Turn 17 Results--Party Ways and Party Means (Part 2)
What had begun as two orcs, two goblins, and a human had become five orcs, two goblins, and a human by the time the word got out. But the human was crazy, and so nobody doubted that she was going to be just fine… or at least, that was the plan, because it was the Orcs throwing themselves into half-certain death. It was a scrap, sure, but it wasn't that hard to sometimes tell that some Orcs didn't care about the idea of dying harder than others. It wasn't that there was such a thing as a cowardly Orc, even self-preservation was usually long after anyone else would have fled. But there were Orcs that were more battlemad, and there were orcs that were not nearly so mad about living as they were about a fight.
And indeed, Irina was one of the three people to walk out at the end, spreading a tale that would quickly become popular told all round the Republic, eventually making its way into poems and songs, and from there into tales told for many generations after.
Beaststabba did not walk out, but perhaps that was not his intent. Perhaps instead of a grand adventure he was searching for a final adventure. Or perhaps it is simply the result of eight people squaring off with what turned out to be hundreds and hundreds of Orcs and a goblin or three.
They busted their way in and began attacking, here and there, building traps and even digging pits, and over the next two weeks they fought again and again against the hordes of greenskins, slaughtering them here and there and dragging their bodies to build a bigger and bigger fortification, and in the process destroying plenty of traps and more in the area, and making the whole thing a crater, a minefield, as one by one they grow exhausted and die from the cosntant struggle, barely sleeping at all during the time, hyped up on the Red Waagh and destruction, the most violent and horrifying monsters imaginable, reveling in violence and destruction and then one by one falling silent until at last there was silence and three survivors. Sasha, Grimtooth the Goblin, and Hekak Sharpbite, a rather skinny Orc all things considered. Each of these survivors painted half the field with the guts of their comrades, and mixed it along with a lesser amount of all the dead from the others while burning hundreds of Greenskin corpses, and building of it a pile of ashes so high that when the investigators arrived they could see it as a very small hillock of sorts, taller than a single man and wide enough that if it was solid one could say they were climbing it.
In brutality, in power, in absolute grotesque grace it was a demonstration of the power and skill of the warriors of the Republic, and so in modern times there have been several animated and live action remakes of the deeds, which lack much in the way of historical or narrative significance, but make a bloody tale of triumph.
But what were its interpersonal impacts? How did it affect the events of the time? These questions are often lost in the debates about Greenwashing and Orcish violence and children's exposure to violent media, or in the debates about the literary merits of these works. So let us consider it: it did lead to the area being essentially stripped of life for the better part of a year, and the Orcs that emerged from that could sometimes be convinced to go along with Republic Orcs when they passed, but were as hostile to non-Orcs, Republic or otherwise, at least at the base. But they'd exist in fewer numbers and it would lead over time to hundreds of new Orcs as part of the Republic, and would begin the shift in the region that would be cut short by the events that would follow.
Beyond that, however, there was the effect it had both on the survivors and society as a whole. After all, it was a great massacre, the kind of lopsided victory that has always been celebrated throughout all of history. But it raised so many questions, and brought about immediate, meaningful changes in a way that's missed when one considers the merely direct consequences. This blog is speaking, of course, of…
What? (Choose 1)
[] "Anti-Waagh Tricks." Eight people had defeated not just ten times, but more than that, and this meant knowing how the scattered Greenskins fought. Obviously some would not apply to an organized army, but it was a start. [Gain solid advantage in developing anti-Greenskin tactics.]
[] "Small Unit Tactics." The weapon of the weak is a weapon that would not work as well against an organized enemy, but the tactics used showed that clearly there was more than a little value in creating tight-knit squads of killers willing to do every kind of brutal act in the name of the destruction of one's enemies. [Get a leg up on small-unit tactics.]
[] "Irina the Green." She stepped away from it transformed, not physically but emotionally, into something and someone half-Orcish almost in her demeanor, brutal and powerful and able to teach others something of this. [Gain a Gralk-level Hero Unit and the possibility of getting more traumatized but vicious fighters like her in the future.]
[] "Blending Trauma and Warpstone-Induced Psycho-Breaks." A mouthful in a half, Irina's case combined with knowledge of other cases make clear the power of both Warpstone and the Waagh to rewire the brains of humans in ways that align more with other species, for better or--mostly--for worse, leading to a whole new area of mad science. [Unlock new options, both for exploring treatment of certain conditions and in seeing just where it can go. Potentially develop in the long-term less negative versions of it… or is that possible?]
Getting in (Low DC because 'quietly' is being answered with 'no.')=44+... but that's enough on its own, to be clear.
Looting: 1d100+10=87, not bad.
Drawing attention (1d100+28 (Twice Battleworthy)+5 (orcs)=115… okay, almost too much attention, we'll see how it goes.
Expertise: Crowding Them In--1d100+10+5=30, no, no help there
Starting Turn Money: 124.75 Wealth
-4 (Underground Ratroad)
+6 (Trade Deal)
+5 (Democratic Army)
Wealth Available: 131.75 Wealth
--+1 potential Wealth in excess goods (bits of glassware they couldn't use, etc)
--+3 Potential Wealth in Goods From Down South
20% Pass-Through Fees/Tariffs
Small Empire-Bound Cathayan Convoy
--1 Wealth in Silk (150 outfits worth)
--5 Wealth in Paper
--1 Wealth in artisan's tools (fine)
--1 Wealth in very fine porcelain pottery.
--4 Wealth in tea.
--1 Wealth in rice
--2 Wealth in expensive spices.
--1 Wealth in Ink (fine ink for calligraphy)
Complaints Box
Fire Dwarfs: Debates involving the matter of Hashut is proceeding warmly. Very warmly. Perhaps even furiously.
Mountain Dwarfs: They're involved, more involved than they'd been before.
Druchii: ???
Ulthuan Elves: What is to be done with the Elf Soul Stone? What is to be done with this shard of everything filled with a piece of everything?! Don't touch it… but do. Carefully… no, not that careful!
Other Elves: Trees, Training and... births ARE still kind of interesting. Not as outrageously rare as it seems to be among the other, but... huh. Kids in a place like this without trees. Seems kinda fucked up.
Dragons: What will be done about the mountains? About their old homes?
Halflings: War and Rumors of War
Humans: War and Rumors of War
Orc: Should we join in the scrap at Eight-Peaks? YES.
Ogre: Continue with the food, please!
Gnoblar: Things are… going okay? We aren't being oppressed? I still… don't buy it. No seriously.
Night Goblins: We're getting more Night Goblins!
Skaven: Constitution and Children! Time passing, ages spinning by in moments! Infinity all at once and then very, very slowly…
Anticipated Non-News
Distant Letters (Elves/Ulthuan?): A letter has arrived for Chittertongue from the Elven ambassadors, or rather from one of the guards. This has not been shared with anyone, but obviously gossip is raging on this.
Nearly There (Skaven Ambassadors): The Skaven ambassadors and others to Cathay should be arriving any day now, though it will be months or years before it is clear what, if any, consequences this will have.
Local News And Rumors
Laying Pipes: Pipework is ongoing, do not worry, things will be okay! It has been confirmed that everything is just as it should be.
Every Day Is Magic: With the spread of magical healing there is a greater awareness of magic as a key component and element of the society of the Republic, in a way that has some Skaven more than a little uncertain and nervous, and yet cannot be turned back anytime soon.
Departures (Altdorf/8-Peaks/North): Departures are everywhere! Between a band of Dwarfs leaving for Mount Grimfang, Rupert leaving for Altdorf, and Andratse leaving for 8-Peaks, the mood is very much an outward focusing one. While scuffles and conflicts have happened, and the gossip-chain is only growing more elaborate, for the moment it is the rest of the world that is more interesting while the constitution is in waiting and all remains uncertain.
Can we keep them (Skaven): While most find the new giant bats horrifying and more than a little scary, Skaven find them cute the way you might a giant cute thing. Bats make pets for Skaven, and so more than a few Skaven have sighed and cooed over them, and it is likely that this wil continue as morale improves.
Neighborhood News and Gossip
Resting and Regrouping (8-Peaks): Both the Greenskins and the Dwarfs have been remarkably quiet for the last few weeks, and whether this is in preparation for another massive offensive or simply because there has been activity not noticed, it's still pretty notable.
Envelopment (8-Peaks): The battle between the Skaven factions has only intensified in the last weeks, as if they wish to have something to show for it when Andratse comes with her army. Whether this is the case or not, progress has been made on preparing to surround the next line of defenses and cut off the routes to escape.
Foreign News/Rumors
The Bretonnian Miracle (Bretonnia): On the other hand, the farmers and peasants of Bretonnia have had what might be called a bad year. It might even be called a very bad year. But it's a very bad year by the standards of the excess and rich production of the pre-war era, years past but seemingly an age away… it is as if what the King promised, that Bretonnia and Bretonnia alone is blessed and given to a faster and more total recovery than anyone expected.
Menagiers Hold Strong (Bretonnia): One might think that this universal, country wide expansion of agricultural productivity despite a bloody war would be proof that perhaps the King was fundamentally and at a basic level correct about literally everything, but what you don't understand is that of course actually it was just the management of the Menageries in their controlled territories that led to this rich harvest. Any news of good harvests in King-controlled areas are lies and rumors meant to salvage a desperate and dying situation, and indeed the Menagiers have begun besieging several pro-Royal castles and have gained significant advantages in the coming months, for all that winter will likely put the conflict on hold.
Stabilization Efforts? (Cathay): News at least is lacking from Cathay, with the only small caravan merely reporting that the rebels had continued to rebel, but that harvests had been terrible but could have been worse, and that the situation was under control and that one merely had to give these things time. Whether this is the case or not, it will influence whatever the Skaven ambassadors come into.
Die By Inches (Tilea): One would think that there might be some bottom to the misery, some point at which the misery ceases to be possible, the suffering seeks to be practicable, but it is not the case. Harvests, what few they are, have been half-spoiled by banditry and crime, and unwise choices to push the land to its limit to support the growing population of Tilean cities and maintain favorable trade in grain all across the Old World has seemingly only rebounded in poor harvests now, and with winter coming it is likely that many will die if nothing happens.
Except All The Others Tried (Tilea): In Tilea, desolation is the reality, and hopelessness the norm, but there is always a character to desolation that the Skaven knows, which is that it is always at least partially relative, and there are always those worse off. The two Republics have managed to merely deal poorly, and have taken up intense fishing efforts, while surprisingly the city-state that's run by chaos-supporters has proven surprisingly resilient, at least according to news, with popular food programs that rely on desperation measures that others are soon adopting, especially the harsh measures against bandits and beastfolk. Other dark rumors follow these efforts, but that is something for another world, and another age.
Estalia Bound (Tilea/Estalia): While Estalia has been doing poorly, refugees have been flooding by one way or another towards both Estalia and indeed the Empire, for while the misery is great and the suffering almost beyond belief, it is not beyond belief… it is to the good fortune of Tilea that all the world seems to be suffering greatly, for in a moment like this the petty Kingdoms of Estalia might otherwise take the chance to help out in a way to gain debts and lord it over the Tileans, except news and rumors of slaughter and at least several minor civil wars have made it clear that while Estalia is not doing as poorly as it might, the refugees are merely going from the fire to the frying pan, and are still liable to burn to a crisp.
A Terrible New Normal (Empire): The crop yields this year were terrible, but whereas Tilea's production has collapsed entirely, the news from the Empire is merely very terrible, and yet the situation has not abated, as more and more lords have essentially declared that they will keep all their grain for themselves and off the markets, leading to mass starvation in the cities and in any region that is even a little bit less agriculturally successful. Famine stalks the land, and the death toll in the coming months will be high. Yet, one need only look at Tilea to know that it could have been worse.
On Retreat (Empire): Yet neither Chaos nor the Beastfolk seem particularly able to take advantage of it. Indeed, other than news of Skaven fighting back and holding their own against most pushes all across the Empire, it seems as if the enemies of the Empire suffer just as much as its friends and advocates, and find themselves unable to muster the strength to strike out against them. When a crisis is so widespread, it seems as if it is not necessarily the case that even the Norscans can take advantage. Yet, at least. Winter is coming, and with it starvation and desperation and the bitter winds from up north.
Into The Palace (Altdorf): Work on infiltrating the palace has proceeded apace, for there are always the poor and desperate to bribe, but also there are plenty of complaints. Karl Franz is far from the worst employer, but in many ways they are employed by Tybalt and every man and more than a few of the women around. The nobles, the officials, all manner of people are fundamentally getting to order them around, and exploit them in one way or another. So finding a few ears here and there isn't hard, though the question is how to go beyond that… but it is one that will be answered covertly or not at all.
The Price of One Chambermaid (Altdorf): In a scandal that would normally pass unnoticed and not commented upon, a maid in the palace has accused one prominent noble of lewd conduct, rape, kidnapping, and Chaos-worship, accusations that ring out especially so because she did not mysteriously disappear before making the accusations, as so many others do. In a stunning move, Mornan Tybalt has actually supported the accusation, and the noble has been arrested, only to be immediately let out through the lubrication of a bribe, as a trial awaits and more and more stories of noble misconduct fill the revolutionary pamphlets as proof that it is not merely Tybalt's fault. In classic rules-abiding fashion the woman has been accused of prostitution, false-witness, and conduct unbecoming one's station, leaving room open for a showdown that has been ruthlessly exploited by the most radical revolutionaries as proof of the need of abolishing the nobility and as an attempt to appeal to the good and Godly women of the city against the Chaos-tainted moves of the Emperor's lackeys and toadies.
Sensible Moderation (Altdorf): Despite the sour news from the courts, the last months have seen a definite retrenchment as PLANT's radicalism in focusing on building ties and even winter shelters, and the actions of the other factions, failed to attract the sensible moderates that now flock to the banners of the Freunde des Großen Ordens der Rattentöter, seeking to moderately and sensibly crack down on what they see as a surge of horrible crime, vice, and licentiousness that must be meet with absolute violence. The trial involving the maid cannot begin soon in part because gangs and citizens speaking up have been rounded up by the thousands for another round of trials, choking the court to the extent that Chancellor Tybalt has issued a new decree essentially trying to establish more stringent standards, as the judges send several hundred to prisons as student protests hit a maximum and yet the vicious street fighting seems only to have increased the distaste and disgust that these people have for those causing the unrest, the protestors.
Todbringer Rises? (Altdorf): Yet it must be said that talk of Boris Todbringer has only grown more common, as the Friends have focused primarily on the revolutionaries, meaning that support for Boris has only grown to the extent where Pro-Emperor sentiment has divided. The more sensible sorts have fallen all-in on an increasing cult of personality around a vision of what the Emperor Karl Franz is like, while everyone else has been sorted into allegiance to an idea of Todbringer, or to the Revolutionaries, who include those who support Holswig-Abenauer, as increasingly it is among those ranks that any supporters of Wolfgang can be found.
The Imperial Cult? (Altdorf): The Ratkillers have long since passed beyond full, total, and complete control of Mornan Tybalt. Incidents abound of Ratkillers requiring buildings belonging to suspected PLANT members to have a full mural of the Emperor made at the expense of the PLANT member, or alleged PLANT member, with those murals that are defaced being proof of treason that has gotten a half-dozen merchants killed in the last month, roughly half of whom were sympathetic or members of PLANT. Indeed, by rough street decree such acts of open fealty are now required in many streets, leaving some Hooks apparently out of sorts and uncertain about just what they were doing as the whole city freezes.
Freezes (Altdorf): Indeed, as food grows more scarce, and legal food entirely scarce, and work even scarcer, members of the Artisan's Guild and non-members alike find themselves let go as the entire city halts in a sense as winter threatens to come at any moment. In this frozen, miserable agony things have gotten quite out of control, and indeed the "Friend" in order to counter PLANT efforts have created what are called "Karlhouses" that are essentially hostels that anyone pledging loyalty to Karl Franz can stay at where they will be put to work, but sheltered from the winter to come. On top of those and PLANT facilities in abandoned homes, homelessness in general has risen as several buildings have collapsed from Ratkiller attempts to blow the Skaven out of the ground, and this and riots, fires, and more seem only to make it so that all at once the conflict is frozen and not.
Promises (Altdorf): Nonetheless, the revolutionaries are in fine spirit. They claim that by Spring they will be ready to revolt, though Chittertongue and others note rather blandly that they also swore they would be ready to revolt by the end of Fall. But at the same time, it is quite clear that to act too early would be as disastrous as acting too late. But there are promises to be kept, and on the same walls where the Emperor's portrait is painted, sometimes a white dove is drawn, carrying a single twig, and at the end of this twig is both the greenery of a promised spring, and a fat, berry, as red as blood.
Turn 18 Actions (Year 2, Months 11+12)--Another Year Awaits, Part 1New
Turn 18 Actions (Year 2, Months 11+12)--Another Year Awaits, Part 1
Another year had passed in the first semi-modern Republic in the world, and with it all involved had cause to both cheer and worry, and cause as well to dread the coming of the year or hope devoutly that it would provide all that they dreamed of.
The thinkers, schemers, and planners planned, and yet it might be said that Andratse was the greatest planner of all in that she planned for what was in front of her. The Democratic Army's survival and victory, combined with a reconciliation with Dwarfs, would finish the task she had set out to accomplish nearly two years ago in making a ring of spears defending each edge of the Piebald Republic. The successes North, South, and the plans Eastward all meant that a victory in the West would allow a greater focus on prosperity. There was reason to believe that Andratse was quite deliberately seeking a balance of forces, and this indeed cuts to the heart of the discussion on early Republic politics.
Inevitably the discourse centers around several different perspectives, with partisans of Chittertongue and Andratse generally accusing one politician or another of not having a coherent or wise domestic or foreign-policy vision and instead engaging in either vague crisis management, so charge the pro-Aledancers, or overambitious wild swings towards global engagement, so charge the pro-Twicetail advocates. These views have sometimes been interrupted by a swing towards advocating the essential harmony of their visions for the Republic's future, along the lines of the popular history Founding Crechemates by Skarwin Wisetooth, which argues that the founding generation was given not just to bickering but also to productive discussions and was more unified than it would later be claimed.
Nonetheless, the last months of the year demonstrate quite clearly that Chittertongue the Aledancer had demonstrably different priorities, and indeed he would show these almost immediately as he began shaping the policies of the Piebald Republic, not so much in contradiction of Andratse's policies but in expansion of his own preferences, preferences that would have far-reaching effects on the Republic.
--From a history book
Free Advisors
Name: Getrarch
Gender: Female
Species: Dragon
Age: …young?
Stats: ???
Martial 8
Learning: 10
Stewardship: 6
Traits: Proud, Focused, ???
Name:...Martina de la Bonne?
Age: ???, she looks… young?
Gender: Female
Stats: ???
Martial: 5
Diplomacy: 9
Trait: Arete--A trait representing either great age, all-encompassing power, or a sort of effortless effort--of the sort that is valued among the nobility but only rarely possessed--it improves all things just a little bit.
Bio: She says she's a noble of some kind, she was ill for the first few months of the Republic, but has recovered, dark-haired and strange and definitely quite beautiful.
Martial Actions
Name: Argrush Daemonthumper Chimeraeater Linebreaker Cannonball Catcher the Huge
Race: Ogre
Age: Ogre
Martial: 10 (PC: 29)
Diplomacy: ???+1
Stewardship: ???+1
Intrigue: ???+2
Learning: ???, but he's an Ogre.
Piety: ???, Very Low
Known Traits:
Compassionate: He only took a finger or an ear during the leadership Gut-Barges. By Ogre standards this is a bleeding heart.
Impious: He seems... less connected to whatever "Maw" this is than some other Ogres. But no less strong for it.
Daemonthumper: Argrush gains +10 to combat rolls against Daemons.
Chimeraeater: ???
Linebreaker: +10 to rolls to initiate or follow through on a Charge he is personally leading.
Cannonball Catcher: ???
The Huge: Is huge.
A Different Sort of Hunger: Argrush likes the fight, he always has, but even he can be tired of this, of these stupid games. These stupid hungers. But he could hardly admit it… he had no idea how to change things. +2 Intrigue, +1 Stewardship, +Diplomacy, +1 Martial but not PC
Fingerlicker: He did not eat fingers at the end of a Gut Barge, and it has confused a lot of people. ???
A Sated Ogre: While the food available in the Republic is still not as great as an Ogre could dream of, he's eaten better in the last year, and with this has come a little bit more strength. +1 PC.
Name: Iznos
Race: Orc
Age: Orc
Bio: A powerful and cunning Orc, he won the brawl and seems remarkably keen by the standards of his race. But little else is known.
Martial: 13, High Personal Combat
Diplomacy: ???
Stewardship: ???
Intrigue: ???
Learning: ???
Piety: ???
Traits Known: ???, none known.
Traits
--+5 to all actions involving equipping people with firearms.
--+5 for things relating to poison for the next turn
--+5 to any action involving building things.
--Dragon Tournament: +2 to Training Rolls
Choose 43
New (Or Altered) Actions
[] [Martial] Sow Are You This Silly: The war boars that have been discovered are truly fierce, at least in theory, but there are still plenty of problems to fix before one can even get to the point of having goblins or others ride on their backs. But in order to get to those problems one needs to figure out just how many females there are, and also figure out whether they can reproduce with 'regular' pigs, and either way how to get a larger population before you even think of direct military uses. Stat(s): Stewardship, Martial, Personal Combat, Trait(s): Greenskin, Boring, DC(s): 30/60/90, Results: Hopefully figure out the 'sow' problem so that other issues can then become major problems instead.
[] [Martial] Hey, Batter Batter: It's one thing to have a bunch of Skaven cooing over the terrifying adorableness of giant bats, how they no doubt could definitely-totally murder them through one means or another and yet are undeniably shaped exactly like friends. It is another thing to find the right people willing to train them… and then hope from there that they can then actually train them. Stat(s): Stewardship, Martial, Learning, DCs: Variable, Trait(s): Adorable (Debatable), Skaven, Training, Results: Hopefully find some "batters" to train and raise these giant bats.
[] [Martial] Manbiting 101: Considered the 'elite' among Gnoblars, Manbiters are the Gnoblar attendants for the Ogre Maneaters, with the ones who survive the constant warfare (and general disregard for their lives by their Ogre Masters) actually gaining enough skill to become passable fighters rather than their only virtue being just numbers. See if some of the Republic's Gnoblar originally had such a role and if they can start training their fellows in it. Stat(s): Martial. Trait(s): Gnoblar, Training. DC: 20/40/60/100/140. Results: Figure out how to better train Gnoblars to turn them into Manbiters <Special Guest Pucelle suggested this option>
[-] [Martial] Military Scouting--Eastern Tribes: The Eastern Goblin Tribes have found themselves, for centuries, between a rock and a hard place. They are one of the sources that both sides of the divide between Skaven and Fire Dwarf rely on heavily for their sources of goblin slaves, that and the mountains to the north of what is now the Republic. Send troops to scout out the situation among them, in force, in order to evaluate what can be done. Stat(s): Martial, DC: ???, Trait(s): Offensive, Martial, Skaven, Controversial, Results: Get a better idea of what the Night Goblins of the East are up to. [Locked while Andratse is away out of worries about overextension by Chittertongue]
[-] [Martial] Darklands Warpstone Expedition: Now that the secret of turning 'raw' Warpstone into 'Refined' Warpstone is more accessible, perhaps there could be a larger-scale hunt for warpstone. Not merely expeditions, but a full military force marching outward to collect a large amount of the fuel that will power the industrial processes of the Republic. Stat(s): Martial, Stewardship, DC: Variable, Trait(s): Incredibly Skaven, Results: Gain large but variable amounts of Raw Warpstone. [Locked while Andratse is away out of worries about overextension by Chittertongue.]
[] [Martial] What is a Knight? And What is This Grail?: Among the human mercenaries are some who know what exactly a Knight is, and have even heard of this "Bretonnia" land that has now become so important. Talk to them, as soldier to soldier, as ass-krumper to ass-krumper, or however else one intends to do it, as to… just what might be going on, militarily, in Bretonnian. Stat(s): Martial, Diplomacy, Trait(s): Man-Thing. DC: ???, Results: Learn more about what might be going on to the far, far west, unlock Piety actions and other actions.
[-] [Martial] Spider Egg Scramble--Expedition: One way to get something a little more 'spider like' is to find spiders and tame them! Well, as much as they could be tamed. It's time to send someone out. What's the worst that can happen? Stat(s): Martial, DC: ???, Results: Get some spider eggs to start trying to figure out how to raise and train. Trait(s): Generalized… maybe Goblin-leaning? [Perhaps wait until Andratse is back, first?--Chittertongue]
[-] [Martial] Ratling Guns--Shells?: Arolae, thinking like a archer, thinking like someone who thought of ammunition first of all before all else. So the idea for creating non-warpstone shells of sorts to hold the explosives seems interesting… it would likely increase the rate of gun jams even as it decreased how often the whole thing just… exploded. Stat(s): Learning, Martial, DC: Variable, Trait(s): Skaven, Ongoing, Semi-Dangerous, Result: Begin looking into the possibility of 'shells' to shuck in Ratling Gun ammo.
[-] [Martial] Blunderbuss Craftin': Now that there's a basic understanding of the Blunderbuss, and even more its potential uses, the very first step is to figure out how to create it in numbers enough to equip hundreds with them eventually. This will not be easy, and it is hardly resource-cheap, but once you've figured that part out it might be possible for the Republic to iterate, to consider a more Man-Thing centric version, or alternately what it'd take to make it usable on the back of a beast, or the ways that Warpstone could enhance it. But to do that, first one must find a way to craft them, if not in industrial fashion, at least faster than the Fire Dwarfs here can do on their own. Stat(s): Stewardship, Learning, Martial, DC(s): 40/60/100/120, Trait(s): Military, Fire Dwarf, Industrial, Results: Gain a source of regular Blunderbusses, if not trained units to use them, yet. Unlock further research. [I've heard Zhen say at least once that there's already a lot going on, so perhaps we should show care-precision in this--Chittertongue]
[-] [Martial] Rebuildin' Defenses--Walls 2A: One of the tricks that's left to do is build up the forward outposts, to get a greater and sooner warning for any attacks. But in order not to make it simply a death trap, they need to be forts… which means walls. Stat(s): Martial, DC: 20/40, Result: Build forward forts to slow enemies and increase warning in advance. Trait(s): Chaos and Mountain Dwarf, Skaven, Man-Thing [Our Defenses seem pretty adequate right now--Chittertongue]
[-] [Martial] Great Badlands Warpstone Hunt: Warpstone meteor Hunting Parties were a common part of Skaven life, if a very lethal and dangerous one. But with allies and friends, perhaps it can be less dangerous. And there's certainly a… need for it. Stat (s): Martial, DC: Variable, Traits: (Skaven) (Dangerous) Results: Get Warpstone! [This can wait, yes-yes--Chittertongue]
[-] [Martial] Enhanced Weapons: While Fang Jian needs real supplies to do more than small improvements, it should not be hard to create a few potions and a few alchemically altered weapons in order to both show off the proof of concept and better equip the elected commanders. Stat(s): Learning, Martial, DC: Variable, Trait(s): Man-Thing, Results: Gain some weapons and potions for commanders and others. [I'm not so sure… perhaps wait until Andratse is back?--Chittertongue]
[-] [Martial] Lightning Caster Improvements: Right now the Lightning Caster isn't safe, it isn't sanely built, and only a suicidal idiot--of hwich there are unfortunately many for now--would stand near one. It's time to fix it, make it better. Stat(s): Learning, DC: ???, Result: Create a… Lightning Caster that's only as dangerous as a regular one (very dangerous) instead of even more dangeorus. Trait(s): Skaven, Elves?? [Isn't this unsafe--Chittertongue]
[-] [Martial] Piebaldian Sniper, Part 2: Now that one has some, the obvious need is for more. More trained snipers, and then later more Warpstone Jezzails. Their use so far in the War In The South has been limited, thanks to the twisting of tunnels, but they have still proven worthwhile. Stat(s): Martial, DC: 30, Result: Create training protocols to get more… though this will be waiting on increased production. Trait(s): Skaven [From what my advisors-people tell me, we'll know soon-enough how to improve this, and so we should not rush-hurry it?--Chittertongue]
[] [Martial] The Altdorf Tangle--Guardsman Gamble: It is clearly the case that among the city guard, and indeed the brutish cavalry that massacred so, there are a lot of skilled fighters. As much as it might gall, one needs to win at least some of them over, call upon the broken shards of their conscience and the terrible treatment they'd been facing in the aftermath of the massacre, and see if it is possible, just possible, to untangle something from all of this.
[] [Martial/Intrigue/Stewardship] The Altdorf Tangle--Riverine Routs: The Hooks and Fish control much of the smuggling in the dockside area. Trade routes are important, this much the Piebald Republic has increasingly realized. So encouraging extra effort to be done to win over the Hooks and seize control of the docks might be a very fruitful choice, though there are fears that it might be teaching one's grandmother to suck eggs. But then again, what's a grandmother anyway? Oh, that's what it is? Either way, the matter of the docks and rivers is of great import.
[-] Train/Found A New Unit: Not enough troops!
[] Train A Unit!: Train an existing unit to add at least one, and possibly two, new traits to them! Stat(s): Martial, DC: 40/80, Results: Give a Unit Some Traits! (Available Traits: Steady Is The Hand 1, Foit On For Your Friends 1, Jus' Built Dif'rent 1) Tags: Training
[] [Martial] Goblin Gunners: Greenskins as a rule, tend to not use guns besides a few cases of recently looted firearms. The infrastructure that would support advanced weaponry just isn't there for any Ork Warband. That doesn't necessarily mean the Greenskins have an aversion to guns though, in fact quite a few Greenskins have expressed an interest in acquiring and using the weapons. See if the Republic can rustle up enough of them that can be trusted to form their own unit! Stat(s): Martial Trait(s): Greenskin, Training DC/Progress: 38/100. Results: Create a small scratch unit of goblin skirmishers that might be integrated into other units.
[-] Quality and Quantity? (Locked)
[-] This Ore That (Locked)
[] [Martial] Training Time--Waagh!: Orcs are masters of war, or so they claim. That's not always true, but Feresh noted that the kind of brutal cunning and cunning brutality displayed by Orcs would be more useful than most might think in trying to train special forces and instill the right kill-or-be-killed mindset in the recruits in battle. Stat(s): Martial, Diplomacy, Trait(s): Skaven, Orc, Military, DC: Variable, Results: Gain bonuses to training of Skaven based on the choice.
[] [Martial] Training Time--Lessons Go Both Ways: Skaven have things to teach humans as well, this Feresh has always believed. Train with the Man-Thing forces, and perhaps they'll learn just a little bit about how to fight like a Skaven! Stat(s): Martial, Diplomacy, Trait(s): Skaven, Man-Things, Military, DC: Variable, Results: Gain bonuses to training of Humans based on the choice!
[] [Martial] Training Time--It's so Ogre: There are some things that you can gain only by being an Ogre, but there is something to be said for a sense of momentum and how to use one's weight and strength against enemies… yes it would not help against Ogres, but there are species that are smaller or weaker, and why should not Skaven learn how to use what strength they have in a brutal fashion? Stat(s): Martial, Diplomacy, Trait(s): Skaven, Ogre, Military, DC: Variable, Results: Gain bonuses to training of Skaven based on the choice.
[-] [Martial] Lightning Caster Production: Yes, the model that currently exists is… not great. It's rather cruddy, but it probably still would work in desperation situations. Begin to scale up its production, to start a process ending in… hopefully not disaster. Stat(s): Learning, Stewardship, DC: 50/80, Result: Create 4 Inferior Lightning Casters a month, every month, automatically, until the Warpstone deposits get low. Trait(s): Skaven-, Elves??
[] [Martial] Sticks and Stones: Gnoblar and Night Goblins both have creatures they herd, and they both have to fight off predators now and again. Both Squigs and Rhinoxen can mostly take care of themselves, but some Gnoblar do make a habit of using slings and rocks. You could have a few train up with it, either to guard herds once more or fight in battle. Stat(s): Martial, DC: 25, Result: Recruit small squad of Gnoblar Slingests. Trait: (Gnoblar)
[-] [Martial] Lightning Wheels (Locked until basic Lightning Caster stuff is actually safe enough to use.)
[] [Martial] Elvish Integrations: The Elves have at last begun to fight alongside the others, though this has led to deaths that are not particularly replaceable. But at the same time, nor can they afford not to be part of the the variious war efforts. Trait(s): Elves, Results: Codify Elvish participation in future conflicts. Stat(s): Diplomacy
[] [Martial] Mercenary Structures: Mercenaries haven't shown up yet, but it's only a matter of time. Coordination is always a problem with such persons, and so some have proposed creating some sort of structure or command form, some way that they can be used without either full segregation or full integration from the rest of the troops. DC: 0/40/80/120, Results: Better coordination for future mercenaries. Trait(s): General, Man-Thing Stat(s): Martial
[] [Martial] Bayo-What?: Zhen has an idea, and a rather odd one at that. There is no way to make a musketeer or a pistoleer the equal of either a spearman or even someone with a knife, when it comes to close fighting. The strength and power of foes such as Ogres and Orcs means that every bit of leverage and reach is as valuable as can be… but if you could at least provide such troops with a knife or spear attached to their weapon without interfering with its use, it could begin to transform warfare. DC: ???, ongoing, Trait(s): Skaven, Man-Thing, Results: Begin researching 'bayo-nets.' Stat(s): Learning, Martial
Dungeon Run (Choose 1)
[=] [Party] Orc-lead party: Temporarily locked. There will absolutely be more Orcs who want to go around causing chaos and ruckus, but not yet.
[] [Party] Traveling Mercenaries: Outsiders to the cause, they are perhaps dedicated to the craft of getting rich, but cannot necessarily be entirely trusted… but mercenaries are commonly used for these things. Coherence 12-14, Battleworthy 11, Expertise 6, Sneakery 9, Lore 2
[] [Party] Croop's Boys: Some Halfling mercenaries who figure they might as well give it a try! Coherence 13-15, Battleworthy 10, Expertise 10, Sneakery 8, Lore 1, Revealed/Gained Traits: --Does Not Speak Queekish: Anything that involves being able to actually understand what people around here are saying… nope, you don't.
--Quiet Does It: Whenever a Sneakery Check is passed, the next one gets +5.
[] [Party] Greep's Team: A Skaven engineer working under Zhen sees this as a chance to really learn some stuff, and so he's gotten a bunch of warpstones and a few of his friends in the 'Home Boyz' and is going to give it a try. Coherence 4-8, Battleworthy 9, Expertise 11, Sneakery 7, Lore 4
--The Lucky One: Narf Thislesnarl is surprisingly effective at taking a prayer and bad odds and turning it into magic.
--Greep-gineers: Take one extra reward when looting gets you something mechanical/technological (Loot can include ideas/information.)
[] [Party] Custom! Choose a Councilor and put them under here. They cannot use their action on anything in their segment, but they'll put together and (potentially) be part of a major dungeon run for the turn.
Diplomacy
Name: Teyoti
Race: Lizardmen, Skink
Age: ???!!!???
Bio: ???
Martial: ???
Diplomacy: 13
Stewardship: 10
Intrigue: ???
Learning: 15
Piety: ???
Traits: ?????????????????
???--
Radical: ???
Desperate: ???
A Glitch In The System: Frozen beneath ice, the relics of a different age rest, preserved. The remnants of some strange and distant past. Have you heard of a machine? That is what they are, that is what they are built to be, a strange sort of biological machine with obedience where a heart is, with worship where a brain is… but all machines can falter. All gears can begin to rust, but what happens when they spin backward entirely?
Effects: ??? !!! ??? !?!
Name: Chittertongue the "Aledancer"
Race: Skaven
Age: 9
Bio: A talkative if arrogant Skaven, he helped win the revolution and sought to achieve great status in the aftermath, but was shot down. He doesn't like you.
Martial: 2
Diplomacy: 21
Stewardship: 11
Intrigue: 14
Learning: 8
Piety: ???
Traits
--Popular: If not given a Primary position once ever three months (or 1 turn, whichever is longer), will begin causing trouble.
--Manytongued: +5 bonus to diplomacy with non-Skaven.
--I Am Lying In Wait: +1 to all Stats except piety, +10 to Ongoing action rolls (after they're already ongoing) with Chittertongue in the driver's seat for them.
--Canny Political (Inexperienced): Chittertongue has been sharpening himself, and it shows in political dealings even when not given a particularly great hand. +3 Intrigue, +2 Diplomacy, +1 Stewardship.
--Diplomat-In-Training: In the second half of the year he began to gain experience in diplomacy, albeit at this stage not all that much. +0 Diplomacy, but tagged for expansion/increase over time.
Name: Baruk Earwing
Race: Night Goblin
Age: ???
Bio: A clever and persuasive Night Goblin, he has unusually large ears, the better to hear you with, and supported you in the understanding that he might get a chance himself before that long.
Diplomacy: 14
Rest of Stats: ???
Traits: ???
Traits--
Certified Man-Thing Experts: +3 to all Diplomacy Options with the Trait Man-Thing
Choose 3 5
New Actions
[] [Diplomacy] Bartering for Beasts: The Mountains of Mourn are far off from the Republic, too far for Piebald to effectively herd the many dangerous but useful creatures back over. But the Ogre-run Pigbarter and Sentinels are much closer, and the possibility of acquiring Sabertusks, Mournfangs, Blood Vultures, or potentially some of even the larger and more powerful beasts native to that land that the Ogres brought over is too tempting a prospect to pass up. Send a trader over and see if they are willing to trade. Stat(s): Stewardship. Trait(s): Ogre, Merchant. DC: Variable. Results: Potentially set up a trade mission to bargain with Ogres for beasts of all kinds. Potentially set up connections with Pigbarter. <Largely written by Pucelle.>
[] [Diplomacy] A Machine For Barters: Pigbarter is an odd city, a place where Greenskins and Men and Ogres and more exist in something that not even a delusional optimist would call harmony-accord. Besides a working business relationship, the question of examining how they function and trying to build ties with those in the same business that the Republic is: keeping the roads open and their hands even more open and letting flow through all the wealth of the region. Or so it seems! Stat(s): Diplomacy, Stewardship, Trait(s): Chittertonguian, Merchant, DC: Variable, Results: Send a diplomatic envoy (with some trade elements)
[] [Diplomacy] Trade Routes and Trade Chains: One major medium-term interest of the Republic within the Border Princes would be to create or discover a chain of poliities that are willing to let Republic diplomats, merchants, and more through with impunity. This would open up the possibility of greater interaction, though obviously both the Empire and Trantio block the way to some extent in their particular avenues, for now at least. But figuring out paths through and the tangle of alliances could at least be a start to a larger approach. Stat(s): Diplomacy, Trait(s): Global, DCs: Variable, Results: Gain more information about the current tangle of Border Princes and which ones in general might be amenable to either bribery or other means of building a relationship. Separate from the 'Princes of the Border' in being more general and not just about the pass.
[] [Diplomacy] The Altdorf Tangle--Guardsman Gamble: It is clearly the case that among the city guard, and indeed the brutish cavalry that massacred so, there are a lot of skilled fighters. As much as it might gall, one needs to win at least some of them over, call upon the broken shards of their conscience and the terrible treatment they'd been facing in the aftermath of the massacre, and see if it is possible, just possible, to untangle something from all of this.
[] [Diplomacy] The Altdorf Tangle--The Dwarf Dilemma: Dwarfs will not simply 'go away.' They live in Altdorf, and if there is a revolution they will have to be dealt with… one way or another. There's a push among the Dwarfs to make sure that "and another" isn't another attempt at slaughter and sack. So perhaps the Piebald Republic could encourage the revolutionaries to try to reach out to the dwarfs, or see what can be done… though there are no promises when it comes to Skaven, that much is quite clear by this point.
[-] [Diplomacy] The Altdorf Tangle--A Mid Language: Sarry thinks that coordination could be much, much better if they were able to talk to one another consistently. An easy way to do that is Mid-Queekish, which is still a language to learn but is one that has plenty of Reikspiel loanwords and can become a medium of exchange that can perhaps eventually strengthen ties! (REQUIRES completing the Big Book of Queekish Part 2 on the same turn or before this can be taken.)
[] [Diplomacy] The Altdorf Tangle--Broodmother Brouhaha: Broodmothers are a secret that is kept by the Under-Republic from the Revolutionaries. Pass along the information about how to undo the Broodmothers and indeed on how to create fertility based on studies not quite completed but close enough. This will likely be throwing a loaded explosive into the issue, even with ways to not get it around… but it could solve it and defuse future conflicts before they start. It all depends.
[] [Diplomacy] The Altdorf Tangle--Constitutional Crumble: As the Piebald Republic takes its first steps towards a constitution, perhaps those among both the revolutionaries and Under-Altdorf could do the same. After all, they need something to function when it all goes down… though of course this in one sense, some fear, might be asking them to get into debates and reveal the very real divides that will be hard to bridge. But are they likely to be any easier to bridge if Altdorf successfully rises and must now expand or hold out against the rest of the Empire?
[] [Diplomacy] The Altdorf Tangle--Gender Gaffery: Between the harsh words about doxies (prostitutes) and disrespectable women and the comments about Anja Semmler and EVERYTHING involving gender that's going on in the People's Republic of Under-Altdorf, perhaps the revolutionaries could sharpen their appeals to women, resolve any contradictions in their assumptions, and get on the same page on this issue. Or perhaps it is a distraction from the larger struggles. Who knows!
[] [Diplomacy] The Altdorf Tangle--Wolfgang Woes: Wolfgang is a popular compromise candidate, and of course the Kasparists are all-for talking to him. But perhaps you want to head this off, or emphasize or discredit him. Then the way to do it would be to ask for focus to be put on talking around his supporters, drawing questions about his rather spotty and vague record, and otherwise trying to sap any support for him and send the channels flowing towards a Republic of one kind or another.
[] [Diplomacy] The Altdorf Tangle--Todbringer Troubles: Todbringer has support among the Ulricans, and at least some of the "great and good" as someone who could have cracked down harder or sooner or something. Support for Todbringer needs to be punctured, and fast, or it might serve as a hidden and surprising problem to deal with when Karl Franz is kicked out of Altdorf. If, but one has to stay positive, don't they
[] [Diplomacy] The Constitutional Tangle--The Rights Bill: Just what is an assembly that goes too far? Just what are you allowed to say? While in some ways less controversial or at least more 'answered' than the matter of material rights, it is still a question that will likely bedevil you if not settled at some point! Warning--Anything decided here will still have to be ratified by the eventual meeting, so you will have to balance factions to get all of this through... but obviously not taking it leaves it to be negotiated later, with less room to do fait accompli.
[] [Diplomacy] Princes of the Border--In All The Wrong Places: Fatandira is now in something of a diplomatic relationship with the Republic, so perhaps it is time to pry a little bit, send an ambassador or two for long-term discussions, and figure out just what her long-term goals are. DC: ???, Stat(s): Diplomacy, Intrigue, Trait(s): Human, Results: ???
[] [Diplomacy] Princes of the Border--Give Us Your Hungry-Tired Masses: Right now the Border Princes is being flooded with refugees from the famine and fighting. Huge masses of starving people trying to eke out a living wherever they can but more often than not failing. Perhaps the republic could open its borders and let any humans brave or desperate enough join. It will be hard work incorporating new arrivals into the Republic, but the influx of more manpower can potentially vitalize the Republic if handled properly. Stat(s): Diplomacy Trait(s): Man-Thing. DC: ???, Results: Open Doors to immigration and gain a large stream of refugees coming to Piebald.NOTE: Will currently work through/compete with Fatindira.
[] [Diplomacy] Wealth For Secrets: Now that a civil war has begun in Bretonnia, perhaps a bounty could be declared, to be passed on to merchants and from there to hear more details about the rumors… especially of the civil war. Stat(s): N/A, Results: Increased chance, though not certainty, of greater accuracy and volume of foreign news. Also likely increased chance of random foreign bullshit and incorrect gossip.
[] [Diplomacy] Princes of the Border--Grand Announcement: One way to go about this is to announce to all three sides that the Republic is open for business. After all, they must have a general idea of the existence of the Republic, and it might be a way to create 'bidding wars' or otherwise play a distant potential ally in the struggles without investing too much in the region. Stat(s): Diplomacy, Trait(s): Man-Thing, Ongoing DC: Variable, Results: Announce your presence to all three Border Princes and see what happens. More hands-off and surface level but broader.
[] [Diplomacy] Princes of the Border--Jannik: Contact Jannik, to get a feeling on where he is and what deals he might be willing to make. Stat(s) Diplomacy, Trait(s): Man-Thing, DC: Variable, Results: Open up diplomacy/interaction with Jannik.
[] [Diplomacy] Princes of the Border--Aelin: Contact Aelin, to get a feeling on where they are and what deals they might be willing to make. Stat(s) Diplomacy, Trait(s): Man-Thing, DC: Variable, Results: Open up diplomacy/interaction with Aelin
[-] [Diplomacy] Democratic Army--Evolution: Currently locked because of ???.
[] [Diplomacy] A Letter To The Emperor: The Emperor of Sigmar's Holy Empire has made declarations, declarations that are troubling to say the least. Now that a hand has been reached out in general, perhaps something should be sent to him to question his actions or at least get an understanding, and dispute them as well. Stat(s): Diplomacy, DC: 0/500??, unknown???, Results: Gain impossibly mild to nonexistent influence over the Emperor, but inform him of your existence, and potentially gain or provide information/context/etc.
[] [Diplomacy] The Central Caravans--Consistent Enforcement: Now that it is (comparatively) safe, now is the time to make sure that any Caravan who passes through has two things. The first is… safety, which will probably need more troops once the threat is over. But the other is a team that can consistently demand the tolls and tributes. Do that. Stat(s): Diplomacy, DC: 10/30/40, Trait(s): Man-Thing, Results: Improve the enforcement of caravan tolls in the 'central' route of the three.
[] [Diplomacy] Send Diplomats To Warboss Skarsnik: Another option is Skarsnik, who might not be entirely reliable, or remotely trustworthy, but who all say is a clever and vicious enemy to be making, and one that could do much if turned against a foe. Trait(s): Greenskins. Results: It's basically the 'talk to' action above, what do you think?
[] [Diplomacy] Old World Blues, Part 2: The Old World is in an uproar. Now, more than ever, they need more than vague rumors. They need information they can use when dealing with the dangers of this "Emperor Karl" or whoever it is that is making such a decree. What are other lands doing? What threats and opportunities does the Old World supply? Stat(s): Diplomacy DC: Variable, ongoing, Trait(s): Man-Thing, Mountain Dwarf, ???, Result: Get more detailed information on the Old World.
Stewardship
Name: Qit Bristledigger
Race: Skaven
Age: 10
Bio: A furnace-worker and sometimes miner, he is lovers with Zhen Tinkernose and is twisted by his experiences with raw Warpstone, but still clever-quick.
Martial: 5
Diplomacy: 8
Stewardship: 11
Intrigue: 4
Learning: 9
Piety: ???
Traits
--Warpstone Scarred: Interacting with Warpstone exhausts him, take -2 to actions involving Warpstone.
--Warpstone Used: Despite this, he is used to it in another sense, and so failure on a Warpstone action will not lead to large disasters, just small ones.
Two Become One: Zhen Tinkernose and Qit Bristledigger become a 'Councilor Option' available as a pair in both Stewardship and Learning. It counts as two (one primary and one secondary) but a third tertiary/secondary can be added to an action they do.
A Bond of Love: +5 to all actions (overrides lesser work-together bonds.)
Overwork Begone: An additional +5 to rolls for ongoing projects, representing the way that they can bring themselves into check.
--???
--???
Name: Zhen Tinkernose
Race: Skaven
Age: 13
Bio: A tinkerer and crafter, he has that name because he can seemingly smell out disaster and know when to run away really, really fast. That's how he's gotten to twelve, and if he were more scheming he might have been higher up with Clan Rictus with more to lose.
Stats:
Martial: 2 (PC 3)
Diplomacy: 9
Stewardship: 11
Intrigue: 3
Learning: 17
Piety: 0
Traits:
--Nose For Danger: When an experiment goes wrong, subtract 10 from the roll for disastrous effects.
--Tinkerer: +5 for options involvint technology!
--Calm+Patient: +2 to Diplomacy, and take no time penalties from a failed roll on a long-term project.
--Patience Further Tested: Zhen has had a lot to deal with this past year, and he's also getting married soon. Nonetheless, he's sharpened his mind and learned how to manage larger projects. +1 Stewardship, +1 Learning
Name: Drubapple, called "Mother"
Race: Halfling
Age: ???
Bio: A Halfling leader, she was like a "Mother" to all the Halflings surviving down there, and so it is no surprise she was elected.
Skills: ???
Stewardship: 12
Known Traits:
--Farmer: She seems to be skilled at crops and herbs.
Name: Dapstod Dewgum
Species: Gnoblar
Age: ???
Bio: A Gnoblar with a chip on his shoulder, he's quite good at caring for Rhinoxen. A supporter.
Stats:
Martial: 4
Stewardship: 10
Known Traits:
--Rhinoxen Herder: He has plenty of experience. +5 to actions involving Rhinoxen.
Name: Tazio Carnaghi
Age: Early Thirties
Gender: M
Former Occupation: Merchant-Adventurer
Stats:
Martial 7
Diplomacy: 10
Stewardship: 8
Intrigue: 9
Learning: 7
Piety: 8
Traits:
Triple-Threat Councilor: He can be used in the Diplomacy or Stewardship categories.
Biography: A "Merchant-Adventurer" from Tilea, he gained office in part advocating for a more aggressive set of connections with the West, though this aggression seems far more rhetorical than anything. His goals in getting into office seem to center on valuing the possible Border Princes contacts and their development more than an alliance with the Democratic Army or indeed, with the Dwarfs of 8-Peaks either… despite this, he does seem to specifically want to try to establish himself as a military expert and someone who knows the venture side of things…
Name: Daled Clawhammer
Gender: Male
Age: ???
Species: Mountain Dwarf
Stats
Martial 9
Diplomacy 6
Stewardship: 15
Intrigue: 5
Learning: 13
Traits:
Arete--???
Perfectionist--???
Grumbler--???
Diligent---???
Proud---???
???
+5 to all actions now tagged Agricultural.
Tools: +5 to building things
Alchemical Ingredients: +3 to Alchemy Actions
+5 to Poison Actions
+10 to all Mining Involved Actions
Horned Trainees: +1 to all actions
Choose 4
New Actions
[] [Stewardship] Better Than Nothing?: Though they grumble, the Dwarfs' grumbling is almost fond whenever they are drunk, and so as the Mountain Dwarfs get more involved the possibility of trying to find a beer that would only be a tavestry rather than an insult has begun. Can beans, mushrooms, or something else make quality beer? And if not, can the ingredients for it be imported? Stat(s): Stewardship, DCs: ???, Trait(s): Dwarf, Results: Potentially develop some form of beer that might strike Dwarfs merely as terrible rather than undrinkable. Unlocks large-scale distillery work if successful. <Inspired by a Pucelle option>
[] [Stewardship]Digging a Way--Breaking Bone: Now that the Republic has finished its tunnel work to Grimfang, perhaps it's time to follow through to the Republic's other Major settlement, Piebone. Start work on tunneling down South to smooth the journey, with perhaps the added benefit of easing part of the travel to Karak 8-Peaks as well. Stat(s): Stewardship, DC: Variable, Ongoing. Result: Start digging tunnels to Piebone. Trait(s): Skaven. <Option created by Pucelle.>
[] [Stewardship] Pressed on Printing--Prototype: The Republic has the designs for the Improved Printing Press, a valuable tool which allows for the mass production of books and other written knowledge. While paper is at a premium in the Republic, the materials to make the printer itself are more readily available. Create a printing press, one, to see how it works and figure out if it can be done better! Stat(s): Stewardship, DC: 30, Result: Create a single printing press, also unlock figuring out more about these things. Paper will be an issue, to an extent, but all the same! Trait(s): Man-Thing. <Pucelle Option With Modest Changes>
[] [Stewardship] Wolves of War: The Republic has managed to capture a small group of Giant Wolves, including one female. Yet, unless it is willing to wait the many years it would take to bring a stable population from that small group, Piebald needs to find a way to quickly expand the population. Some of the Republic's citizens familiar with animal husbandry pushed forward the idea that the Giant Wolves can be used as 'studs', breeding with larger enough dogs imported in so that their numbers can rapidly be increased. Stat(s): Stewardship, Learning. DC: 20/50/80. Result: Import dogs and have them interbreed with the Giant Wolves to speed up breeding. Spends 2-3 Wealth. Trait(s): Man-Thing. Greenskin. <Pucelle Option>
[] [Stewardship] Go(a)t Milk?: The Scream Goats are very, very strange beings indeed. They scream a lot, their horns open up wounds that are very hard to close, and yet they can provide both meat and milk, and of the things they can provide it's the milk that is actually by far the more valuable. Try to figure out how to set up a 'goat milk' operation of some kind. Stat(s): Stewardship, Trait(s): Foodie, DCs: 30/50/100, Results: Begin getting goat milk as a major provided source of milk! It will begin as small quantities, and turning it into cheese would be the work of future efforts, but it would be something!
[] [Stewardship] Trades-Table: As part of a push to try to further understand trade, there have been some that have pushed not just for a keeping track of debts, but of an examination based on what the Republic currently knows in order to establish patterns of goods traded, locations, and more, to improve efficiency. Stat(s): Stewardship, DC: 10/50, Trait(s): Human, Results: ???
[] [Stewardship] Above-Ground Planting?--Part 1: Ready Crops?: With the discovery of the possibility of creating "competing" strains that adapted to thin soil and fought each other, it might actually be possible to plant in the Darklands, albeit not extensively… but every little bit adds up, and there was far more space on the side of the mountain than under it, and the space requirements of the new crops might not matter so much. It's a very simple first step, and right now there are only a few possible crops to try to work with… but there's a promise of so much more. Stat(s): Stewardship, DC: Variable, Prolonged (will take the agriculture research slot), Trait(s): Halfling, Greenskin, Results: Potentially take a first solid step to major above-ground farming as a supplement to the almost-certainly always more important underground farming. Could also take a step towards figuring out trees, above or below ground, though that's something of a 'stretch goal.'
[] [Stewardship] A Civilization-Wide Fart Joke: The beans have proven their mettle, and have successfully been grown, though these beans are admittedly rather stringy and not all that impressive... but it's another win for both food variety and food quantity, and one that anyone would take, even with its most... musical qualities. Stat(s): Stewardship, Trait(s): Agricultural, DC: 25/50/75, Result: Introduce beans into the diet of the Republic, increasing both food production and quality.
[] [Stewardship] The Altdorf Tangle--Riverine Routs: The Hooks and Fish control much of the smuggling in the dockside area. Trade routes are important, this much the Piebald Republic has increasingly realized. So encouraging extra effort to be done to win over the Hooks and seize control of the docks might be a very fruitful choice, though there are fears that it might be teaching one's grandmother to suck eggs. But then again, what's a grandmother anyway? Oh, that's what it is? Either way, the matter of the docks and rivers is of great import.
[] [Stewardship] The Constitutional Tangle--All The Little Federalists: It really is the question of the hour, the question of how to represent (or deliberately not) the interests and outlying settlements has become a major point of contention, debate, and concern. Warning--Anything decided here will still have to be ratified by the eventual meeting, so you will have to balance factions to get all of this through... but obviously not taking it leaves it to be negotiated later, with less room to do fait accompli.
[] [Stewardship] The Constitutional Tangle--The Bill On Rights: Truly, the matter of giving people the right to speak and not get their heads cracked in was the easy task compared to the question of whether a man is entitled to the sweat of his brow, and whether he's entitled to the sweat of other people's brows for that matter. What should the government guarentee to all, what should they guarentee to the people putting in the work, and what to nobody... and leave to individual enterprise to shift as they may. Warning--Anything decided here will still have to be ratified by the eventual meeting, so you will have to balance factions to get all of this through... but obviously not taking it leaves it to be negotiated later, with less room to do fait accompli.
[] [Stewardship] The Constitutional Tangle--Whose Work Counts: Those who do not work, and are not victims or children or sick, do not eat. Thus is the firm statement of the Republic and one wherein questioning this would be a good way to get ruined... but what counts as legitimate work, what doesn't? Warning--Anything decided here will still have to be ratified by the eventual meeting, so you will have to balance factions to get all of this through... but obviously not taking it leaves it to be negotiated later, with less room to do fait accompli.
[] [Stewardship] The Constitutional Tangle--To Meet The Needs Of The Expanding Bureaucracy: It is likely that the matter of offices of the Council Members and other bodies to oversee things and take a stance on how to get consistent policy... without strangling in its crib the fragile democracy. Warning--Anything decided here will still have to be ratified by the eventual meeting, so you will have to balance factions to get all of this through... but obviously not taking it leaves it to be negotiated later, with less room to do fait accompli.
[] [Stewardship] Democratic Army--Reaction's Gravediggers: As part of the deal, the Republic agreed to help with some of its building. One of the ways it can do so is, of course, doing all of the 'civilian' building and work that goes neglected in the desperate war, thus freeing up room for others. Stat(s): Stewardship, Trait(s): Skaven, DC: 25/50/75/100, Results: Build civilian infrastructure to further enhance the lives of the people of the Democratic/Revolutionary Army.
[] [Stewardship] Black Gold Search: Now that you know there's some, see if there are any obvious uses for the stuff. Surely there are, if the Fire Dwarfs have used it so extensively. Stat(s): DC 20, Results: Figure out some solid uses for it. There's some obvious ones…
[] [Stewardship] Boil 'Em, Mash 'Em, Follow-Up: They're not bad! Small, but they can make a decent platform for other tastes, the skins are something Skaven actually like quite a bit, and so the experiment is a success. So now it's down to planting more of them, though there's still a lot of questions about how to prepare them that also occupy people. Stat(s): Stewardship, DC: ???, Trait(s): Halfling, Results: Start producing potatoes, adding variety to the diet and 'cheap' calories.
[] [Stewardship] Fighting Foodons--Grow For Less Water: What it says on the tin. Essentially, choose one of these and it'll passively improve, and you can switch them out. It's that simple, if also that slow. (Will change the focus. Plus side: new focus, minus side, roll is skipped this turn to transition over.)
[] [Stewardship] Fighting Foodons--Grow For Tastier Crops: What it says on the tin. Essentially, choose one of these and it'll passively improve, and you can switch them out. It's that simple, if also that slow. (Will change the focus. Plus side: new focus, minus side, roll is skipped this turn to transition over.)
[] [Stewardship] Find A Pet: Pets make everything better. Cute little ratty-rats, batty-bats, and more. As the Man-Things have started trying to get pets, so should Skaven… and one way to do it would be to create a 'pound' or other sort of place where pets could be found or advice on caring could be distributed. Stat/s/etc: Automatic.
[] [Stewardship] Healing Mushrooms: A new way to use mushrooms to heal has been found, or rather a way to fight off some kinds of diseases. Now all that is left is to begin cultivating this in earnest! DC: 10, Stat(s): Stewardship, Trait(s): Goblin, Results: Gain some new medical tricks!
[-] [Stewardship] Moonlight Warpstone Examinations--Parts and Pieces: What is it made of, how is it made? What are the actual physical elements of all of this? How are they to be understood. Stat(s): Learning, Stewardship, DC: 0/100, Trait(s): Greenskin, Dark, Ongoing, Results: Gain a greater understanding of how this 'warpstone collector' sort of device is composed. Overflow goes into Principles in Action
[] [Stewardship] Saving Scraps--Paper: Scraps and rags of cotton clothing that are used by some can be replaced by real clothing, and these scraps turned into the necessary preconditions for a kind of paper. It is especially important now that a significant amount of income is being invested in the matter of paper… and with the coming of the printing press, even more questions are raised. Stat(s): Stewardship, DC: Automatic, Trait(s): Universal, Results: Moderately increase paper supply, start recycling program for… rags.
[] [Stewardship] Saving Scraps--Clothes: These scraps and rags of cotton clothing are gross and clearly in need of a wash, but they could be combined together to help create outfits, perhaps? Stat(s): Stewardship, DC: Automatic, Trait(s): Universal, Results: Very Modestly increase local cloth supply, start recycling program for… rags.
[] [Stewardship] Mushroom Varieties--Poison: There is only so much room for new mushrooms, or indeed new crops at all, without expansion. So at the moment it's down to trying to grow these new varieties in usable amounts, and choosing what to focus on. Poison is a very useful thing to have, and there are a number of kinds of mushrooms that can kill. Mushrooms that kill, some fast and some slow, perfect for weapons… and indeed for tricky operations. Stat(s): Stewardship, Intrigue, DC: 0/10/30, Trait(s): Greenskin, Intrigue, Aggressive, Result: Start growing large amounts of poisonous or toxic mushrooms for all kinds of uses.
[] [Stewardship] Mushroom Varieties--Fun Guys: There is only so much room for new mushrooms, or indeed new crops at all, without expansion. So at the moment it's down to trying to grow these new varieties in usable amounts, and choosing what to focus on. Another kind of thing that can be done with mushrooms is to give you visions, whether for fun or as a religious experience. Mushrooms that grant visions and alter the mind might well be very popular with those who are in want of more Warpstone dust but can hardly get it, and Night Goblins swear by mushroom alcohols. Stat(s): Stewardship and/or Piety, DC: 0/10/40/60, Trait(s): Greenskin, Holy, Strange, Result: Grow large amounts of very magical mushrooms of all kinds.
[] [Stewardship] Lightning Caster Production: Yes, the model that currently exists is… not great. It's rather cruddy, but it probably still would work in desperation situations. Begin to scale up its production, to start a process ending in… hopefully not disaster. Stat(s): Learning, Stewardship, DC: 50/80, Result: Create 4 Inferior Lightning Casters a month, every month, automatically, until the Warpstone deposits get low. Trait(s): Skaven-, Elves??
[] [Stewardship] Lightning Caster Improvements: Right now the Lightning Caster isn't safe, it isn't sanely built, and only a suicidal idiot--of hwich there are unfortunately many for now--would stand near one. It's time to fix it, make it better. Stat(s): Learning, DC: ???, Result: Create a… Lightning Caster that's only as dangerous as a regular one (very dangerous) instead of even more dangeorus. Trait(s): Skaven, Elves??
[] [Stewardship] Collecting Rainwater: Despite expectations, it does rain in the Dark Lands. But it is acidic, sickly rain. Still useful, if filtered, and even a tiny bit of rain--for it doesn't rain MUCH--could be useful. Stat(s) Stewardship, DC 10, Results: Collection of Rainwater begins. Traits: (General)
[] [Stewardship] Searching For Wells, Again: Wells are where most of the water that the Skaven used comes from. They dug deep, and found water, and if most of it wound up being of bad quality, that did not matter. Now if they expand further and do not keep slaves dehydrated and miserable, and especially if they begin growing more mushrooms and other crops, they'll need more water. Stat(s) Stewardship, DC: ???, Results: Find water underground even deeper down, hopefully. Maybe. Traits (General)
[] [Stewardship] Signposting: It would not be that hard, even if it would certainly be some work, to place sign-posts and more carefully map the way northward. Even if it would make the actual movement no harder, it would increase the speed and decrease the odds of confusion greatly. Stat(s): Stewardship, DC: Variable, Results: Each month adds 5d20 miles of progress to adding signposts and creating a solid map for everyone to use to, speeding all travel through the area. Trait(s): General, Skaven, Ongoing. (+20 to first turn's roll for length signposted.)
[] [Stewardship] Trippin' Up: The Night Goblins use poisons and other strange chemicals. While they aren't going to grow the maddening mushrooms they used before--at least not yet--a portion of the area that's gone non-mushroom could be given over to non-food mushrooms for both religious, partying, and battle reasons… and poison. Stat(s): Stewardship, Learning, DC: Variable, Result: Give away some of the area of the mushroom farms not currently being used to growing different, non-food types of mushrooms. Unlocks options to do more with that. Trait(s): Night Goblin, Agricultural, Poison
[] [Stewardship] Great Badlands Warpstone Hunt: Warpstone meteor Hunting Parties were a common part of Skaven life, if a very lethal and dangerous one. But with allies and friends, perhaps it can be less dangerous. And there's certainly a… need for it. Stat (s): Martial, DC: Variable, Traits: (Skaven) (Dangerous) Results: Warpstone, hopefully
[-] [Stewardship] Further Automation Options--Locked while the industry figures out the areas of trouble... and likely trade.
[] [Stewardship] Further Improving Rationing Standards: The prosperous farmer, or the peasant in a good year, lives fat off the land and hopes for this to be a trend… and of course saves for coming years in case it isn't. The ration-standards of the whole Republic can be increased so that this is the standard that everyone lives in, a standard that would surpass that of what almost all the population of the world--certainly most of the human population--can expect to meet consistently. Stat(s): N/A, DC: N/A: Traits(s): General, Popular, Results: Increase rationing standards to that of a peasant farmer in a great year, but without the dropoff that winter brings even the most prosperous… and for everyone. The variety won't be great--at least not without other work--but everyone will have essentially all they can really eat at a time. Drops Surplus by 3.
Intrigue
Name: Skit Shadowdigger
Race: Skaven
Age: 6
Bio: One of the two Skaven whose opinions didn't matter much, she nonetheless voted for Andratse once the vote was all decided. She's a fast sort, and rather secretive, a slaverat who did good work during the revolution.
Martial: 1, (PC 12)
Diplomacy: 8
Stewardship: 3
Intrigue: 15
Learning: 6
Piety: ???
Traits:
--Hands On: She goes on her own missions, whatever those are.
--Blade In The Dark: She is pretty good at the darker arts, even if she's not even close to Clan Eshin. +3 on missions that might be classified as (Assassination)
--Vengeful (Disadvantage): She has a mean streak against those who she feels have wronged her.
Equipment:
Lucky Skullhelm: When avoiding death, whether by assassination or in personal combat, add +5 to Personal Combat or Intrigue.
Craventail's Cranial Case
Effect: +3 Intrigue, reroll all personal Intrigue rolls (as in, on missions, doing things, not planning from afar) and all combat-based rolls, including leadership. +5 to diplomacy to intimidate people who know what this is. Cannot be passed on peacefully. Currently owned by Skit Shadowdigger.
(Cannot wear both at once, default to Cranial Case.)
Name: Dzol Tittersnipe
Race: Night Goblin
Age: ???
Bio: A night-goblin who is more sneaky than talky, but is also very talky.
Stats:
Intrigue: 12
Traits:
--Gabbermouth: Sometimes he blabs what he shouldn't, impressed by his own cleverness in keeping secrets.
Military Intelligence Advisor--Intrigue 7
--+5 to all assassinations, +10 to Assassinations made by this advisor.
--+5 to infiltration of enemy military forces, +10 if by this advisor.
-- -5 to collating military intelligence and bureaucratic sabotage, -10 if by this advisor.
Choose 3
--+5 to Poison actions
-- Minus 5 to collating military intelligence and bureaucratic sabotage
--+5 to Infiltration of enemy military forces
--+5 to all assassinations
--Crime Watch: +5 to actions involving fighting or understanding crime and hooliganism, however, becomes -5 if there's an impression that crime is rising and nobody is safe anymore!
New Actions
[] [Intrigue] Crooked Moon, Crooked Gitz: The Crooked Moons in 8-Peaks are infamous among the Greenskins. Under Skarsnik's leadership the goblin tribe has gained such prominence and infamy that many goblins consider him to have the potential to rival (or even surpass) Grom! The problem for the Republic is that because of his fame, hordes of Greenskins travel from the Badlands and all around the World's Edge Mountains to join his scrap. Yet the constant tide of new Greenskins does give an easy opportunity to slip spies in without much issue, fulfilling Piebald's commitment to the Democratic Army and potentially giving an insight into the Crooked Moon's movements and weaknesses that can be exploited. Stat(s): Intrigue, DC: 20/50/80, Trait(s): Greenskin. Results: Insert spies in the Crooked Moon Tribe. <Pucelle Option>
[] [Intrigue] Like Bait In A Trap: One of the easiest ways to imagine influencing the "floating world" and reducing their hostility would be to create 'bait' for them, things for them to steal at the edge of the community that are in a set location, a location that could therefore be monitored to learn more about them in a non-confrontational way. Stat(s): Intrigue, Trait(s): Skaven, DC: ???, Results: Lose 1 Wealth per year and some food baiting the trap, learn more about the Floating World by implication.
[] [Intrigue] Desperation Breeds Desperation: Among the desperate and marginal are some who cannot be trusted, but who nonetheless might be useful as agents, scouts, and the like… while the relationship has been sharpened and worsened by recent events, a few might still be found who could help out. Stat(s): Intrigue, Trait(s): Skaven, Greenskin, DC: Variable, Results: Gain disreputable agents, potentially, that can be used.
[] [Intrigue] We All Float: Is this really such an odd thing, these kinds of 'floating worlds'? Send questions, and pointed ones, to the Skaven of the People's Republic of Under-Altdorf and the Altdorf Revolutionaries and others, to try to get some understanding from OTHER floating worlds. Stat(s): Intrigue, Trait(s): Universal, DC: 20/40, Results: Learn more about other 'floating worlds' and unlock further options.
[] [Intrigue] Shuffling The Chairs: In the end there's no easy way to simply destroy the floating world, but a raid on the camps and a general sloshing about will likely get plenty of criminals and marginal figures to trumpet to the people, many of them well-deserving of punishment, and will make it clear that the Republic are the masters of their lands. Stat(s): Intrigue, Martial, Trait(s): Popular, Universal DC: Variable, Results: Use the information you have to do a large-scale riad on the 'floating world', those marginal places where cast-off Greenskins and, mostly, Skaven make a marginal living beyond the confines of the state.
[] [Intrigue] Arms For Revolts: There are changes coming to the Fire Dwarfs, whether they want them or not… mostly not, considering the change that's being considered here is that of supplying to the slaves in the mines weapons to do even better at their revolt.
[] [Intrigue] Safety First: Education of children in both self-defense and safety was a promised element of the deal struck between Skit and Sarry, and so this would be a fulfillment of it, and one that would have influence both on overall safety... and on just how many Skaven are going to be invested in self-defense in a way that could aid defense of the Republic. Stat(s): Intrigue, Personal Combat, Trait(s): Skit, Results: General Educational Improvements, though also some paranoia.
[] [Intrigue] The Altdorf Tangle--Riverine Routs: The Hooks and Fish control much of the smuggling in the dockside area. Trade routes are important, this much the Piebald Republic has increasingly realized. So encouraging extra effort to be done to win over the Hooks and seize control of the docks might be a very fruitful choice, though there are fears that it might be teaching one's grandmother to suck eggs. But then again, what's a grandmother anyway? Oh, that's what it is? Either way, the matter of the docks and rivers is of great import.
[] [Intrigue] The Altdorf Tangle--Guardsman Gamble: It is clearly the case that among the city guard, and indeed the brutish cavalry that massacred so, there are a lot of skilled fighters. As much as it might gall, one needs to win at least some of them over, call upon the broken shards of their conscience and the terrible treatment they'd been facing in the aftermath of the massacre, and see if it is possible, just possible, to untangle something from all of this.
[] [Inrigue] Look Into… (Person): Now as things expand, there are both people on and outside of the Council that could benefit in being spied upon. But of course, this would reflect a significant risk, to say the least, as being caught spying on someone is liable to gain one a reputation. Results: Choose someone, just please don't try to do something stupid like have Skit spy on herself if you do this. It'd be funny, but not the right kind of funny.
[] [Intrigue] Look Into…: Look at one of the other races. A little bit of light, polite-spying, just see what they're up to. Stat(s): Intrigue, DC: ???, Traits(s) (Sneaky) (Skaven), Result: Potentially learn some about a particular Race. Pick one when choosing this option.
[] [Intrigue] No Skin In The Game: The Shirts have "no skin in the game" or so it goes. These growing factions of street politics… or street gangs, are rivals and ones that have slowly increasing influence. Look into them. (Counts as Crime)
[] [Intrigue] Suit Up: The "birthday" Suits are bare to all but deception, or so it goes. These growing factions of street politics… or street gangs, are rivals and ones that have slowly increasing influence. Look into them. (Counts as Crime)
[] [Intrigue] Cultic Hints: There's something going on with the cults, perhaps it's time to look into that and see what it turns up. (Counts as Crime)
[] [Intrigue] Spymasters' Training: The Council Members most invested in working with the sneaky side of things are not used to being in charge of these things. Perhaps gaining some experience might help, in lieu of formalizing things a bit more than many believe in. Stat(s): N/A, Restriction: Can only put a primary on this. Repeatable (Once More), Results: Chosen option gains a trait regarding Intrigue leadership, cannot choose Military Intelligence again.
[] [Intrigue] I Castaspella: Curses are a dangerous thing indeed… and of course, the enemies of the Republic are dangerous as well. Perhaps Old Beth can be deployed to craft curses to target specific enemies! Stat(s): Learning, DC: Variable, Result: Old Beth potentially creates curses and other items for use by operatives. Trait(s): Old Beth.
[-] [Intrigue] Krump' Em: At the moment the agent does not think that Da Boss can truly be beaten that easily, he's rough and tough and one orcish agent is gonna have trouble dealing with him. But perhaps later on…
Learning
Names: Gaion, the Guard?
Arorlae, a Hunter
Tascis, a… magic user?
Helesh, a Druchii raider.
Race: Elves? Are there more than one Elf-things?
Age: ???, a lot.
Bio: ???
Skills: ???
Traits: ???
Gaion--Steadfast: +1 Stewardship, +1 Learning
Arulae--Tunnel Fighting: +2 PC, +1 Martial
Tascis--Careful: +2 Diplomacy, +1 Learning
Helesh Trait Revealed/Activated: Elvish Arete--To the constant annoyance of just about every other race in existence, the Elves actually are often just That Good, good enough to back up their arrogance and superiority complex. Anything Helesh puts her hand to, if she doesn't fail miserably from her arrogance, is likely to be something she soon excels in, such as…
--Elvish Arete (Languages)--In a matter of the last few months of knowing Zhen Tinkernose Helesh has managed to learn how to both read and write an entirely new language. What, like it's hard?
Name: Cui Chuntao
Race: Manling… from Cathay?
Age: ???, Rupert's age? Younger.
Bio: Some sort of traveler who was captured some years ago, she was literate and was put to work as a sort of scribe-slave for interacting with other Eastern Man-thing Slaves.
Martial: ??? (Personal Combat: ???)
Diplomacy: 11
Stewardship: ???
Intrigue: ???
Learning: 14
Piety: ???
Traits: ???
…is???:--+3 to actions done with Sarry?
Name: Sarry Inkclaws
Race: Skaven
Age: 7
Bio: A very thoughtful Skaven, she was a paper-clerk of sorts before the revolution. By Skaven standards she's somewhat mangy but with an interesting scent, by Man-thing standards she reeks. She's an ally of Andratse.
Stats:
Martial: 1
Diplomacy: 9
Stewardship: 10
Intrigue: 4
Learning: 14
Piety: ???
Traits:
--Kind: +3 to actions she deems as being moral or good.
--Ink-Stained: +5 to actions involving writing directly of one kind or another.
--Pungent: -1 to actions involving Diplomacy with non-Skaven.
--Such Good Friends: +2 to actions done with Cui.
Name: Zhen Tinkernose
Race: Skaven
Age: 13
Bio: A tinkerer and crafter, he has that name because he can seemingly smell out disaster and know when to run away really, really fast. That's how he's gotten to twelve, and if he were more scheming he might have been higher up with Clan Rictus with more to lose.
Stats:
Martial: 2 (PC 3)
Diplomacy: 9
Stewardship: 11
Intrigue: 3
Learning: 17
Piety: 0
Traits:
--Nose For Danger: When an experiment goes wrong, subtract 10 from the roll for disastrous effects.
--Tinkerer: +5 for options involvint technology!
--Calm+Patient: +2 to Diplomacy, and take no time penalties from a failed roll on a long-term project.
--Patience Further Tested: Zhen has had a lot to deal with this past year, and he's also getting married soon. Nonetheless, he's sharpened his mind and learned how to manage larger projects. +1 Stewardship, +1 Learning
Two Become One: Zhen Tinkernose and Qit Bristledigger become a 'Councilor Option' available as a pair in both Stewardship and Learning. It counts as two (one primary and one secondary) but a third tertiary/secondary can be added to an action they do.
A Bond of Love: +5 to all actions (overrides lesser work-together bonds.)
Overwork Begone: An additional +5 to rolls for ongoing projects, representing the way that they can bring themselves into check.
Name: Qit Bristledigger
Race: Skaven
Age: 10
Bio: A furnace-worker and sometimes miner, he is lovers with Zhen Tinkernose and is twisted by his experiences with raw Warpstone, but still clever-quick.
Martial: 5
Diplomacy: 8
Stewardship: 11
Intrigue: 4
Learning: 9
Piety: ???
Traits
--Warpstone Scarred: Interacting with Warpstone exhausts him, take -2 to actions involving Warpstone.
--Warpstone Used: Despite this, he is used to it in another sense, and so failure on a Warpstone action will not lead to large disasters, just small ones.
Name: Snyre Stormjaw
Age: Just barely three, technically an adult.
Gender: Male
Stats: ???
Traits: ???
--Indecisive: He does not know what he wants to do! Each turn, a dice will be rolled and his category will change!
Traits:
+5 to [Magic] options.
Medical Corps: +5 to Medical Options
Anatomy Studies: +5 to Medical Options, +10 to all options involving Skaven anatomy or studies of the Skaven body or physiology.
Horned Trainees: +1 to all options
--+10 to next four actions involving Moulder.
Moonstone Aid: The Mooncallers aid has been provided for the Warpstone Moon Collection. So long as the deal holds, +20 to all rolls involving it.
Skit's Aid: All "Cui-Inkclaw" style Learning plans get +10 for the next year.
+10 to "That's What She Said" taken again.
Choose 4 3
New Actions
[] [Learning] More Gromril?: Now that the supply of Gromril has been secured, the question of how to work it has been raised… and even Clawhammer's newly generous mien goes sour. Any use of Gromril is to remain entirely and completely within the purview of the Dwarfs. However… it may be possible to compromise by working to design a space for the few Dwarfs who knows how to use Gromril, a space within the facilities already in use rather than their inadequate separate space, and then use Skaven and others as minor assistants to get all the worries out of his way other than his crafting. Stat(s): Learning, Stewardship, Trait(s): Dwarfen, Industrial, DC: Variable, 50 minimum for anything at all, Results: Begin to potentially produce somewhat more Gromril for the use of your Dwarfs.
[] [Learning] Improved Engines: The better engine that was found in a raid months ago is ready for analysis, ready to be used, and even more than that… it begins to unravel principles of Warpstone engineering that may yet prove very fruitful for all sorts of machines. Stat(s): Learning, Trait(s): Incredibly Dangerous, DC: 50/75/100/150/200, Results: Study the Warpstone Engine and adapt its principles for common use.
[] [Learning] It's Cannon: So, Manling cannons! Surely they cannot be that hard to figure out when combined with the primer and information that the Republic now has. It may take a while, but it's at least possible to figure it out. Stat(s): Learning, DC: Ongoing, /100/200, Trait(s): Industrial, Results: Create a Piebald-mark non-Warpstone Cannon, with some sensible improvements. At one-hundred you get a prototype, at two-hundred something that can be replicated. Remember, this will use a slot or else be thrown back out as fits it, so keep that in mind.
[] [Learning] Annals of the Revolution, Part 3:It is time to finish the great work, and more than just finish it but truly transform it into something that can be said to be the great history work, the great compilation that will put the somewhat underused library on the map as it were. Stat(s): Learning, Trait(s): Ongoing?, DC: 25, but it will take a year to finish, Results: If you have a working printing press and have finished the Mid-Queekish language (see the actions that exist), create a set of history works that can prove most educational.
[X] [Learning] A Children Plan: How are children to be brought in the world? How is regulation to be set up, how are they to be chosen, so on and so forth… this will set up in the coming year the arrival of more Skaven in the world, born of a way that most had not even known possible for a thousand generations. DC: N/A, Stat(s): N/A, Results: Figure that out/debate it out.
[] [Learning] Scream… Knives?: How the heck do the Scream Goats even work? Their horns are noted for making wounds that don't close. Is that magic, is that… NOT magic, which in some ways would be even wilder and less plausible. Look into it. Stat(s): Learning, DC: 20, Trait(s): N/A, Results: Figure out what category Scream Goats are even in, also probably get a few 'test' knives to hand out.
[] [Learning] Greenskin's Doom: Scream Goats love Greenskins. They love eating them so much that in order to prevent either the Greenskin or the goat from dying they've had to be separated. What exactly is that about? Stat(s): Learning, DC: 25, Trait(s): Agricultural, Results: Figure out what their bloodlust for Greenskins means and whether it's something that can be sated or abated.
[] [Learning] Planted Actions: Study the matter of the implanted/encoded/whatever you want to call it robots further, trying to figure out how it is you can 'command' something to do something on magical or otherwise cue. Stat(s): Learning, Magic, DC: ???, Trait(s): Dwarf? Skaven? Results: ???
[] [Learning] Replacement Parts: When a machine doesn't work, you create replacement parts… can there be some sort of machine to replace lost limbs and more? Right now it is simply a matter of trying to make better 'peg parts' or so on, but who knows… Stat(s): learning, DC: ???, Variable, Trait(s): Universal, Results: Perhaps create the sculptings of a leg or a better 'peg leg' or heavier 'wooden leg' and figure out the principles of what's even going on there.
[] [Learning] The Altdorf Tangle--Broodmother Brouhaha: Broodmothers are a secret that is kept by the Under-Republic from the Revolutionaries. Pass along the information about how to undo the Broodmothers and indeed on how to create fertility based on studies not quite completed but close enough. This will likely be throwing a loaded explosive into the issue, even with ways to not get it around… but it could solve it and defuse future conflicts before they start. It all depends.
[] [Learning] The Altdorf Tangle--Constitutional Crumble: As the Piebald Republic takes its first steps towards a constitution, perhaps those among both the revolutionaries and Under-Altdorf could do the same. After all, they need something to function when it all goes down… though of course this in one sense, some fear, might be asking them to get into debates and reveal the very real divides that will be hard to bridge. But are they likely to be any easier to bridge if Altdorf successfully rises and must now expand or hold out against the rest of the Empire?
[] [Learning] The Altdorf Tangle--Gender Gaffery: Between the harsh words about doxies (prostitutes) and disrespectable women and the comments about Anja Semmler and EVERYTHING involving gender that's going on in the People's Republic of Under-Altdorf, perhaps the revolutionaries could sharpen their appeals to women, resolve any contradictions in their assumptions, and get on the same page on this issue. Or perhaps it is a distraction from the larger struggles. Who knows!
[-] [Learning] The Altdorf Tangle--A Mid Language: Sarry thinks that coordination could be much, much better if they were able to talk to one another consistently. An easy way to do that is Mid-Queekish, which is still a language to learn but is one that has plenty of Reikspiel loanwords and can become a medium of exchange that can perhaps eventually strengthen ties! (REQUIRES completing the Big Book of Queekish Part 2 on the same turn or before this can be taken.)
[] [Learning] The Constitutional Tangle--All The Little Federalists: It really is the question of the hour, the question of how to represent (or deliberately not) the interests and outlying settlements has become a major point of contention, debate, and concern. Warning--Anything decided here will still have to be ratified by the eventual meeting, so you will have to balance factions to get all of this through... but obviously not taking it leaves it to be negotiated later, with less room to do fait accompli.
[] [Learning] The Constitutional Tangle--The Rights Bill: Just what is an assembly that goes too far? Just what are you allowed to say? While in some ways less controversial or at least more 'answered' than the matter of material rights, it is still a question that will likely bedevil you if not settled at some point! Warning--Anything decided here will still have to be ratified by the eventual meeting, so you will have to balance factions to get all of this through... but obviously not taking it leaves it to be negotiated later, with less room to do fait accompli.
[] [Learning] The Constitutional Tangle--Whose Work Counts: hose who do not work, and are not victims or children or sick, do not eat. Thus is the firm statement of the Republic and one wherein questioning this would be a good way to get ruined... but what counts as legitimate work, what doesn't? Warning--Anything decided here will still have to be ratified by the eventual meeting, so you will have to balance factions to get all of this through... but obviously not taking it leaves it to be negotiated later, with less room to do fait accompli.
[] [Learning] The Constitutional Tangle--To Meet The Needs Of The Expanding Bureaucracy: It is likely that the matter of offices of the Council Members and other bodies to oversee things and take a stance on how to get consistent policy... without strangling in its crib the fragile democracy. Warning--Anything decided here will still have to be ratified by the eventual meeting, so you will have to balance factions to get all of this through... but obviously not taking it leaves it to be negotiated later, with less room to do fait accompli.
[] [Learning] Cui-Inkclaw Plan--Finding Profusions of Teachers?!: With art classes, with civics, with geography, with... all of that, the teachers you have will not be enough, so dig around for people who are willing to help, or even look for passerbys or people who are interested as a hobby! Stat(s): Learning, Diplomacy, Results: Make your plan work!
[-] [Learning] Cui-Inkclaw Plan--Opening Day: Obviously, not unlocked, BIG RESULTS
[] [Learning] Chugga-Chugga, Part 2A--Pump-Train: The most obvious and easy way to imagine a train is not that different from the hand-powered devices that are used commonly in the mines. Have some really strong Ogre pumping or cranking like mad, and you could potentially work miracles… albeit very sweaty, overworked miracles. But it's all a matter of leverage, isn't it, to turn a little bit of work into a lot of results? Stat(s): Learning, DC: ???, Trait(s): Ogre, Skaven, Results: Figure out the viability of muscle power when it comes to powering trains.
[] [Learning] Chugga-Chugga, Part 2B:--Defying Gravity: Another potential trick that will probably be used even if a good Warpstone Engine is created is using gravity. In general, with just a bit of digging, the entire first half of the trip to Grim Hollow is downhill, and another third or so of it roughly flat. Figure out how to calculate how useful gravity will be in helping these trains on their voyages, at least for the northern route that comes to mind first… and perhaps see so with others later. Stat(s): Learning, DC: ???, Trait(s): ???, Results: Try to figure out what gravity has to offer!
[] [Learning] Laying Down Track (If You Know What I Mean): This at least has the good fortune and great blessing to be an easy enough challenge. It's just a matter of working out the exact form a track should have. You do feel as if you're forgetting something, but whatever it is can't be too hard. Stat(s): Learning, Trait(s): Skaven, DC: ???, Results: Profit!
[] [Learning] Storage Solutions: A solution in looking for a problem, there's the matter of how to keep people and goods in. Because as it turns out, and as anyone can tell you, if you put people in a tight box they might just run out of air. Or… all manner of things. Yet leaving them open to the world runs the risk of warpstone smog killing them, or worse. Figure out… what can you even do here? Stat(s): Learning, Trait(s): Ongoing, Counts as a Research Slot, Results: Transport people and goods hopefully safely.
[] [Learning] Venting Problems: The other half of the "storage" problem is that a Warpstone Engine once created is absolutely going to be venting a LOT into the atmosphere, in what will often be a literal cave tunnel. That seems… like a problem. Result: Spend an Ongoing Research Action to work on this. (Reminder, you can take Actions beyond your Research Actions available, BUT any beyond it are thrown back partially completed, and thus costlier in terms of actions.)
[] [Learning] Peaks and Valleys: It takes high places to be able to observe the stars. With the Mooncallers no longer quite so hostile, perhaps those interested in astronomy, either for practical or religious purposes, could make use of the vantage point? Stat(s): Piety, Learning, Trait(s): ???, Results: ???
[] [Learning] [Research] One Shot, One Kill: Warpstone Jezzails are a key element of the Skaven mythology, and a symbol that they are better-smarter than other races. All the same, they are truly impressive things, and working on figuring out how to build them en-masse, and where improvements might be, is pretty important. Stat(s): Learning, Stewardship, Trait(s): Skaven, VERY Skaven, DC: 20/250, Results: Fully study the Warpstone Jezzail and be ready to use it.
[] [Learning] [Research] Present Arms!: Warplock muskets are much less known… and yet they may be a very important part of the Republic's military if they could be figured out. Of course, there are limitations. As some have pointed out, a musket is not a spear, and so if an enemy approaches there is NO POSSIBLE WAY that they could fight back without dropping the musket. That said, some want to make them anyway. (Stat(s): Learning, Stewardship, Trait(s): Skaven, Martial, DC: 15/200, Results: Fully study ways to build and produce Warplock Muskets.
[] [Learning] Alchemical Laboratories Part 2--Focus: Now that the necessary supplies are in, there's the matter of actually turning it into something that can produce more than individual results. Stat(s): Learning, Magic, Trait(s): Human, DC: ???, Result: Gain an "Alchemical Lab" Research slot/division of sorts, which can work on one thing at a time. Unlock further options for what that 'one thing' might be.
[] [Learning] [Research] The Moulder Plans--Growing Larger: One of the simplest tricks was formulas to increase the sizes of both animals and people. While overuse of it seems to have turned flesh into rotting masses of tumors, perhaps something more useful could be teased out with hard work. Stat(s): Learning, DC: ??? Trait(s): Controversial, Skaven, Result: Look into setting up an experiment with this method.
[] [Learning] [Research] The Moulder Plans--Battle Beasts: Right now there's little to explain how Rat Ogres work, let alone the more basic battle beasts, but perhaps something can be gleaned regarding how to begin looking into this. Stat(s): Learning, DC: ???, Results: ???
[] [Learning] [Research] The Moulder Plans--Scent Based War Enhancement: There's one somewhat odd project that comes to mind, and that seems to be some sort of barely referenced secret project to use scents or some sort of biological process to enhance warriors and make them more vulnerable to the Musk of Battle. Stat(s): Learning, DC: ???, Trait(s): Skaven, Results: ???
[] [Learning] [Research] Bayo-What?: Zhen has an idea, and a rather odd one at that. There is no way to make a musketeer or a pistoleer the equal of either a spearman or even someone with a knife, when it comes to close fighting. The strength and power of foes such as Ogres and Orcs means that every bit of leverage and reach is as valuable as can be… but if you could at least provide such troops with a knife or spear attached to their weapon without interfering with its use, it could begin to transform warfare. DC: ???, ongoing, Trait(s): Skaven, Man-Thing
[] [Learning] The World Before, Part 1: It is not going to be easy, and there's a distinct lack of good parchment or so on to write it all down, but get stories from those who were slaves about their lives before. Learn a little about the world or at least the world as these various people saw it. Stat(s): Learning, Diplomacy DC: Variable, Traits (General), Results: Hear the stories of what the world was like for those before they became slaves, or at least some stories.
[] [Learning] Mountain Dwarven Knowledge: The Dwarfs of the Mountain know many things, though how willing they are to share literally anything, even the smallest scrap of anything, is unknown. But if you don't try, you can't know, and can't figure out what you need to do. Stat(s): Learning, Diplomacy, DC: ???, Traits (Mountain Dwarfs), Result: ???
[] [Learning] The Great Rat Literacy Drive, Part 2: Now the largest difficulty being faced is a lack of space and a lack of clever tutors. These are both difficult things to fix, to say the least, but perhaps something can be done? Stat(s): Learning, Stewardship, Trait(s): Skaven, Ongoing, Results: Get more tutors and places to learn, hopefully increasing the percentage of the population becoming literate.
[] [Learning] Two Pump Chump: Now that the steam pumps in the mines have been looked at--however dangerous--it is time to see what else they can do and work on what further uses they might have besides pumping out water… and indeed how to make more of them so that they can continue to do that too. Stat(s): Learning, DC: 20/40/60, Results: Unlock Warpstone-Powered Steam Pump projects, learn how to make more of them. Trait(s): General, Skaven
[] [Learning] A Picture Of Hell: An understanding of the past might help to understand the future. In this case, an understanding of the past means understanding the system of the Under-Empire in order to understand its strengths and many weaknesses. Stat(s): Learning, DC: Variable, Results: Learn more about how the Under-Empire operated. Trait(s): Skaven
[] [Learning] Secrets In The Paperwork: One of the things about paperwork is that it can reveal a lot: about the requisitioned items and more. Perhaps something about Moulder and Skyre Tech, or Pestliens drugs… or indeed about refining warpstone could be located. Stat(s): Learning, DC: Variable, get a grab-bag of bonuses, Results: Gain progress/an advantage towards one of several categories, can be taken again like a gacha of knowledge. Trait(s): Skaven, General
[] [Learning] Big Book of Queekish, Part 2: As a language evolves, so too does a dictionary. Continue working on creating a Big Book of Queekish as it currently stands, and create it in such a way that it can be easily taught. Stat(s): Learning, DC: Variable, effects DOUBLED Traits (Skaven) (Ongoing), Results: Further work to create a dictionary, with a focus on making it something others can use to learn the language, will finalize and formalize the language.
[] [Learning] Lightning Caster Examination: The Lightning Cannon is a truly impressive weapon, one which has only one example in the Where-House, besides an example of it destroyed in the fighting. Taking it apart is a bit risky, since of course if it isn't replaceable… but it's the only way to know how to fix it up. Stat(s): Learning, DC: ???, Result: Learn how to make more such cannons, if it's possible.
[] [Learning] Scribe Tutoring: Less extensive than the attempt to spread literacy, a few literate could be taught enough to serve as scribes, thus expanding the bureaucracy and potentially unlocking further possibilities. Stat(s): Learning, DC: 20, Results: Begin training up scribes! Likely needed for expansions of any sort of bureaucracy.
[] [Learning] [Research] Lightning Caster Improvements: Right now the Lightning Caster isn't safe, it isn't sanely built, and only a suicidal idiot--of hwich there are unfortunately many for now--would stand near one. It's time to fix it, make it better. Stat(s): Learning, DC: ???, Result: Create a… Lightning Caster that's only as dangerous as a regular one (very dangerous) instead of even more dangeorus. Trait(s): Skaven, Elves??
[] [Learning] [Research] Moonlight Warpstone Examinations--Parts and Pieces: What is it made of, how is it made? What are the actual physical elements of all of this? How are they to be understood. Stat(s): Learning, Stewardship, DC: Min 10, Goal: 100, Trait(s): Greenskin, Dark, Ongoing, Results: Gain a greater understanding of how this 'warpstone collector' sort of device is composed. Overflow goes into Principles in Action
[] [Learning] [Research] Moonlight Warpstone Examinations--Principles In Action: An alternate or additional way to examine it is to look at all the notes as to the means of collecting "Moonlight" and turning it into Warpstone and figuring out how that would even work, and what it would even mean if it did work? Stat(s): Learning, DC: Ongoing, Min 15, Goal: /150, Trait(s): Greenskin, Dark, Ongoing, Results: Gain some idea as to the principles therein…
[] [Learning] [Research] Moonlight Warpstone Examinations--Trial Copy: Most ambitious of all would be simply creating a copy on a high mountain, even if the principles are not fully understood… but one doesn't need to understand the principles to get some use out of it. Stat(s): Learning, DC: Ongoing, Min 15, Goal: /250, reduced by other projects completionTrait(s): Greenskin, Dark, Ongoing, Results: Create a first 'trial copy' of the Moonlight Warpstone project.
[] [Learning] [Research] Warpstone Effects: What does Warpstone do to the body and the mind? How can this be either used or… avoided? Stat(s): Learning, DC: Min 10, Goal: ???, Trait(s): ???, Results: ???
[] [Learning] Ratling Guns--Shells?: Arolae, thinking like a archer, thinking like someone who thought of ammunition first of all before all else. So the idea for creating non-warpstone shells of sorts to hold the explosives seems interesting… it would likely increase the rate of gun jams even as it decreased how often the whole thing just… exploded. Stat(s): Learning, Martial, DC: Variable, Trait(s): Skaven, Ongoing, Semi-Dangerous, Result: Begin looking into the possibility of 'shells' to shuck in Ratling Gun ammo. Unlocks Research if moderately successful, just technology if very successful.
[] [Learning] Of The Masses: The Poppy has arrived, and now is the time to see just what can be done with it… Stat(s): ???, DC: ???, Trait(s): ???, Results: Start using the poppy in medicine??
[] [Learning] [Research] Warpstone Refining, Part 3A: One of the two things that can now be done now that the Warpstone can be refined is find a cheaper, simpler way to do it, something that might reduce the time spent doing it, or allow more to learn it. In its own way this is a healthy means to reduce the danger… as more hands means the risks will be spread out. But it's also easier said than done. Stat(s): Learning, Trait(s): Ongoing, Dangerous, Skaven, DC: Ongoing, Results: Faster, cheaper Warpstone refining that more can learn.
[] [Learning] [Research] Warpstone Refining, Part 3B: Alternatively, or in addition, one could imagine ways to increase safety, whether it's finding containers that can reduce its impact or some form of handling equipment or techniques that will make it less dangerous. Indeed from this might eventually derive consideration for what might make warpstone safer to burn/use up. Stat(s): Learning, Trait(s): Ongoing, Dangerous, Skaven, DC: Ongoing, Results: Safer means of refining Warpstone for the workers.
Piety
Name: Khitch Slicktongue
Race: Skaven
Age: 12
Bio: An older Skaven, he is nervous-worried about the new changes and wants to figure out what to do to replace the old ways. Or how to do it.
Stats:
Martial: 3
Diplomacy: 10
Stewardship: 7
Intrigue: 8
Learning: 8
Piety: 16
Traits:
Searching: +5 to rolls that involve finding religion.
Shallyan Healing (Body, Minor)--Khitch has begun to learn how to use new powers, manifesting a little differently for Skaven than they do for some other clerics, but at least familiar. It is heailng as it is known, but… it feels different, if far from unholy or even simply Wizard-like.
???
???
Kind: +2 to diplomacy, his actions are altered.
???: !!!???
???: ???
--Depressed??
Mildly Infectious Healing: ???!!!???
A grab bag of several priestly advisors, they do not agree and are not Council members, limiting their influence… but they can at least help out.
Stats: 6 for all stats.
Traits:
--Shallyan: One prominent one is Shallyan, and that will change how she presents herself.
--Ecumenical: +3 to rolls involving non-human religions.
Horned Trainees: +1 in all actions
Choose 3
New
[] [Piety] Secret in the Pie: The Halfing Gods and their ways of worship are…odd. They have no priests and favor simple shrines, yet the small miracles their gods grants, such as sudden vitality from previously barren soil, food becoming more delicious than it by all rights should have been after a quick prayer, and of course the bountiful fertility halfling women are known for, are clear proof of the Halflings gods blessings. Investigate how such miracles come from 'non' priests, and perhaps run tests with the Skaven who have taken up the worship of the Halfing Gods to see if they can replicate such miracles as well. Stat(s): Piety. DC: ???, Traits: Halfing, Result: Gain better understanding of the mechanics behind the Halflings Faith and greater access to their 'miracles'. Further spread Halfing religion? <Pucelle Option>
[] [Piety] Shadow of the Bull: Right now the issue of Hashut is….'heated' among the Republic's Fire Dwarves. K'Daaigak and his followers are firm in their denial of Hashut as an uncaring god, yet plenty of Fire Dwarves still cling to the religion they were born and indoctrinated in. The Skaven are well familiar with the desperate clinging to even a 'bad' god, so perhaps a few of them can talk with the Fire Dwarves and see if their own view on their treatment by the Great Horned Rat can strike a sympathetic cord with them. Stat(s): Piety. DC: ???, Traits: Fire Dwarf, Controversial. Dangerous Result: Converse with the Republic's Hashut worshippers and gain an understanding why they cling to Hashut so fiercely. Potentially start sowing doubt about Hashut's care of his worshippers. <Pucelle Option>
[] [Piety] Wayshrines for Travelers: If one wished to create both markers for the Piebald forces to use as a reference point, and a sign of the protection of the Republic, what better choice than small areas with tiny shrines attached to it, dotting the landscape and providing moments of shelter for those who will (hopefully) be swept up into the Republic's orbit on their trek. Stat(s): Stewardship, Piety, Trait(s): Pious, DC: 20/40/60/70, Results: Create "wayshrines" along the path the Republic controls. Unlocks further, more extensive actions to guard and protect travelers in other categories.
[] [Piety] The Altdorf Tangle--Broodmother Brouhaha: Broodmothers are a secret that is kept by the Under-Republic from the Revolutionaries. Pass along the information about how to undo the Broodmothers and indeed on how to create fertility based on studies not quite completed but close enough. This will likely be throwing a loaded explosive into the issue, even with ways to not get it around… but it could solve it and defuse future conflicts before they start. It all depends.
[] [Piety] The Altdorf Tangle--Sigmar's Sanctuary: None quite know what to do, but the Cathedral that is the holiest Temple of Sigmar has its own knights and its own champions and more, and so the question of where Sigmar's place is in this New World is a key one, and if the place is "not at all" then plans need to be made to figure out how to deal with them one way or another. Put this as a question to be answered, and perhaps suggest a few different answers.
[] [Piety] Peaks and Valleys: It takes high places to be able to observe the stars. With the Mooncallers no longer quite so hostile, perhaps those interested in astronomy, either for practical or religious purposes, could make use of the vantage point? Stat(s): Piety, Learning, Trait(s): ???, Results: ???
[] [Piety] An Open Maw: The Great Maw is the primary god of the Ogres much like how the Great. Both spiritual and also physical manifestation of their overwhelming hunger. Driving the Ogres to eat more and more and never be satiated yet also granting its followers strength and powerful miracles. So is it a Good God, a Bad God, or just a Hungry God? Study more to find out! Stat(s): Piety, Learning, DC: ???, Traits (Elves), Result: Learn about the Great Maw and its connection to the Ogres.
[] [Piety] Anti-Cultist Measures: What DID the Empire and others do to root out cultists and others? Can these methods be adapted? DC: Variable, Stat(s): Piety.
[] [Piety] Holy-Days?: It is a subject of some debate, perhaps even more debate than it 'should' be the subject of. But now that more and more people have actual work to do, the question of days off, specifically religious holy days of celebration, has come up. There are differing views on the matter, more or less popular, and a decision can be held off for now but probably needs to be figured out. Stat(s): Piety, DC: Variable, Trait(s): General, Results: Discuss Holy Days!
[] [Piety] Caveside Worship: With the basic temples created, some have suggested that now is the time to allow and expand the habit of 'cave worship' in which various caves are used as impromptu meeting places for smaller sects that want their own spaces. Stat(s): Piety, Stewardship, DC: 15/30/45/60/100/150, Trait(s): Ecumencial, Results: Religiosity spreads! Central controls loosen somewhat… but in a guided way.
[] [Piety] Artistic Heresy?: As a small but growing number of Skaven convert to one religion or another--though non-belief or rather non-worship seems the most common--there has started a trend that disturbs and worries many Humans. Specifically, the trend of depicting the various Gods in a Skaven form, which is an absurd spectacle that has caused mass outrage. Rather to condemn it or protect it, something must be done… or people will take action on their own. Stat(s): Piety, Diplomacy, DC: ???, Trait(s): Skaven, Human, Results: ???
Magic
+5 to projects tagged 'Civilian.'
+5 to projects tagged 'Propaganda.'
+5 to projects tagged 'Training'
+10 to An Engine of Souls project, first roll.
+3 to rolls tagged 'Skaven'
+2 to Curse actions
Choose 3 (Any group tagged cannot be tagged in both, IE, if you do one that says MEC you can't do another)
[-] [Magic] Currently all Curse-Making Stuff is Locked, waiting for the Curse Gun stuff or below obvious abstraction.
[] [Magic] Wizards For Hire?: It has been thought of before, but as the Empire falls apart now might be an oddly tempting time to try to find mercenary-enough Wizards willing to flee the growing disaster of the Empire for stranger climes indeed. But beware, obviously some who flee the Empire do it ahead of angry mobs. Stat(s): Magic, Trait(s): Controversial, Human, DC: Variable, Results: Send out calls for Battle Wizards, see who shows up! [Wizards]
[] [Magic] Codifying the Green: Greenskin magic is often doesn't make sense and doesn't get written down in detail… perhaps now is the time to do just that! [Waagh-Crafters]
[] [Magic] Stoneskin Secrets: The Skin of Stone Trolls is naturally resistant to magic…but why? Some claim that eating stones is what causes it, but does that mean all stones are magically resistant or only a few specific stones? Could someone also become resistant to magic by strapping a bunch of rocks on themselves? Experiment and find out! DC: ???, Ongoing. Result: Find out the exact mechanics behind Stone Trolls resistance to Magic. Use up Stoneskin. <Pucelle-written>
[] [Magic] Stoneskin Surprise: Or, rather than go to the effort of a long subject of research, the Republic can make use of the tough magical resistant hide of the Stone Troll right now. Create an armor from its remains. DC: 50. Result: Craft a few 'Stoneskin' Magical Armor to equip a few Heroes or potentially as a base for an Elite unit of 'Mage Killers'. Uses up Stoneskin. <Pucelle Written>
[] [Magic] Taurus Turnabout: The hunting in Grim-Fang provided the Republic with a surplus of Taurus Horns and Hides, the monster's remains being nearly as tough and fireproof as the monsters themselves, yet still remaining much lighter then 'normal' armor that would provide the same level of protection. Naturally equipping an elite unit with a light but still tough armor and who can march through fire and flame would be quite handy for Piebald. DC: 40, Result: Start producing 'Taurus-Leather' Magical Armor for Republic's elite fighters. <Pucelle Option>
[] [Magic] Petrifying Gaze, Petrifying Haze: The Cockatrice is a deadly monster who dooms those who stare into its gaze to become petrified. A feature so potent that even after death its eyes retain the ability to cause petrification when consumed. But is this the only way to apply this effect? Research the eyes and see if any breakthroughs can be made. DC: 50/90, Result: Try to discover a way to replicate its effects. Warning: failure could use up the eyes or harm someone, but success could open up new avenues… if one can find enough eyes to experiment on. <Modified Pucelle Option>
[-] [Magic] Magical Engineering Division: Instead of focusing on something as fickle as Waagh-craft, you could instead have something truly useful… magical engineering! Results: You choose a Magical Engineering Division, with its own Research slot. WARNING: exclusive with all other similar options. [MEC]
[] [Magic] Reading The Heavens, Part 2: Pending Astrologer, unlock "Astrological Society" which… you guessed it, gives a Research Slot mutually exclusive (for now) with the other two.
[] [Magic] [Research] An Engine of Souls: The Soul-Engine… what's up with that? What even IS it? This is such a black box as to actually be entirely dark. [SPAMD] [MEC] [IMC]
[] [Magic] Lightning Caster Improvements: Right now the Lightning Caster isn't safe, it isn't sanely built, and only a suicidal idiot--of hwich there are unfortunately many for now--would stand near one. It's time to fix it, make it better. Stat(s): Learning, DC: ???, Result: Create a… Lightning Caster that's only as dangerous as a regular one (very dangerous) instead of even more dangeorus. Trait(s): Skaven, Elves?? [SPAMD] [MEC]
[] [Magic] Two Pump Chump: Now that the steam pumps in the mines have been looked at--however dangerous--it is time to see what else they can do and work on what further uses they might have besides pumping out water… and indeed how to make more of them so that they can continue to do that too. Stat(s): Learning, DC: 20/40/60, Results: Unlock Warpstone-Powered Steam Pump projects, learn how to make more of them. Trait(s): General, Skaven [Civilian] [MEC] [Industrial Magic Complex]
[] [Magic] Seeking Hedgies: Hedge-Mages often don't know that they have, well, magic until they're told. They do things and don't realize, or go for decades without figuring out how to do anything. So there's a pretty good chance there's at least one or two out there that don't know it… if not more. DC: ???, Repeatable, Result: Find more Hedge Mages, [Hedge-Magic Convention]
[] [Magic] Formalize Project-Boards For Individuals: A simple way to try to expand the options even further, this would allow individuals to post project proposals… on the other hand, it risks overwhelming the fledgling organizations. Warning: Take only once you're ready for a flood of new projects coming in.
Ongoing
The Great Rat Literacy Drive
--275/350 for next boost.
--Cui and Getrarch
Mercenary Calls
--On Hiatus
Death Registry: Ongoing, roll 1d100 each turn for results
[X] Free! (Automatic) [Stewardship] Digging A Way: It would be a truly exhausting and, at this stage, serious undertaking but with the warp-drills and other technology the paths below ground down north could be smoothed and made easy, straight, and simple. This would greatly speed travel and transport, but would be no simple task. Stat(s): Stewardship, DC: Variable, Results: Each month add 3d10 miles of progress to digging out and clarifying the tunnel, amount increases with gaining other bonuses. Greatly increases speed, stacks with Signposting Stat(s): Skaven, Mountain Dwarf, Man-Thing, Fire-Dwarf, Ongoing
Current Progress: 237/240, 3d10 Progress per month, can be increased by other ways)
Fighting Foodons: GROWING FOR THIN SOIL: (Roll 1d100 each turn to see if anything's going on.)
Personal Actions (Chittertongue)--Does this imply that Andratse will also get this screen? Yes, yes it does.
Name: Chittertongue the "Aledancer"
Race: Skaven
Age: 9
Bio: A talkative if arrogant Skaven, he helped win the revolution and sought to achieve great status in the aftermath, but was shot down. He doesn't like you.
Martial: 2
Diplomacy: 21
Stewardship: 11
Intrigue: 14
Learning: 8
Piety: ???
Traits
--Popular: If not given a Primary position once ever three months (or 1 turn, whichever is longer), will begin causing trouble.
--Manytongued: +5 bonus to diplomacy with non-Skaven.
--I Am Lying In Wait: +1 to all Stats except piety, +10 to Ongoing action rolls (after they're already ongoing) with Chittertongue in the driver's seat for them.
--Canny Political (Inexperienced): Chittertongue has been sharpening himself, and it shows in political dealings even when not given a particularly great hand. +3 Intrigue, +2 Diplomacy, +1 Stewardship.
--Diplomat-In-Training: In the second half of the year he began to gain experience in diplomacy, albeit at this stage not all that much. +0 Diplomacy, but tagged for expansion/increase over time.
Special Trait (I am Lying In Wait Variation): Gain +2 Diplomatic Action but -1 Martial Action if Chittertongue is in charge while Andratse is away, as he essentially goes 'I don't want to touch anything, it could break.' But doesn't think that he could break Diplomacy.
Choose 3, and designate one to either get two rolls (if say, a Monk/training one) or essentially Advantage. As a heads up, for the moment while you're a beginner, if you're working on a technique in a category (like enhanced senses) you have to complete what's in front of you first.
[] [Personal] Altdorf Uber Alles?: Chittertongue wants more focus to go onto Altdorf. Obviously there is a limit to how much advice can be followed, but by sending some extra agents to join Rupert, combined with his efforts, perhaps more can be done. Choose a SECOND Altdorf action, it will be rolled without bonuses, flat, but with Advantage.
[] [Personal] Help Out: (Should be pretty obvious.) In this case, this lets you use Chittertongue on TWO different actions.
[] [Personal] DUNGEON RUN! Self Explanatory!
[] [Personal] Anger… Management?: Gralk is a very, very strange one, perhaps Chittertongue should have a talk with her, and try to figure out what's her deal, besides being very useful. Stat(s): Diplomacy, DC: Variable, Results: Figure out more about her beyond what you already know. May be less effective due to closeness to subject, may be more…
[] [Personal] Planner: A person-being in order to help plan her scheduling for any meetings-paperwork needed could be very valuable, though it will have only some impact. But some impact is not none at all, and it would be foolish to underestimate the impact of this considering how much he has benefitted… she'll thank him when she hears about it. Results: +3 to 'Help Out' actions, becomes permanent to the office, but other Council Leaders may get bigger or different bonuses from having a secretary (a Diplomatic or Bureaucratic Council Leader would get major bonuses, as would an Intrigue one.
[] [Personal] Started From The Bottom: Now he's here… and he does have more to learn. The library has been a quiet part of the Republic, mostly running on the sort of benign neglect and the obsession of a few people, but perhaps he should visit it both to learn a little more about it, figure out things to do… and hone himself. Stat(s): Literally all of them, DC: Variable, Results: Potential to increase Chittertongue's Learning, Diplomacy, Stewardship or Intrigue based on what he reads, potential to unlock Library actions more generally.
Research
Zhen's Research-Works (2/3)
--Slots Filled with...
--Ratling Guns, Curse Energy (249/255)
--That's What She Said, Take 2 (163/3??)
--Reduce minimum thresholds by 10 for ongoing research, but increase maximum threshold by 5%. EG: 25 (minimum)/500 (final target) might become 15/525.
Agricultural Research Division (0/1)
--Traits: +5 to rolls involving agriculture.
--Traits--Edible Failures: Passively adds .5 Months of stores per year as long as the slot is kept filled.
A/N: Thanks to Pucelle for some of the options, any errors are mine, it is late so I'll fix anything that's wrong if it's pointed out tomorrow. Sorry for the long wait, honestly been facing a LOT of blocks!
Chittertongue was thinking about letters quite a lot ever since he'd gotten the letter from Athlomora, because of course there were many letters that would go out these next few months. He twitched and mumbled through meetings thinking of phrases-words that would best make the point clear, and also thought about how best to try to introduce-create a favorable impression of the Republic. These next months would be vital, and so he turned over and over the long letter that Althomora had written to him, full of phrases-ideas he struggled to understand, and sentiments he struggled to share, but also such affection-gentleness as to leave Gralk teary-eyed at some of it. Of course, Gralk could grow teary-eyed at the merest application of sentiment-affection, or remain stone-eyed at the death of a thousand innocents, being entirely strange-odd and entirely herself.
So when he made the walk towards the library, in his mind he recited as if in her voice the part of the passage that was now bothering him.
'Thyalthic is a very careful person, and yet one can have too much care, dear Chittertongue. He has discreetly packed far more gifts and 'considerations' than would be usual in hidden pockets, despite the fact that it is usually understood that an Elves' mere presence is tribute enough to satisfy any ruler. If Cathay sees itself as the center of the world and demands tribute and bows simply to speak, then it is on the Elves to teach him otherwise: thus it was long ago agreed that there would be no triple-bow, no generous tribute for the right to be within his august presence, but that on the other hand a small gift of amity and friendship might be useful, such as a bottle of fine perfume, a cloak of some quality, or something else that shows the personal care and friendship… you get it all, do you not? It's quite droll if you're interested in diplomatics, the way the 'tribute' is not a tribute but a gift, and one given freely and not demanded, oh no not demanded. In such a case, I cannot help but wonder at what is demanded and what is asked for in all kinds of relations. You demand nothing of me, and I demand nothing of you, and to demand would be to break, and as you have shown a moment is so easily broken, and such a long thing to cast aside. So I remain rapt and uncertain, considering truly the puzzle you have presented with me, and will present to me for years to come if truly the world is good; but truly the world is not good, and so you have to wonder what the world will say of the Republic's presentations, for of all the things you spoke of, all the ambitions that you unveiled to me like watching the night-flower bloom, none of them were particular.
Yet I have it on great authority that it is the art of the statesmen to be both particular and general, and do not chide you for those things you did not say, but do ask you, perhaps, nay, even beseech you, to understand that I will not betray your confidence. Indeed, to return the favor I ask, have this secret: I intend within a year or two to turn around and head back to the far west, and pass through your Republic on the way. There are affairs going on in the Empire that I want to see for myself, and two years is prompt enough, I am sure. Morever…'
Chittertongue immediately understood the important part… he'd made a mistake and probably under-estimated the amount of tribute and look that he'd have to send on to talk to Cathay! He thought it was a matter of corruption-vice, but he was not so stupid as to think that there was any Republican virtue in refusing to talk with someone… he even wished he'd had time-energy to contact the Emperor, and he by this point believed that Karl Franz should be deposed-removed. Nonetheless, he would have given quite a lot to be able to converse-talk with him, to at least understand where power comes from, where reasonable-gentle men become monsters, and would have exchanged letters to negotiate even if it would almost-inevitably fail.
Still, he could do little about the matter of Cathay, except hope that all of the preparations would be enough and that they would be forgiven their ignorance in the manner of the high-handed everywhere, who might find an excuse to seem generous if it also let them be cruel. Even among Skaven it was not uncommon, if often used as an excuse-attack. If someone's ignorance was the fault of their teacher-superior, then they might be spared 'generously-kindly' so long as they were willing to testify as to how their superior failed to prepare them, and thus deserved death-punishment.
So all of these thoughts buzzed about his brain, and a thousand more, as he considered the library before him. It was a little busy-crowded, despite being out of the way, but he hadn't spent much time here. He was literate-learned, but he knew that he was missing a lot, and so he'd considered going here to see what else he could learn, but he was always so busy-exhausted that he didn't have time to head over there and still do everything else he needed or wanted to do. So he'd asked for books to be sent and read-skimmed them, and done his best to keep up with everything, yes-yes.
Now he stepped inside the structure. It'd been a vault before, and even now it was a little cavernous, with high-ceilings and deep shelves that went back and back and back, and stone tables here and there, mostly here in the front. There was a single wooden table of sorts, behind which stood a Skaven he recognized well, having… right, when was it? He'd had sex with the Skaven a year and a half ago, he was one of Sarry's co-workers, thin but surprisingly flexible. Irke Gougetail had only a half-tail left after he'd been attacked-savaged years and years before, and it left his balance a little odd-strange, but because he was one of the scribbler-writers he was able to survive anyways, and now he was one of the people who looked after all of this, and did it ably-well, to believe Sarry.
(Chittertongue made it has business to believe Sarry in everything except matters of either the heart or the loins, since she was clearly-certainly blind if even he, who hadn't fully realized that Zhen and Qit loved each other until a year before the revolution (he had thought it friendship and attraction-lust), could see otherwise. But beyond that one area… she was a reliable source.)
"Ah, greetings-salutations," Irke squeaked out, shifting a little bit. "Are you here for… inspection?"
Why would an inspection be needed? Now there was a question that Chittertongue considered carefully, as he shook his head. "No, I need help-aid in finding something… specifically…"
And thus began a journey that would take longer than he thought, by far.
Plan Vote, Choose at least two… but you can choose as many as you want, but the more you choose the more diffuse the rewards and also there are some roll penalties, potentially. In brackets at the end is the things that will be rolled!
[] [Education] The Border Princes are a strange area, and many have written all sorts of things, some prejudicial and some oddly fawning, about these wild regions. Between travel stories, adventures, memoirs and more there's a decent chunk of works specifically about this region and thus providing information to hopefully diplomatically connect with them. (Very High Chance of getting a small bonus to Border Princes actions this turn; High Chance of gaining a bonus to Border Prince actions over the next twelve months; Moderate Trait chance; Low Diplomacy increase chance; Very Low Chance at ???) [Diplomacy/Learning]
[] [Education] Tilean is far from a useless language in these situations, but it's one that's largely unsorted, with dozens of books churned out from printing presses laying around unsorted and mostly unread, though a few Tileans kept up with them. Chittertongue is good at languages--if not quite as good as Andratse--and could start picking it up. (Very High chance of Chittertongue beginning to learn more written Tilean, a language where right now he is halfway-decent at it spoken but cannot write or read more than a sentence at a time; High chance of gaining bonuses to Tilean actions over the next twelve months; Moderate chance of a trait involving Tilea for Chittertongue ; Low chance of gaining an increase in Stewardship or Diplomacy.) [Learning/Stewardship]
[] [Education] Breton is hardly a language that there is much on or in, but a few works for expatriates and especially tales and stories of the Grail can be found, the better to learn an entirely new language, and perhaps learn something about Bretonia. (Very High chance of Chittertongue beginning to learn Breton; High chance of bonuses to Bretonian actions in the next twelve months; Moderate chance of unlocking actions/traits about Grail Knights; Low Chance of ???; Very Low Chance of gaining an increase in two of Martial, Diplomacy, or Learning) [Intrigue/Learning]
[] [Education] The Empire is far from an obscure subject, but there is always more to learn… dig into the history of the Empire, and its past crises and disasters! This, Chittertongue believes, might help him understand where the 'break points' are for the coming disasters, which by this point are all but inevitable, Altdorf revolution or no. (Very High Chance of a VERY modest bonus to next few Altdorf actions; High chance of a modest bonus to next few Altdorf actions; Moderate chance of a bonus to next few Altdorf actions; Low Chance of increase of Learning or Diplomacy; Very Low chance of Empire-whisperer style Trait) [Learning/Intrigue]
[] [Education] The work of merchants is never ended, because of course it involves the constant flow of money. Over the last century works ranging from pamphlets to published works of all sorts have covered the question of how it is that wealth is gathered, what is fair or unfair interest, and all manner of other concerns. Asking these questions, one learns more about the day. (Very High chance of bonuses for the next year to options that involve interacting with mechants; High chance of gaining information about the modern assumptions of the day; Moderate chance of increasing Stewardship or Diplomacy; Low Chance of ???, [Diplomacy/Stewardship]
[] [Education] This whole place is fascinating, but not very well sorted! Perhaps something should be done to get things settled, get things organized, and see what there is. (Grab bag, random chance of bonuses, penalties, finds, and discoveries, Small chance of ???) [Learning/Stewardship]
[] [Education] Old Skaven texts of all kinds exist, some of them sorted and some of them not. If one wishes to know about the dreadful bureaucracy of slaughter and hopelessness, then this is certainly is the way to learn about it… and there's a lot in the way of secrets, lies, and secret-lies to explore, and so one dives in! (High chance of bonuses/plot hooks/etc; High chances of increasing one or more of Intrigue, Stewardship, Learning, Diplomacy or Martial; Very modest High chances of increasing several of Intrigue, Stewardship, Learning, Diplomacy or Martial) [Learning/Intrigue/Stewardship]