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?"
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.
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):
Lastly, you have some work for your cook Thumping to do (Chose One):
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 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.
- 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?
- 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.
- 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?
- 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.
- 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.
- 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)
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.