The Old World: Dark Age of the Empire

[] Not so fast Von Carstein...alright Ranald..let's talk
Diplomacy
-[] Engage with an Elector (Write-In which Elector)
--[] Elector Count of Stirland
---[] We will help defend Stirland by blood, faith and steel only if the Elector Count and his entire household (family & staff) is cleared of Chaos corruption. Get as many anti chaos factions involved as possible(Cults/Witch hunters/a Random traveling Dawi runepriest/Priests ect.) Cost: 1,000 Marks per Die Must Beat: 150 3 Dice
-[] Ambassador-At-Large Cost: 100 Marks per Die DC50 1 Die
-[] We do Negotiate with Ranaldians Cost 200 Marks per Die
Must Beat: 150 3 Dice
Martial
-[] Fortify the Border (Select a Settlement)
--[] Heisenburg Village - 138/500 Cost: 2,000 Marks and 400 Materials per Die 1 Die
-[] Modify the Company Wagons Cost: 500 Marks, 500 Materials per Die Required Effort: 89/200 1 Die
Stewardship
-[] Riverine Docks (Select a Settlement)
--[] Geschburg - 117/150 Cost: 1,000 Marks and 200 Materials per Die. 1 Die
-[] Support the Trantine Canal Project Cost: 3,000 Marks, 1,000 Materials per Die Effort Required: 934/1,000 1 Die
 
Last edited:
Grand County of Wissenburg (Electoral Estate) (Our Title)
Wissenburg: Farms 100 (1 Stage, 50 finished), Docks 200 (1 Stage, 150 finished)
Maselhof: Docks N/A (1 Stage, 50 finished)
Rohrhausen: Prospect 25
Dotternbach: Prospect 100, Expand Mine 200
Halgerbach: Prospect 100, Expand Mine 200
Durbheim: Farms 150, Docks N/A (1 Stage, 50 finished)
Hinkend: Farms 100 (1 Stage, 50 finished)
Wurmgrube: Farms 100 (1 Stage, 50 finished)
Taxes 1,375, Tariffs 688, Food 12,878 Produced, 3,000 Consumed, Material 1,400 Produced, 200 Consumed

Duchy of Meissen (Our Title)
Meissen: Farms 150, Docks 150 (1 Stage, 100 finished)
Owingen: Prospect 25
Heisenburg: Fortify 500, Prospect 25
Auggen: Farms 100
Taxes 950, Tariffs 880, Food 11,161 Produced, 3,000 Consumed, Material 400 Produced, 200 Consumed

City of Nuln (Our Title)
Nuln: Fortify 2,500, Docks 300
Taxes 4,300, Tariffs 2,695, Food 0 Produced, 40,500 Consumed, Material 3,600 Produced, 750 Consumed

Barony of Geschburg (+84)
Geschburg: Farms 200, Docks 150
Wittenhausen: Farms 150 (1 Stage, 50 finished)
Althausen: Farms 150
Rohrhof: Docks 100 (1 Stage, 50 finished)
Taxes 782, Tariffs 553, Food 10,259 Produced, 1,500 Consumed, Material 368 Produced, 100 Consumed

County of Grissenwald (+77)
Grissenwald: Fortify 1000
Taxes 266, Tariffs 385, Food 0 Produced, 2,500 Consumed, Material 354 Produced, 100 Consumed

County of Kreutzhofen (+9)
Kruetzhofen: Fortify 1000, Prospect 25, Docks 250 (1 Stage, 200 finished)
Serrig: Repair Finished
Weilerberg: Prospect 25
Taxes 382, Tariffs 776, Food 1,393 Produced, 2,500 Consumed, Material 0 Produced, 200 Consumed

Barony Of Kroppenleben (+51)
Kroppenleben: Fortify 1000 (1 Stage, 500 finished), Prospect 25
Eppiswald: Docks N/A (1 Stage, 50 finished)
Bedernau: Docks 150 (1 Stage, 100 finished)
Hornfurt: Farms 100 (1 Stage, 50 finished)
Taxes 302, Tariffs 444, Food 647 Produced, 2,000 Consumed, Material 151 Produced, 100 Consumed

Barony of Pfeildorf (+45)
Pfeildorf: Docks 150 (1 Stage, 100 finished)
Hausern: Farms 100
Mauchen: Docks 100 (1 Stage, 50 finished)
Sexau: Docks 100 (1 Stage, 50 finished)
Staig: Docks 100 (1 Stage, 50 finished)
Taxes 870, Tariffs 770, Food 6,821 Produced, 4,000 Consumed, Material 290 Produced, 200 Consumed

Barony of Scharmbeck (-91)
Scharmbeck: Prospect 100, Expand Mine 200
Tierhugel: Prospect 200, Expand Mine 400
Taxes 27, Tariffs 0, Food 62 Produced, 3,500 Consumed, Material 162 Produced, 0 Consumed

Barony of Sonnefurt (+80)
Sonnefurt: Fortify 1000 (1 Stage, 500 finished), Docks 150 (1 Stage, 50 finished)
Oshausen: Prospect 25
Taxes 180, Tariffs 441, Food 1,544 Produced, 1,500 Consumed, Material 180 Produced, 0 Consumed

Barony of Steingart (+59) (Heart of Solland Secession)
Steingart: Farms 150, Docks 150 (1 Stage, 50 finished)
Moasach: Farms N/A (1 Stage, 50 finished)
Waldbach: Farms 100 (1 Stage, 50 finished)
Erbshauen: Farms 100 (1 Stage, 50 finished)
Pahl: Farms 100 (1 Stage, 50 finished)
Ummenbach: Prospect 25
Taxes 239, Tariffs 52, Food 14,807 Produced, 0 Consumed 0, Material 0 Produced, 0 Consumed

Barony of Wusterburg (+99)
Wusterburg: Farms 150, Docks 200 (1 Stage, 150 finished)
Nehren: Fortify 1000, Prospect 25
Salmfahre: Farms 100 (1 Stage, 50 Finished)
Eigenhof: Farms 150
Rotenbach: Farms 150
Taxes 796, Tariffs 383, Food 14,521 Produced, 1,000 Consumed, Material 199 Produced, 100 Consumed

Bugman's Brewery (+100)
Taxes 200, Tariffs 880, Food 1,717 Produced, 4,500 Consumed, Material 400 Produced, 100 Consumed

Minor Sudenland Estates
Ellwangen: Docks N/A (1 Stage, 50 finished)
Ballenhof: Docks 100 (1 Stage, 50 finished)
Osterzell: Docks 100 (1 Stage, 50 finished)
Jengen: Fortify 500 (1 Stage, 250 Finished), Prospect 25, Docks 150 (1 Stage, 100 finished) Expand Mine 150 (1 Stage, 100 finished)7
Taxes 250, Tariffs 770, Food 2,147 Produced, 2,000 Consumed, Material 600 Produced, 0 Consumed

Money: +11225 Food: +4819 Materials: +4515

Diplo Contacts
Turn 2- Baroness von Heisenberg of Sonnefurt, positive (we funded the improved fortification efforts here which recently finished)
Turn 2b- Imperial Gunnery School (crit failure- caused the stolen cannons by Sylvanians, in the end we did get the smuggling ring and spy ring)
Turn 3b- Iron Tower of Witchhunters, positive (gave us the option to let them hunt again which we did)
Turn 6- Baron Vincentus Preiss of Scharmbeck, negative (wanted autonomy and we said no, sits at -95)
Turn 8- Baron Toppenheimer of Pfeildorf, positive (we got along with him and learned some things, family seems to like us)
Turn 11- Elector of Ostermark (Warning them of Sylvanian cannons)
Turn 13- Princess Fiorella (Engagement to her)
Turn 14- Countess Pfeifraucher of Kreutzhofen (talked at wedding, opened up Monditor campaign)
Turn 15- Elector of Ostland (talked at his daughters wedding, sold cannons at a discounted price)
Turn 18- Baroness Molly Toppenheimer of Geschburg (Mitterancht question)
Turn 20- Karak Izor (Mining rights, Critical Failure resulted in Orc fight and loss of Baron Johann von Kalb of Kroppenleben)
Turn 21- Count Pfeifraucher of Grissenwald (TBD)
 
] Plan
Diplomacy (1 die 100 Marks)
-[] Ambassador-At-Large 1 die
Martial (3 dice 2872 Marks 372 Food 1644 Mats)
-[] Fortify the Border (Heisenburg Village) 1 die
-[] Restore the Ranks (The Nuln Ironsides) 1 die
-[] Modify the Company Wagons 1 die
Stewardship (3 dice 5000 Marks, 1400 Mats )
-[] Riverine Docks (Geschburg) 1 die
-[] Riverine Docks (City of Nuln) 1 die
-[] Support the Trantine Canal Project 1 die
Intrigue (4 dice 400 Marks)
-[] Investigate Threat (Serial Killer) 4 dice
Total: 8372 Marks 5500 Food 3776 Mats

Marks 11225-8372= 2853
Food 4819-372= 4447
Mats 4515-3044= 1471

Early thoughts, fill the open seat, continue the fortification efforts and one restore the rank and keep on working on the wagons. For stewardship more effort on the two docks under expansion and finish off the canal. Lastely figure out who this serial killer is.

Hey is there any way we can trade the obscene amounts of excess food we have for more materials/marks? I know that materials/food aren't that easy to transport but with the number of ports we've been renovating/building and the canal being built, would it be possible for us to negotiate trade deals with Tarantino & other Estilian city-states or any other maritime countries that we can ship foodstuffs to in mass via trading ships instead more difficulty land bound routes?
So funny thing but quite a few of our barons and counts had the food consumption increase by 500 this turn so our food income dropped quite a bit. Though the Canal and the two docks that were started should be big boosts to our money income and we have some mines we can expand and some areas we can now prospect.
 
Does it look like we can afford to fund the Fortification of Grissenwald?

That would be my preferred option, we might need the strong border, against Reikland or maybe even Middenland.
We should be able to, we have a good reserve of the mats and it is likely 2000 Marks and 400 Mats like the Fortify a Border actions just without using a die. And yeah I would lean that way, better defenses will be useful
 
Should we really let Vlad waltz into Stirland though? Maybe we can work with the Averlanders and Tabaleclanders to scare off the Sylvanians.
 
So, let's look at the general situation.

MIddenland just had a very big win, they effectively conquered Nordland, while fighting off Reikland on the side and also defending themselves against Woodelves and Beastmen, that's a huge deal, obviously.

But it must have been costly in lives and money, they'll need to consolidate that win now.

Marrying the new Nordland Elector to the MIddenland Emperor's family seems like a good start, if the Wolf Emperor has the patience to actually rebuild his troops and lands now, he could become the big power in the western half of the Empire, maybe even capable of subduing Reikland or Marienburg in a decade or so. After which we'd be next, but that is so far off that we don't have to worry much about it right now.

It probably won't come to it, with the Vampire War ahead, but it might, if Vlad is strong enough to take on Stirland with only his State Troops. If he has to reveal the Undead Legions, he can't keep up the alliance with Middenland, but if not he might further consolidate power as a seeming supporter of the Wolf Emperor for quite a few years yet, while integrating Stirland's troops and economy after a short and victorious war.

Not betting on it, but that's a way things can be going.

So, worst case, nothing explodes right now, and in a few years we and Reikland are caught up between Silvania/Stirland to the east and Middenland/Nordland to the north, which would force us into an exceedingly bad position (even without an undead army that can overrun half the Empire by itself).


Edit: Forget that part, Averland is still in the way, thank the gods.

How can we prevent that, preferably without also becoming Vlad's primary target?
Maybe we can, by diplomacy and military threat, intervene in the Stirland matter, make our own Ultimatum to force them to get their cult-problem under control.
If they do it, great, if not we have a legit reason to hit them from the other side while Sylvania attacks from the east, which would allow us to prevent Vlad from bringing the region under his control, without outright fighting him, since we are both strongly present in Stirland under the pretext of cult-issues?
 
Last edited:
Sorry, I just noticed that I kinda forgot Averland.

Another major player in the region who is currently not under any Emperor gives us a lot more room to breathe of course.
That makes things far less troubling, at least in terms of regular Empire-geopolitics.

If Vlad pulls out undead armies we are still in a not-so-great position, but at least we are not bait for annexation under normal circumstances.
 
So the question I have is if Vlad does make his move and we have no choice but to fight him, what is the strategy to deal with his undead hordes and what should we focus on in order to have our forces at their best and able to deal with them?
 
So the question I have is if Vlad does make his move and we have no choice but to fight him, what is the strategy to deal with his undead hordes and what should we focus on in order to have our forces at their best and able to deal with them?
Hold the line with infantry while blasting them with mortars and ideally you would also want Helstorm Rocket Batteries but I doubt we will be able to get them in time.
 
So the question I have is if Vlad does make his move and we have no choice but to fight him, what is the strategy to deal with his undead hordes and what should we focus on in order to have our forces at their best and able to deal with them?
Well, we alone probably can't do much.

In canon Vlad kicked off the Vampire Wars with a big ritual to raise uncounted hordes of lesser Undead in Silvania and with that army he easily beat Talabecland and the Ottilian Empress, but then he personally died repeatedly, throwing his army into chaos, which ultimatly lead to him causing a lot of havoc around the whole Empire for 41 years of war, but prevented him from achieving anything but death for countless people.

He ultimately died for good, or at least for a long while, because someone stole the magic ring that made him self-ressurect so fast and then he got killed one more time, by the Grand Theogonist on the walls of Altdorf and his army broke apart.

If I had to take a lesson from that story, it would be that most vampires are treacherous bastards and killing Vlad, even if it doesn't stick, is at least a good way to delay him.

He was never really beaten in the field, other than by being personally killed. He did beat the armies of the Ottilian Empress and the Wolf Emperor without too much trouble and even won sieges against heavily fortified cities and fortresses. Mundane army-vs-army combat just doesn't work against him, historically speaking.

So, training champions, snipers and cannoneers to aim for the leadership, murder vampires and Necromancers and whenever you get the chance the big boss himself.
 
On tabletop once you kill the general, every undead unit (with some minor exceptions, like Vampiric units and necromancers) immediately takes a crumble test. (Roll 2d6 -unit leadership +/- modifiers then lose that many wounds) However, if there are other spellcasters using the lore of necromancy, they take over control and army works as normal until one of those is killed, at whuch point army takes the test again. If there are none left, take the test again IIRC at the beginning of the turn until game is over.
 
Since it looks like war is on the horizon I wonder what mercenary options there are? I wouldn't want to rely on them, but we do have Tilean connections, so leveraging them makes sense.

Dogs-Of-War will become available during wartime. During the Ostland campaign a company of Dogs-Of-War were hired by Wissenland to join that campaign.

Hey is there any way we can trade the obscene amounts of excess food we have for more materials/marks? I know that materials/food aren't that easy to transport but with the number of ports we've been renovating/building and the canal being built, would it be possible for us to negotiate trade deals with Tarantino & other Estilian city-states or any other maritime countries that we can ship foodstuffs to in mass via trading ships instead more difficulty land bound routes?

Investing in the Bank of Nuln will give an option of one-time trade routes that the Bank would like your backing with, for example you've previously shipped machinery to Miragliano to found a new engineering school there. For long standing, or perpetual, trade agreements you'd need an engage action with the polity. And to write-In that that's what you're aiming for.

So the question I have is if Vlad does make his move and we have no choice but to fight him, what is the strategy to deal with his undead hordes and what should we focus on in order to have our forces at their best and able to deal with them?

It has been almost a full millennium since the last time the Empire fought a large scale necromantic threat. The manuals written during and after the war with Van Hal are still somewhere in the officers' academy in the Militarstutz but few people will have been significantly trained on them within the Iron Companies.

Your main fields of anti-necromancy expertise come from the Iron Tower, their go-to response is the assassination of the necromancer in question, and the Cult of Morr, whose go-to response is the assassination of the necromancer in question. Simple, when you're dealing with a single necromancer or vampire of middling skill and power. Not so simple when dealing with the likes of Van Hal or Vlad so it'll take all of the Provinces some time to spool up any large-scale anti-necromancy efforts.

The immediate solution for most Provinces will be an appeal to divinity and a swelling of the rosters of battle priests or ordained knights.

That's a good tactic in general. Don't most undead fall apart once the one who raised them die due to the magic animating them disappearing?

When the entire army is held together by the force of will of a single individual it is usually best to cut off their head sooner rather than later. How this affects large-scale necromantic forces can differ depending on circumstances or the whims of magic, sometimes the dead lose their animation and sometimes they simply lose their direction.

It is difficult for a necromancer to seize control of the dead that someone else is controlling but its much easier to seize control of the dead that have just been released than it is to raise new dead people so losing a necromancer in a force with multiple necromancers isn't too major of a setback.
 
So.

Would it be an insane thing to give Stirland our own ultimatum, about getting a grip on their cult-issues swapping over the river to us?

If they comply, now threatened by two Electors, great. Vlad's justified war is avoided for now.

If they don't comply, we invade from the opposite side as Silvania, hopefully beat Stirland fast, and then we have an army in the perfect position to make sure that Vlad's anti-cult "special operation" doesn't turn into a conquest because he already happens to have troops in all of Stirland.

@Warkeymon
Could that be an IC logical thing to try?
Both to solve the Stirland issue and to prevent our aggressive almost-neighbour Silvania from swallowing a province?
 
So.

Would it be an insane thing to give Stirland our own ultimatum, about getting a grip on their cult-issues swapping over the river to us?

If they comply, now threatened by two Electors, great. Vlad's justified war is avoided for now.

If they don't comply, we invade from the opposite side as Silvania, hopefully beat Stirland fast, and then we have an army in the perfect position to make sure that Vlad's anti-cult "special operation" doesn't turn into a conquest because he already happens to have troops in all of Stirland.

@Warkeymon
Could that be an IC logical thing to try?
Both to solve the Stirland issue and to prevent our aggressive almost-neighbour Silvania from swallowing a province?

You can do that. An engage action allows for essentially any diplomacy you just need to write in your objective when you're meeting someone, so you could do an engage with Stirland with an objective of supplying your ultimatum or you could do an engage with Sylvania to negotiate a division of Stirland or you could do both.
 
Back
Top