The Old World: Dark Age of the Empire

[X] Plan Fighting Count of Nuln
-[X] Cultists

This one appeals to me the most because it has dad go out like a badass :cool:

-[X] The Imperial Palace of Nuln

I'd like to be in Nuln itself, where all the action is.

-[X] Bismarck

I don't have any real opinions on name, so using EVA's

-[X] Diplomacy: 2 dice
-[X] Martial: 4 dice
-[X] Stewardship: 2 dice
-[X] Intrigue: 2 dice
-[X] Learning: 2 dice
-[X] Prowess: 3 dice

Decided to put more dice on our skill in leading troops and fighting personally since we'll be likely doing a good deal of it so close to Blackfire Pass.

-[X] Titan of Industry

Having direct control over some of the mines that produce our arms and armor will be very useful.

-[X] Verena
 
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[X] Plan new beginning in Nuln
-[X] Assassins
-[X] The Imperial Palace of Nuln
-[X] Andros Von Fortebraccio
--[x]Diplomacy - 2 d10s
--[x]Martial - 3 d10s
--[x]Stewardship - 3 d10s
--[x]Intrigue - 3 d10s
--[x]Learning - 3 d10s
--[x]Prowess - 2 d10s
-[X] Flint-Fetcher
-[X] Verena
 
[X] Plan Dawongr
[X] Greenskins
[X] Wissenburg Castle
[X] Wilhelm Von Schießpulver
[X] Stats
Diplomacy 2D10
Martial 3D10
Stewardship 3D10
Intrigue 2D10
Learning 3D10
Prowess 2 D10
[X] Dwarf-Friend
[X] Sigmar

We are the ruler of the industrial heartland of the empire, so in order to improve upon this I choose to increase the dice in stewardship, more dice in learning for improving the technology, and martial in order to be able to lead the army and improve it.
The combination of greenskins and dwarf-friend in order to have a better relationship with the Karak Ankor
Finally choosing Wissenburg castle in order to not appear as a imperial throne claimant (at least for the moment) and Sigmar to have a better relationship with the Cult and also the Dawi
 
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[X] Plan: Hanz
-[X] Assassins
-[X] The Imperial Palace of Nuln
-[X] Hanz
-[X] Stats
--[X] Diplomacy - 2D
--[X] Martial - 2D
--[X] Stewardship - 3D
--[X] Intrigue - 3D
--[X] Learning - 3D
--[X] Prowess - 2D
-[X] Titan of Industry
-[X] Sigmar

Edit: Joke plan
[] Plan: Hanz 'The Hammer'
-[ ] Greenskins
-[ ] The Imperial Palace of Nuln
-[] Hanz 'The Hammer'
-[] Stats
--[] Diplomacy - 1D
--[] Martial - 5D
--[] Stewardship - 1D
--[] Intrigue - 1D
--[] Learning - 1D
--[] Prowess - 6D
-[ ] Flint-Fetcher
-[ ] Sigmar
Hanz is known for smashing his problems with his hammer.
When that doesn't solve the problem he tends to invoke Sigmar to hit the problem even harder.
 
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Adhoc vote count started by Warkeymon on Dec 6, 2023 at 4:12 PM, finished with 17 posts and 13 votes.

  • [X] Plan Fighting Count of Nuln
    -[X] Cultists
    -[X] The Imperial Palace of Nuln
    -[X] Bismarck
    -[X] Diplomacy: 2 dice
    -[X] Martial: 4 dice
    -[X] Stewardship: 2 dice
    -[X] Intrigue: 2 dice
    -[X] Learning: 2 dice
    -[X] Prowess: 3 dice
    -[X] Titan of Industry
    -[X] Verena
    [X] Greenskins
    [X] Wissenburg Castle
    [X] Sigmar
    [X] Bismarck
    [X] Flint-Fetcher
    [X] Verena
    [X] Plan new beginning in Nuln
    -[X] Assassins
    -[X] The Imperial Palace of Nuln
    -[X] Andros Von Fortebraccio
    --[x]Diplomacy - 2 d10s
    --[x]Martial - 3 d10s
    --[x]Stewardship - 3 d10s
    --[x]Intrigue - 3 d10s
    --[x]Learning - 3 d10s
    --[x]Prowess - 2 d10s
    -[X] Flint-Fetcher
    -[X] Verena
    [X] Titan of Industry
    [X] The Imperial Palace of Nuln
    [X] Plan Dawongr
    [X] Wilhelm Von Schießpulver
    [X] Stats
    [X] Dwarf-Friend
    [X] Plan: Hanz
    -[X] Assassins
    -[X] The Imperial Palace of Nuln
    -[X] Hanz
    -[X] Stats
    --[X] Diplomacy - 2D
    --[X] Martial - 2D
    --[X] Stewardship - 3D
    --[X] Intrigue - 3D
    --[X] Learning - 3D
    --[X] Prowess - 2D
    -[X] Titan of Industry
    -[X] Sigmar


Vote Closed.
 
Now to hope for good rolls on our stats. crosses everything
 
Set-Up 3
There are a number of important positions that must be filled in the court of the Elector of Wissenland. You should select one Person of Power for each position. Each Person of Power has three traits and is an influential figure within their field, area or organisation. Appointing them to an official position will improve their opinion of you, improve your access to their resources and provide the benefits, or negatives, of their traits. You don't know any of them particularly well and can only see one of their traits before appointing them.



[ ] Ambassador at Large
The Ambassador at Large is charged with representing the Wissenland in all affairs out of state bar the Imperial Election itself or anything that gains the Elector's direct interest. Traditionally a position held by a noble of the Province.
-[ ] Select a Person of Power

[ ] Chamberlain of the Province
The Chamberlain of the Province is charged with resolving all matters with the nobility of the Province. Traditionally a position held by a noble of the Province.
-[ ] Select a Person of Power

[ ] Steward of the City
The Steward of the City is charged with overseeing all affairs of the City of Nuln and resolving the matters of the City notables. Traditionally a position held by a City notable.
-[ ] Select a Person of Power

[ ] Grand Marshal of the Iron Companies
The Grand Marshal of the Iron Companies is charged with maintaining, training and commanding the Iron Companies which make up the professional soldiery of the Wissenland. This position has been respectably held by a noble of the Province, a City notable or a Priest before.
-[ ] Select a Person of Power

[ ] Confidante of the Seat
The Confidante of the Seat is charged with protecting the secrets of the Elector, and occasionally carrying out their clandestine will. This position has been respectably held by a noble of the Province, a City notable or a Priest before.
-[ ] Select a Person of Power

[ ] High Master of the Schools
The High Master of the Schools is charged with directing the efforts of the many schools, colleges and universities of Nuln towards the betterment of the Wissenland. Traditionally a position held by a City notable.
-[ ] Select a Person of Power

[ ] Pontiff of the Wissenland
The Pontiff of the Wissenland is charged with all matters of the Cults of the Wissenland and the state of the faithful. Traditionally a position held by a priest of a Great Cult.
-[ ] Select a Person of Power

[ ] Chief Mourner
The Chief Mourner is responsible for representing the needs and wants of the Sudenland and all descendants of Auld Solland. Traditionally a position held by a noble of the Province.
-[ ] Select a Person of Power



Baroness Toppenheimer of Geschburg
Geschburg dominates a significant portion of the east bank of the River Soll and the Toppenheimers are respected Auld Sollanders. Geschburg itself is a small fortified market town built around a ferry dock fed by the nearby farmland and the occasional vineyard.
Dependable:
The Baroness of Geschburg is known to be a dependable woman, her work is consistent even if never extraordinary.
The Baroness applies +10 to all dice within her remit.

Count Pfeifraucher of Grissenwald
Grissenwald sits at the northernmost tip of the Wissenland and maintains the part of the Reikwald that crosses the River Grissen and the border. The town is larger than its small surrounding estates would suggest for a Dwarfen district has swollen the southern edge of Grissenwald. The fortified town is best known for building riverine ships for the ferries that cross both the Grissen and the Reik.
Easy-Going:
The Count of Grissenwald is known to be rather relaxed and to take offense only in the most severe of cases.
The Count will take no offense if they are not appointed to a position.

Countess Pfeifraucher of Kreutzhofen
Kreutzhofen sits in the approaches of the Vaults and at the crossroads of three mountain passes. From Kreutzhofen trades can reach Bretonnia, Karak Izor and Tilea and naturally the fortified town has swollen around a vast marketplace. That high in the mountains the town must rely on trade to feed itself however.
Violent:
The Countess of Kreutzhofen is known to flying to violent rages at the lightest of provocations.
The Countess will cause failures within her remit to fail worse.

Baron von Kalb of Kroppenleben
Kroppenleben sits in the foothills of the Black Mountains and controls the slopes of the Sudenland. The road up from the Sudenland to Karak Hirn passes through what cannot truly be called a town and merchants often purchase the furs that the village is known for in the shade of the tower of the Baron.
Cheerful:
The Baron of Kroppenleben is known to be a cheery fellow, for an Auld Sollander, and carries that energy with him when meeting new people.
The Baron applies +15 to all dice in their remit if they are the Ambassador at Large or Chamberlain of the Province.

Baron Toppenheimer of Pfeildorf
Pfeildorf is the old capital of the Sudenland. It is a large town with a vast wool market feeding the Clothworks, much of Northern Sudenland falls under the control of Pfeildorf which makes the Baron a wealthy and powerful man.
Inspiring:
The Baron of Pfeildorf is known to be an inspiring man and is the figurehead of the Auld Sollander faction of the nobility.
The Baron applies +5 to all dice in the remit of any Auld Sollander.

Baron Preiss of Scharmbeck
Scharmbeck is a particularly isolated village high on the slopes of the Vaults. The whole village sits within three wide rings of standing stones and is hard to get to from the Wissenland below as the winding road up the mountains is essentially lost every winter. The village is known however for its nearby coal mines and produces large quantities of the material for the Empire.
Jealous:
The Baron of Scharmbeck is known to be a jealous man, he does not share of the wealth of the Vaults lightly.
The Baron applies -10 to all interactions with Dwarfs in their remit.

Baroness von Heisenberg of Sonnefurt
Sonnefurt is an old Imperial Fort that guards a pass through the Black Mountains and the only ferry crossing on the road across the Sonnefurt. In the current age of the Empire however the fort is in disrepair and there are few trained soldiers in Sonnefurt anymore.
Restless:
The Baroness of Sonnefurt is known to be a restless woman, she flits from project to project well before any is finished.
The Baroness provides 1 extra Action Die but -10 to all dice in their remit.

Baron Herbart of Steingart
Steingart dominates the eastern Sudenland, and the Baron presides over several farming villages from the tower of Steingart. The most fertile breadbasket of the Province, but also the heart of the Solland independence movement.
Foolish:
The Baron of Steingart is known to be a foolish man, he really should leave his estates in the capable hands of stewards.
The Baron applies -10 to all dice in their remit.

Baron von Eigenhof of Wusterburg
Wusterburg is a fortified town that controls the Wissenlander side of the River Soll in the middle-south of the Province. Wusterburg and the villages around it provide Wissenland's food supply, though it doesn't quite compete with Steingart, and sits but a day or so north of the ruins of Bugman's Brewery,
Idealistic:
The Baron of Wusterburg believes in perfection and believes that perfection is achievable by the ordinary Wissenlander.
The Baron applies +5 to all dice in the remit of any Wissenlander.
Imperial Gunnery School
Built by the Dwarfs some two hundred years ago and taught the secrets of the Blackpowder, the Imperial Gunnery School is responsible for training gunmen and artillerists and producing the weapons and ammunition that they use. The Mistress of the School has come up through the ranks of the gunnery engineers who build the cannons.
Selfish:
The Mistress of the School is known to be a selfish woman, she will turn all means to her own ends.
The Mistress applies +10 to dice in any remit that benefits the Imperial Gunnery School and -5 to dice in any remit that do not.

Iron Tower of the Witchhunters
Technically part of the Cult of Sigmar, though the Witchhunters have distanced themselves politically, the Iron Tower is responsible for protecting Nuln from Cultists of all types. The Master of the Tower is known for hunting necromancers.
Eccentric:
The Master of the Tower is known to be quite eccentric; you never know what he's about to do.
The Master applies randomly -5 or +10 to all dice in any remit.

Grand University of Nuln
The oldest University in the Old World and the single greatest institution of learning in the Empire, the Grand University attracts scholars from throughout civilisation. The Master of the Grand University is a renowned historian.
Charming:
The Master of the Grand University is known to be a charming man, a smile and a kind word can sway most to their side.
The Master applies +15 to all dice in their remit if they are the Steward of the City or High Master of the Schools.

Richthofen Foundry
The Richthofen family own a vast estate in the city which glows day and night with forges and furnaces and foundries never ceasing. Workers are known to die at least once a week in the harsh conditions of the Foundry, but the waiting list of new recruits is just as incessant. The Foundry provides almost all the metalwork that the rest of Nuln uses for their works.
Decisive:
The Richthofen Patriarch is known to be a decisive man, if a decision need be made then he shall not dither.
The Patriarch applies +10 to all dice in their remit.

Bank of Nuln
A grand marble palace designed to look stately and formidable the Bank makes use of all manner of means to ensure the security of its vaults. The uppermost floors are devoted to investment managers who are responsible for arranging many of the orders that the Industrielplatz ends up producing, for commission fees of course.
Foolish:
The Master of the Bank is known to be a foolish man, it is fortunate the Bank has many methods of overruling him.
The Master applies -10 to all dice in their remit.

College of Engineering
The College is largely focused on more civilian forms of Engineering that the Gunnery School, such things as chemistry and architecture but also better ways of refining, smelting and working metals. The College is quite small however for Electors have often favoured the School.
Rebellious:
The Mistress of the College has a few too many links to known rebels to be merely coincidence.
The Mistress provides +3 Action Dice. All dice in their remit critically fail on a 10 or less.

Hall of the Great Guilds
The Hall of the Great Guilds is the meeting house of all of the guilds of Nuln. Skilled tradesmen are still needed outside of the metalworks and the mass-produced metalworks of the Foundry don't always meet the quality requirements that can be met by independent smithies. The current Seneschal of the Hall has been elected from amongst the Guildmasters and comes from the Hatters' Guild.
Inspiring:
The Seneschal of the Hall is known to be an inspiring man and is very popular amongst Nulners.
The Seneschal applies +5 to all dice in the remit of any City notable.

The Universität
Not all subjects are represented by the Grand University, perhaps they are not considered prestigious enough. But the Universität would gladly provide a course on any subject if only it had the teachers to do so. The current Dean of the Universität is a Halfling who runs the Culinary School.
Easy-Going:
The Dean of the Universität is known to be rather relaxed and to take offense only in the most severe of cases.
The Dean will take no offense if they are not appointed to a position.

The Wissenland Gazette
The largest printing house in Nuln produces the most read daily newspaper in the City and has a monthly newsletter that it sells throughout the Province. The Editor in Chief of the Wissenland Gazette has the final say on what news stories make the light of day and in what tone those stories are portrayed.
Restless:
The Editor in Chief is known to be a restless man, he flits from project to project well before any is finished.
The Editor in Chief provides 1 extra Action Die but -10 to all dice in their remit.
Cult of Sigmar
One of the Great Cults of the Empire, the Cult of Sigmar Heldenhammer is particularly powerful and often very politically invested. The Cathedral of Sigmar in Nuln is the home of the Arch-Lector of the Wissenland. Sigmarites hold that the most important cause is the defence of the unity of the Empire, then the protection of Mankind and Dwarfkind, then the adherence to authority.
Anxious:
The Arch-Lector of Nuln is known to be an anxious man, uneager to commit to a task.
The Arch-Lector provides -1 Action Die but +5 to all dice in their remit.

Cult of Verena
One of the Great Cults of the Empire, the Cult of Verena the Lady of Justice is powerful within Nuln in particular. The Temple of Verena in Nuln is home the Halls of Justice and the Library of Knowledge and the Cult has devout servants in most of Nuln's institutions. Verenans hold that the most important cause is the protection of knowledge, then protection of law and justice and then edification through wisdom.
Eccentric:
The High Priestess is known to be quite eccentric; you never know what she's about to do.
The High Priestess applies randomly -5 or +10 to all dice in any remit.

Cult of Morr
One of the Great Cults of the Empire, the Cult of Morr the King does not involve itself in politics very often and is generally considered a very inoffensive Cult throughout the Empire. They do retain a number of militant chambers in all the Provinces however and even Electors usually allow them to keep their own legal codes concerning all crimes that occur within the fences of their Gardens. Morrites hold that the most important cause is the restful slumber of those who have passed on.
Secretive:
The High Priestess is supposed to hold many secrets though none may know which.
The High Priestess applies +15 to all dice in their remit if they are the Confidante of the Seat.

Cult of Myrmidia
A Minor Cult of the Empire, the Cult of Myrmidia is not technically officially permitted within the Empire though Electors of the Wissenland have long turned a blind eye to the Cult slowly moving into the Province across the passes. Myrmidia's holy domain is the Arts of Civilisation all the way from actual art to warfare.
Restless:
The High Priestess is known to be a restless man, she flits from project to project well before any is finished.
The High Priestess provides 1 extra Action Die but -10 to all dice in their remit.

Cult of Gargali
A Minor Cult of the Empire, the Cult of Gargali patronises the miners of the Wissenland and has close ties with the Dwarfen Cult of Grungni. Indeed, it is customary for the few Temples of Gargali to have a separate chamber containing a Shrine of Grungni. The Cult of Gargali is popular on the fringes of the Wissenland.
Arrogant:
The High Priest is known to be quite arrogant; their opinion of their own worth is rarely shared.
The High Priest applies -10 to all dice in their remit if they are the Chamberlain of the Seal, Steward of the City or Ambassador at Large.

Cult of Wendred
A Minor Cult of the Empire, the Cult of Wendred is mostly centred around the City of Nuln itself but has a healthy following amongst the Wissenlander nobility. Worship of Wendred mostly concerns itself with the upholding of duty and following through on oaths and promises.
Overbearing:
The High Priest is known to be an overbearing presence and a heavy hand, oft involved in everything.
The High Priest provides 1 extra Action Die but applies -5 to all dice in any remit.

Cult of Soll
A Minor Cult of the Empire, the Cult of Soll is powerful in the Sudenland and many Auld Sollanders worship Soll. The Cult clashes frequently with other Cults and with the authorities as its leaders are frequently involved in the Sollander Independence Movement and there are frequent accusations that Priests of Soll actively hide sorcerers from the Witchhunters.
Bold:
The High Priestess is known to be a bold woman, audacious in all of her dealings.
The High Priestess applies +5 to all dice within their remit. All dice in their remit critically succeed on 100 or more.
 
Hmm, a quick look indicates that of the nobles, Baroness and Baron Toppenheimer, von Kalb, and bon Eigenhof are excellent choices.

For the City Notables, the Grand University, Richthofen Foundry, and Hall of the Great Guilds are all rather good. The College of Engineering is pretty tempting, but the bit about being associated with rebels and a much higher crit fail range are big drawbacks.

And for Priests, only the Cult of Morr and Soll are the purely good ones.
 
Character Sheets
The Grand Count of Wissenland, Count of Nuln and Duke of Meissen

Born 1977 IC

Stats:
Diplomacy - 16
Martial - 30
Stewardship - 11
Intrigue - 14
Learning - 20
Prowess - 16

Lightly injured (13/16)


Active Effects:
Nulner
There are three types of people in the Wissenland, those who are from the Province, those who are from Auld Solland and the Nulner. Nulners are known to be perhaps better educated, the Universität puts on lessons for the paupers, and generally a bit wealthier. As such they tend to look down upon, and be looked down upon by, the people of the Province.
Provides +1 Stewardship, +1 Learning. -10 Diplomacy in the Province, +5 Diplomacy in the City.

Titan of Industry
The Armoury of the Empire is fuelled by deep mines of coal and iron. In recent years a number of mines have fallen into the direct control of the Elector.
Provides +1 Stewardship. The von Liebwitz estate includes mines at Dotternbach and Halgerbach.

Adherent of Verena
The Lady of Justice, Verena is the Goddess associated with learning, justice and wisdom. The Cult of Verena is very decentralised which means the greatest power in the Cult as far as the Wissenland need concern itself is the Temple of Verena in Nuln, alas the Cult of Verena is a formidable patron of many of the City's institutions. Verenans are expected to protect all knowledge, though what this means exactly is debated, and to uphold Law and Justice.
Provides +2 Learning. +5 Diplomacy with the Cult of Verena.

Foe of Chaos
Under cover of night Chaos cultists launched an attack on your family going so far as to kidnap Father. Fortunately, before they could use him in some horrific ritual, he managed to get a hand loose and grab the Dwarfen Hand Grenade he kept hidden in a pocket of his dressing gown. A favoured gift from a dear friend you recall.
Provides +1 Martial, +1 Prowess. +5 Prowess with Blackpowder Weapons. +5 Martial and +5 Prowess against Chaos.

Noteworthy Equipment:
Father's Duckfoot
Your father's trusty three-barrel duckfoot gun is now your own. It is your primary weapon of choice and travels with you.

Bloodbringer
The Runefang of the Wissenland, Bloodbringer exudes a runic effect that tires the foe. You've trained with Bloodbringer and will bring it to battle, but travel with such a relic would be unwise.

Grudgesettler
The Runefang of the Sudenland, Grudgesettler serves as a symbol of legitimacy for your rule in the Sudenland. It sits in a case in the Imperial Palace.

Dwarfen Dowries
A Dwarfen made gromril helm and a steel shield offer significant protection. Their masterful creation, and yet lack of heritage, mean they can be easily brought on the road.
Grand Countess of Wissenland, Countess of Nuln and Duchess of Meissen

Born 1981 IC

Stats:
Diplomacy - 19 (+10)
Martial - 4 (+2)
Stewardship - 29 (+15)
Intrigue - 27 (+14)
Learning - 28 (+14)
Prowess - 14 (+7)

Active Effects:
Middle-Tilean
Hailing from the City of Trantio in middle-Tilea, these people are influence by Dwarfen Kingdoms in the mountains of the Vault and by the cut-throat politics of Tilea. The Middle-Tileans are known to be skilled in politicking with their quiquennial elections.
Provides +2 Intrigue, -10 Diplomacy with Upper and Lower Tileans, +5 Diplomacy with Dwarfs.

Adherent of Verena
The Lady of Justice, Verena is the Goddess associated with learning, justice and wisdom. The Cult of Verena is very decentralised which means the greatest power in the Cult as far as the Wissenland need concern itself is the Temple of Verena in Nuln, alas the Cult of Verena is a formidable patron of many of the City's institutions. Verenans are expected to protect all knowledge, though what this means exactly is debated, and to uphold Law and Justice.
Provides +2 Learning. +5 Diplomacy with the Cult of Verena.

Princess-President in the Making
In the politics of Trantio there are very few dynasties, the Princely families might go decades between taking up the position of President. But some families devote enough time and effort to the education of their children that sometimes it is readily apparent that a new President is on the way, it would only be a matter of time.
Provides +2 Intrigue, +5 Diplomacy with Trantio

Idealistic
The Princess believes in perfection and believes that perfection is achievable by the ordinary Tilean.
The Princess applies +5 to all dice in the remit of any Tilean.
Heir to Wissenland

Born 2008 IC

Stats:
Diplomacy - ?
Martial - ?
Stewardship - ?+1
Intrigue - ?
Learning - ?+1
Prowess - ?



Active Effects:
Nulner
There are three types of people in the Wissenland, those who are from the Province, those who are from Auld Solland and the Nulner. Nulners are known to be perhaps better educated, the Universität puts on lessons for the paupers, and generally a bit wealthier. As such they tend to look down upon, and be looked down upon by, the people of the Province.
Provides +1 Stewardship, +1 Learning. -10 Diplomacy in the Province, +5 Diplomacy in the City.
Born 2008 IC

Stats:
Diplomacy - ?
Martial - ?
Stewardship - ?+1
Intrigue - ?
Learning - ?+1
Prowess - ?



Active Effects:
Nulner
There are three types of people in the Wissenland, those who are from the Province, those who are from Auld Solland and the Nulner. Nulners are known to be perhaps better educated, the Universität puts on lessons for the paupers, and generally a bit wealthier. As such they tend to look down upon, and be looked down upon by, the people of the Province.
Provides +1 Stewardship, +1 Learning. -10 Diplomacy in the Province, +5 Diplomacy in the City.
Baroness of Geschburg and Chamberlain of the Province of Wissenland

Active Effects:
Auld Sollander
There are three types of people in the Wissenland: the Nulners of the City, the Wissenlanders of Wissenland and Auld Sollanders from the Sudenland. Auld Sollanders can lay claim to a heritage going back to Solland when it was still an Elector Province in its own right and can chafe under Wissenlander control.

Chamberlain of the Province
Baroness Molly has been appointed as Chamberlain of the Province, her reputation as a dependable woman should encourage the nobility that their Elector Count intends to take them seriously.

Dependable
The Baroness of Geschburg is known to be a dependable woman, her work is consistent even if never extraordinary.
The Baroness applies +10 to all dice within her remit.

Manipulative
The Baroness has some skill at pulling the strings from behind the screen.
The Baroness provides +1 die but at least 1 die must always be spent in her remit.

Decisive
The Baroness is known to be a decisive woman, if a decision need be made then she shall not dither.
The Baroness applies +10 to all dice in their remit.
Head of the Richthofen Family, Owner of the Richthofen Foundry and Steward of the City of Nuln

Active Effects:
Nulner
There are three types of people in the Wissenland, those who are from the Province, those who are from Auld Solland and the Nulner. Nulners are known to be perhaps better educated, the Universität puts on lessons for the paupers, and generally a bit wealthier. As such they tend to look down upon, and be looked down upon by, the people of the Province.

Steward of the City
Patriarch Magnus has been appointed as the Steward of the City, certainly a mark of respect for one of Nuln's wealthiest and most influential families.

Decisive
The Richthofen Patriarch is known to be a decisive man, if a decision need be made then he shall not dither.
The Patriarch applies +10 to all dice in their remit.

Bold
The Patriarch is known to be a bold man, audacious in all of his dealings.
The Patriarch applies +5 to all dice within their remit. All dice in their remit critically succeed on 95 or more.

Overbearing
The Patriarch is known to be an overbearing presence and a heavy hand, oft involved in everything.
The Patriarch provides 1 extra Action Die but applies -5 to all dice in any remit.
Baron of Wusterburg and Grand Marshal of the Iron Companies

Active Effects:
Wissenlander
There are three types of people in the Wissenland, the Nulners of the City, Auld Sollanders from across the Soll and the true Wissenlander of the Province. Considered country bumpkins by Nulners and thieving rivals by Auld Sollanders the Wissenlander can often feel that they are without power within their own Province.

Grand Marshal of the Iron Companies
Baron Manfred has been appointed as the Grand Marshal of the Iron Companies, the only Wissenlander to be called up for duty he will certainly strive to make a good impression on behalf of his people.

Idealistic
The Baron of Wusterburg believes in perfection and believes that perfection is achievable by the ordinary Wissenlander.
The Baron applies +5 to all dice in the remit of any Wissenlander.

Bold
The Baron is known to be a bold man, audacious in all of his dealings.
The Baron applies +5 to all dice within their remit. All dice in their remit critically succeed on 95 or more.

Inspiring
The Baron of Wusterburg is known to be an inspiring man and carries the hopes of many Wissenlanders with him.
The Baron applies +5 to all dice in the remit of any Wissenlander.
High Priestess of the Cult of Morr in the Wissenland and Confidante of the Seat of Wissenland

Active Effects:
Tilean
The Wissenland has a long history of co-operation with the Tileans across the Vaults and several of the Cults and Schools gladly recruit from among the Tileans. Tileans are not popular in the Province and the Sudenland, but Nulners don't so much mind them.

Confidante of the Seat
High Priestess Deianira has been appointed as the Confidante of the Seat; it is only natural that a woman charged with taking secrets beyond even the grave would be trusted with the secrets of an Elector.

Secretive
The High Priestess is supposed to hold many secrets though none may know which.
The High Priestess applies +15 to all dice in their remit if they are the Confidante of the Seat.

Charming
The High Priestess is known to be a charming woman, a smile and a kind word can sway most to their side.
The High Priestess applies +15 to all dice in their remit if they are the Steward of the City or High Master of the Schools.

Idealistic
The High Priestess believes in perfection and believes that perfection is achievable by the ordinary Tilean.
The High Priestess applies +5 to all dice in the remit of any Tilean.
Master of the Grand University, Department Head of the History Department and High Master of the Schools of Nuln

Active Effects:
Nulner
There are three types of people in the Wissenland, those who are from the Province, those who are from Auld Solland and the Nulner. Nulners are known to be perhaps better educated, the Universität puts on lessons for the paupers, and generally a bit wealthier. As such they tend to look down upon, and be looked down upon by, the people of the Province.

High Master of the Schools
Master Gerhard has been appointed as the High Master of the Schools, which comes as little surprise as the Electors of the Wissenland seem to favour the Grand University over Nuln's many other institutions of learning.

Charming
The Master of the Grand University is known to be a charming man, a smile and a kind word can sway most to their side.
The Master applies +15 to all dice in their remit if they are the Steward of the City or High Master of the Schools.

Beloved of the City
The Master of the Grand University is very popular within the walls of the City of Nuln and a figure of great respect for Nulners.
The Master applies +10 to all dice in the remit of any Nulner.

Rebellious:
The Master of the Grand University has a few too many links to known rebels to be merely coincidence.
The Master provides +3 Action Dice. All dice in their remit critically fail on a 10 or less.
High Priestess of the Cult of Verena in the Wissenland and Pontiff of the Wissenland

Active Effects:
Tilean
The Wissenland has a long history of co-operation with the Tileans across the Vaults and several of the Cults and Schools gladly recruit from among the Tileans. Tileans are not popular in the Province and the Sudenland, but Nulners don't so much mind them.

Pontiff of the Wissenland
High Priestess Themis has been appointed as the Pontiff of the Wissenland, and no-one is especially surprised for the new Elector is known to be an adherent of the Cult of Verena himself.

Eccentric
The High Priestess is known to be quite eccentric; you never know what she's about to do.
The High Priestess applies randomly -5 or +10 to all dice in any remit.

Bold
The High Priestess is known to be a bold woman, audacious in all of her dealings.
The High Priestess applies +5 to all dice within their remit. All dice in their remit critically succeed on 95 or more.

Nurturing
The High Priestess is known to be a nurturing sort, well used to helping smaller souls grow strong.
The High Priestess applies +2 to all dice in any remit.
Baron of Pfeildorf and Chief Mourner of the Sudenland

Active Effects:
Auld Sollander
There are three types of people in the Wissenland: the Nulners of the City, the Wissenlanders of Wissenland and Auld Sollanders from the Sudenland. Auld Sollanders can lay claim to a heritage going back to Solland when it was still an Elector Province in its own right and can chafe under Wissenlander control.

Chief Mourner
Baron Nikolaus has been appointed the Chief Mourner, most likely because of his position as Baron of Pfeildorf but perhaps because many Auld Sollanders have rallied behind him.

Inspiring
The Baron of Pfeildorf is known to be an inspiring man and is the figurehead of the Auld Sollander faction of the nobility.
The Baron applies +5 to all dice in the remit of any Auld Sollander.

Bold
The Baron is known to be a bold man, audacious in all of his dealings.
The Baron applies +5 to all dice within their remit. All dice in their remit critically succeed on 95 or more.

Restless
The Baron of Pfeildorf is known to be a restless man, he flits from project to project well before any is finished.
The Baron provides 1 extra Action Die but -10 to all dice in their remit.
 
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Hmm, so we rolled ok for Diplomacy, great for Martial, a little below average for Stewardship, great for Intrigue, fucking critted on Learning :o, and well below average on Prowess. I'm sad about that Prowess roll, but otherwise we rolled quite well i think :)
 
Looking through the Notables, they are gonna be fun to try to herd around for the good of the province. There are some gems there, some pieces of coal, and some just regular ores.

I have to ask QM. How much fuss will be made on those who got the positions and those who didnt?
 
Good point, can we expect any to take a lack of position, or a particular position, as an insult?

At least, as far as we know, given we're not omniscient.
 
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