2490 IC, Pflugzeit
adwarf
Possibly Terrible Writer
- Location
- Trapped with a Keyboard
You see the walls long before the city proper. Great works of stone jutting out over the crown of the seemingly endless forest all around you as the road winds around terrain that would've taken far too long to cut through. It is only as the trees begin to give way that you see it all in full, a massive curtain wall of stone reaching far out to either side surrounding which is sparse farmland mingling with a forest that even now woodsmen are working to cut back further away from the city. In fact, as you watch one the closer groups of loggers at work you are met by the sight of the bushes coming alive.
Roots surge forward to drag them down even as their cry sends every woodsmen in reach charging at the strange, living undergrowth trying to claim their comrade's life.
"Bloodsedge. Nasty things they are. Roots drag you in and then the plant eats you alive. Not the only thing in Ostland's forests that come to life either."
You look towards the voice to find a familiar teenager walking beside the wagon you were allowed to rest on.
'He has a different gun,' You note as you give him a once over only for him to sheepishly scratch the back of his head.
"Sorry for not trusting ya, if the veterans did I shoulda known better. Commander sent me to recommend an inn for ya, called the Twin Boar. He said ya can find it if you go down-"
...
You settle into the Twin Boar just as the sun begins to set with a few extra coin purses lining your pack and curiosity warring against a need for sleep in your head. For all you'd heard the stories of Ostland being a sullen, poverty stricken province there is little of that to be seen in what little of Wolfenburg you have. Multi story buildings line the streets, strange crenelated rooftops connected by walkways appearing every so often, and throngs of people from seemingly all across the Empire walk the streets.
Reiklanders, Middenheimers, halflings from the Moot, Dawi, and even Kislevites mill along the roads or rush towards destination carrying, or guiding trade goods. Patrols stalk the street all hours of the day and you have seen quite a few groups of archers keeping an eye out from the fortified rooftops dotting the city...
"It might not be Altdorf, but it certainly is impressive in its own right..."
You fall asleep that night with countless ideas for what to do in the morning running through your mind.
THERE WILL BE A SIX HOUR MORATORIUM ON VOTING.
Feel free to use that time to discuss the available options and the new information you've gotten below.
What do you do? (You have five AP to distribute each month. We'll be using plan voting.)
[] Looking for a Workshop - Maybe all the way to Ostland is far enough for you to be out of the eye of the college and the Sigmarites back in Altdorf. Finding somewhere you can get things setup for all your future work might be a good idea though it would force you to settle down for a little while to really be worth it...
Mind/Diplomacy
Difficulty ???
[] Seeking Patrons, Ostland Edition - A wealthy patron can fund an Engineers research for years if one is lucky enough to draw their interest. Finding on in a foreign land where you know little of the people or culture there might be rather challenging, but this certainly seems a place that could use a steady supply of guns at the very least. Might as well start asking anyone that looks well off and see where it gets you.
Mind/Diplomacy
Difficulty ???
[] The Rickety Wagon - You were told to head to the place if you needed work and looking at your wallet it certainly wouldn't hurt to have a job lined up for you. Now, the question is if you can find the damned place.
???
Difficulty ???
[] Search for work with Mercenaries - While you have an in with the Road Walkers it never hurts to shop around, even if the idea does make you think of Gramps' grumbling disapproval. A place like Ostland is bound to be swarming with mercenaries so its just a question of who looks worth working with.
Mind/Diplomacy
Difficulty ???
[] Getting to know Wolfenburg - A new city, a new culture. A childish part of you wants to explore every nook and cranny of the city you can find while a more tempered adult part of you recognizes some places are not worth sticking your nose into. Still, there's a lot one can learn by spending some time on the streets!
???
Difficulty ???, ???
[] Eyes towards Kislev - With Wolfenburg being far closer to Kislev and one of the main channels of trade between it and the Empire it should be far easier to find a group heading that way. Asking around the marketplaces and checking with the head of the caravan that brought you here would be good places to start.
Mind/Diplomacy
Difficulty ???
[] South to Ostermark - Just like Ostland the province of Ostermark is constantly dragged into one conflict or another. Such a place would make a decent enough home for an ostracized engineer looking to make a living off what little of their trade they know though the question is how willing you are to stare down a vampire one day, an orc the next, and a beastman the day after.
Mind/Diplomacy
Difficulty ???
[] North to the Sea of Claws - A frontline against the never ending threat of Norscan raiders with beastmen at its back. A crucial trade route infested with piracy. If there was one thing you could be sure of it is the love every sea merchant and sailor has for the might of gunpowder, one that can likely act as an easy in for any long term work in the area be it from one of the ports along the coast or the belly of a ship.
Mind/Diplomacy
Difficulty ???
[] Studying Gromdottir - A repeater pistol crafted by a Dwarf. By Gramps himself. It doesn't quite enter into the territory of being a work of art in its own right, but to you it is a thing of beauty utilizing knowledge well beyond your own and tying in something entirely unknown to you. At the very least nothing you've ever made has glowed blue! You want to know more about it. How repeater pistols work. How it was made. How the golden engravings were made. Why does it glow blue? What does the light do?
???
Difficulty ???
[] A Gifted Raven - Alongside Gromdottir was an amulet carved in the shape of a raven, the sign of Morr. His eyes in the mortal world, and His voice in dreams... Or so the priests say. Whatever it is, you were told to always keep it on you and while you have... Well, you are rather curious what exactly the thing is?
???
Difficulty ???
Actions below can be taken multiple times.
[] Crafting - Even without a workshop there's some simpler things you know that you can piece together if you comission a few smiths and carpenters…
[] Eureka! - You use your brilliance to gain a bonus die on an action! Costs 1 Inspiration and 0 AP.
Roots surge forward to drag them down even as their cry sends every woodsmen in reach charging at the strange, living undergrowth trying to claim their comrade's life.
"Bloodsedge. Nasty things they are. Roots drag you in and then the plant eats you alive. Not the only thing in Ostland's forests that come to life either."
You look towards the voice to find a familiar teenager walking beside the wagon you were allowed to rest on.
'He has a different gun,' You note as you give him a once over only for him to sheepishly scratch the back of his head.
"Sorry for not trusting ya, if the veterans did I shoulda known better. Commander sent me to recommend an inn for ya, called the Twin Boar. He said ya can find it if you go down-"
...
You settle into the Twin Boar just as the sun begins to set with a few extra coin purses lining your pack and curiosity warring against a need for sleep in your head. For all you'd heard the stories of Ostland being a sullen, poverty stricken province there is little of that to be seen in what little of Wolfenburg you have. Multi story buildings line the streets, strange crenelated rooftops connected by walkways appearing every so often, and throngs of people from seemingly all across the Empire walk the streets.
Reiklanders, Middenheimers, halflings from the Moot, Dawi, and even Kislevites mill along the roads or rush towards destination carrying, or guiding trade goods. Patrols stalk the street all hours of the day and you have seen quite a few groups of archers keeping an eye out from the fortified rooftops dotting the city...
"It might not be Altdorf, but it certainly is impressive in its own right..."
You fall asleep that night with countless ideas for what to do in the morning running through your mind.
THERE WILL BE A SIX HOUR MORATORIUM ON VOTING.
Feel free to use that time to discuss the available options and the new information you've gotten below.
What do you do? (You have five AP to distribute each month. We'll be using plan voting.)
[] Looking for a Workshop - Maybe all the way to Ostland is far enough for you to be out of the eye of the college and the Sigmarites back in Altdorf. Finding somewhere you can get things setup for all your future work might be a good idea though it would force you to settle down for a little while to really be worth it...
Mind/Diplomacy
Difficulty ???
[] Seeking Patrons, Ostland Edition - A wealthy patron can fund an Engineers research for years if one is lucky enough to draw their interest. Finding on in a foreign land where you know little of the people or culture there might be rather challenging, but this certainly seems a place that could use a steady supply of guns at the very least. Might as well start asking anyone that looks well off and see where it gets you.
Mind/Diplomacy
Difficulty ???
[] The Rickety Wagon - You were told to head to the place if you needed work and looking at your wallet it certainly wouldn't hurt to have a job lined up for you. Now, the question is if you can find the damned place.
???
Difficulty ???
[] Search for work with Mercenaries - While you have an in with the Road Walkers it never hurts to shop around, even if the idea does make you think of Gramps' grumbling disapproval. A place like Ostland is bound to be swarming with mercenaries so its just a question of who looks worth working with.
Mind/Diplomacy
Difficulty ???
[] Getting to know Wolfenburg - A new city, a new culture. A childish part of you wants to explore every nook and cranny of the city you can find while a more tempered adult part of you recognizes some places are not worth sticking your nose into. Still, there's a lot one can learn by spending some time on the streets!
???
Difficulty ???, ???
[] Eyes towards Kislev - With Wolfenburg being far closer to Kislev and one of the main channels of trade between it and the Empire it should be far easier to find a group heading that way. Asking around the marketplaces and checking with the head of the caravan that brought you here would be good places to start.
Mind/Diplomacy
Difficulty ???
[] South to Ostermark - Just like Ostland the province of Ostermark is constantly dragged into one conflict or another. Such a place would make a decent enough home for an ostracized engineer looking to make a living off what little of their trade they know though the question is how willing you are to stare down a vampire one day, an orc the next, and a beastman the day after.
Mind/Diplomacy
Difficulty ???
[] North to the Sea of Claws - A frontline against the never ending threat of Norscan raiders with beastmen at its back. A crucial trade route infested with piracy. If there was one thing you could be sure of it is the love every sea merchant and sailor has for the might of gunpowder, one that can likely act as an easy in for any long term work in the area be it from one of the ports along the coast or the belly of a ship.
Mind/Diplomacy
Difficulty ???
[] Studying Gromdottir - A repeater pistol crafted by a Dwarf. By Gramps himself. It doesn't quite enter into the territory of being a work of art in its own right, but to you it is a thing of beauty utilizing knowledge well beyond your own and tying in something entirely unknown to you. At the very least nothing you've ever made has glowed blue! You want to know more about it. How repeater pistols work. How it was made. How the golden engravings were made. Why does it glow blue? What does the light do?
???
Difficulty ???
[] A Gifted Raven - Alongside Gromdottir was an amulet carved in the shape of a raven, the sign of Morr. His eyes in the mortal world, and His voice in dreams... Or so the priests say. Whatever it is, you were told to always keep it on you and while you have... Well, you are rather curious what exactly the thing is?
???
Difficulty ???
Actions below can be taken multiple times.
[] Crafting - Even without a workshop there's some simpler things you know that you can piece together if you comission a few smiths and carpenters…
- [] Matchlocks - Difficulty 2, Cost 1, Will create three.
- [] Flintlocks - Difficulty 3, Cost 1, Will create three.
- [] Seeing Farther - You've seen some great overwrought examples of your idea upon Hochland Rifles back in the college, and have proof of their effectiveness both from it and the simple magnifying lens used by some of the colleges older professors. While a flintlock or matchlock wouldn't properly benefit from it just the ability to more accurately see at a distance could be quite handy in many situations. Difficulty 3, Cost 1, Progress [0/???]
- [] A Better Crossbow - For all the power of firearms and cannons you have also looked to the more uncommon ranged companion of the flintlock and found it rather poorly tended to. Surely hidden in all the knowledge of engineering you have there is a path forward for this humble weapon? Difficulty 3, Cost 1, Progress [0/???]
- [] Voice Enloudening - You have been to more than one sermon in the various cathedrals, chapels, and temples spread throughout Altdorf and there you've witnessed clergy screaming to be heard even as the very buildings are designed to carry their words to the crowd. You listened to Godri grumble about how much you could learn from a room just by the way your voice carried through it... Could something not be made to help a speaker be heard louder and clearer?
Difficulty 2, Cost 1, Progress [0/???] - [] Oh, the Wonders of Soap - Your former colleagues might look down upon you for the act, but you're certain with your grasp of alchemy the creation of passable soaps should be simple enough if you can find the trick. Black listed or not, rich folk are always in need of fine smelling soaps to clean themselves with and it is a surefire way of lining your pockets at the end of the day.
Difficulty 2, Cost 1, Progress [0/???]
[] Eureka! - You use your brilliance to gain a bonus die on an action! Costs 1 Inspiration and 0 AP.
Name: Margaret
Age: 16
Wealth: 4
Inspiration: 1
Attributes and Skills:
Body - 2 [5/6]
Traits:
Believer of Steam - Gain two bonus dice on any project involving the creation or use of steam power. Lose two dice when working with alternative power sources for what could compare to the marvel of a boiler? You are deeply unsettled by the absence of steam powered machinery and have a desire to explain to anyone who will listen the greatness of steam.
Student of Innovation - Gain an additional die when working on any engineering that is odd, experimental, or cutting edge.
Accidents Happen - On failing an engineering test with something new or experimental there is a 50% chance of an accident occurring.
Brilliant Mind - Provides an additional die when learning any new skill, halves chance of accidents.
Possessions:
Engineer's tools of the trade
Several sets of clothes
3 Matchlocks (Prone to misfires, Unreliable in even wet conditions, Godri would disapprove)
Gromdottir (+4 bonus dice when used for combat, ???, ???)
Raven Amulet (???, ???, ???)
Age: 16
Wealth: 4
Inspiration: 1
Attributes and Skills:
Body - 2 [5/6]
- Athletics 1 [2/4]
- Engineering 3
- Alchemy 2
- Inventing 2
- Construction 1
- Diplomacy 0 [1/2]
- Oration 1
Traits:
Believer of Steam - Gain two bonus dice on any project involving the creation or use of steam power. Lose two dice when working with alternative power sources for what could compare to the marvel of a boiler? You are deeply unsettled by the absence of steam powered machinery and have a desire to explain to anyone who will listen the greatness of steam.
Student of Innovation - Gain an additional die when working on any engineering that is odd, experimental, or cutting edge.
Accidents Happen - On failing an engineering test with something new or experimental there is a 50% chance of an accident occurring.
Brilliant Mind - Provides an additional die when learning any new skill, halves chance of accidents.
Possessions:
Engineer's tools of the trade
Several sets of clothes
3 Matchlocks (Prone to misfires, Unreliable in even wet conditions, Godri would disapprove)
Gromdottir (+4 bonus dice when used for combat, ???, ???)
Raven Amulet (???, ???, ???)
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