[X] Write-in:Ask and hire: You tell the kid he has two options either he burns at the stake for the crime of impersonating a sigmarit priest or he rat out another scammer who would take his place and the kid gets hired in the city watch for the protection of his sister. Because if no one gets burned the witch hunter will come and no one wants that.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
[X] Take them to The Palace of Retribution: The punishment for large-scale frauds such as this is the removal of the tongue, and sticking to the letter of the law is sure to endear you to your superiors.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences.
This will hopefully send the right message both to our men and to our superiors: we are following the law and we are also capable of looking between the fingers when the situation demands it.
[X] Take them to The Palace of Retribution: The punishment for large-scale frauds such as this is the removal of the tongue, and sticking to the letter of the law is sure to endear you to your superiors.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
I liked the idea of offering either tongue removal, burning or working for the watch with tasks of cleaning and ratting out other scammers, but then I remembered what setting we're in. So I'll just go for the Ulric path.
Longtime lurker got registered because i just got an idea.
[X] Plan Shallya [X] Write-in:Ask and hire: Take them into slammer for a few days, ostentibly for interogation but in reality to buy time, In meantime inform and forewarn the nearest Shallyan temple and ask for intervention as you from you position cant exactly do it, indicate you are willing to serve as witness, If they are willing few days of forewarning might allow them to get them Hard Labor instead of Tongue removal. If it doesnt work you did all you can. In any case still take them to Palace of Retribution.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
@DrearyBear would this give us a roll to convince Shallyans and then roll for Shallyans to succeed ? IE would this give brothers chance to roll for better outcome ?
Basically the entire idea here is that we are gonna still gonna turn them in, because that is our job but we are gonna inform people in charge of Mercy and all that if they wish to intervene, This is basically the most we can do while still following the law.
@WestOrEast @Bruhmoment @Valerian @Sertorius @HOKKIS would you be willing to alter your vote to mine ? my plan still gets them turned in but it basically informs local NGO(so to speak ) before we turn them into law.
Normally i wouldnt suggest it, but Shallyans are folks who might go for it due to the reason the brothers went for it. We are still turning them in regardless if for example Shallyans wont want to intervene. Like we arent hiring them or anything. We are still following law, we are just informing Shallyans because they had "honorable"(in really big ") for that.
[X] Take them to The Palace of Retribution: The punishment for large-scale frauds such as this is the removal of the tongue, and sticking to the letter of the law is sure to endear you to your superiors.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
[X] Take them to The Palace of Retribution: The punishment for large-scale frauds such as this is the removal of the tongue, and sticking to the letter of the law is sure to endear you to your superiors.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
@DrearyBear would this give us a roll to convince Shallyans and then roll for Shallyans to succeed ? IE would this give brothers chance to roll for better outcome ?
I think what might be a good option is I will put a social option in next time to try and establish connections with the local Shallayans and see what connections they have into the judicial system.
[X] Take them to The Palace of Retribution: The punishment for large-scale frauds such as this is the removal of the tongue, and sticking to the letter of the law is sure to endear you to your superiors.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
I like it.
as a long-time lurker myself:
[X] Plan Shallya [X] Write-in:Ask and hire: Take them into slammer for a few days, ostentibly for interogation but in reality to buy time, In meantime inform and forewarn the nearest Shallyan temple and ask for intervention as you from you position cant exactly do it, indicate you are willing to serve as witness, If they are willing few days of forewarning might allow them to get them Hard Labor instead of Tongue removal. If it doesnt work you did all you can. In any case still take them to Palace of Retribution.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
[X] Write-in:Ask and hire: You tell the kid he has two options either he burns at the stake for the crime of impersonating a sigmarit priest or he rat out another scammer who would take his place and the kid gets hired in the city watch for the protection of his sister. Because if no one gets burned the witch hunter will come and no one wants that.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
Instead of ratting out another scammer, why not just make them work for us since clearly they are quite good at lying? Yeah, our squad may rat us out but since we dont know them yet, we can just ask Thumping to slowly poison them.
@butchock I would normally agree with you, but the problem is not that he scammed a noble, but he did it by pretending to be a sigmarit priest. Which means the church of sigmar has a stack in it and want to have an example for people to see what happens when you try to pretend to be sigmarit priest.
[X] Take them to The Palace of Retribution: The punishment for large-scale frauds such as this is the removal of the tongue, and sticking to the letter of the law is sure to endear you to your superiors.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
[X] Take them to The Palace of Retribution: The punishment for large-scale frauds such as this is the removal of the tongue, and sticking to the letter of the law is sure to endear you to your superiors.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
Scheduled vote count started by DrearyBear on Dec 6, 2024 at 10:37 PM, finished with 21 posts and 14 votes.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
[X] Take them to The Palace of Retribution: The punishment for large-scale frauds such as this is the removal of the tongue, and sticking to the letter of the law is sure to endear you to your superiors.
[X] Write-in:Ask and hire: Take them into slammer for a few days, ostentibly for interogation but in reality to buy time, In meantime inform and forewarn the nearest Shallyan temple and ask for intervention as you from you position cant exactly do it, indicate you are willing to serve as witness, If they are willing few days of forewarning might allow them to get them Hard Labor instead of Tongue removal. If it doesnt work you did all you can. In any case still take them to Palace of Retribution.
[X] Write-in:Ask and hire: You tell the kid he has two options either he burns at the stake for the crime of impersonating a sigmarit priest or he rat out another scammer who would take his place and the kid gets hired in the city watch for the protection of his sister. Because if no one gets burned the witch hunter will come and no one wants that.
[X] Take them to The Palace of Retribution: The punishment for large-scale frauds such as this is the removal of the tongue, and sticking to the letter of the law is sure to endear you to your superiors.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
[X] Take them to The Palace of Retribution: The punishment for large-scale frauds such as this is the removal of the tongue, and sticking to the letter of the law is sure to endear you to your superiors.
[X] Keep them for the Girl's Treatment: You are loathe to kick a sick young girl out into the streets, especially when she may be losing her brothers. But just because you wish to shelter the young as Ulric commands, doing so here may invite consequences
Introduction
This weekend was busy with holiday stuff, so I'm a little slower with this update. Still, we are starting to get into the meat of the story, and l Ioved reading all the discussions about how to handle the brothers.
Even before Toteninsel became an island of the dead, it was surrounded by a dark reputation. At night warm air blows off its rocky coastline and collides with the cold mountain-fed waters of the Talabenac River, causing thick fog to explode and hide the island. River pirates used this for centuries to disguise their ships and ambush helpless merchants on both of what became Altdorf's rivers. If ever confronted with a force they could not face, they would slink back into the fog, luring overeager pursuers onto hidden rocks to drown. Some say the pirates are still out there in the mists, snatching unruly children, and waiting for the opportunity to return.
This history dominates your thoughts as you wait on Raven's Crossing, with a smattering of other guards to receive the corpse cart from Crackle Hill before sunrise. The few passersby you see this early in the morning seem to almost teleport right in front of you as they come out of the fog, and you nearly pull steel on a particularly quiet traveler. You had thought the continuous losses suffered by the Watch when faced with necromancers was down to sheer incompetence, but now you are reconsidering. How do you defend yourself when you may not see an attack coming until it's only a stride away? And without a need to breathe, or wear shoes, an undead would be impossible to hear coming before then. To successfully repel a necromancer's attack you'll need more than just good training and equipment, you'll also need to find a solution for this damn fog.
Further musing is interrupted by the clip-clopping of a horse-drawn cart making its way onto the bridge, and soon you can see the weary face of a fellow guardsman approaching. Quick pleasantries are exchanged, and the tarp covering the cart is briefly pulled away to show the purpled faces of the hanged cultists. You're slightly shocked by the number of the dead, there are at least thirty bodies packed into the small space, and ask the accompanying watchman, "Are there always these many executed when a cult is cracked down on?"
Shrugging, the older guardsman replies, "Seems bout right. They aren't too picky when rounding up cults. You know what to do with the bodies right? On account of you being new and all"
You reply, "I received some briefing from the Captain. The bodies need to be investigated for any hidden mutation. The untainted should be delivered to the Morrite temple, and the mutated burned then their ashes buried to prevent corruption."
Nodding his agreement, he quickly hands the reins to the beleaguered horse to one of your men and says, "And no funny business with corpses! Make sure you send someone to bring the horse and cart back to the Grandmarkt Watchhouse. Don't try to cheat me by replacing old Bess here with a mule or some such nonsense, I'm not old enough to not notice that switch." With that final warning, he turns to leave and is quickly swallowed up by the oppressive fog. After a minute of collecting your thoughts, you organize the men and start the march back towards the watchhouse.
A few minutes later as you approach it, you spot a well-dressed figure standing outside its doors smoking an ornately carved pipe. Waiting for your arrival, he calls out a greeting as soon as he sees you approaching. "Hello there Lieutenant! Pleased to make your acquaintance. I am a representative for a collector of sorts and have a tremendous business opportunity for you at hand. You see, my employer wishes to understand the possible causes of mutations and is eager to get its hands on as many examples as pssoible. We are prepared to offer one gold crown for any body with a mutation, and as a bonus, one silver shilling for any regular body that you might, how shall we say, come into possession of. No questions asked, and no need to interact with those dreadfully dull Morrites, or go through the annoying process of burning the bodies, just bring them to me at the Silver House".
Out of the corner of your eye, you see several of the men accompanying you frown at the insult to the Morrite temple, and the suggestion that the corpses should be traded like fish at a market, but for now they remain silent. The offer tempts you because of how desperate your financial situation is. Drawing the man off to the side, and out of earshot of your men, you engage in a bit of hasty negotiation.
[Haggle Check with Target 44 => Rolled 96, auto fail]
You however are unable to budge the prices what so ever, and return to your men in defeat.
Do you:
[ ] Sort and burn the bodies: You were tasked with handling the bodies in a particular way, and you fully intend to follow through with your instructions.
[ ] Sell the bodies to the XX: You aren't super comfortable with the situation, and whatever is happening feels a bit shady, but you need the coins. Plus, the Silver House is operating on the island itself. If they were up to no good the Morrites would have already cracked down on them right?
With the bodies being unloaded, you make your way into the watchhouse where Thumping has already prepared some pottage just as you like it: thick in flavor and the gelatin from the chicken carcasses left over after dinner last night. You grab a bowl, and begin mentally plotting out the next week, trying to figure out how your time can be best used. Finally, you come to a conclusion and decide….
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.
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.
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.
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:
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.
Oversee Corpse Disposal (x1 AP): You would like to understand what the disposal process is and see if you can learn anything about the proscribed cult. Fortunately, with how devoutly Morrite many of your men seem to be, this is one of the few activities you feel they can be trusted to complete unsupervised if necessary. (Cannot be taken if you decide to sell the corpses)
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
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.
Introduce yourself to the Morrites (x1 AP): There's no escaping the fact that the local Morrite temple dominates this district. Frankly, you're lucky you don't have to worry about paying them rent. Introducing yourself and making a good first impression will be important to establishing a solid working relationship and understanding their current issues.
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 theEttingers(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.
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
Find a Tutor (x1 AP): Your illiteracy is becoming a real pain point, and you'd love to be able to verify things yourself instead of just relying on the words of others. Plus, it probably would be a good idea if at least a couple of your soldiers could read well enough to inspect orders and financial records. Try and find someone to teach you.
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.
Inspect a Squad (x1 AP): To get the best use out of your soldiers, it's important to understand what they are good at. Spend some time getting to know one of the squads, and knowing what their equipment is will help you make better decisions about what sort of tasks they should be assigned to (Leadership Dramatic Test for inspection quality)
Inspect Squad One
Inspect Squad Two
Inspect Squad Three
Economic
Try and Find Permanent Lodging (x1 AP): You really need to find some permanent lodging for you and Thumping. With your current supply of coin, you've got around three more weeks of living expenses in savings, before you need to start roughing it. While you aren't too worried about sleeping outside, you are politically aware enough to know doing so will significantly affect your social standing. (Better options will be available the more of the island that is explored)
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)
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 LOCKED: You know that just like when you joined the army you will need to learn new skills to succeed in your changed circumstances. Right now you have no idea what you need to learn, or who to reach out to teach you.
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 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
Oversee Corpse Disposal (x1 AP): Fortunately, with how devoutly Morrite many of your men seem to be, this is one of the few activities you feel they can be trusted to complete unsupervised if you don't have time to oversee. (Cannot be taken if you decide to sell the corpses, mandatory if not)
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.
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 two turns (Choose One):
Find a way to cook the books: Look, you don't want to do this, but unless you get solid equipment and training for your soldiers the next necromancer attack may wipe out your command. You need more money, and anything legitimately will take too much time. Surely there must be some way to come up with some extra coin from the city, even if it's not strictly legal?
Price out fixing the Watchhouse: Having a well-maintained and comfortable home to return to will surely raise morale. Fixing the holes in the roof will also improve the watchhouse's security. Wilbert will need to spend some time cataloging what has gone wrong and contacting contractors.
Find a source for armor and arms: You still haven't found much time to inspect your squads, but you've not seen a lick of metal armor on any of them, not even a mail coat. With the limited money you have available, it's not like you'll be able to afford the quality you came to expect in the army, but surely you can find something?
Do a task for you (write-in)
Lastly, you have some work for your cook Thumping to do (Choose 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.
Go Incognito: You need a way to start tracking down the corruption within your command, and you are far too conspicuous to do it yourself. Send Thumping out to trawl the district's taverns and public houses to see what the island's inhabitants are saying about the Watch.
Do a task for you (write-in)
Conclusion:
You are starting to have quite a bit of freedom, and opportunities to take the watch in any direction you would like. Remember, your action points are unlikely to grow significantly. The best way to have more impact is through trustworthy subordinates like Thumping and Wilbert, and establishing relationships with powerful actors on the island and beyond.
Try and Find Permanent Lodging (x1 AP)
We have to save money where we can. Finding cheaper permanent lodging is the best way to do it.
Go Pub Crawling (x2 AP, 2 Shillings)
Our Watch is severely understaffed and disloyal. Finding and recruiting former brothers-in-arms is the best way to get trustworthy subordinates. It's also one of our plan goals.
Introduce yourself to the Morrites (x1 AP)
They own most of the island and the greatest threat to our Watch and island are necromancers. Coordinating response to necromancer attack with Morrites would be beneficial in surviving an attack with no casualties.
Dead Predecessors
We need to find out who is killing the Watch Lieutenants. They might target us next. According to Watch Captain it's our subordinates. It would be good to know who'll stab is in the back.
Mysterious Dead Noble
The haunting is lowering morale. Solving this case is the only lead we have to discovering what is behind the haunting.
I reckon quartermaster Wilbert should be figuring out the price for the fixing of the watchhouse and Thumping should do what a Hobbit 'ahem' a HAFLING does best and be super sneaky about learning about the public opinion on the watch.
Man I can't wait to see where this quest goes in the future.
Find a Tutor (x1 AP): Your illiteracy is becoming a real pain point, and you'd love to be able to verify things yourself instead of just relying on the words of others. Plus, it probably would be a good idea if at least a couple of your soldiers could read well enough to inspect orders and financial records. Try and find someone to teach you.
[x] Plan: Soldiers, Lodgings And Dead Noble
-[ ] Sort and burn the bodies
Personal Actions
-[ ] Assist a Case (x1 AP)
--[ ]Mysterious Dead Noble
-[ ] Inspect a Squad (x2 AP)
--[ ] Inspect Squad One
--[ ] Inspect Squad Two
-[ ]Try and Find Permanent Lodging (x1 AP)
Squad Assignments
-[ ] Squad One: Oversee Corpse Disposal
-[ ] Squad Two: Mysterious Dead Noble
-[ ] Squad Three: Main Bridge
Quartermaster
-[ ] Price out fixing the Watchhouse
Cook
-[ ] Go Incognito
Finding out what hapoened to the Dead Noble is important due to haunting and the social class of the victim.
We need to get a handle on the squads and I'm hoping Leadership test during inspection will make them see us in a better light or atleast willing to follow orders.
Current lodgings is draining our limited funds quickly. We need permenant housing.
[X] Plan: Let the Dead Rest in Peace
-[X] Sort and burn the bodies: You were tasked with handling the bodies in a particular way, and you fully intend to follow through with your instructions.
-[X] Assist a Case (x1 AP): Mysterious Dead Noble
-[X] Introduce yourself to the Morrites (x1 AP)
-[X] Find a Tutor (x1 AP)
-[X] Try and Find Permanent Lodging (x1 AP)
-[X] Squad One: Oversee Corpse Disposal
-[X] Squad Two: Mysterious Dead Noble
-[X] Squad Three: Main Bridge
-[X] Price out fixing the Watchhouse
-[X] Go Incognito
My plan.
We should try and find out what happened with that noble, since it is an important thing due to the fact, that the body was found inside our Watchouse. We cannot indulge in corruption ourselves, since that's the very thing we want to root out from our unit and we would be giving a bad example. Learning to read and write is paramount, so that goes in as well, same for finding permanent accomodation to save some coin.
Some synergy would be in order, since we can investigate the dead noble by asking the Morrites about him as well while introducing ourselves, at the same time we shall be close enough to make sure, that our troops shall do what they are told with the bodies and are not selling them off to that shady guy for some quick buck.
I figure if we're gonna look for a home, we should also do some exploring, so we can get perhaps some better options. Finding a tutor is definitely something to do, but less urgent.