The Old World: Dark Age of the Empire

Right, so that means Bel-Hathor, the Sage, is the Phhoenix King. Finubar is wandering the Old World and discovering humans have a civilization. The current High King of the dwarfs is either named Alric or a OC.

Leonardo da Miragliano is either dead or currently in the Imperial school of Engineers. Whichever the case The Imperial School of Engineers currently has all twelve Steam Tanks? Or perhaps it has yet to be founded and Leonardo is not yet in the Empire?


How does this exist? There is no printing press right now, or at least it shouldn't be until 2517 IC. I can accept them existing, but without a press to support the copying... how do they produce so many copies? Magic?

Leonardo is currently still in Miragliano, he is invited to Reikland to lead the Imperial Engineers' School at the start of the Vampire Wars when the Prince hears about his ideas for a Steam Tank.

The Wissenland Gazette currently is using wooden block printers where they have wooden blocks with common words and then with the letters, it isn't quite as fast or even with the ink as metal removable-type printing presses and requires new blocks to be cut regularly and a lot more ink but is better than scribes for mass production. When the Gazette House is producing anything other than the daily Gazette however it contracts scribes. Most Nulners are literate as a result of Universität lessons so scribes are cheap in the City.
 
Turn 1 - Early 2000 IC
As the Empire begins to recover from the turn of the Millenium, with outbreaks of sickness in the east again and Mordheim destoyed, you have ascended to the throne of the Imperial Palace of Nuln.

Your Father passed battling Chaos Cultists and levelling a whole building on top of himself and on the Cultists who held him captive in the process. Your youth followed in his footsteps, learning about the Iron Companies of Nuln, studying warcraft and; though you've devoted plenty of time to pracice; being a mediocre shot with a rifle.

In the most recent years of your life you've grown into a man, become a sworn adherent of the Cult of Verena and begun work managing a few mines on the Electoral Estate. And now you must put everything into practice as the Elector Count of the Grand County of the Wissenland. Fortune has it that your Father left you with a healthy enough Province and only a handful of problems.

You've gathered your council, noblemen, priestesses and worthies of the City of Nuln and must now decide on what challenges are to be faced in the first half of this year.


Each turn represents one half of the year. You will have a reflection on the past 6 months where you see the results of your Action Dice and then vote on a plan for the next 6 months.

You have 10 Action Dice. You must apply at least one Action Die to the Province.

If a target is Must Beat, then that must be beaten in a single turn to succeed. If a target is Required Effort, then that can be built up towards over several turns.



Develop Diplomacy
You're not terrible at diplomacy but you're also not a particular expert. Take some lessons to advance your Diplomacy skill.
Cost: 100 Marks per Die
Must Beat: 100

Engage with a Noble, Notable or Cult (Write-In which Person of Power)
The Wissenland is made of varied Estates, Cults and the City, improving the relationship between yourself and one of your People of Power can improve their investment in the Province. This may also be an opportunity to have more complex discussions about their wants and needs or to make a proposition. (May write-in a suggestion for the discussion you want with the person)
Cost: 100 Marks per Die
Must Beat: 50

Engage with an Elector (Write-In which Elector)
The Empire is made up of several provinces and improving the relationship between yourself and their Elector can create inter-province agreements and support. This may also be an opportunity to have more complex discussions about their wants and needs or to make a proposition. (May write-in a suggestion for the discussion you want with the Elector)
Cost: 500 Marks per Die
Must Beat: 150

Engage with a Neighbour (Write-In which Neighbour)
The Old World is made up of several nations and improving the relationship between the Wissenland and one of her neighbours can create international agreements and support. This may also be an opportunity to have more complex discussions about their wants and needs or to make a proposition. (May write-in a suggestion for the discussion you want with the Neighbour)
Cost: 500 Marks per Die
Must Beat: 100

Develop Martial
You're noteworthy for being a skilled leader of men and for your military mind. But there's always more progress that could be made.
Cost: 100 Marks per Die
Must Beat: 300

Expand an Iron Company (Select an Iron Company)
Recruit, train and equip men to expand one of the Iron Companies. +10% Company size.
Cost: 1,000 Marks and 200 Materials per Die
Required Effort: 0/300

Fortify the Border (Select a Settlement)
Invest effort in the improvement of the fortifications around a border settlement of the Wissenland.
Cost: 1,000 Marks and 200 Materials per Die
Required Effort: See List of Options
The City of Nuln - 0/2,500
Grissenwald Town - 0/1000
Kreutzhofen Town - 0/1000
Nehren Town - 0/1000
Kroppenleben Village - 0/500
Sonnefurt Fort - 0/500
Heisenburg Village - 0/500
Jengen Village - 0/250

The Matter of Bugman
The Bugman's Brewery in the Barony of Wusterburg was a symbol of Wissenlander-Dwarfen compatriotism. While Master Bugman was abroad the Brewery has been burnt down and his clan slain or kidnapped. He has approached the Imperial Palace to request you join his efforts to strike out this most heinous Grudge.
Cost: 5,000 Marks, 10,000 Food and 2,000 Materials - One Time Cost to start your campaign.
Must Beat: 25

Launch an Expedition
Take decisive action and lead the Army of the Wissenland into battle. (Select an intended target)
Cost: 5,000 Marks, 10,000 Food and 2,000 Materials - One Time Cost to start your campaign.
Required Effort: 50

Call up Free Company (Select a Free Company)
Send out the word that you're commanding a Free Company to come into order and assemble.
Cost: 100 Marks per Die
Must Beat: 50

Improve Free Company (Select a Free Company)
Issue equipment to volunteers, send out sergeants and spread the word that all men should join their Reserve.
Cost: 500 Marks and 50 Materials per Die.
Required Effort: 0/200

Develop Stewardship
You're below average at this whole Stewardship thing, perhaps numbers aren't quite your field. Perhaps you need to work on your skill.
Cost: 100 Marks per Die
Must Beat: 80

Prospect the Mountains (Select a Settlement)
Send out Prospectors into the Province around one of the Mountain-side settlements.
Cost: 200 Marks per Die
Must Beat See List of Options
Tierhugel - 200
Scharmbeck - 100
Dotternbach - 100
Halgerbach - 100
Owingen - 25
Heisenberg - 25
Nehren - 25
Weilerberg - 25
Kreutzhofen - 25
Rohrhausen - 25
Oshausen - 25
Kroppenleben - 25
Ummenbach - 25
Jengen - 25

Expand Mines (Select a Settlement)
Invest in the existing mines to dig deeper and more greedily around already known veins.
Cost: 500 Marks and 100 Materials per Die
Effort Required: See List of Options
Tierhugel - 0/400
Dotternbach - 0/200
Halgerbach - 0/200
Scharmbeck - 0/200

Expand Farms (Select a Settlement)
Invest in the fertile land of the Rivers of the Wissenland to expand the farms of the estates.
Cost: 500 Marks and 100 Materials per Die.
Effort Required: See List of Options
Geschburg - 0/200
Meissen - 0/150
Steingart - 0/150
Althausen - 0/150
Eigenhof - 0/150
Wusterburg - 0/150
Rotenbach - 0/150
Durbheim - 0/150
Auggen - 0/100
Hausern - 0/100
Hornfurt - 0/50
Salmfahre - 0/50
Pahl - 0/50
Moasach - 0/50
Waldbach - 0/50
Erbshauen - 0/50
Wissenburg - 0/50
Wurmgrube - 0/50
Hinkend - 0/50
Wittenhausen - 0/50

Riverine Docks (Select a Settlement)
Invest in the dockyards of a river-side settlement to improve trade through it.
Cost: 500 Marks and 100 Materials per Die.
Effort Required: See List of Options
City of Nuln - 0/300
Kreutzhofen - 0/200
Wusterburg - 0/150
Wissenburg - 0/150
Geschburg - 0/150
Pfeildorf - 0/100
Jengen - 0/100
Meissen - 0/100
Staig - 0/50
Ellwangen - 0/50
Ballenhof - 0/50
Osterzell - 0/50
Steingart - 0/50
Durbheim - 0/50
Sexau - 0/50
Rohrhof - 0/50
Eppiswald - 0/50
Mauchen - 0/50
Sonnefurt - 0/50
Maselhof - 0/50

Invest in City Institutions (Select an Institution)
Dedicate your efforts to expanding and improving the facilities of a City Institution.
Cost: 800 Marks and 150 Materials per Die
Effort Required: See List of Options
The Industrielplatz - 0/500
Imperial Gunnery School - 0/300
The Bank of Nuln - 0/200
College of Engineering - 0/150

Develop Intrigue
You're alright at Intrigue, plots come together, and intelligence efforts are effective enough. But you could certainly improve.
Cost: 100 Marks per Die
Must Beat: 140

Investigate Threat (Select a Threat)
Without any network of Counteragents to hand; you and your trusty Greatswords, or the Confidante and her Black Guard if she can persuade you leave it with her; will investigate one of the known threats on your intelligence list.
Cost: 50 Marks per Die
Must Beat: See List of Options
Unidentified Foreign Agents - 300
Ranaldian Insurrectionists - 250
Secessionists - 150
Nuln Cult of Chaos Undivided - 100
Sollander Independence Movement - 50

Assault Threat (Select a Threat and Aim)
Without any Counteragents to hand you'll be starting a military operation. Send soldiers to arrest or kill known members of a threat.
Cost: 200 Marks and 20 Materials per Die
Must Beat: See List of Options
Unidentified Foreign Agents - Arrest 300 - Kill 400
Ranaldian Insurrectionists - Arrest 200 - Kill 150
Secessionists - Arrest 150 - Kill 150
Nuln Cult of Chaos Undivided - Arrest 100 - Kill 50
Sollander Independence Movement - Requires military expedition.

Establish Agents (Select any faction you can perform diplomacy with)
Train and deploy intelligence staff capable of spying, stealing, kidnapping and killing on your orders with discretion and subtlety.
Cost: 500 Marks and 100 Food per Die
Must Beat: 100

Establish Counteragents (Select a Region)
Train and deploy intelligence staff capable of detecting, arresting or killing agents within the Regions of the Wissenland. (Nuln, Wissenland, Sudenland)
Cost: 500 Marks and 100 Food per Die
Must Beat: 60

Develop Learning
You're known to be a learned man, a natural consequence of your Cult and the city of your birth. But a learned man knows firstmost, there is always more to learn.
Cost: 100 Marks per Die
Must Beat: 200

Develop the Flintlock
The Imperial Gunnery School believes that the rifles produced in Nuln could be made more resistant to wet environments and faster firing by adjusting the mechanism that lights the blackpowder.
Cost: 700 Marks and 50 Materials per Die
Must Beat: 200

Develop the Shot Package
The Imperial Gunnery School believes that while the Great Cannon fires huge cannon balls quite well there's an argument to be made, they could fire more than one at once if only they could work out how to pack it.
Cost: 1000 Marks and 100 Materials per Die
Must Beat: 300

Develop the Magnetic Compass
While there are some simple compasses that use water or lodestone the College of Engineering has come to you looking for support for an idea of a Magnetic Compass. A device that uses refined lodestones to always show North. Useful for navigation you suppose.
Cost: 300 Marks and 10 Materials per Die
Must Beat: 100

Invest in the Schools
Expand and improve the facilities of the institutions of learning that Nuln boasts.
Cost: 800 Marks and 150 Materials per Die
Effort Required: See List of Options
The Grand University - 0/300
The Imperial Gunnery School - 0/300
The Universität - 0/100
The College of Engineering - 0/100

Develop Prowess
For all the effort you've put in, you're not perhaps as dangerous as you'd like to be.
Cost: 100 Marks per Die
Must Beat: 110


Suggestions are appreciated. If there's something you'd like to do, I'll add it to the list if its an option or tell you that it isn't.
 
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[] Plan: Bearly over the starting line
Diplomacy
-[] Engage with a Noble, Notable or Cult (Write-In which Person of Power)
--[] Baroness von Heisenberg of Sonnefurt: State of the Fort and garrison, does she need anything to keep Black Mountain pass safe ect. 1Dice
Martial

-[] The Matter of Bugman 1Dice
Stewardship

-[] Prospect the Mountains (Select a Settlement)
--[] Rohrhausen - 25 1Dice
-[] Expand Farms (Select a Settlement)
--[] Wittenhausen - 0/50 1Dice
-[] Riverine Docks (Select a Settlement)
--[] Sonnefurt - 0/50 1Dice
Intrigue

-[] Assault Threat (Select a Threat and Aim)
--[] Nuln Cult of Chaos Undivided - Arrest 100 - Kill 50 3Dice
Learning

-[] Invest in the Schools
--[] The Grand University - 0/300 2Dice

Diplo: First order of business check in on Black Mountain pass. (The info blurp on this says it's in disrepair and has few soldiers)
Martial: Help the Dawi or suffer Grumbling
Stewardship: Prospect for mines, build farms and build a dock to Sonnefurt
Intrigue: Go after the cult that tried to sacrifice our father hard.
Learning: They are kinda peeved at us, so maybe bribe them?

Edit: Changed prospecting to Rohrhausen, the furthest away I could see on the map from any Dawi holds.
Also fixed the Blackfire pass mistake.
 
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--[] Baroness von Heisenberg of Sonnefurt: State of the Fort and garrison, does she need anything to keep Blackfire pass safe ect. 1Dice
That's not Blackfire pass, just a pass through the mountains, they exist outside the big main passes and serve as trade routes during some months when snow isn't too bad. The big main passes can be used throughout the year, and allow larger trade caravans.

The mines could cause issues as that's dwarf stuff possibly being intruded on.
 
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[X] Plan: Economics
Diplomacy
-[X] Engage with a Noble, Notable or Cult (Write-In which Person of Power)
--[X] Baroness von Heisenberg of Sonnefurt: State of the Fort and garrison, does she need anything to keep the area safe ect. 1Dice
100 Marks per Die

Martial

-[X] The Matter of Bugman 1Dice
Cost: 5,000 Marks, 10,000 Food and 2,000 Materials - One Time Cost to start your campaign.

Stewardship

-[X] Riverine Docks (Select a Settlement)
--[X] Staig - 0/50 1Dice
500 Marks and 100 Materials per Die.

-[X] Riverine Docks (Select a Settlement)
--[X] Sonnefurt - 0/50 1Dice
500 Marks and 100 Materials per Die.

Intrigue
-[X] Investigate Threat (Select a Threat)
--[X] Nuln Cult of Chaos Undivided - 100 3Dice
50 Marks per Die

-[X] Establish Counteragents (Select a Region)
--[X] Nuln - 2Dice
500 Marks and 100 Food per Die

Learning
-[X] Invest in the Schools
--[X] The College of Engineering - 0/100 1Dice
800 Marks and 150 Materials per Die

The total cost is...
100 marks
5,000 Marks, 10,000 Food and 2,000 Materials
500 Marks and 100 Materials
500 Marks and 100 Materials
50 Marks per Die
50 Marks per Die
50 Marks per Die
500 Marks and 100 Food per Die
500 Marks and 100 Food per Die
800 Marks and 150 Materials per Die
= 8050 Marks, 10,200 Food, 2,350 Materials


Damn, that's a net loss. We can afford it, and should spend now, but damn.

Okay, check in on Sonnefurt. Focus on the rivers, as rivers mean ship traffic, which means speed for communications, troop transport, and goods.

The real investment is in the Intrigue actions, need to deal with the chaos cult, but we also need some agents yesterday.
 
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Is it really that easy to develop flintlocks over 300 years prior to the canonical reunification?
Currently proto-flintlocks such as snaplocks are being used throughout the empire formalising the design of a sealed flintlock isn't so much effort for the leading institution on the development of blackpowder weapons in the Empire.
 
[X] Plan: Bearly over the starting line
Diplomacy
-[X] Engage with a Noble, Notable or Cult (Write-In which Person of Power)
--[X] Baroness von Heisenberg of Sonnefurt: State of the Fort and garrison, does she need anything to keep Black Mountain pass safe ect. 1Dice
Martial

-[X] The Matter of Bugman 1Dice
Stewardship

-[X] Prospect the Mountains (Select a Settlement)
--[X] Rohrhausen - 25 1Dice
-[X] Expand Farms (Select a Settlement)
--[X] Wittenhausen - 0/50 1Dice
-[X] Riverine Docks (Select a Settlement)
--[X] Sonnefurt - 0/50 1Dice
Intrigue

-[X] Assault Threat (Select a Threat and Aim)
--[X] Nuln Cult of Chaos Undivided - Arrest 100 - Kill 50 3Dice
Learning

-[X] Invest in the Schools
--[X] The Imperial Gunnery School - 0/300 2Dice

edit: changed the learning action as Cago pointed out.
 
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Learning
-[X] Invest in the Schools
--[X] The Grand University - 0/300 2Dice

The Grand University is at +96 relations they aren't peeved at us the only ones in the city that dislike us are the Imperial Gunnery School at -39, The Bank of Nuln at -71, the College of Engineering at -39, and the Hall of Great Guilds at -2. The Witchunters are at 0 so I consider them neutral.
 
i'm wondering does anybody knows how long the empire of man have made gunpowder weapons ?
At this point the Imperial Gunnery School is about 200 years old and that's where Imperial blackpowder weapons started. But it had a huge head start in that it was founded by Dwarfen engineers from Karak Norn so it already had some level of Dwarfen knowledge on the subject.
 
Two questions for you QM one Who rules the land on our side of the river staffel cause I noticed there's no borders there and I didn't see a noble who ruled from one of those towns/villages. Secondly what are those tan/beige-ish lines that go throughout the map?

Edit: Also for some reason whenever I go to open the map in imgur it gives me a 404 error but I can still se it here which is weird
 
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