a Scribe (x1 AP): Alternatively, you could hire a Scribe to do the paperwork for you. You will need to find someone you trust implicitly as the position offers limitless opportunities for embezzlement and deception. Plus you know your economic situation is precarious, so you aren't sure how much you can pay them.
    • Hire a Barber Surgeon: There is no question Physician Freer is good at his job, but damn is he expensive. Having a barber surgeon on staff would significantly reduce the cost of healing, and allow for harsher training without the danger of lingering injury.
    • Spar with a Squad (x1 AP): You've gotten a rough idea now of the skills and background of your squads, but still have little idea of how they handle themselves in a fight. Take the time to spare with them, and run them through some drills. (Leadership Dramatic Test for inspection quality, will reveal rough scores on the squad tracker sheet)
      • Spar with Squad One
      • Spar with Squad Two
  • Economic
    • Seek Students (x1 AP): You were a well-regarded swordsman within the Riekland army, and many rich merchants and poorer noble houses without their own master of arms will pay men such as yourself to instruct their children. In such a martial society, basic competency with a sword is expected of everyone, even if they will never actually see the frontlines themselves. (Can earn up to 7 shillings with this action, can be taken multiple times)
    • Go Shopping for something specific in Grandmarkt (x1 AP): You came to the watch only with the clothes on your back, your trusty cook-thumping, and a letter of commission. Altdorf is one of the economic hubs of the Empire and nearly anything can be purchased here. (This is a write-in if you want to buy something)
  • Manor:
    • Send a Message for Family to Join You (x0 AP, 1 SS): Your new manor house has more than enough space to accommodate 3-4 members of your family. It will take time for them to receive the message and close outt of their affairs, and you have no idea which idiot cousins will be sent, but you are sure someone will be sent.

      It may be helpful to have family around to help manage the estate and fix it up, but it will cost some more money to keep them fed and clothed. Still, if you figure out some way to make money off of the estate, they would be loyal and cheap help around the place. (This will offer an independent labor pool for the Manor, instead of you having to do it all yourself)
    • Clear the Grounds (x1 AP, four required to fully clear): Before you can make solid plans about what the manor could be, you'll need to fully cut back the scrub brush that is currently covering it. Who knows what you'll find there?
  • Training
    • Train a Squad (x1 AP): You have had the dubious honor of being a drill sergeant and are intimately aware of how to whip a squad into shape. Spend time personally training a squad. (Leadership Dramatic Test for training quality)
    • Receive Training: You know that just like when you joined the army you will need to learn new skills to succeed in your changed circumstances. Tracking down tutors for new skills is an important way to advance, and you've found your first one now!
      • Learn with Wigberta (x1 AP): Wigberta is a strikingly beautiful, potentially murderous, young widow who has agreed to take you on as a student. While the first thing you wish to learn is literacy, she also is able to provide an education in imperial law, noble heraldry, and high society etiquette.
Squad Assignments: Right now you have little idea of who makes up your squads, what they are good at, or even where they can be posted. It's hard to feel confident making informed decisions, but you expect that as you grow into the role effectively assigning your men will be critical. For now, choose where/how to assign your squads:
  • Cases: You can assign squads to cases, and they will attempt to solve them to the best of their ability. To a large degree, their success will depend on the skills that the squad has available to them. For instance, if everyone in the squad is illiterate, assigning them to financial embezzlement cases is a waste of time. For now, while you aren't too sure of their capabilities, don't worry too much about what squad to assign, just focus on what you want to accomplish.
    • See Cases
  • Locations: Assigning a squad of Watchmen to a location will generally reduce the level of crime present there, and should prevent major attacks. It will also earn the Watch a bit of coin from grateful merchants and nobles who will see their taxes at work. That is if you can get these damn sergeants to tell the truth about their activities.
    • Main Bridge: Reaper's Crossing is the main entrance to the island, and the bridge is primarily used by mourners and visitors. It leads directly to the island's vast cemetery and then onwards to the temple of Morr and the island's central square.
    • Secondary Bridge: The Raven's Flight is a smaller bridge, that leads directly to the island's business and residential areas, and then onward to the Island's central square. This is used much more heavily by the merchants and residents of the island.
    • Main Square/Watch House: The island's main square is almost exactly in the center of the island, and home to the district's watchhouse and Temple of Morr. This is also where your watchmen would call for backup from, so spare squads can be stationed here for backup if needed.
  • Actions
    • Train: You can assign a squad to train a new skill, or break them up to learn individual skills. This is mostly locked as you have few contacts with skills to train them, or the coin to pay for training.
    • Punish: You can assign a squad to help clean up the watchhouse, under the diligent eye of Wilbert. They will clean the deep level of grime currently affecting the space, as well as try to make basic repairs to the place. (0/4 times taken to fully clean and repair the watchhouse)

Now that you have some trust in Wilbert the quartermaster you're eager to put him to work on improving the watchhouse. He's well-spoken, honest, and seems to know what he's doing. What would you like him to focus on for the next week? The Watch currently has 3 GC and 5 SS available. You will receive an additional 15 SS in one turn (Choose One):
  • Unavailable: Wilbert is focused this week on the sale of the pistols to cover the cost of the house, as well as wrapping up the legal contracts surrounding the sale of the former Rabb estate.

Lastly, you have some work for your cook Thumping to do (Chose One):
  • Serve meals in the Mess Hall: An army marches on its stomach, and the quickest way to their heart is through their stomachs. Serving for so long in the army of the Reikland taught you the importance of good food in winning the loyalty of men, and Thumping's transcendent cooking will work wonders.
  • Find Temporary Employment: Altdorf has a large population of other halflings, but Thumping's Thumping good cooking stands out even here. He could easily find temporary employment and reduce your current expenditure on housing by half.
  • Identify Major Players: The east and west sides of the island are fully out of your control. Have Thumping try and and identify the major players there
    • East Side
    • West Side
  • Find contacts amongst the City Halflings: Altdorf has the largest population of Halfling's outside of the Moot itself. It's a stereotype, but halflings do tend to be more involved in the local underground than the overall population. Having connections to the local halfling population might lead to rumors of major moves in the underground.
  • Do a task for you (write-in)
Conclusion
Recruitment is an important part of the mechanical aspect of the quest, and as this is the first time you can open a recruitment drive I wanted to offer a little insight here. The quality of recruits you can acquire is highly dependent on reputation and morale. Higher quality recruits will be more likely to try and serve under you if they see you as a pathway to fame and success, and in a very gossipy small community like Totinsel the morale of the soldiers matters. Right now you're getting warm bodies, but in the future try to recruit after major victories, as it will be when your reputation is the highest, and high-quality recruits are most likely to sign on.

In addition, think about ways to source the type of watchmen that you want, be they combat-focused or possessing skills that you need for investigations. Right now you are lowly enough that you have to recruit primarily in the district, but in the future think about reciting at the university for literate soldiers, or from merchant families for better commerce connections. Recruitment is also dangerous, however, as it is an easy way for hostile actors to slip in spies and saboteurs. Your command is so full of vaguely corrupt actors right now it probably doesn't matter, but checking for loyalty later one will prevent a lot of heartbreak and "accidents".


Voting will open in 12 hours, be open for the next 24ish.
 
I reckon that priority right now is going on the pub crawl to get some old mates working with us and hiring new guardsmen. add on some learning with Wigberta, maybe even look for some families looking for a former soldier to train their heirs and earn some coins.

That's my rough idea, open for ideas and suggestions.
 
For the name I really wanted to throw this out for our new manor's name before I forgot.

The watchful Rest Manor. It hits a bit of everything, vigilance, the watch, and it appeals to the Morrites (in my eyes at least)

As for moving forward this is a whole lot of irons in the fire!! I think we get the martial family on our side, it might even grab us a decent officer. The pub crawl to hire seems like a good idea and then a full storm on our former men seems like a must to me.

The reason I say we have to hit the former watchmen is three fold
  1. Sends a message that we aren't like the others to the populace and the watchmen
  2. Gives us a better idea about the capabilities of the squads (Idk how such a operation would shape up but it feels like a good time for shock and awe with numbers)
  3. With the material we gain from it we can fix up the watch-house and get our men some equipment that isn't shit. A kind of "Yeah I'm a hard ass but I'm a hard ass who cares, now put on the armor and get back to cleaning"
 
A Question if you don't mind @DrearyBear?
If the grounds are as you described it as "Hell, with how overgrown it is maybe even offer it for some type of hunting?"

Could we portion off a part of it and Make it into a scrine to Ulric?

I envision a open air scrine and perhaps have some wolfs/stray dogs live in it as rudimentary base security.
 
A Question if you don't mind @DrearyBear?
If the grounds are as you described it as "Hell, with how overgrown it is maybe even offer it for some type of hunting?"

Could we portion off a part of it and Make it into a scrine to Ulric?

I envision a open air scrine and perhaps have some wolfs/stray dogs live in it as rudimentary base security.

Yeah for sure! that would be cool as hell actually. You'd need to find a priest to consecrate the grounds, and it would cost some money to purchase live wolves, but those are just like logistical challenges, I see no reason why you couldn't decide to do it.
 
[X] Plan: present needs

Personal Actions:
-[X]Ambush your (former) Men (x1 AP)
-[X]Go Pub Crawling (x2 AP, 2 Shillings)
-[X]Learn with Wigberta (x1 AP)

-[X]Send a Message for Family to Join You (x0 AP, 1 SS)

Squad Assignments:
-[]: Squad 1 - Location: Secondary Bridge
-[] Squad 2 - Location: Main Bridge

Thumping:
-[X]Find contacts amongst the City Halflings

Personally, I'd rather send the the squad for cases only when we're "Assisting", but what do you all think?
 
[X] Plan: Allies, Recruits and Assassination
-[X] Go Pub Crawling (x2 AP, 2 Shillings)
-[X] Open a recruitment Drive (x1 AP, 3 SS per hired Watchman)
-[X] Your own attempted Assassination

-[X] Squad One: Main Bridge
-[X] Squad Two: Your own attempted Assassination

Thumping
-[X] Find contacts amongst the City Halflings

The plan is to get some decent loyal people for leadership position in Squad One and recruit replacements for Squad Three. The assassination investigation needs to be done now so that we can interrogate the prisoner before he escapes or dies in custody.
 
Last edited:
[X] Plan: Allies, Recruits and Assassination

[X] Manor Name: Watchful Wolf Manor
 
Last edited:
[X] Manor Name: Watchful Wolf Manor

[X] Plan: Allies, Recruits and Assassination
 
Vote closed
Scheduled vote count started by DrearyBear on Jan 5, 2025 at 3:26 PM, finished with 9 posts and 9 votes.

  • [X] Plan: Allies, Recruits and Assassination
    -[X]Go Pub Crawling (x2 AP, 2 Shillings)
    -[X] Open a recruitment Drive (x1 AP, 3 SS per hired Watchman)
    -[X] Your own attempted Assassination
    -[X] Squad One: Main Bridge
    -[X] Squad Two: Your own attempted Assassination
    -[X]Find contacts amongst the City Halflings
    [X] Manor Name: Watchful Wolf Manor
    [X] Plan: present needs
    -[X]Ambush your (former) Men (x1 AP)
    -[X]Go Pub Crawling (x2 AP, 2 Shillings)
    -[X]Learn with Wigberta (x1 AP)
    -[X]Send a Message for Family to Join You (x0 AP, 1 SS)
    -[X]Find contacts amongst the City Halflings
 
Turn Four- Results New
Turn Four Results
Introduction: A major promotion at work has been great for my wallet, but terrible for my free time, and I've had very, very little time for writing. No fear, however, the story is still ongoing and I will continue to post whenever I am able, just know the pace will be slow until I fully adjust to the new job.

"This is the fucking life," you think to yourself as you quaff your third ale. You've been a soldier for years, and drinking even longer, but this is the first time you've ever been able to pass off one of your favorite hobbies as work. "Who knew the perks of being an officer?" you think as you finish off your drink and scan the room.

You're in a grungy mercenary bar, surrounded by rough-looking men, and a couple of rougher-looking women. There's a war brewing on the border, and mercenaries from all across the Old World have been flocking to the city, hoping for a fat paycheck to play pretend war with the Bretonnians. Priests whinge about the horror of slaying fellow humans, but fighting a border conflict is a far better prospect than most other contracts. Bretonnians might be honor-bound and fussy, with a system of governance founded on strange women in lakes giving out swords, but they're unlikely to eat you alive.
For now, however, everyone is just waiting for the tensions to spill into actual bloodshed. If the wait goes on for much longer, you might be able to convince some of the more levelheaded mercenaries to serve within the city watch as their wallets drain and the festival-like atmosphere turns to coin counting. For now, with wallets still fat and the mercenaries in high spirits, the bar is a sizzling powder keg. The promise of violence and loot rachets up the tension: jokes are all the funnier, the game of chance's stakes higher, and misunderstandings more fiery.

Even as you hunch over your tankard, a small scuffle breaks out behind you over a game of cards. A mug is shattered over a head, punches are thrown, and then everyone goes still as steel is drawn. For a moment, you're sure someone's about to lose their life, but then the combatants' friends drag them out of the bar to cool their heads. Slowly, the bar calms back down, card games start back up, and noise starts up, but you can feel some of the tension linger.

Mercenaries are the worst losers you've ever met and hold a grudge nearly as well as a dwarf. All these small incidents are building up, grudges are being formed, and you won't be surprised if there are already bodies appearing in back alleys and in the river. The soldiers are still willing to back down in public, but you sure as hell wouldn't want to be the watch commander in charge of controlling this crowd a week from now when covert score settling bubbles over into overt violence in the streets.
Still, it's the best place to find some of your old army colleagues. Even if they aren't in this bar, nothing travels faster than gossip amongst soldiers. You've been at this bar for two nights now, asking anyone who passed by if they knew anyone who had served in the Third Company of the first Riekland Army. No one has, but you have a nose for this sort of situation. Someone will have mentioned to a friend or a friend of a friend that there's some poncey watch officer asking questions, and if any of your old colleagues are in the city word will soon reach them. All you need to do is kill time until they get the message.
So that's what you do for the next two hours. You sit in the bar, cutting loose for the first time since you've taken the job of watch officer. You try out all the local ales that the tavern has. You reminisce on some impressive feats of questionable veracity, "You think that was bad? Let me tell you about the time I was about to be dinner for three ogres". You play a few rounds of dice. And finally, you engaged in the time-honored soldiers everywhere, gossiping shamelessly about your superior officers

[Gossip test => Target 44+20 = 64 => Rolled 59 => Bare Success!]

It seems like there are significant tensions within the Empire about how to respond to the Bretonnians' aggression. Prince Wilhelm III is eager to take the fight to the enemy and has been training his personal forces hard to prepare for conflict. Emperor Dieter, on the other hand, is worried about drawing forces away from Stirland, and has been seeking a diplomatic solution to the crisis. Until the crisis escalates, and the Parrovians actually cross the border, no one is willing to have mercenaries on their payroll.

Your fun is cut short when you feel the kiss of a knife at your throat. It's held steady on the skin, ready to slice your throat, but not hard enough to draw blood yet. It seems your work has not been in vain, and someone has heard that you are asking around for former members of the third company. Now to get out of this without having your throat slit.

"Agnes?" You ask

"Hmm, you look like Mannfred, and you know me, but I've never seen Manny be so well dressed or clean. How do I know you're really who you say you are?" The assailant replies.

"Agnes, who the fuck else would have a knife put to their throat, not lose their shit, and immediately assume that it's you," you reply with some amusement.

"Could be one of my exes," she mutters under her breath.

"If I were one of your exes, no way would I be trying to talk this out. They're all terrified of you, pretty sure they would have slit their neck trying to run away, knife or no knife. Now let me the fuck up and let's chat," you reply.

Grudgingly, Agnes releases the knife at your neck, and you turn around to see her properly. She's a short woman, with close-cropped hair, a suspicious gaze, and enough knives to be faintly farcical. A fierce glare still graces her face as she regards you. "Alright, alright, suppose I believe you are who you say you are. What are you doing, looking for me? Last time I heard you were getting shuffled out of the army, and I don't want to be caught up in whatever trouble took down a goodie two-shoes like you. "

"Can't I just be trying to catch up with an old friend?" you reply.

"Nu-uh. People only buy me drinks when they are trying to get in my pants, or want me to do work," she replies

"Fair!" you laugh.

Quickly you explain to Agnes your last few weeks and your current challenges with leadership. You need people that you can trust to help you out, and you need them as soon as possible if you are going to be successful with your recruiting drive later this week. Still, you have your own reservations. Agnes is a damn sight better than what you have currently, but she isn't your first choice for a leader.

Frankly put, Agnes was the Company's unofficial fence. She was the one you could go to when you wanted to sell off a little bit of unauthorized looting. She was always able to source whatever weapons or armor people needed, especially if they had coin. And Agnes always, always, had something to drink. You can't really count the number of times she showed up out of nowhere with some rotgut while the company was mourning a death, or in the middle of a disastrous siege. She was an invaluable part of the company, but not necessarily someone you would place in a senior leadership position. You trust her with your life, but not near any of the silver.

She would be useful, however. You're sure she's kept up with her underworld connections, and she's deadly with those knives of hers. After the third body, you stopped bothering to get in the way of anyone stupid enough to try and rob the company's long-standing fence.
Options for Agnes:
  • Offer her an Officer Position as Special Operative (-10 SS per month): This is the most versatile option, which will add Agnes as an independent character like Thumping or Wilbert. This will allow her to conduct a variety of spying actions, but this is not an official role within the City Watch, and you would have to pay her out of the limited discretionary funds you have as a Watch Officer (currently just 15 SS a month)
  • Offer her a Sergeant's Position: Agnes is a bit corrupt and shouldn't be trusted around any particularly valuable evidence, but she is fiercely loyal to anyone she thinks is worthy. She'll be a little more independent than you'd prefer, but she could become a solid investigator, especially when dealing with the city's underworld.
  • Leave her as a Contact: Agnes is Agnes, and maybe she should just remain a free spirit. Leave her as a contact you can catch up with when you need someone to validate a bit of gossip, or know who's moving hot merchandise.
"Alright, alright, we'll do it your way, " She replies. "You always were a bossy little prick, Makes sense you'd weasel your way into being a full officer"

It's honestly a better response from Agnes than you expected, and you follow up, "You know if anybody else is still in the City? I'd love to recruit some more familiar faces from the company to the Watch if I possibly could. We've got a real shortage of leadership, and I need some good men. Or women, no offense, Agnes."

"I figured you asked that. The boys sent me to make sure you were Manny, and not some impostor. I'll have em here in two days. Be here, and bring cold hard coin if you want em to join up" she replies

"Hold card coin? What trouble have they gotten themselves into? And who exactly comprises the "boys" these days?" you ask.

"Eh-eh-eh, that would be telling! You'll have to talk it out with them" She replies. "Now, how about you grab me a drink and we swap stories about what we've been up to for the last couple of months"

The test of the night is a blur.

XXX

The next morning, the sun's rays poke through the window of your cottage. It's still entirely bare; you've been living out of a rucksack your entire adult life and that's a hard habit to break. Buying anything you would have to leave behind the next time you need to uproot yourself just feels wrong. Your head is pounding, but at least your leg is finally feeling better. You duck your head into the bucket of cold water Thumping helpfully placed next to your bed, to try and clear your hangover. That man is a godsend, you think as your headaches eases, and you get dressed for the day.

You leave the cottage in a hurry, grabbing the buttered toast Thumping left out for you, and wince as the light reignites your headache with a spike of pain. By the time you manage to reach the watchhouse and discover that the watchmen have managed to damage the main gate's hinge by trying to clean it for the first time in a decade, you are in an extraordinary poor mood. You've scheduled the interrogation of the surviving assailant for this morning, but unless you manage to quell this damn hangover, you're more likely to murder the boy than get any useful information out of him.

So instead, you retreat to your office with Wilbert to plan out exactly how you want to conduct the recruitment drive, pulling the curtains close to leave your office in darkness and ease your headache. It's not like you can read, so what do you need the light for anyway? Your reputation is still relatively low across the island, with only Wailer's Square and the island's bridges under your direct command. As a result, Wilbert suggests that you focus your recruitment efforts on Wailers Square, where some of the inhabitants may have seen the aftermath of the failed assassination attempt, and be more willing to sign up with the Watch under your capable martial might.

You plot out your pitch and explain your desire to swell the ranks of the watch as much as possible to Wilbert. Wilbert agrees with the need for more watchmen, but is concerned over the lack of leadership material in the pipeline. He argues that none of the current guardsmen are leadership material, and all need seasoning before they are placed in charge of a squad. Your biggest limiting factor right now is almost certainly the number of competent leaders you can secure, especially as you need a new leader for squad one after kicking their sergeant to the curb.

You promise Wilbert you will know the total number of leaders you can muster within a day, and then spend the rest of the afternoon conferring with the various other inhabitants of the square, as well as the Temple of Morr, about how best to position yourself on the square.

[ Author's Clarification: Recruitment here is complicated by the lack of high-quality leadership. Wilbert is confident warm bodies can be found to fill out quads, but without competent leadership, those squads will be worse than useless. Pay attention then to the offer towards Agnes as well as the rest of the group, as it will determine how many men can be recruited during the recruitment drive.]


XXX

Two nights later, you find yourself back in that same dingy mercenary bar, spotting Agnes and five others holding down one of the large tables in the back corner of the room. There's a spot of blood on the floor, and a wide distance is being enforced between them and the rest of the bar, with even hardened mercenaries looking warily at the visibly armed and trained former soldiers.

Agnes waves you over and drunkenly slurs, "itz nots fair. You're sober and we are NOT!" To a round of cheers from around the table. For a second, you are overcome with nostalgia. The bar may be different, your friends older — and in some cases distinctly fatter — but this is a scene that you've played out hundreds of times of times across your time in the army, ever since most of you met during training.

"I see you still have all the patience of a youth trying to get his prick wet for the first time, you reply," and then are buried in a good-natured flurry of back slaps, guffaws, and a ruffling of your hair.
"Manny, you're a sight for sore eyes, let me tell you," exclaims Hunfried. "I thought you were dead and gone after that situation with the orcs. Really regretting pouring out that wine in memory of you. Thought someone was playing a dirty trick on me when Agnes showed up and said someone named Manfred was looking for old war buddies," to the agreement of the rest of the table.

You flag down one of the surly barmaids for an ale, while you regale the rest of the table with a quick rundown of your hasty exit from the army, offer of a commission, and the situation you find yourself in now. You explain the danger of the island, the mysterious deaths of your predecessors as well as the young nobleman, and the unruly and incompetent nature of your new recruits.

Finally, you give them the pitch, "I know I know most of you left the army the minute your contract of service was complete, and I said I would too, but this watch commission is too good a chance to give up. Hunfried, you've always talked about leaving a legacy behind that your children could be proud of. Think about what acclaim you could get if you help clean up one of the city's most dangerous neighborhoods. Ottilia, since I've known you, you've been obsessed with amassing a fortune that will secure your family's finances for generations. Egmont, you've railed against the secrets of the cults, and their unwillingness to share vital information even when it would save lives. Imagine the access you could get if we put the Cult of Morr into our debt by securing their greatest mortal stronghold in the Empire. Sieger, you've always wanted a sense of camaraderie and purpose. Don't you miss being surrounded by fellow soldiers and chasing recruits? And lastly, Dietmar, I know your history with the city watch, and the tragedies that forced you to join the army, but this time we would be in control. What could we do with that power? How many lives could we change?" You demand.

For a second, you are wrapped up in your dreams, imagining just what that would be like. As Alfic, the old Ulrican Priest who visited the village in your youth to perform rites, said, "Ulric's wolves show us the need of pack. Alone, a man will fall to the terrors of the night, but united they may live till dawn chases the darkness away." You've missed the camaraderie you had in the army, and while you appreciate Thumping and Wilbert, you're honest enough to admit that as non-combatants, they just don't fit the same easy sense of brotherhood that you've been taught to crave your whole life.

But as you removed yourself from your dreams and glance around the table, you can see that your pleas have fallen on deaf ears. A silence falls over the table, your friends establishing meaningful eye contact with each other, and slowly shaking their heads. Just before you can regather yourself to reinforce your plea, Egmont is nudged by the others into acting as a spokesman.

Old ever since you knew him, Egmont looks weary as he prepares to deliver you the bad news, "Look, Mannfred, it's not that we aren't sympathetic, or don't trust your leadership. It's just ….. life has moved on. I've got a cushy job as a librarian at the university, and grandchildren these days to think of too. I can hardly drop all that to come be a soldier in purpose, if not name, again. Hunfried has become a sword tutor for a handful of noble children and has established himself as one of the city's finest duelists. Dietmer is married now and owns a pie shop with his wife, Arista, which would collapse without him there. Otillia has worked her way into the graces of a local merchant family, and might be able to captain her own trading expedition soon. And Sieger? Well, Sieger is actually pretty free, I think?"

Sieger shrugs and says, "I don't have much going on, but I do owe some lowlifes coin so am keeping my activities low key. They would have to be paid off for me to join, but I'm willing."

You all turn to look at Seiger, but Agnes is quickest to reply. "What the fuck Seiger, what sort of wool for brains do you have to owe this city's gangs money. Is it gambling? You never really did before, but what else could it be?"

Seiger blushes bright red and looks vaguely ashamed, a slightly comical expression on such a huge man, and says, "Was bored, so started participating in some boxing rings. I was betting on myself to win, and doing well, before they put me up against a ringer. Some short lady from the east, who I swear could stop on air. She had me in a chokehold before I even finished showboating, and I went down hard. Now I owe the fight's organizer a lot of coin. They were trying to get me to fight in some dirtier, more bloody matches, but I killed the first person they sent after me and have been hiding out ever since."

A silence falls over the bar, and you all take a moment to process a frankly insane story. To be honest, you aren't shocked. Seiger has always had a knack for getting into unlikely trouble if left to his own devices. Last time you were wintering with the army, Seiger had gotten lost while going to take a leak during the middle of a blizzard, been assumed dead, and turned up several weeks later when the snows thawed, having spent the intervening time huddled up in a den, sharing warmth with a bear. "Alright, Seiger, we'll help you out with that, but surely there is something I can do to get the rest of you on board? A favor. A bribe? I'm desperate here. Tell me that you need and I'll try my best to get it to you," you beseech the rest of them.

They are silent for a while, and then Otilla speaks up, "I'm not promising anything, but all I've ever wanted is to have some actual coin to fall back on. You all seem content to keep fighting until the minute you drop dead, but I intend to spend my elder years drunk, pampered, and happy. The merchant coalition I'm in bed with now is the best option I have, but they aren't exactly my first choice. They're pretty incompetent and only taking a bet on me out of desperation. I trust my skills, but their employee are filled with thieves, idiot relatives, and worse. You manage to get me patronage from a real merchant house, and I could be persuaded to jump. But getting that patronage? Good luck, I've been in the city three years now and haven't gotten shit."

"Ha, you think that's hard?" replies Dietmer. "My wife would feed me my balls before letting me leave her with all of the work of running a pie shop." He flexes his arms and continues, "You think I got these beauts from the Army? No way, these are from kneading a dozen batches of pie dough every day."

Agnes smacks the back of Dietmer's head and says, "Dietemer youre still the shortest and scrawniest fucker I've ever met thats not a halfling. Sure, you have more muscles now, but I'm pretty sure I could still throw you if we wrestled. "

"Ow that fucking hurt Agnes. I don't give you shit when you do your whole spooky knife schtick do I?" replies Dietmer. "Anyways, it's not me you have to convince. I'm sick of bad beef, worse beer, and frankly awful pies. It's my wife you need to convince, and she's got the stubbornness of a goat and the pride of a dragon. Just let me make sure I've got time to duck out of sight before you try to bring this up with her." He continues.

The table descends into grumbling over the possessive nature of Ditmer's wife, and the number of bar outings he has had to miss to satisfy her demands on his time. Eventually, though, you manage to steer the conversation back to what's preventing the others from joining up, and what they would need to change their mind.

Egbert replies, "Honestly, son, my bones are too weary these days to be out there patrolling the streets every day like a young man. I could be a scribe I suppose, but this late in my life I'm trying to tiptoe towards the secrets I wish to learn." He takes a long draft on his ale and continues, "I need to know why the cults control information so tightly. Why in the army we were always forced to confront situations with no information. Situations that our damn commanders knew far more than they were telling us about. I'm an old man, and I've lived a good life. My quest most likely will end up with me on the pyre, but I need to know before I go across the bridge to Morr's realm."

He fixes you with a crooked smile, "That's my condition then. Prove my current course wrong. Find me a big, juicy secret that I can't find with my work in the library and I'll join up tomorrow."

A silence breaks out of the table as "Damn. Didn't know you had such a solid reason for being a parchment whore," Dietmer replies. "Thought you just got off on the scent of moldy pages". The table once again descends into bickering over the fact that most of you can't actually read or write.

"It's my turn, I guess then", says Hunfried when there's a break in the conversation. "Manny, I love you like a brother, but there's no way in all the hells I'm rejoining. I've fought a dozen duels to gain my notoriety in the city, and I've got a cushy job teaching little snots how not to stick themselves with a sword. People nod to me when I pass on the street. My name has come up in some council meetings. I'm sorry, but unless you rise to the level of commander, and can offer me a position as master at arms for an entire bank of the city, I just don't think there is much you can do to tempt me."

"Alright, Alright. I get the message" you reply.

"I want to get the warband back together, and have you all of you watching my back, but I get it. You've made a life for yourself here, and you can't just up and leave because your friend is back in town. But I will get you guys back. Just let me get to it and I'll show you.

What do you want to do with Seiger: Seiger admitted to you years ago that he is a devout follower of Ronald, and touched by the god's own luck, both good and bad. Insane things will regularly happen to him, both fortunate and tragic, and throughout it all Seiger will attempt to balance the scales and help out the common man against the rich, mostly by using his large fists to punch anything that opposes him, very, very hard. (Lucky trait triples the rate of Crits, both positive and negative, that Seiger is involved in)
  • Offer him a position as a Sergeant (-5 Gold for Debts): Seiger is surprisingly good at leading men, and often comes up with surprising solutions to seemingly intractable situations. Unfortunately, he also tends to lose men at a higher-than-average rate whenever his luyck swings back towards the negative.
  • Offer him a regular squad position (-5 Gold for Debts): Outside a position of command, Seiger's peculiar effect on luck is lessened. He will still have insane swings of fortune, but those at least won't affect the entire quad, just him.
  • Hold off of now: You've been careful to not inflame tensions with any of the cities major gangs, and until you better understand who exactly Seigert has pissed off, you should hold off on recruiting him to your commission.
Many actions unlocked for next turn to recruit old friends….

XXX

You shrug a shudder off as you get set up in the foggy, dim air of Wailer's Square, remembering how similar this feels to the attempt on your life just two weeks ago. This time, however, you are surrounded by the clamor and hurry of merchants getting set up for the market. Wilbert convinced you that your best chance for recruiting was to try and catch the attention of market goers on their way into the square, before they were weighed down with their purchases. Attendees of the square should be from the local neighborhood, and sane and competent enough to have at least a little coin for shopping. Few will be particularly skilled in the talents you're looking for, but you might get lucky with a former soldier, or maybe even someone literate.

Finally, you've set up the sign that Wilbert drew up for you. It's mostly pictorial, dominated by the sigil of the Altdorf City Watch, and some crude drawings of silver shillings. You hope this will draw the attention of the square's inhabitants and encourage them to come and investigate.

[Leadership test => Target 51 + 10 (Recent Heroics)= 61 => Rolled 69 => 1 Level Failure! (Smaller than expected crowd)]

You open your mouth and start screaming out slogans like a drill sergeant to draw in passersbys. Unfortunately, it seems that people are more scared than encouraged by the presence of a member of the City Watch. You see passerbys visibly hide their coin purses as they pass by you, with some even going so far as to take the 10-minute walk to enter Wailer's Square from a different entrance. At first, you think they are trying to hide something, but in the end, you are pretty sure it's just fear of being hassled by your notoriously corrupt command. Couldn't be your very direct approach after all.

Still, there are a couple of takers through the morning. The bold, the desperate, and some must believe are spies for the other factions on the island. A few are unwilling to submit to the training you have in mind, and a few are too clearly insane for you to take into your command. There are a few, however, that seem initially promising. Stable jobs are hard to find in Altdorf, let alone ones that pay a vaguely livable wage. A silver shilling per week puts watchmen firmly into the burgeoning burgher class.

[Leadership Test for Combat Skill of Recruits => Target 51 - 10 (Location)= 41 => Rolled 17 => 2 Level Success! (Significant Windfall)]
[Leadership test for Practical Skill of Recruits => Target 51 - 10 (Location) - 10 (Limited personal skills) = 31 => Rolled 58 => 2 Level Failure! (Very limited additional skills)]
[Leadership test for Knowledge Skill of Recruits => NA Ineligible due to illiteracy ]

You turn away several recruits before you manage to strike a significant windfall. A small party of mercenaries shows up, visibly down on their luck, and looking to purchase cheap food to hold them over until they can secure a new contract. Talking to them, they are the remnants of what was once a significantly larger mercenary group that had been shattered returning from a recent contract by a surprise ambush of goblins. While most managed to survive, their noble-born captain killed himself when he was ripped away from the caravan and dragged into the woods, presumably as food for the goblin band. Without their captain to open doors, the company has fallen on hard times, and men have been slipping away one by one.

The men seem eager to have a potential employer, especially if you can take them all, a total of seven members. Thinking it over, the size of the band presents a major problem for you. Currently, you already have another four-person squad without a leader, and even with the potential recruitment of Agnes and Seiger, you would still be a leader short. You could take the soldiers on with the hopes of quickly reciting another of your friends, but until that happens, you will be paying soldiers to laze around. Maybe you could subordinate the extras to Thumping to take care of the gatehouse and finally make progress there? But that would mean Thumping probably couldn't do any of the frankly extremely useful work he's been doing for you..

[Leadership Test for Loyalty of Recruits => Target 51 = 51 => Rolled 85 => No Read]

You also can't get a read on their motivations beyond finding temporary employment. You've met plenty of mercenaries during your time in the army, and their temperaments are variable. Some are just as professional and disciplined, more so even, than members of the army. Others however were little more than bandits, looting and raping whenever they get even a sliver of freedom. You don't recognize their sigil, so you don't have any read of temperament or history, which worries you slightly.

What do you decide to do with the recruits?
  • Take them all: Gain seven former mercenaries as watchmen, with far more personal equipment and training than the rest of your current command. You are paid by the Watch command per soldier in your employ, so adding seven more soldiers will give you another 7 shillings in monthly income. However, you don't have enough leaders for the men, and will have to be creative to utilize them effectively.
  • Take half of them: If you recruit Agnes and Seiger, the perfect number of new recruits would be four. Just enough to fill out another squad. Still convincing the last dregs of this mercenary company to split up will be difficult. (Requires medium-hard leadership test)
  • Leave them: You aren't certain you want another headache. These former mercenaries certainly seem skilled, but unless you can trust their loyalty, they are more trouble than they are worth
[Author's Note: This general approach is how almost all recruitment drives will go. One open roll to determine the number of potential recruits (options for recruitment, one minimum but up to five). One partially opaque roll to determine the quality of the recruits. One roll to assess their loyalty, with degrees of success on how well you clock them. As with everything. Growing your reputation and skills makes this process easier, safer, and more powerful.]

XXX
The Watchhouse's small holding cells are just as grimy as everything else. Completely windowless, a thick wooden door blocks out nearly all light, leaving inmates in near complete darkness. Care has to be taken to ensure that the inmates don't lose their nerve; they are taken out every day to see the light and have a conversation with the guards. Still, by the time you get to your assailant, the man is in poor shape.

His clothes, already of a poor quality, are streaked with grime, and the smell wafting off of him makes you certain that he has piussed himsel. Most of all, he looks broken. You ask the guard outside the cell if he has been taking care of the prisoner.

"I swear I've been tryin my best Sir, but he's just not all there. I have to drag him out of the room; he doesn't talk, and he really won't eat or drink anything without coaxing. Reminds me of my cousin who got kicked in the head by a horse and never really recovered."

You send the guard away to get a bucket of water, and consider the slumped form of your former assailant. They seemed perfectly fine when they were trying to carve your head in. Was the stress of the capture too much for them to bear? You've seen soldiers completely break down at the loss of compatriots before, maybe this is something similar? Thinking back, however, it did not seem that they were particularly attached to their compatriot.

When the guard returns with the water, you stride into the cell and dump it on the assailant's head, washing away some of the grime and causing them to splutter awake from the shock.

"Alright, I've got some questions, and I want to get some answers. Let's start with an easy one, what's your name?" you ask.

The man shudders slightly as the water washes off of him, but makes no effort to pay attention to you, or respond to your words, remaining nearly catatonic on the ground.

[Intimidation test => Target 38 + 0(???) = 38 => Rolled 85 => Completely catatonic, no possibility of answers]

"Well?" You ask as you prod him with your boot, trying to get a response out of him to no success. The man does not even react to your assault, even as your motions turn from light prods to full kicks. It seems that you aren't going to get anything useful out of him just by talking. You think about trying to put him to the question, and your anger over the attempted assassination nearly convinces you to do so. However, you've seen men like this in the army before. The lone survivors of suicide charges, or men who have been besieged for months and forced to turn to eating rats or worse. You saw a sergeant slap one across the face, scream in their face, and get no response. Torture, as satisfying as it might be for you, is not going to get you the answers you crave.

You turn to the guard. "I don't think we are going to get much out of him with normal tactics. Have you managed to discover anything from his possessions?"

The guard replies, "Not really Sir. Both assailants didn't have much on them beyond the weapons. Poor clothes, as you can see, a couple of crumbs of bread. Both seemed to have been mourners, the only other things on them seem to have been a funerary charm on the deceased."

[Intuition check => Target 30+ 10 (military) = 48 => Rolled 15 =>Success ]

That's …. Odd. Matchlock pistols are not cheap and require a fair bit of training to use competently. Keeping the match lit in the island's damp, heavy mist would not be an easy feat to accomplish. But the captured man seems like a simple peasant. Where would he get the gold for the pistol? And if someone was just picking random vagrants off the street, how would they find someone so skilled in the use of these expensive, complicated weapons? You thought maybe this was just a simple hit on you, but there's something more complex going on here.

You frown, before reaching down and tearing off the left sleeve of the prisoner's garb. Staring out is a tattoo, marking him a member of the Prince's Own, one of the premier handgunner regiments within the Riekarmy. You aren't sure of what would have caused a man with a guaranteed plot of land waiting for him at the end of his service to devolve into what you see before you, but finding out is a solid lead. Maybe he is a deserter? Or his land was stolen? Trying to track down his past colleagues may be a good way to find out more, you think to yourself.

"Guard, get him shaved and cleaned and then have a sketch drawn up of him. Try to make him look like he was still in the army. Can you hand me the charm as well? I want to see if Thumping or I can track down where it came from. See if we can find who sold it to him. Might give us a clue as well."

None of this is making sense. These assailants seem to have been already mourners, maybe shattered by a loss, and then somehow convinced to take on an assassination contract? Maybe you should contact the Temple again and see if they have any recollection of either assailant? It's not as much progress as you were hoping, but you've finally got some leads to track down.

XXX

The week ends as most weeks do, cozily ensconced in your office with Thumping and Wilbert, lunching on a truly outrageous spread that the halfling cooked up for the three of you. It's become one of your few moments of peace, a place where you can let your guard down and trust that anything you reveal won't be used to stab you in the back, unlike with the rest of your command, you grimly think.

"I sent the letter to your family, Mannfred", Wilbert starts with. "You're sure they will be able to find someone trustworthy to read it for them? I don't want them being taken advantage of."

"The local Wolf Born is literate and willing to read messages to Ulric's devout. My family has long been adherents of the cult, and will know to go to him for guidance. I am more worried about them making the journey safely to the city. It will be the first time they will be leaving the village, and I remember how naive I was when I first entered the army," you reply.

"Okay then, okay" Wilbert agrees before continuing, "Well, my week was pretty straightforward. I wrapped up the sale of the pistols and made sure your name was formally registered with the City as the new owner of the Watchful Wolf Manor. Congratulations on becoming a land owner."
It's a huge step forward for you personally you reflect. For most of the empire's history, there were only two classes: the peasant farmers like your family, and the land owning nobles they are tied to through a complex web of debts and guarantees of protection from the depredations of the forests. Becoming a land owner places you in an uneasy "middle class" with significantly more independence than your peasant background would allow you, but with none of the privileges or protections of being a noble. You will have to be careful not to upset the local noble houses. With their connections to the city's councils of power, and noble perogatives in the courts, they could make your life very very unpleasant if they wanted to.

Still, such morose faults do not benefit a son of Ulric, you think to yourself. You will face challenges head on as they occur, rather than worrying about could-bes.

"Alright thumping," you call, "You're up."

[Thumping Gossip Role =32, major success]

"Okay," Thumping replies, " I spent a lot of my time in people's homes, talking to the few elders that represent Esmerelda, and trying to get the lay of the land. As you probably know, most of the Halflings in the city live in Sudwand, but there are more than a few that live here on Totensiel. Including, of course, Janner Coppercheeks who controls the south of the city. Of course, none of them would really speak of her, or do anything to invite her ire, but there were plenty who were willing to chat and help give a lay of the land."

"The biggest gossip people wanted to chat about was the Watchmen you kicked out, actually. Everyone seemed to have a theory on why you did it. Cleaning up the watch? Removing rivals for protection money? A love triangle gone wrong? They uncovered you were a secret cultist? It's all nonsense, but in such a sleepy area, it's the talk of the town. We already know that they were doing some smuggling, but the real big news is that they have mostly set up as a 'guard' operation and are offering 'protection' for businesses on the east side of the island, operating out of a tavern just a ten-minute walk from your manor."
"Most interestingly, however," Thumping builds up, "is some of the reasoning that people gave me for not talking about Janner. Sure, there was a fair amount of fear of retaliation if word got out that they had been bad mouthing here, but there was a bizarre sense of nonchalance from the older residents about her reign. The string of bad luck that has affected the Watch Officers is not confined to just us. Any time a gang gains too much power on the island and tries to start operating openly, they tend to turn up dead. Apparently, it's why the city's biggest gangs — the fish and the hooks — are unwilling to head to the island."

"Huh," Wilbert replies, "I had always heard from the family that it was important to keep things quiet here on the island, I thought it was just to make sure we weren't a target for a gang with how weak the watch was on the Island. But maybe the family was watching out for something else? I will have to follow up with them."

You spend half an hour trying to guess who could be responsible for the disappearances and killings, but it still feels like you have no genuine leads. Someone is pulling strings in the background, but you can't tell who yet.

Eventually, you give up and send Wilbert to send in the squads to give their reports.
Luckily, both reports are short and to the point. The squad on the main bridge did their job well for once, broke up some minor conflicts, and were tipped 5 silver shillings by grateful merchants. The squad that was supposed to work on your assassination was rudderless without a leader, but ended up being very helpful guarding the watchouse and helping out Thumping.

It's been a hard week, but you feel like you are starting to get some clues about what is happening on your island.



Conclusion:
Unfortunately for y'all, Blues Brothers is one of my favorite movies of all time, and it warms my cold QM heart to have some quests to get the band back together. This was one of the first things I planned out when thinking about the quest, but I suspected you would get here earlier haha.
 
Well, this whole assassin situation makes me think there is some magic related fuckery afoot. Perhaps morrites can help us with that?
 
[X] Plan: Welcome Aboard
-[X] Offer her a Sergeant's Position: Agnes is a bit corrupt and shouldn't be trusted around any particularly valuable evidence, but she is fiercely loyal to anyone she thinks is worthy. She'll be a little more independent than you'd prefer, but she could become a solid investigator, especially when dealing with the city's underworld.
-[X] Offer him a position as a Sergeant (-5 Gold for Debts): Seiger is surprisingly good at leading men, and often comes up with surprising solutions to seemingly intractable situations. Unfortunately, he also tends to lose men at a higher-than-average rate whenever his luyck swings back towards the negative.
-[X] Take them all: Gain seven former mercenaries as watchmen, with far more personal equipment and training than the rest of your current command. You are paid by the Watch command per soldier in your employ, so adding seven more soldiers will give you another 7 shillings in monthly income. However, you don't have enough leaders for the men, and will have to be creative to utilize them effectively.

Nice to see the Quest still alive.

Yeah, our old buddies have moved on and it will take a considerable amount of time to get them all aboard. For now, we should take in whoever we can. We did this action to get leaders and leaders we shall have. Both Agnes and Seiger are needed, since we require Sergeants right here, right now and can always promote them later. Sieger's debts are a pain, but we should be able to just squeeze him in. As for the mercs, we do need men, so we will take them in, especially since they do know how to kick ass and have a semblance of discipline. Hopefully they won't jump ship anytime soon. When it comes to those, that we still won't have a leader for, we will continue searching for one next turn and in the meantime, there is plenty of work with cleaning up the Watchhouse right under our supervision or that of Wilbert. Surely, checking on them every hour or so is doable for any clerc.

We really do need to learn to read and write...
 
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Yup. If we can't field them yet, there's plenty of grunt work to be done.

Cleaning, minor repairs. And we can also alternate who is on duty under a given Sergeant as a temporary measure so they still have some actual soldiering to do.
 
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