The Old World: Dark Age of the Empire

Improvements to the Free Companies would increase the passive restore rate of the Iron Companies since that's one of the most direct routes that people join an Iron Company. Otherwise, the Iron Companies are generally regarded as a job people are willing to move to Nuln for since they're high paying even if dangerous. People with fewer prospects or no local work available often come to Nuln for work in either the Industrielplatz or the Militarstutz so having less developed parts of the Provinces does also feed into passive recruitment.
Can we still make that youth organization through? Cheap price for a decent payoff in simultaneously decreasing gang recruitment and increasing ours, at least from my point of view. Doesn't have to be anything fancy, just a spartan barracks-like building near the Militarstutz with a few dozen instructors (potential officer candidates, sergeants who want to retire, sons of nobility that want to practice leadership, local hunters, etc...), hot meals, and exercises/games based on fitness/military exercises that don't need weapons like marching in formation, listening to and obeying commands, looking at a map, tracking, camping, digging latrines and trenches, etc... just boy scouts stuff. The whole thing would be for a few hundred kids at most, like somewhere between 300-400 kids, just to pad our numbers easier and to increase the base professionalism/training in our ranks.
 
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If Ranald were evil and asked for sacrifices, he would be a god of chaos. but fortunately for us he is not; but to our great misfortune his worshipers are mainly organized crime and pains in the ass with more luck than soul. with action, we start a conversation to understand what they want and make them understand that some requests are off the negotiation table. if in the case, they were to try something or act like dicks, I would say to strengthen our Shadow Company and our internal intelligence network to the max to flush them out once and for all. (although I'd say let them cut their teeth on cultists and vampires first, so as to gain experience)
 
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Can we still make that youth organization through? Cheap price for a decent payoff in simultaneously decreasing gang recruitment and increasing ours, at least from my point of view. Doesn't have to be anything fancy, just a spartan barracks-like building near the Militarstutz with a few dozen instructors (potential officer candidates, sergeants who want to retire, sons of nobility that want to practice leadership, local hunters, etc...), hot meals, and exercises/games based on fitness/military exercises that don't need weapons like marching in formation, listening to and obeying commands, looking at a map, tracking, camping, digging latrines and trenches, etc... just boy scouts stuff. The whole thing would be for a few hundred kids at most, like somewhere between 300-400 kids, just to pad our numbers easier and to increase the base professionalism/training in our ranks.

I've added the below action to the martial options.

Roadwarden South
In the days of the Empire the Grand Marshalcy of the Road and RIver Wardens operated a vast number of sites all across the Empire to ensure the safety of the roads and rivers. Outside of the walls of Nuln are three such structures. Roadwarden South was an old training camp for the Grand Marshalcy. Restore the training camp and send sergeants from the Militarstutz to teach lower class children how to stand in ranks and fight in formation and a handful of survival skills. Hopefully this will keep them off the streets and in the Iron Companies' recruitment pathway.
Cost: 600 Marks, 200 Materials, 500 Food per Die
Required Effort: 0/150
 
If Ranald were evil and asked for sacrifices, he would be a god of chaos. but fortunately for us he is not; but to our great misfortune his worshipers are mainly organized crime and pains in the ass with more luck than soul. with action, we start a conversation to understand what they want and make them understand that some requests are off the negotiation table. if in the case, they were to try something or act like dicks, I would say to strengthen our Shadow Company and our internal intelligence network to the max to flush them out once and for all. (although I'd say let them cut their teeth on cultists and vampires first, so as to gain experience)
It is somehow hilarious to think that Ranaldians are much more dangerous than CHAOS CULTISTS and VAMPIRES! Yep, hilarious even.
 
It is somehow hilarious to think that Ranaldians are much more dangerous than CHAOS CULTISTS and VAMPIRES! Yep, hilarious even.
In reality this thing is more tragicomic than funny period and I'll explain why. for vampires and cultists if we put in the effort we can eliminate them; while with those others, the Ranald worshipers, even if we put in all our effort we don't succeed because of that s******, pseudo god of chaos, he channels all the luck in the world to prevent his followers from being Killed or captured. So tell me, aren't they considered dangerous?
 
So, just to be clear, with the War never changes plan, we are pressuring the Count of Stirland into letting foreign Witchhunters into his lands and if he does, we promise him a total defensive alliance, no exceptions made.

That's a bit dangerous. If we fail because he rejects leaving himself and his subjects to foreign agent's judgement on the matter of potential corruption, we wasted our action and Vlad swallows a province.

If we succeed, we might get Vlad to back down for now, keeping up the pretense of just being another Elector Count, or we are the first to face his unstoppable army of the dead.
Or he just pushes through with his mundane army, State Troop and cannons, in which case we will probably win in defending Stirland, but we are definitely loosing a lot of men and materiel for little gain, with a slight chance of being backstabbed by someone important in Stirland if the corruption ran deep enough.
 
Roadwarden South
In the days of the Empire the Grand Marshalcy of the Road and RIver Wardens operated a vast number of sites all across the Empire to ensure the safety of the roads and rivers. Outside of the walls of Nuln are three such structures. Roadwarden South was an old training camp for the Grand Marshalcy. Restore the training camp and send sergeants from the Militarstutz to teach lower class children how to stand in ranks and fight in formation and a handful of survival skills. Hopefully this will keep them off the streets and in the Iron Companies' recruitment pathway.
Cost: 600 Marks, 200 Materials, 500 Food per Die
Required Effort: 0/150

Definitely need that. It really screws with our action economy having to keep replenishing the ranks of the Iron Companies. We're in for a lot of fighting whatever happens in the next couple turns.
 
Okay, I think I need to do the list of gods and their aligments by using D&D because why not that one. I won't do any minor spirits because...yeah, fuck that.

Sigmar: Neutral Good
Ulfric: Neutral Good
Morr: Lawful Good, leaning neutral good
Verena: Lawful Good leaning Lawful Neutral
Shallya: Neutral Good
Taal: Lawful Good
Rhya: Neutral Good
Ranald: Chaotic Good leaning neutral good
Manann: Not sure with him, I guess lawful neutral would make sense but more neutral is good too.
Mirmindia: Neutral Good

Now chaos gods....
Khorne: Lawful Evil (not that surprising)
Tzeentch: Chaotic evil
Nurgle: Neutral Evil
Slannesh: Neutral Evil leaning chaotic evil.
Hashut: neutral evil leaning true neutral...okay, more like chaotic neutral
Great Horned Rat: Chaotic Evil
Malice: Chaotic Evil leaning Chaotic neutral

I think there was one more but I forget his name.

Dwarven Ancestor Gods will be leaning mostly toward lawful good with maybe some towards neutral good.

I am saying the most important gods for our current time in the quest. We don't deal with elves yet (there are wood elves but I meant talking to them).
 
I feel like Hashut has to be Lawful Evil. He's literally the god of oppression and tyranny. That's lawful evil in a nutshell.
 
I feel like Hashut has to be Lawful Evil. He's literally the god of oppression and tyranny. That's lawful evil in a nutshell.
I choose that because he is not as active as other gods, especially when his influence is limited with Dawi Zhar and possibly Hobgoblins, who are mostly seen along Dawi Zhar. So yeah, I agree with lawful evil but it is more leaning.
 
I'd really prefer a plan that talks to the Ranaldians to win.

They aren't a big issue, but certainly a consistent one.

A -10 here, another one there and all our rolls concerning Nuln, our Capital, come out worse than they should.
 
I hope we don't negotiate with the Ranaldians. It think most of the concessions we can give them will create more problems than they solve, and I don't remotely trust SV to negotiate with them. We'll somehow end up voting to abolish the nobility and institute communism despite playing a noble who has never heard of it before.
 
If I remember right going Mayor causes Nuln to be treated like the other regions under our nobles where how much we get is based on the relationship so that is going to play havoc with finances.
 
By technicality we would loose it if Empire ever unites again and Emperor will be choosen. Bit I think it would not be as much of the problem. I mean Emperor part.

We'll somehow end up voting to abolish the nobility and institute communism despite playing a noble who has never heard of it before.
As a Polish person, word "communism" woke up bad things in me. /j
 
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I hope we don't negotiate with the Ranaldians. It think most of the concessions we can give them will create more problems than they solve, and I don't remotely trust SV to negotiate with them. We'll somehow end up voting to abolish the nobility and institute communism despite playing a noble who has never heard of it before.
I don't think the Ranaldians themselves know what communism is anyway. And plus, once the vampire wars start, they wont have the time to advocate for the abolishment of nobility or for advocating for more worker rights when the entire empire will be in a war for survival. I'd rather make small concessions now before the war starts when we actually have the time to do so to make sure the Ranaldians are firmly on our side rather than have them be a neutral party that can work for the vamps later when it's too late to make those concessions.
 
Adhoc vote count started by Warkeymon on May 16, 2024 at 11:58 AM, finished with 100 posts and 22 votes.

  • [X] Fund the Grissenwald
    [X] Plan: War... war never changes...
    -[X] Fund the Grissenwald
    --[X] Elector Count of Stirland
    ---[X] 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 4 Dice
    -[X] Ambassador-At-Large Cost: 100 Marks per Die DC50 1 Die
    -[X] Fortify the Border (Select a Settlement)
    --[X] Heisenburg Village - 138/500 Cost: 2,000 Marks and 400 Materials per Die 1 Die
    -[X] Restore the Ranks (Select an Iron Company)
    --[X] The Nuln Ironsides Cost: 372 Marks, 744 Materials, 372 Food Required Effort: 0/372 1 Die
    --[X] The Elector's Own Lances Cost: 189 Marks, 189 Materials, 1,890 Food Required Effort: 0/189 1 Die
    -[X] Modify the Company Wagons Cost: 500 Marks, 500 Materials per Die Required Effort: 89/200 1 Die
    -[X] Riverine Docks (Select a Settlement)
    --[X] City of Nuln - 137/300 Cost: 1,000 Marks and 200 Materials per Die. 1 Die
    -[X] Support the Trantine Canal Project Cost: 3,000 Marks, 1,000 Materials per Die Effort Required: 934/1,000 1 Die
    [X] Go fast Von Carstein...alright Ranald..let's talk
    [X] Not so fast Von Carstein...alright Ranald..let's talk
    [X] Not so fast Von Carstein...alright Ranald..let's talk
    -[X] Engage with an Elector (Write-In which Elector)
    --[X] Elector Count of Stirland
    ---[X] 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
    -[X] Ambassador-At-Large Cost: 100 Marks per Die DC50 1 Die
    -[X] We do Negotiate with Ranaldians Cost 200 Marks per Die
    -[X] Fortify the Border (Select a Settlement)
    --[X] Heisenburg Village - 138/500 Cost: 2,000 Marks and 400 Materials per Die 1 Die
    -[X] Modify the Company Wagons Cost: 500 Marks, 500 Materials per Die Required Effort: 89/200 1 Die
    -[X] Riverine Docks (Select a Settlement)
    --[X] Geschburg - 117/150 Cost: 1,000 Marks and 200 Materials per Die. 1 Die
    -[X] Support the Trantine Canal Project Cost: 3,000 Marks, 1,000 Materials per Die Effort Required: 934/1,000 1 Die
    [X] Go fast Von Carstein...alright Ranald..let's talk
    -[X] Engage with an Elector (Write-In which Elector)
    --[X] Elector Count of Stirland
    ---[X] We ask him a final time to get his Chaos-problem under control, or we'll join the Sylvanians in solving it for them (use the likely ensuing conflict to stop Sylvania from outright conquering Stirland, instead keeping the focus on the Chaos-purge that is the official reason for Vlad's ultimatum Cost: 1,000 Marks per Die Must Beat: 150 3 Dice
    -[X] Ambassador-At-Large Cost: 100 Marks per Die DC50 1 Die
    -[X] We do Negotiate with Ranaldians Cost 200 Marks per Die
    -[X] Fortify the Border (Select a Settlement)
    --[X] Heisenburg Village - 138/500 Cost: 2,000 Marks and 400 Materials per Die 1 Die
    -[X] Modify the Company Wagons Cost: 500 Marks, 500 Materials per Die Required Effort: 89/200 1 Die
    -[X] Riverine Docks (Select a Settlement)
    --[X] Geschburg - 117/150 Cost: 1,000 Marks and 200 Materials per Die. 1 Die
    -[X] Support the Trantine Canal Project Cost: 3,000 Marks, 1,000 Materials per Die Effort Required: 934/1,000 1 Die


Vote closed.
 
I'm just thinking what would happen if Stirlands elector count fails the Chaos test and is outed as a cultist.
Civil war o clock in Stirland, while also getting invaded by Vamps.
We'd probably have to get involved then anyway.
 
We should be negotiating with the Ralandian's next turn just to make sure they wont switch to the vampire's side later on. That and finally researching into guns, we desperately need to firepower for what we're getting into.
 
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