That Damned City

That Damned City - A Warhammer Quest
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Mordheim, City of the Damned.
For many that come it is an opportunity, riches and power await those that dare the ruins of Mordheim and live to tell the tale.

For you however, it is a duty to stop those fools from getting themselves killed, mutated or driven insane and making Ostermark a worse place in the process.

CKII-ish system
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Opening
Location
Germany
The year is 2010 I.C., just over ten years after a great comet destroyed the pride of Ostermark, second richest city of the Empire, greatest center of learning besides maybe Altdorf or Nuln, cultural heart of the eastern imperial provinces.

For years Ostermark has been in dissaray, the death of the Elector Count and destruction of the capital having caused a great upheaval until finally the League of Ostermark has formed and managed to take control of the state's remaining cities and armed forces.
Spreading from the new capital Bechhaven the Leagues influence reaches now through most of the country, Essen is again reinforced against the Silvanian threat, the trade with Karak Kadrin is reestablished and the northern and eastern borders are as the secure as one can hope for such long and wild borderlands.

There is just one place left that is distinctly unsecure and a grave threat to Ostermark's safety and prosperity.
Mordheim.

Monsters are coming out of the ruins, scum is drawn to the riches there, the Wyrdstone is a plague that has driven several alchemists and the nobles enjoying their products to mutation and madness and worst of all the travel on the Stir has become highly dangerous, less than half of the ships daring the path under the mist-covered Middle Bridge making it out of the city intact. This threat to trade and military support along the river can't stand.

This is where you enter the picture, the newly named Captain-General of the Mordheim Guard.
Your tasks are:

  • Secure the safety of the River Stir, Ostermark cannot afford the interruption of support for Essen, particularly not if Count Vlad continues to gather forces that he can only plan to use against the rest of the Empire.
  • Contain the spillage of monsters and daemons from Mordheim. The Dead Wood was never safe, but now it is nearly as hostile as the Forest of Shadows our neighbours have to contend with. There have even been attacks on Bissendorf.
  • Reduce the Wyrdstone-smuggling to a minimum, while we have outlawed the substance our southern neighbours have been less wise. While Stirland's nobility are fools to stand against the Ottilian Emperors, there is no doubt that the Wyrdstone's corruption can make them worse
Before we get to the current situation though, first thing is who are you?

[] Write in Name

[] General of Ostermark
You have led the armies of old Ostermark before this whole mess and when things went to hell you did not leave your post to join some claimant to the Count's title, but rather you did your job.
And this is how they thank you, by sending you to the most accursed place in the land, on a post little better than city-watchman, where not only you will have to contend with a large variety of abominations, madmen and traitors, but also where word of your victories will hardly make it to the people of Ostermark.
Still, duty is duty and there has to be someone doing it, wether here or on the northern border.
  • Starts with 20 Favor
  • Experienced Commander Trait (+2 Martial, +1 every other stat)
  • Army Connections (Can pick one additional support-unit to your army when deciding on your starting-composition)
[] Guard-Captain of Bechhaven
When the League formed you were among the first to support it, keeping Bechhaven safe against infiltrators, rabble-rousers and more than a few would-be assassins. Your guard even held the gates against Count von Struck when he tried to strangle the alliance of burghers and city-living aristocrats in its crib.
For your services you have been granted a General's rank and a small army to contain the evils of Mordheim. It is an honor to fight for the League!
  • Starts with 30 Favor
  • Experienced Guardsman Trait (+2 Intrigue and +1 Diplomacy)
  • Smuggler Connections (You start with a rumormill on Mordheim without spending actions on it)
 
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Character Sheets
Captain-General Hans von Karlov

Appearance: As one would expect of a proper Ostermarker. A stout, broad figure, black in hair and thick mustache. Your skin carved with deep lines by the winds from the mountains and plains, your eyes brown as the earth of the Veldt and the slightest bit slanted to hint at a drop of Ungol-blood in your ancestry.

Devout follower of Verena.

Diplomacy : 14 +1 =15 (Long experienced with settling minor disputes at the northern border and talking sense into your men)
Martial: 14 +2 = 16 [+2 vs Chaos, +2 if you had time to plan a fight ] (Not a young, talented and bold officer anymore, but instead a capable general and fighter, particularly if you know whats coming)
Stewardship: 15 +2 = 17 (You can keep a camp better organised than most bureaucrats their own desk and if supplies are lacking, you will have reserves)
Intrigue: 15 +1 = 16 (You have seen every trick there is to cross a border in secret, take a coin from the paychest or hide a woman in the military part of the camp)
Will: 13 +2 = 15 (A will tested against witches poisoning your mind with and beasts making a hardened fighter shake in his boots)

Traits:
  • Experienced Commander: +2 Martial, +1 every other stat
  • Foe of Chaos: +2 Martial and Will against chaotic forces, more experience with discovering Chaos-based corruption of body and mind
  • Diligent: Whenever you do something of import, you plan it thoroughly and execute it accuratly. +1 Stewardship, +2 Martial if you had time to plan (and enough knowledge to do so)
  • Faithful: All men pray to the gods at times, most when they need something. Your devotion goes deeper than that. +1 Will, +1 Diplomacy with members of your faith

Witchhunter Captain
Jonas Scharfauge
Diplomacy : 11 +1
Martial : 10-16
Stewart: 10-16
Intrigue: 14
Will: 14 +1
Witchhunter: +2 Intrigue and Will
Hunter of Heresy: +2 on applicable stats against cults of Outlawed gods and heretics of established ones
Hesitant Approach: Not quick with the torches, for a Witchhunter. +1 Diplo, -1 Will
 
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State of the Mordheim Guard
State of the Mordheim Guard

Morale: Good (The men have heard of your service or even served under you before and are optimistic you'll lead them well)

Major Yegor Selm (An old soldier, risen through the ranks. Lately he has spend much more time keeping camps in order than actually fighting or training and it shows)
1000 Infantrymen (Brave soldiers of Ostermark, not quite uniformly armed or armored, but the average amounts to light armor and a forest of spears)
500 Crossbowmen (A considerable mass of bolts when used correctly)
50 Jäger (Experienced hunters, woodsmen and scouts)
50 Cavalry (Lightly armored but highly skilled outriders)
2 blessed Priests of Taal and Rhya (A married pair in Service of Taal and Rhya, come to fight the obvious corruption spreading from Mordheim)
Witchhunter Captain Jonas Scharfauge and his retinue (The men are covered in blades and crossbows, looking around suspiciously, but their captain has a surprisingly open smile and seems well-versed in the local area)

Knights of the Scroll
70 Knights of the Scroll (Heavy Knights, usually on horse but unlike some knights used to fight on foot when the circumstances demand it)
Knight-Captain Jeremias Alfeld (A veteran of the the order, white-beared and scarred, but with bright eyes still curious)
Priestess of Verena Alexandrine Duvall (A tall and proud young woman, quick to argue and debate at the slightest reason)

Artillery
5 simple cannons (They'll have to be moved on wagons and build up in a wooden construction before use. Worth it, when they manage to fire)
10 Engineers (Men who know the tempramental cannons well enough to use them with relative safety)

Bechhaven Halbediers
100 Halbediers (Well armored and trained fighters to a man)

Longshanks
50 Longshanks (Highly experienced Taalite Witchhunters, sneaky and deadly on all terrain)
Wanderer Simon Waldgeboren (The old wanderer doesn't talk much but you are sure he watches. Always)
 
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Information and Map
Mordheim

Ostermark

Favor:
Favor means your current standing with the League of Ostermark and its leadership.
It is your most relevant ressource, as the state pays you and your men and sends you reinforcement, equipment and basic necessities. You can spend favor on additional support in various forms, from more soldiers, over specialists or trainers to political support if someone tries to apply pressure on you.
Your most straightforward way to get more favor is to have successes to show, but there might be other ways.

Current Favor: 6

Stats:

Diplomacy: influences persuasion, how much people like you.
Martial: influences your military skills on a tactical and strategical level
Stewardship: influences your householding abilities, setting up a permanent encampment under more than military considerations and skill with money
Intrigue: influences chances to detect plots and the likelihood of your own schemes succeeding.
Will: Helps resist corruption, fear and mental influences, as well as mundane temptations

There will be no learning stat, as you do not engage in research.
Your religious leanings can influence some situations, but will not be tied to a piety-stat.

Applying Stats:
The full value of a stat will be added to a 1d100 roll for most actions.
Reaching the DC of the roll is a success, falling below it a failure. Natural results of 1-5 and 95-100 are critical results and will add a little extra on a success or failure.
There are no artificial crits (reaching 100 or more by including stats or boni gives no special results.
Sometimes there might be directly opposed rolls where you and an opponent will both roll 1d100 plus stat and the higher result wins.
There can be situational boni.

Situation in Ostermark at the start of 2010:
The inner regions are relativly secure right now, grain from the fields and lumber from all forests except for the Dead Wood are helping Ostermark to slowly return to the wealth it knew before the Cometfall. Trade along the Talabec has picked up what the Stir-trade has suffered due to Mordheim.

The Kislev Border is finally back under control after the last marcher lords have sworn loyalty to the League. It is not safer than usual, with Northmen and occasionally Ungols raiding in summer and Trolls and Yethi striking in winter, but General Hertwig has it under control.

The Worlds Edge Border is as quiet as it has ever been after a throng from Karak Kadrin has pacified the mountains north of Peak Pass and driven back most of the foul creatures to the ruined Karag Ungor. General Kriston has time and leisure to let his men maneuver and train, rather than desperatly try to stop the greenskins or beastmen from passing between his border forts and raiding the state's breathbasket behind them.

The Silvanian Border is increasingly beset by undead creatures. A migration of ghoul-tribes has broken through the border near Essen and went into the Dead Wood and there are ever more bats and direwolfs attacking travellers and small hamlets near the border. So far there has been no organised attacks from the vampiric lords of the land, but General von Slechkova has started building up Essen in case this unrest is followed by a true storm.
 
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State of the Empire at Quest Start
Right, as of now the Three Emperors situation has slightly shifted.

The Reiklander claimant (with the support of the Grand Theogonist) would be a man named Siegfried, of which I know nothing canonical but the name.
He is currently accepted Emperor by Reikland, Averland and Wissenland.

The last Wolf Emperor Mannfred Todbringer has died about 10 years ago and his successor in Middenland has not claimed the Emperor's title. Pushed in between between the Ottilian Block of Talabecland, Ostermark and Ostland and the Marienburger Empress from Westland, Nordland and Hochland he has elected to stays neutral rather than risk the outbreak of open war.

The Marienburger Empress Magritta has come far from being chosen when she was just a child over 40 years ago. Her alliance is not one of great military strenght, but she controls the almost the entire sea-trade of the Empire, which is what the Marienburgers leveraged to get her elected in the first place, before the Grand Theogonist's rejection of her made the whole plan of reducing things down to two Emperors go up in flames.

The Ottilian Emperor is not named currently as far as I can find, but it's safe to assume that he or she is of the Ottilian line in Talabecland and I'll make up a name. The major focus of the Ottilians is currently to get Middenheim and the Cult of Ulric back in their corner, as it was at the start of the whole mess when they first secceded.

The last state not mentioned is Stirland (and the Moot), who did vote for Margritta back in the day, but are now unwilling to support her as the increasing tension on the Silvanian Border makes it far more important to improve relations with their southern neighbours. They remember best of all provinces that it took a united imperial army to take down the last outbreak of Necromancers and their undead legions from Silvania.

Oh, and Silvania is yet a province of the Empire, but the Count Vlad von Carstein has over the last decade almost entirely stopped free travel to and from his lands and has not officially participated in Imperial politics much. Because of the increased issues with feral undead on every border most people assume he is trying to get a grip on some new upheaval of necromancers or evil spirits. But at least it doesn't seem to have escalated to the point where he has to ask for help from the rest of the Empire.
 
Traits and Backround
So, Captain-General Hans von Karlov. You have the task of protecting Ostermark from the horrors of Mordheim, both in direct and indirect consequences.
You are certainly well prepared for the task after your long service at the border to:

[] Kislev
Protecting the northern border gave you a healthy amount of respect for the Kislevites that face far more Chaos-Raiders and monsters on the average than you had to in most years. Well, respect for most of them, not for the occasional band of Ungol-bandits thinking the Southerners would be easier targets than the men and women of their homeland. It was a hard post, on body and mind, and while attacks in force were rare and most larger warbands destroyed in Kislev before reaching your border, you have learned to fear the nights when the northern winds howl and Morrslieb shines.

Trait gained:
  • Foe of Chaos: +2 Martial and Will against chaotic forces, more experience with discovering Chaos-based corruption of body and mind
[] The Worlds Edge Mountains
Damn the Greenskins, damn the Beastment and damn all other kinds of beast on two, four or more legs that comes down from the mountain ranges. Nothing good except dwarves has ever come from Ostermark's eastern border. You had a long border of open land at the Veldt, turning into increasingly worse terrain the more you got south, until Peak Pass, safely guarded by the dwarves of the Slayer Hold, finally marked the end of your lands. As the least inhabited border and the only one unmarked by a nice, protective river you had to rely a lot on cavalry to patrol the terrain and slay all manner of griblies and raiders before they could get to the people under your protection.

Trait gained:
  • Cavalrist: +2 on Martial both in personal combat on a horse and in directing cavalry in the field
[] Sylvania
Based in the town Essen you have guarded the River Stir against all manner of undead creatures as well as quite a few living creatures tainted by the cursed lands of Silvania. Though Count Vlad has guarded the streets into his lands well enough, there seems to be no end to the things that slip through the rough lands of the Eerie Downs and the Dead Wood. Of course, in the last decade things got quite a lot worse than usual, with Mordheim attracting all manner of creatures, even a large migration of Ghouls reaching the ruins. And then there's the Vampires. Most people don't even know they exist, but the Witchhunters do and after some time on the border you do too. Accursed creatures, strong as half a dozen men, capable of the darkest witchcraft and not even dying properly to spear and blade.

Trait gained:
  • Foe of the Undead: +2 Martial and Will against undead forces, more knowledge about specific Undead and their strengths and weaknesses

Besides that you can pick two of the following traits:

[] Tall & Strong: Exactly what it sounds like, it is good in a fight and also to be seen on the field. +2 Martial
[] Thunderous Voice: A boon when commanding men, as much owed to training as to luck of birth. +1 Martial, +1 Diplomacy when trying to intimidate
[] Faithful: All men pray to the gods at times, most when they need something. Your devotion goes deeper than that. +1 Will, +1 Diplomacy with members of your faith
[] Brave: You have faced terrors before and proven that your youthful bravery was not hollow, but held on long after you learned you are not immortal . +1 martial, +1 Will
[] Orator: You have a talent for speeches. +1 Diplomacy, +1 more when addressing crowds
[] Administrator: Supply is not always reliable even in the best armies, you learned to make good use of what your have. +2 Stewardship
[] Sly: You have a knack for thinking like a bandit would, something that often times allowed you to surprise those that thought to outsmart you. +2 Intrigue
[] Duelist: You have fought more than a few enemy champions and leaders yourself and experience has only made you better at it. +3 Martial in personal combat
[] Attentive: You listen closely often hear what remains unspoken. +1 Diplomacy and Intrigue
[] Iron Will: Some say you are stubborn, but there are definitly situations where stubborness is the most appropriate reaction. +2 Will
[] Good Health: You are rarely ill and heal fast. A blessing or just good care of your body? +1 Martial in personal combar, bonus if the severity of any wound you take is decided
[] Diligent: Whenever you do something import, you plan it thoroughly and execute it accuratly. +1 Stewardship, +2 Martial if you had time to plan (and enough knowledge to do so)

So, now that we know something about you, tell us what you worshipp

[] All gods have their place, you pray to Myrmidia before battle, Ulric in battle and Morr afterwards. When you know a matter is up to luck alone you cross your fingers for Ranald and for your food you thank Rhya the Earthmother and Taal the Forestking.
[] Sigmar is the god of the Empire, even if the Ottilian Emperors have at times thought that idea to be heretical. As long as you defend the borders of His realm as He once did, you honor Him
[] Ulric, the Prince of Winter and Wolfgod, is the true god of these northern lands. When winter comes and beasts with it the Theogenist and all his southern lickspittles can stay in their safe little cities while the men of the Mark defend the lands.
[] Taal and Rhya have been king and queen of the gods since the oldest times, even before Sigmar lived. It is only right and proper to revere them the highest. And besides, are you not the hunter of beasts and protector of the fertile lands in your position?
[] Morr the Dreamer, Morr the Guardian of the Dead. Few lands need his hand as much as yours, the dead rest lightly without his hands closing their eyes and so you honor him in life and you honor him when a life ends.
[] Verena grants wisdom and justice on even scales, a good goddess for those who wish to be good men and leaders of men at once. You keep her commandments close to your heart whenever your duty forces hard decisions on you.
[] You have your own reasons to worship one of the gods less common to follow in your position
-[] Mannan: You are far from the nearest sea...
-[] Shallay: Her mercy has little place in a fighting mans life...
-[] Myrmida: Treating war as a science and art is a fine thing, but to dedicate yourself to a southern goddess for it is a step few here take...
-[] Ranald: Those with power hate the revolutionary, those with wealth the thief, those with honor the trickster. So what drives a general to him?
[] Outlawed Khaine, the Red-handed Murderer, is close to your heart, though you do well to hide it. But then, what is the work of a soldier if not bloody murder?


Last but not least, what do you look like?

[] As one would expect of a proper Ostermarker. A stout, broad figure, black in hair and thick mustache. Your skin carved with deep lines by the winds from the mountains and plains, your eyes brown as the earth of the Veldt and the slightest bit slanted to hint at a drop of Ungol-blood in your ancestry.

[] Actually completly different (Write in)

Vote is gonna be up for about a day, if you have a trait you really think fits in there say something and I might add it to the options.
Please vote by Plan.
 
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Vote closed
Scheduled vote count started by Artemis1992 on Sep 27, 2021 at 1:56 PM, finished with 31 posts and 15 votes.

  • [X] The Wise captain
    [X] Plan Outsmarting Chaos
    -[X] Kislev
    -[X] Attentive: You listen closely often hear what remains unspoken. +1 Diplomacy and Intrigue
    -[X] Diligent: Whenever you do something import, you plan it thoroughly and execute it accuratly. +1 Stewardship, +2 Martial if you had time to plan (and enough knowledge to do so)
    -[X] Taal and Rhya have been king and queen of the gods since the oldest times, even before Sigmar lived. It is only right and proper to revere them the highest. And besides, are you not the hunter of beasts and protector of the fertile lands in your position?
    -[X] Actually completely different (Write in): You are of average height yet still phyically fit for your age with thick bluish black hair and a luxurious moustache. Your father was an Ungol horseman and mother a Kislevite peasant, both expatriates wishing for a better life for you and your siblings. You have the blood of Roppsmen and Hung in your distant ancestry as well.
    [X] The Wise captain
    -[X] Kislev
    -[X] Faithful: All men pray to the gods at times, most when they need something. Your devotion goes deeper than that. +1 Will, +1 Diplomacy with members of your faith
    -[X] Diligent: Whenever you do something import, you plan it thoroughly and execute it accuratly. +1 Stewardship, +2 Martial if you had time to plan (and enough knowledge to do so)
    -[X] Verena grants wisdom and justice on even scales, a good goddess for those who wish to be good men and leaders of men at once. You keep her commandments close to your heart whenever your duty forces hard decisions on you.
    -[X] As one would expect of a proper Ostermarker. A stout, broad figure, black in hair and thick mustache. Your skin carved with deep lines by the winds from the mountains and plains, your eyes brown as the earth of the Veldt and the slightest bit slanted to hint at a drop of Ungol-blood in your ancestry.
    [X] Plan-Winterborn.
    [X] Plan Enemy of Winter.
    -[X] Kislev
    -[X] Administrator: Supply is not always reliable even in the best armies, you learned to make good use of what your have. +2 Stewardship
    -[X] Iron Will: Some say you are stubborn, but there are definitly situations where stubborness is the most appropriate reaction. +2 Will
    -[X] Ulric, the Prince of Winter and Wolfgod, is the true god of these northern lands. When winter comes and beasts with it the Theogenist and all his southern lickspittles can stay in their safe little cities while the men of the Mark defend the lands.
    -[X] As one would expect of a proper Ostermarker. A stout, broad figure, black in hair and thick mustache. Your skin carved with deep lines by the winds from the mountains and plains, your eyes brown as the earth of the Veldt and the slightest bit slanted to hint at a drop of Ungol-blood in your ancestry.
    [X] Say No to Undead
    -[X] Sylvania
    -[X] Brave: You have faced terrors before and proven that your youthful bravery was not hollow, but held on long after you learned you are not immortal . +1 martial, +1 Will
    -[X] Iron Will: Some say you are stubborn, but there are definitly situations where stubborness is the most appropriate reaction. +2 Will
    -[X] Morr the Dreamer, Morr the Guardian of the Dead. Few lands need his hand as much as yours, the dead rest lightly without his hands closing their eyes and so you honor him in life and you honor him when a life ends.
    -[X] As one would expect of a proper Ostermarker. A stout, broad figure, black in hair and thick mustache. Your skin carved with deep lines by the winds from the mountains and plains, your eyes brown as the earth of the Veldt and the slightest bit slanted to hint at a drop of Ungol-blood in your ancestry.
 
Situation in Mordheim and Army composition
The room is small and the air thick with the smoke of your pipes. The woman next to you studies the maps laid out on the table, while the man opposed to you pays more attention to you.
Finally Adelhart Grünjäger, Marshal of Ostermark and your immediate superior takes his pipes from his lips and speaks to you in a rough voice:
"I have already gathered the troops that will form the core of your army. Gunda here will tell you anything that we know of the situation around Mordheim. I want to make one thing very clear. We don't expect miracles of you, we don't expect you to cleanse Mordheim in holy fire. We want you to make sure that whatever further horrors the city produces will not distract the attention of greater Ostermark from its other problems. We do not want to hear that another merchant with more money than sense has been turned into a tentacled abomination by freshly bought Wyrdstone, we do not want to hear that mutants escaped from the city ravage the hinterlands of Essen or Bissendorf and we especially don't want to hear that the southern border regulars have to be drawn away from Essen to deal with a threat from Mordheim that has scattered your men.

Do you understand that?"

You stay silent as you hear the small monologue, consider his words and what they mean for your task. When the Chancellor had given you your task it had sounded more like opening the Stir was the immediatly important goal, but Marshal Aldelhart was closer involved in the issues. You would have to consider both of the different priorities in your work. Finally you nod.

After another look at you he leans back and leaves the word to Gunda Pfaffen, Bissendorf's mistress of scouts and likely the best-informed person on the outlying areas of Mordheim besides those madmen daring the ruins themselves.

The first consideration is that the Stir goes straight through Mordheim on its way from the World's Edge Mountains through Stirland and more in the southwest. You will need boats to operate on both sides of the river, as the only proper bridge nearby is the Middle Bridge right in the heart of Mordheim.
The city has three major gates, east, west and a southern one that is just east of the river. There are very likely smaller gates, secret sally-gates and such, but aside from those the walls seem generally well intact.
Around the city is a broad belt of farmland, not quite enough to feed the hundreds of thousands of inhabitants the city had when it yet lived, but enough to ensure that a few lost delivieries would not instantly result in food-riots as things stand at times in Altdorf. This land is now tainted and infertile, but still open land that will be far easier to patrol than the Dead Wood itself.

Three major villages stood around the city, to the north, south and west. These have been first overrun by refugees, then by the monsters of Mordheim and finally now by the mercenaries, treasure-seekers and other assorted scum drawn to the city.
They are currently named Sigmar's Haven, the northern settlement, reasonably fortified and inhabited by the least disrespectable of the crowds, Cutthroat's Den, the western settlement, inhabited by brigands, mercenaries with even lower standards than usual and reportedly even witches, and finally the southern settlement is aptly named the Black Pit, a hoard of heretics, murderers too vile even for their fellow brigands and some say even greenskins and openly mutated slaves of Chaos.

Your support will come over the Stir from Bissendorf by boat, since there is not enough healthy land near Mordheim for an army to live off.

Lastly Gunda advises strongly against entering the city itself, at least until you know more about the situation. Her own predecessor led a large party of Bissendorf's best hunters and scouts into the city after the comet had struck. Only a few had ever come out, none unchanged in body or mind.




Your army has mustered on the fields before Bissendorf, the dragon banners of Ostermark held high, ready to march at least near the gates of Hell with you.

Starting Morale: Good (The men have heard of your service or even served under you before and are optimistic you'll lead them well)

1000 Infantrymen (Brave soldiers of Ostermark, not quite uniformly armed or armored, but the average amounts to light armor and a forest of spears)
500 Crossbowmen (A considerable mass of bolts when used correctly)
50 Jäger (Experienced hunters, woodsmen and scouts)
50 Cavalry (Lightly armored but highly skilled outriders)
2 blessed Priests of Taal and Rhya (A married pair in Service of Taal and Rhya, come to fight the obvious corruption spreading from Mordheim)
1 Witchhunter Captain and his retinue (The men are covered in blades and crossbows, looking around suspiciously, but their captain has a surprisingly open smile and seems well-versed in the local area)

You automatically have enough small boats to cross the river.

You can add one of the attachements for free due to your army-connections and buy more with the indicated cost of Favor:

[] Knights of the Scroll (5 Favor and size-increase due to Devout Verenian)
When you called the followers of Verena answered in force. Nobody will say if the destruction of Mordheim was a judgement for its sins, but all Ostermarkers can agree that the if it was so, the judgement is done now and there afershocks should stop driving the nails deeper into Ostermark's flesh.
A company of Knights of the Scroll has come with you to protect the people of Ostermark and possibly salvage what can be salvaged from the Great Library of Mordheim.
70 Knights of the Scroll (Heavy Knights, usually on horse but unlike some knights used to fight on foot when the circumstances demand it)
1 Knight-Captain (A veteran of the the order, white-beared and scarred, but with bright eyes still curious)
1 blessed Priestess of Verana (A tall and proud young woman, quick to argue and debate at the slightest reason)

[] Ulrican Company (10 Favor)
As a result of the improving relations between Middenland and the Ottilian Empress, when Ostermark has called for divine aid against the evils of Mordheim, Ulric's devout have answered, with a strong escort of Knights.
30 Knights of the White Wolf ( Heavy-set men, with heavy hammers, in heavy plate and riding strong horses)
2 blessed Priests of Ulric (Strong, fierce and beared one could think them savages, particularly the one with the blue lines shaped like a wolf in his face)

[] Cannons (5 Favor)
Artillery like this can be hard to use properly, but when the cannons get to fire they will shatter what the hit
5 simple cannons (They'll have to be moved on wagons and build up in a wooden construction before use. Worth it, when they manage to fire)
10 Engineers (Men who know the tempramental cannons well enough to use them with relative safety)

[] Siege Company (10 Favor)
A troop of experienced Engineers who can tell you at a glance where a wall is weakest, who can direct your men in building catapults, rams or siege towers and who know particularly well how to turn an army camp into a temporary fortress at need. Also they have a talent for setting up the latrine-ditches in a way that the smell rarely reaches the commander's tent.
20 Engineers (Experienced allrounders in the ways of warfare)
50 Carpenters (Much better at following the Engineers instructions than your regular soldier)

[] Bechhaven Halbediers (5 Favor)
The armored elite of the League, steady under all charges men or monster can make against them.
100 Halbediers (Well armored and trained fighters to a man)

[] Ungol Horsearchers (10 Favor)
Mercenaries from the north, these men live on their horses, fight on their horses and the men joke they sleep on the too. Not the most useful in urban warfare, but on the open land around the city they'll outrun a heavy knight with ease and fill him with arrows while doing so.
100 Ungol Horsearchers (Excellent light cavlery with compact but strong bows)

[] Ostermark Knights (5 Favor)
The knights in service of your state are not as famous as some of the old orders, but they are still well armed and trained, brave and true.
50 Knights (Regular heavy cavalry with lance and a close-combat weapon as backup)

[] Longshanks (10 Favor)
If someone had taken your Jäger and given them a decade of regular Witch Hunters life-experiences they might look like these. While the skill of these woodsmen with bow and blade, in tracking and trapping is undeniable what really sets them apart from most hunters is the breadth of experience against the foes of mankind, in wilderness, villages, towns and cities alike.
50 Longshanks (Highly experienced Taalite Witchhunters, sneaky and deadly on all terrain)
1 Senior Longshank (The old wanderer doesn't talk much but you are sure he watches. Always)



If anyone thinks a unit is missing that should really be there, or that these troops are too unbalanced please speak up.
Consider you might want to save up some Favor if things don't go well at the start.
Otherwise vote by plan please, so that I know ho many options you definitly want to take.
 
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Vote closed
Scheduled vote count started by Artemis1992 on Sep 28, 2021 at 9:28 AM, finished with 26 posts and 9 votes.

  • [X] Plan Scroll, Steel and Stick
    -[X] Knights of the Scroll (5 Favor and size-increase due to Devout Verenian)
    -[X] Cannons (5 Favor)
    -[X] Bechhaven Halbediers (5 Favor)
    -[X] Longshanks (Free Pick - Army commander)
    [X] Plan A Well Rounded Army
    -[X] Siege Company (10 Favor) Free Attachment
    -[X] Ungol Horsearchers (10 Favor)
    -[X] Knights of the Scroll (5 Favor and size-increase due to Devout Verenian)
    [X] Plan- Hell slayers.
    [X] Plan: Horse, a man's bestfriend
    -[X] Knights of the Scroll (5 Favor and size-increase due to Devout Verenian)
    -[X] Ulrican Company (Free)
    -[X] Ungol Horsearchers (10 Favor)
    -[X] Ostermark Knights (5 Favor)
 
Turn 1
Year 2010 I.C. 4th Month

Mordheim - City of the Damned.
It is easy to see why people have given the gem of Ostermark that title, now that you are here.
It had been some miles down the Stir when you had first noticed the changes, the trees of the Dead Wood becoming twisted or dying and while the animals that had so far kept away from a group of men as large as your army, there were now birds and squirrels and other small beasts staring at you from the trees with an unnatural calmness.

Now that you are finally leaving the forest, there is a wide expanse of dead land ahead of you. Some sickly plants cling to the muddy earth but you don't need to look at the Gertrude the priestress of the Earthmother shuddering in disgust to know that they are hardly fit for consumption.
Still, while food will continue to come up the Stir from Bissendorf, water is another issue. The river looks not the least bit trustworthy so close to Mordheim, strangely coloured vapors rising from the surface and the waters shimmering greenly when you don't look at them directly.
Imported water means rationed water and that won't leave the men in a good mood.

At least it is spring by now and while the nights are still cold you won't have to worry about men frozen to death as long as you have tents and blankets. On the downside, the spring rains have not left the land in perfect state for building and marching

While you frown at the river, the Knight-Captain, Jeremias Alfeld rides up next to you letting his bright blue eyes range over the landscape:
"You got a plan where we will camp? The streets are firm enough for now, but the fields in between will turn into a muddy nightmare if we have the men try to camp here."

Tearing your gaze from the river you look around again. Enough Engineers might have solved the issue, but without them building anything larger than small watchpost in this soil seems nearly impossible.
The settlements around Mordheim would be large and solid enough to house your army, if the reports from Bissendorf were still accurate, but they are certainly not large enough for the curent inhabitants and your men at once. Driving out smugglers and bandits while also giving your men a reasonably defensible place to live might be worth it, but you'd have to act on minimal intel.

Aside from the matters of camping, you'll also have to consider your task. Stopping threats to Ostermark from leaving or entering Mordheim will not be easy, the walls of the city are far too long for you to establish a complete encirclment with your men.
Simon Waldgeboren, the Wanderer of the Longshank Lodge has already taken his men to scout out the forest around the ring of open land, looking how easy or safe it is for any man to pass through it.
Even without engineers you can build at least some watchposts at the major streets, or convert empty farmhouses, inns and stables into such.
Jeremias would have liked to present a plan for cavalry-patrols around the perimeter, but your army simply doesn't have enough horsemen to do so, so it would come down to a lot of footslogging for your men if you want ed to cover the area with moving men.

Actions:
The first turn will cover a month, later turns once you are established here will be somewhat longer, likely in quarter-years.
You have 2 Actions you can take yourself and one free action to get to know your army a bit better.
You have 2 more actions that you can split up under the command of your hero-units. You can send any man on any task unless clearly marked otherwise. Those heroes not given a task of their own will make themselves useful otherwise.

Hero Units available:
Major Yegor Selm (An old soldier, risen through the ranks. Lately he has spend much more time keeping camps in order than actually fighting or training and it shows)
Knight-Captain Jeremias Alfeld (A veteran of the the order, white-beared and scarred, but with bright eyes still curious)
Priestess of Verena Alexandrine Duvall (A tall and proud young woman, quick to argue and debate at the slightest reason)
Witchhunter Captain Jonas Scharfauge (Looking young and friendly for a Witchhunter, he has talked much to the men on the journey here, even gotten some of them to talk with him in turn rather than stay silent and fearful)
Wanderer Simon Waldgeboren (The old Longshank doesn't talk much but you are sure he watches. Always. On the journey he has rarely been present, always scouting around the main body of the army)

On matters of camping:

[] Make a temporary camp
Look around for the least muddy spot you can find, raise tents and some fences around it and call it good for now.
Time 1 Turn; Stewardship DC 60 (failure will still result in a camp, but lower morale)

[] Settle in a village around the town
At least two of the settlements are large enough to house your men and have deep enough wells that there you will likely get enough clean water for the full army. Bu the inhabitants won't be happy to have hundreds of new neighbours taking up space, all the more so once it becomes obvious that you are here to stop their main source of income, the Wyrdstone-smuggling from Mordheim.
Time 1 Turn
-[] Sigmar Haven
The best neighbourhood of the area, still a lawless hole by the standards of any real town. Still, if you can get through to the people, convince them that soldiers will bring legitimate money with them for all services they offer and that you will not stop the looting of mundane riches from Mordheim, you might convince the people to let you take over the many empty buildings in and around the fortified village.
Diplomacy DC 50 (failure will result in armed resistance, resulting in another roll modified by Martial)
-[] Cutthroat Den
A hive of scum and villainy as you have rarely seen. You would not trust these men as your neighbours and driving them all out would certainly put a dent in the troubles coming from Mordheim. Still, clearing the entire village without previous scouting seems like a risk you'd hate to take if you had any decent alternatives
Martial DC ??
-[] Black Pit
Only a few buildings are visible above ground, without more scouting you don't even know if the settlment can hold your army.

On matters of Scouting:

[] Take a closer look at one of the settlements
You will need more information if you want to deal with the people here, one way or the other.
Time 1 Turn
-[] Sigmar Haven
Intrigue DC 30
-[] Cutthroat Den
Intrigue DC 50
-Black Pit
Intrigue DC ??

[] Scouting the forest
To determine if you can stop people and creatures from moving through the forest at will you will need to know more about it. How passable is it outside the road, what dangers lurk in there?
Time 1 Turn
Intrigue DC 50

[] Scouting the outer perimeter of Mordheim
You'll need to find out in what shape the gates and walls are, look around for sally-ports and such, in short determine what you will need to guard to prevent access to Mordheim
Time 2 Turns
Intrigue DC 30/70

On matters of Watchposts and Patrols:

[] Set Watchposts along the major roads
A simply wooden hut and a tower with a fire visible from the next watchpost (and eventually your camp) will help you keep smugglers off the road. And given how muddy the fields are that can already be enough to stop a wagon.
Time 2 Turns
Martial DC 20/50

[] Work out a pattern of Patrols
Nobody likes walking through mud and rains, but on these open areas it can be enough to stop people and creatures alike from passing you by. A horsemen with each patrol can give them the ability to call for help with decent speed, should something beyond their ability to deal with be sighted
Time 1 Turn
Martial DC 40

[] River Watchposts
The Stir is broad here, but with a post each side of the river it would take a heavy fog not to notice a barge or boat leaving the city. Manned with some archers and a reserve of pitch they should cause any captain to think twice about not following the order to come ashore.
Time 1 Turn
Stewardship DC 30

On matters of Diplomacy:

[] Exchange letters with Meister Altmann
All your supplies go through Bissendorf. Making nice with the Bürgermeister there may be of advantage. Also Bissendorf is the most likely direction for any trouble leaving Mordheim to go to, so staying in contact can help you iron out any slip-ups before the bother the rest of Ostermark
Only von Karlov himself
Time 1 Turn
Diplomacy DC 50

[] Write General von Slechkova in Essen
Your closest fellow general. If you are in contact with him, you might help each other when things get hairy here or at Essen
Only von Karlov himself
Time 1 Turn
Diplomacy DC 30

[] Write General Kriechen in Siegfriedshof
Sitting on the northeastern border, at the point where Stirland meets Ostermark and Silvania, General Kriechen is not technically your ally, or that of your Count or Empress, but he too has a duty of keeping the trouble of Mordheim away from his people. Maybe a contact could help you find out more about the events in to your south and if they relate to your duty.
Time 1 Turn
Intrigue DC 30 and Diplomacy DC 50

Free Action:
[] Getting to know one someone from your army:
-[] Major Yegor Selm
-[] Knight-Captain Jeremias Alfeld
-[] Priestess of Verena Alexandrine Duvall
-[] Witchhunter Captain Jonas Scharfauge
-[] Wanderer Simon Waldgeboren
Opposed Diplomacy vs Intrigue roll (both hidden) for information about the chosen person.
They will get a partially revealed character-sheet on the frontpage



I rolled for heroes from your various units without explicitly bought hero like the Verenians and only the Major stepped forward.
Just add the person to the action to make clear who does what.
If you think any other options should really be available say something.
Please vote by plan.
 
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