The Old World: Dark Age of the Empire

If Stirland's Count goes Chaos, I'd vote to support Sylvania's invasion.

For us Vlad is just an ambitious Elector Cout, so far at least.
Stirland is literally right next to our border, even if he wasn't a vampire, letting an aggressive elector count like Vlad take over and have more territory to grow stronger or having a corrupted elector count would be an unacceptable risk for our MC. The only correct course of action our MC would take would be to annex as much of Stirland as possible before Vlad can and install a puppet so that we have a sufficient amount of buffer space between Vlad and our own border and a frontline that doesn't consist of our own border villages and peoples in harmsway.
 
Stirland is literally right next to our border, even if he wasn't a vampire, letting an aggressive elector count like Vlad take over and have more territory to grow stronger or having a corrupted elector count would be an unacceptable risk for our MC. The only correct course of action our MC would take would be to annex as much of Stirland as possible before Vlad can and install a puppet so that we have a sufficient amount of buffer space between Vlad and our own border and a frontline that doesn't consist of our own border villages and peoples in harmsway.
That's generally my idea too, but in friendlier phrasing.

Invading to "help" Vlad and then make sure that either a neutral new ruler is installed, or a good part of Stirland remains under our occupation.

But again, without actually trying to fight over the territory with Sylvanian State Troops, because that would start a war for us that would be really bad even if Vlad was merely another Count, and would in fact be devastating if he shows his full power.
 
I'd think if we tried to take a piece of Stirland like this the other Elector counts would attack us.
At worst, if the Elector count of Stirland is a cultist and Vlad attacks we should hunt down Chaos first and then push out Vlad.
 
I'd think if we tried to take a piece of Stirland like this the other Elector counts would attack us.
At worst, if the Elector count of Stirland is a cultist and Vlad attacks we should hunt down Chaos first and then push out Vlad.
MIddenland just de facto took over Nordland.

One other Count tried to stop it, then stepped back when the fight got too hard.

This is not an Empire, this is four wannabe-Empires and a bunch of independent countries around them.
Nobody is going to stand up for anything that doesn't look directly threatening to themselves.

Worst case Averland might interfere, since they'd be getting a bit boxed in, and I'd rather make a deal to get them a piece of the pie too if that were the case.
 
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I know it's almost 200 hundred years early but wouldn't be possible to make a proto-hellblaster volley gun-like weapon? I looking to see some real-life examples of hell blaster volley guns when I found a Civil War-era 25-barrel volley gun like the one shown below:

I'd either make the caliber of the barrels large enough for grapeshot or add another stack of guns on top to make a 50-shot gun. This would be by far the smallest and lightest war machine I'd see in Warhammer and would be excellent for hiding at the back of an infantry formation and coming out to fire directly at the enemy just when they're charging to break their charge with 50 shots going off at once.
 
I know it's almost 200 hundred years early but wouldn't be possible to make a proto-hellblaster volley gun-like weapon? I looking to see some real-life examples of hell blaster volley guns when I found a Civil War-era 25-barrel volley gun like the one shown below:

I'd either make the caliber of the barrels large enough for grapeshot or add another stack of guns on top to make a 50-shot gun. This would be by far the smallest and lightest war machine I'd see in Warhammer and would be excellent for hiding at the back of an infantry formation and coming out to fire directly at the enemy just when they're charging to break their charge with 50 shots going off at once.

There's a weapon not unlike this in the armouries of Zhufbar. The Imperial Gunnery School will need some more work to develop its own version without help from Zhufbar.
 
There's a weapon not unlike this in the armouries of Zhufbar. The Imperial Gunnery School will need some more work to develop its own version without help from Zhufbar.
Well, there goes more dice to Diplo actions with the dwarves. I swear if we get a nat 1 again I'll vote for a liberation of the borderlands against the orcs that'll make our campaign for Bugman's brewery look tame in comparison. Also, if we go on a diplomatic journey with our MC again can we also bring the Nuln ironsiders with their carts as well? The losses taken from our previous engagement makes me think that taking more elite troops that can counter enemy ranged would be really helpful.
 
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Turn 22 - Late 2010IC
The Inquisition of Wurtbad
Target: 150
Skill: +16 Diplomacy, +10 Fiorella
Council Effect: -5 Empty Seat
Other Modifiers: +6 Local Support, +50 Moment of Crisis, -10 Subject to Foreign Agents, -20 Cult of Wurtbad
Roll Result: (64+62+5+89)+47 = 220 Success
Without an Ambassador-At-Large it is a significant draw on your time to manage the Ambassadorial Wing and in particular to arrange matters with the Stirlander Ambassador for a possible Wissenlander intervention in their current crisis. You have, tentatively posed the possibility that the Iron Companies would set up camp at the town of Raab on a significant crossroads in eastern Stirland. This comes however with the condition that the Von Carstein's accusation proves unfounded.

The Elector of Sylvania's ultimatum is that the Elector of Stirland must abdicate or else the Sylvanian State Troop will cross the border and he will be overthrown. Your ultimatum is that the Elector of Stirland, his family and the upper strata of Stirland's central government should pass a series of tests to prove that they have not fallen to Chaos, or else you'll let the Sylvanian State Troop cross the border and overthrow him.

Stirland's ambassador to Wissenland has enthusiastically claimed that the accusations are unfounded, that the Elector has nothing to hide and that he personally is glad for the chance to prove it. Indeed the ambassador does pass the tests that he is subjected to, the Iron Tower, the Cults of Verena and Sigmar, and some small school from the Universitat called the School of Occult Science which studies deities separated from their religions and claims to be able to identify the traces of a god left behind in the material world by miracles or perhaps even by demonic possession.

And, to his credit, the ambassador passes with flying colours. Inspections of the body, of the blood, exposure to holy artifacts and whatever it is the School of Occult Science looks for; all fail to identify any Chaotic corruption. Recent captures by the Iron Tower are brought in to prove the validity of the testing methods before your eyes and the ambassador returns to the Imperial Palace with a spring in his step and indeed the negotiations of your upcoming visit to Wurtbad progress at a startling rate.

The Imperial Palace Greatswords have seen several squires from legacy families become full members, there are still a few gaps but the Company's training yard is busy enough with the squires who are expected to fill the remaining spots by the end of the year. You're brining the full Company, and an assortment of regiments and cohorts from other Companies including two flights of the Elector's Own. If war breaks out while you're in Stirland you'll need a sizeable force to ensure your safety and the whole point of your visit is that you can't definitively trust in the Stirlander military.

The Confidante takes on some of the work compiling evidence of the Cult in Wurtbad, none of which actually points to anyone in particular but all of which indicates the Cult of Slaanesh there is sizeable and largely unrestrained. And she coordinates with the Iron Tower to set aside some senior members of the organisation to join you on your journey. The Master of the Tower, as usual, is not available having gone on a journey abroad without leaving much indication of where exactly he has gone but the Tower is home to several skilled Witch Hunters all with a similar level of wanderlust and independence. Those senior Witch Hunters aren't significantly impacted by the absence of their Master. Meanwhile the High Priestess of Verena will be coming with you along with the Arch-Lector of Nuln and both are escorted by Templar Knights from their own Cults.

The journey is all arranged, Fiorella and the boys are sent to Castle Liebwitz to the security of the Greatswords of the Castle, and away you ride. Out of Nuln's Griffon Gate and through the Zaya Hills of western Stirland to Wurtbad. Road traffic is pushed off the road by Stirlander riders to clear the path for the large caravan travelling towards the capital and you make good progress.

Everything seems to be going fine, until you reach Wurtbad and discover that two things have happened in short succession. The heir to Stirland and his wife have fled the city, rumours claim that they travelled south towards the border with Mootland. And the Chief Riverwarden of the Stir, a position that once was part of the Grand Marshalcy of the Roads and Rivers but has since become a military position in Stirland's State Troop, has taken several regiments of that State Troop to the riverside port town of Zipf on the border with Sylvania and won't present himself or his senior officers for testing. Ostensibly because he's busy being the first line of defence should Sylvania attack, which is an excusable excuse you suppose.

You are welcomed to Wurtbad by the Elector. He shows you to Eagle Castle, the fortified palace of the Count of Wurtbad beside the river Stir. And within you are treated to a welcoming feast. The Witch Hunters don't eat, but they are prone to rudeness. You, and the rest of the delegation, do partake and wake the next morning without having been poisoned.

The Inquistion of Verena are taking the lead on the trials the next day, they'll handle record keeping and the actual trial side of the trials alongside their own testing. In contrast with the ambassador's eagerness to clear his name, in Wurtbad it seems that many are reticent to subject themselves to a foreign power's tests regardless of the possible consequences of refusing.

To get everyone warmed up a few lower level officials are tested and found to be innocent and this seems to get proceedings going. Commanders of the City Watch are trailed, and one is found guilty of corruption of the ordinary kind while two are found to be guilty of service to the Cult of Slaanesh. And from there things start to go even more wrong. One of the commanders, responsible for the southern gatehouse, is killed before he can be put to question. The other manages to give up three names, higher ranking names, before their own death. The Inquisitors respond poorly to the death of witnesses before being put to the question and the Witch Hunters accuse the Stirlanders of killing them hastily on purpose to hide information.

You insist on having the three nobles named be brought forward to be trialled next, only to find that one of them is away in his country estate near the border with Mootland and a second fled when he was sent for and has disappeared into a clum of the city. In a fit of fury you have the Stirlander soldiers sent back to barracks under escort and instruct the Witch Hunters that they are now responsible for bringing people to the trials. The third nobleman arrives, alive and coherent.

His trial proves his guilt in turn, and he is given over to the Inquisitors. The next morning the Inquisitors have a list of a dozen names. Harbourmasters, an ambassador, and the treasurer of Stirland. When the Witch Hunters arrive at the gates of Eagle Castle seeking the treasurer, they are rebuffed. When you arrive, the gates open and you take this opportunity to have the members of the Haupt-Anderssen rounded up and brought to trial as well.

The children, as you might expect, pass their trials with ease. Not all of the names the Inquisitors have on their list actually are found guilty of corruption, beyond the usual sort that is. You think that as more of the names are crossed off the list as not Slaaneshi Cultists that the Elector begins to relax. Certainly if you were in his position you'd probably be pleased to discover that key members of the court were not in fact Chaos Cultists.

Even the treasurer passes his trial. Amidst much bluster about this 'farce' and accusations that should shame the High Priestess. You note that despite being the High Priestess of the Goddess of Law and Justice that the Stirlanders respond much more favourably to the Arch Lector and decide to have him head up the trials of the Elector and his wife personally.

Despite having dragged them out of Eagle Castle that morning, it is growing late by the time you get round to them. They were only meant to be trialled at the end of the week so the schedule didn't fit them in and they'd been mostly co-operative all day. You send them home, but move them up to be first thing tomorrow morning. After all the high ranking military officers are nowhere to be seen so your itinerary is more open than it was originally designed to be.

That night a Witch Hunter is killed, some small dimly lit inn in a poorer part of Wurtbad. Probably, the nobleman who escaped earlier in the week and so a manhunt through the night begins starting from inn and moving out through the slums. The next morning, your first trial is actually the freshly caught and quite badly injured nobleman. The Elector hasn't descended from Eagle Castle yet, but you've a suitable appetiser so you'll let him sleep in.

And the names that the nobleman lets fly. Major figures in the State Troop, a few of the Upper Nobility out in the country. And he accuses the Elector of Wurtbad of hiring a Slaaneshi Cultist as his spymaster. Though doesn't go so far as to accuse the Elector himself of being a servant of the Tempter.

No-one knows where the spymaster is, or really who they are. And at about lunchtime, the Elector passes the trials under the careful eye of the Arch Lector. Is it truly possible that someone who hasn't been marked out by Chaos could be overseeing so much Chaotic corruption? Or that so much Chaotic corruption could have set such deep roots without him noticing?

The trials fail to definitively prove a link between him and the Cult of Slaanesh in Wurtbad; he is not himself stained by that corruption. But the accusations linger, that he knowingly appointed Slaaneshi cultists to high positions rather than uprooting the Cult. Your own Father died in the eternal war against Chaotic subversion.

Haupt-Anderssen thanks you for your effort, wishes you well on your way back to Nuln, and demands a timeline for when the Iron Companies will arrive at Raab to defend against Sylvanian aggression, or at least so says the Ambassador to Wissenland. The Grand Count himself has sealed himself in Eagle Castle following his trial.

[ ] To Raab Post-Haste
The Elector of Stirland passed his trial, as did his wife and those children who were present. The members of the government who failed their tests have since been burnt. So now you must uphold your side of bargain and march to the Stirlander-Sylvanian border to hold back Von Carstein. (Locks a Die into Launch an Expedition)

[ ] The Failed Ultimatum
Something is fishy enough about the situation, and there are too many high level implications, accusations and coincidences. Von Carstein can do as he wills, King Morr can sort out the righteous from the evil when they are in his kingdom.

[ ] Joint Ultimatum
The Grand Count might not himself be Slaaneshi, but there are too many members of his government who were and the accusations into how much he knew about this give you pause. Either he is part of the conspiracy, or he was woefully incomptent in preventing it. The Grand Count must abdicate, and his heir must pass their own trials before taking up the title.


-4,000 Marks
+22 Relationship with Sylvania
+6 Relationship with Middenland
-1 Relationship with Reikland
+3 Relationship with all other Electors



The Search for an Ambassador-At-Large
Target: 50
Skill: +16 Diplomacy, +10 Fiorella
Council Effect: -5 Empty Seat
Other Modifiers: -10 Death in Office
Roll Result: 13+11 = 24 Failure
It has been quite some time since your ascension to the throne of Wissenland. At that time it was the done thing for a new Grand Count to totally overhaul his predecessor's council and fill positions with a new generation. Or as was the case for yourself, many of those seats are still filled by figures from your Father's day. As such there were plenty of people vying for the key positions, Ambassador-At-Large being but one.

Now however, a decade in, people have gotten much more settled into their affairs and no-one was planning to make any moves for a position on the council. Certainly not planning to replace von Kalb, the man who had won acclaim in Ostland and who was actively overseeing the huge infrastructural project of the Trantine Canal. When the Baron chose to step down, there'd be people ready in the wings to vie for the seat. Resignations rarely came without warning after all.

But deaths can be quite sudden, and the bane of long term planning. The Upper Nobility aren't in a position to push for the position, too deeply embedded in their own plans and affairs; the City Notables similarly are busy enough with the Cult of Ranald's fingers picking at any pie left out on windowsills to cool.

There's the possibility of promotion within the ranks of the Imperial Palace's diplomatic staff. The Ambassadorial Wing is busy in the absence of an Ambassador-At-Large and you've been doing most of the managing of it. Paperwork crosses your desk far too often concerning the army of minor diplomats in Nuln from all corners of the Old World and you've been sure to show Fiorella your appreciation on days that she whisks you away from the Ambassadorial Wing's trouble and takes on those duties herself.

[ ] Continue the Search
Share the work between yourself and Fiorella while the search continues. Over time, the prospect of a seat on the council will surely encourage a candidate to extract themselves from their ordinary business.

[ ] Promote from within
A minor diplomat from the Ambassadorial Wing will have some idea of what they're doing on experience alone, but such a promotion would be seen as embarrasing to the various worthies of the realm.

[ ] Dissolve the Seat
You could get rid of the position of Ambassador-At-Large you suppose, and take on the work yourself forever.


-100 Marks



Fortify Heisenburg
Target: 138/500
Skill: +30 Martial, +2 Fiorella
Council Effect: +12 Chamberlain of the Province
Other Modifiers: +30 Duchy of Meissen, +20 Jengen Quarry
Roll Result: 52+94 = 146 Contribution
Baroness Molly Toppenheimer has been in Heisenburg working to expand the defences there. At the moment Heisenburg has a curtain wall with a western gate facing out to the Granite Pass and an eastern gate facing down the slopes of the Duchy towards Meissen. At the centre of the village, the commander of the Heisenburg Garrison lives surrounded by barracks, armouries and training yards.

You haven't actually appointed a commander to Heisenburg since becoming Duke of Meissen, the knight currently in charge there is certainly older than most garrison commanders but that's to be expected when the village guards a road directly towards an allied state's capital. He'll probably retire soon and you shuffle some papers to see what options are available for appointing to the village.

A few Greatswords coming to the end of their active duty see their records hit your desk, some members of the local garrison and a sergeant at Meissen are also considered. Meanwhile the Chamberlain of the Province has been working on creating a training space for gunnery. The old garrison base in the middle of Heisenburg was built long before the Imperial Gunnery School and the old archery range isn't quite fit for the purpose of training garrison handgunners.

The reason Heisenburg hasn't seen any modernisation is relatively clear, the founding of the Imperial Gunnery School marked the start of a tentative alliance between the Great Kingdom of Karak Norn and the Province of Wissenland so there hasn't been the appetite for fortifying Granite Pass. Many of the actual fortifications will need modernising as well to maximise the effectiveness of blackpowder weapons. But work on that hasn't begun by the time winter rolls in.
-2.000 Marks, -400 Materials
+146 Contribution to Fortify Heisenburg



Restore the Ironsides
Target: 0/372
Skill: +30 Martial, +2 Fiorella
Council Effect: +27 Grand Marshal
Other Modifiers: +25 Armoury of the Empire, -10 Specialist Recruits, -5 Elite Standards
Roll Result: 49+69 = 118 Contribution
Seven recruits in the first half of the year attributed their recruitment into the Ironsides to the recruitment campaign being actively run to bring the Iron Companies back to full roster. This far exceeds the sole recruit who found their own way into the Company, Ranaldian propaganda is quieter than it once was on the subject of recruitment but its effects linger.

The prospect of imminent war in Stirland seems to have boosted numbers in the latter half of the year. Eleven new Ironsides join the Company as full recruits before Hexennacht, eager to do their patriotic duty. After all, the Ranaldians are not the only propagandists in the City. While the Gazette generally does what it can to remain mostly neutral and impartial; it is known to sensationalise and has a few agreements with the Palace and the Militarstutz. And the Secessionists don't have quite as much reach as the Ranaldians but their circle hits the engineers of the School more firmly.

And their propaganda has been focusing on the brave Grand Count doing his duty to ensure the safety of the realm from both Chaos and from wanton provincial aggression. He is a voice on the Imperial stage for peace, order and reason. Indeed there seems to be a part of the Seccessionists that would be just as happy to see you make a push as an Imperial Claimant as make a push for independence.
-372 Marks, -744 Materials, -372 Food
+118 Contribution to Restore the Ironsides



Restore the Elector's Own
Target: 0/189
Skill: +30 Martial, +2 Fiorella
Council Effect: +12 Grand Marshal
Other Modifiers: +20 Armoury of the Empire, -10 Weak Cavalry Tradition
Roll Result: 24+54 = 78 Contribution
The Elector's Own Lances are missing about half of a flight of lancers. Your journey to Wurtbad saw two flights ride alongside the snake of wagons out from Nuln to the capital of Stirland and by the time you return to the Militarstutz it is to find that the number of open slots has dropped to about a third of a flight.

Seven more riders cross the Soll, train at military riding and especially at riding in the presence of blackpowder which you know is often the hardest part of training new lancers, and are inducted into the ranks of the Company. There's been a push recently to get Auld Sollander recruitment to reach out beyond just Pfeildorf and Steingart.

Notices for town criers were sent out by the Militarstutz to the smaller settlements of central Sudenland, the sort of place where ownership of horses is a bit more common. Several families in the region work the wagon network of the Sudenland and every so often there'll be a good year for breeding horses and the families will be able to send out third sons with a spare horse to join the standard-carrying company of Solland.
-189 Marks, -189 Materials, -1,890 Food
+78 Contribution to Restore the Elector's Own



Modify the Company Wagons
Target: 89/200
Skill: +30 Martial, +2 Fiorella
Council Effect: +27 Grand Marshal
Other Modifiers: +20 Armoury of the Empire
Roll Result: 40+79 = 119 Complete
The Chief Engineers have taken their time assessing the various prototypes, testing their suspension, their new armour and the height profile granted by the firing step. And having selected which of the prototypes to turn into the main design, the Ironsides have spent the back few months of the year devastating the wagon fleet assigned to their Company.

The Militarstutz generally separates out logistical resources by Company, some companies after all don't require anything specially designed to hold blackpowder for example. And the Ironsides are kept separate from the Great Company for precisely the reason that the Ironsides are known to tinker with more than just their rifles.

There's a strange sort of madness to the Ironsides, this shared idea that nothing's quite finished being tinkered with. And to prevent all the logistical wagons being turned back into their component parts on a regular basis, the Militarstutz clearly marks out which wagons belong to the Ironsides.

These wagons then are found throughout the latter half of the year scattered across the many workshops of the Ironsides and the engineers go to work rebuilding them to match the designs that the Chief Engineers have composed from the prototypes. By the advent of winter the whole fleet of the Ironsides' logistical wagons have been rebuilt.

The walls of the wagons are reinforced, the roof has been raised and a firing step has been added in. And of course a series of firing slots have been placed into the walls in the appropriate position.
-500 Marks, -500 Materials
Ironsides gains Company Wagons



Little-Town Dock
Target: 137/300
Skill: +11 Stewardship, +15 Fiorella
Council Effect: +27 Steward of the City
Other Modifiers: +23 The City, +15 Jengen Quarry
Roll Result: 3+91 = 94 Contribution
Having secured the Little-Town riverfront, the Steward of the City must now tear down everything blocking access to it for the workcrews or anything actually on the sites selected for the work. He gives a few weeks for the gangs to move out, a local Quinsberry Lodge sends out to Mootland for funding for a temporary location and delays the start of work. Certainly the bad press that comes with tearing down a Quinsberry Lodge with the Halflings still in it would fuel Ranaldian propaganda for months.

But finally, at long last Richthofen's workcrews can move in and tear down old inns, warehouses and that Lodge. The destruction of the waterfront at Little-Town makes swift progress, actually clearing out the work-site calls for barges to pull up alongside the riverbank and temporary cranes to haul rubble out onto them. There are contracts with some facilities in the Industrielplatz to root through the rubble, they get to keep anything of value they can find such as scrap metal that they can sell on, with the requirement that they dispose of the rest without adding to the City's summer stench.

Rules about the cleanliness of the Reik, derived from a few Shallyan divine mandates handed down through the loose chain of the Shallyan hierarchies, stipulate that rubbish tips be either downstream of Nuln or at a distance of at least five miles from the bank. Usually the latter, there's a site a few of these enterprises share out on the Electoral Estate and there's a lot of people downriver who might protest the former.

With the Little-Town riverbank cleared, work can begin on building the Little-Town dock.
-1,000 Marks, -200 Materials
+94 Contribution to Little-Town Dock



Support the Trantine Canal Project
Target: 934/1,000
Skill: +11 Stewardship, +15 Fiorella
Council Effect: -5 Empty Seat
Other Modifiers: +40 Trantine Support, +10 Jengen Quarry, +5 Kreutzhofen Craneyard
Roll Result: 13+76 = 89 Complete
You're invited to the grand opening of the Trantine Canal. Huge sluice gates high in the Trantine Hills are holding back a reservoir fed by the meltwater of the Vaults, this is the part of the project the Trantine half of the team was mostly focusing on and the connection between the canal, Trantio's new dockyard and the reservoir has just been finished.

You're a bit too busy to attend yourself, the internal geopolitics of the Empire have your attention firmly fixed at home and a lengthy trip across the Vaults is not what you're looking for. Especially not after the last trip out into the Vaults. Fiorella, however, hasn't been home for about four years now. The armed escort that is sent alongside the Princess and Eldred is substantial. The Alimento dockyards under Kreutzhofen are home to a trio of heavily reinforced barges meant for transporting VIPs, military personnel or weapon shipments and in this case they were manned by Ironsides and Greatswords assigned to ensure safe transit through the Alimento.

You're told that the celebration in Trantio was a grand affair. Several senior engineers from Nuln alongside figures from the College of Engineering and the Grand University are given pride of place and even awards from the City of Trantio and much of the celebratory opening of the canal was focused on the relationship between Wissenland and Trantio forged through the past half decade.

The sluice gates opened and the rush of water raced down through the hills and into the canal before the waiting crowds, it would eventually reach the Bellagio somewhere north of the city roughly a hundred miles away. There the river network of northern Tilea would, through the Alimento, connect to Kreutzhofen and the river network of the Reik Basin.

A great day for trade no doubt. The first barges won't actually use the canal for a few months, while they wait for the water to settle and inspect the integrity of the canal. And full use of the infrastructure will take time while the Prince-President has begun announcing a whole host of projects around and along the new canal.
-3,000 Marks, -1,000 Materials
The Trantine Canal Project completes



Nachthexen arrives and the Empire hangs on teeterhooks, your investigation into the state of Stirland has rounded the Empire faster than any messenger could. Apparently the Arch Lector of Nuln still has private backchannels with the Grand Theogonist, and the spiritual health of Wurtbad is one matter that he really can't withhold.

And the Cult of Sigmar in Altdorf has sprung that news to every corner of the wider Cult, and into the upper strata of society. Copies of the official report are on the desks of all of the Electors. Probably even in Sylvania. Which means an outburst of political drama on the Imperial stage; the Wolf and Ottilian factions are coming down on the side of the Sylvanians to varying extents, the Sigmarite and Marienburg factions have come down on the Stirlander side to far more varied extents. The Marienburg Empress having not even made an declaration of her position, in truth you're mostly assuming she has a native interest in anything that runs counter to the Wolf Emperor.

The build up of forces on the border has only continued. Sylvanian State Troop at Konigstein, only a week or so to the east of the town of Raab where a crossroad allows travel by road into every part of the Province, including north to the Stir and the town of Zipf where the Stirlander State Troop are basing themselves around the riverside docks. The Talabeclanders are still recovering from the mutiny at Mordheim and so both they and some Hochlanders are at Krugenheim ready to ensure that no trouble crosses the Stir into Talabecland.

The Averlanders haven't made their decision about the state of the affairs, and no-one's really expecting the Mootlanders to. But in theory both Provinces are probably keeping a cautious eye on matters. And your decision is on a desk in the Imperial Palace, waiting for von Eigenhof to come up and sit with you.

Meanwhile Fiorella has put the finishing touches on the ceremony for Eldred becoming Heir Apparent. The invitations are due to go out any day, but you'll need to decide who to appoint as ceremonial regent. Usually there are three. The ceremonial regents are responsible for protecting Eldred should you pass and for replacing any seat of the council who retires or dies in office while Eldred is still underage.



Meanwhile the Wissenland Gazette has news concerning the wider Empire.

The Empress of Marienburg has had a poor year, barred from a number of ports in Bretonnia after the failings of the navy in preventing a Chaotic landing, and now word is that the Empress has taken ill.
The Emperor of Sigmar's Holy Empire has ramped up recruitment programs and yet these programs seem to be floundering. Reports suggest numbers are not returning to their pre-Carroburg numbers at anything approaching the expected pace.
The Ottillian Empress has hosted a closed-doors meeting of the four provinces of the Ottillian faction; Talabecland, Hochland, Ostland and Ostermark. The Gazette has a highly speculative article suggesting that the Ottillian Empress intends to push for an actual election.
The Wolf Emperor has consolidated his hold over Nordland but otherwise the Middenland State Troop is standing back down. A recent letter from Middenheim declares that the official position of the Wolf Emperor is that the Haupt-Anderssens are fallen and must be purged, providing much more than tentative support for a Sylvanian invasion.



Intelligence Report:
The Confidante of the Seat has been overseeing efforts to watch over the underworld of Wissenland.
- The report form your investigation has made its rounds of more than just the Imperial Candidates. The Ranaldians have apparently gotten copies of the report in full from somewhere, their recent wave of propaganda has been anti-Chaos rather than anti-Elector for once. A series of pointed quotes from the report have been found painted onto the side of a business and a house in Nuln, a practice which has suddenly been seen much more in Wurtbad where dozens of businesses are reported to have been defaced in a similar manner.



You have 11 Action Dice. You must apply at least one Action Die to the Province.

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: 200 Marks per Die
Must Beat: 160

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: 200 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: 1,000 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: 1,000 Marks per Die
Must Beat: 100

Family Matters
You've a family now, and certain dynastic obligations. Engage with the entirety of your family, likely at the retreat of Castle Liebwitz, make light, make fun and enjoy yourselves. Electors have a need to relax, as does your family.
Cost: 200 Marks per Die
Must Beat: 25

We do Negotiate with Ranaldians
The Cult of Ranald wants a few things generally speaking. Recognition as a legitimate Cult and political entity, a democratically elected Mayor of Nuln and better labour rights for the industrial workers who make up a significant part of Nuln's lower class. Arrange a meeting with representatives of the Cult to hammer out what you're willing to agree to.
Cost 200 Marks per Die
Must Beat: 150

Ambassador-At-Large
Currently the seat of the Ambassador-At-Large is empty and the Ambassadorial Wing of the Imperial Palace is running on inertia. Appoint a new Ambassador-At-Large, or put out feelers to attempt to identify the best candidates. (Write-In an appointee, otherwise you'll be given options.)
Cost: 100 Marks per Die
Must Beat: 50

The Heir Apparent
At the age of two years old, the heir to Wissenland is presented to the nobility and receives oaths promising to ensure the succession. And the three ceremonial regents are named and swear their own oaths to ensure the safety of Eldred's person and the stability of the realm while he is underage. The whole thing is simply a precaution, certainly you have no intention for Eldred to become Grand Count any time soon. Host the ceremony, and select your Eldred's three ceremonial regents.
(Write-In each ceremonial regent, they do not have to be a noteable character from Wissenland but that is the expectation. Each regent gets an Engage action for free)
Cost: 300 Marks, 500 Food per Die
Must Beat: 50
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: 200 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: 2,000 Marks, 500 Food, 400 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: 2,000 Marks and 400 Materials per Die
Required Effort: See List of Options
The City of Nuln - 0/2,500
Grissenwald Town - 44/1000
Kreutzhofen Town - 0/1000
Nehren Town - 0/1000
Sonnefurt Fort - 0/1000
Kroppenleben Village - 0/1000
Heisenburg Village - 284/500
Jengen Village - 0/500

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: 200 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: 1,000 Marks and 100 Materials per Die.
Required Effort: 0/200

Restore the Ranks (Select an Iron Company)
Restore an Iron Company to its full size.
Cost: See List of Options
Required Effort: See List of Options
The Iron Foot of the Wissenland
Cost: 260 Marks, 2,600 Materials, 2,600 Food
Required Effort: 0/26

The Garrison
Cost: 1,890 Marks, 189 Materials, 1,890 Food
Required Effort: 0/189

The Nuln Ironsides
Cost: 243 Marks, 486 Materials, 243 Food
Required Effort: 0/243

The Great Company of Iron
Cost: 610 Marks, 61 Materials, 610 Food
Required Effort: 0/61

The Elector's Own Lances
Cost: 100 Marks, 100 Materials, 1,000 Food
Required Effort: 0/100

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

Launch an Expedition
Take decisive action and lead the Army of the Wissenland into battle. (Select an intended target)
Cost: 16,900 Marks, 15,000 Food and 8,400 Materials - One Time Cost to start your campaign.
Required Effort: 50
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: 200 Marks per Die
Must Beat: 110

Prospect the Mountains (Select a Settlement)
Send out Prospectors into the Province around one of the Mountain-side settlements.
Cost: 400 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: 1,000 Marks and 200 Materials per Die
Effort Required: See List of Options
Tierhugel - 0/400
Dotternbach - 0/200
Halgerbach - 0/200
Scharmbeck - 0/200
Jengen Quarry - 0/150

Expand Farms (Select a Settlement)
Invest in the fertile land of the Rivers of the Wissenland to expand the farms of the estates.
Cost: 1,000 Marks and 200 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
Wittenhausen - 0/150
Auggen - 0/100
Erbshauen - 0/100
Hausern - 0/100
Hornfurt - 0/100
Hinkend - 0/100
Pahl - 0/100
Salmfahre - 0/100
Waldbach - 0/100
Wissenburg - 0/100
Wurmgrube - 0/100

Riverine Docks (Select a Settlement)
Invest in the dockyards of a river-side settlement to improve trade through it.
Cost: 1,000 Marks and 200 Materials per Die.
Effort Required: See List of Options
City of Nuln - 231/300
Kreutzhofen - 0/250
Wissenburg - 0/200
Wusterburg - 0/200
Bedernau - 0/150
Jengen - 0/150
Meissen - 0/150
Pfeildorf - 0/150
Geschburg - 117/150
Sonnefurt - 0/150
Steingart - 0/150
Ballenhof - 0/100
Mauchen - 0/100
Sexau - 0/100
Staig - 0/100
Osterzell - 0/100
Rohrhof - 0/100

Invest in City Institutions (Select an Institution)
Dedicate your efforts to expanding and improving the facilities of a City Institution.
Cost: 1,600 Marks and 300 Materials per Die
Effort Required: See List of Options
The Industrielplatz - 0/600
Imperial Gunnery School - 0/400
The Bank of Nuln - 0/250
College of Engineering - 0/250
Develop Intrigue
You're alright at Intrigue, plots come together, and intelligence efforts are effective enough. But you could certainly improve.
Cost: 200 Marks per Die
Must Beat: 140

Investigate Threat (Select a Threat)
Your expanding network of informants and counter-agents means nowhere in Wissenland is a safe space for hostile forces.
Cost: 100 Marks per Die
Must Beat: See List of Options
Ranaldian Insurrectionists - 250
Secessionists - 100
Sollander Independence Movement - 50
Unknown Serial Killer - 150

Assault Threat (Select a Threat and Aim)
Your counter-agents are capable of seizing or killing hostile targets throughout Wissenland, though sometimes the Black Guard must ride down the enemy.
Cost: 400 Marks and 40 Materials per Die
Must Beat: See List of Options
Ranaldian Insurrectionists - Arrest 300 - Kill 300
Secessionists - Arrest 100 - Kill 200
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: 1,000 Marks and 200 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: 1,000 Marks and 200 Food per Die
Must Beat: 100
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: 200 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: 1,400 Marks and 100 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: 2,000 Marks and 200 Materials per Die
Must Beat: 300

Develop the Gimbal Compass
The Dry Compass has been a great hit and proved that a magnetic compass is worth making and selling. But there's one major market where navigation is invaluable and where the Dry Compass doesn't work; sailors at sea. The College of Engineering believes it can develop a mechanism to allow the Dry Compass to still operate in environments with heavy pitching.
Cost: 800 Marks and 50 Materials per Die
Must Beat: 100

Develop Gypsum Fertiliser
The new fertiliser laboratories should be invested in to ensure their research can be used for the good of the Province. Some of the College's engineers believe that gypsum can be refined into a fertiliser for the fields.
Cost: 1,000 Marks, 200 Food and 20 Materials per Die
Must Beat: 150

Invest in the Schools
Expand and improve the facilities of the institutions of learning that Nuln boasts.
Cost: 1,600 Marks and 300 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 - 0/150
Develop Prowess
For all the effort you've put in, you're not perhaps as dangerous as you'd like to be.
Cost: 200 Marks per Die
Must Beat: 160
 
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Whoo boy, that was bracing. Ambassador rolls sucked unfortunately.

Sadly we can't just stand aside, it makes our word, our red line, worthless, even putting aside the issue of Vlad being what he is. So option 2 is out.
 
1 or 3.

We have spoken up, backing down now is weakness that others will pounce on.

Do we believe in the Haupt-Andersons, or not.
After half the important people fled and we found some serious evidence of corruption among the remainder, I won't trust them.
 
Thank you for the update!

That went better than I expected, but I'd like to get the heir, his wife and the military commanders who left with him to be tested asap.
I'd say we keep our word and send in the troops, could we have witch hunters/priests travel with the army to keep an eye on any chaos shenanigans?
 
Can we continue "helping" (ie actually doing it) purge stirland if we march with them?

Yes. You can do it above board with an Engage action. Or you can embed agents in Stirland to do it without telling the Haupt-Anderssens.

Thank you for the update!

That went better than I expected, but I'd like to get the heir, his wife and the military commanders who left with him to be tested asap.
I'd say we keep our word and send in the troops, could we have witch hunters/priests travel with the army to keep an eye on any chaos shenanigans?

You could do an Engage action with any of the Cults or the Iron Tower (the Inquisition is part of the Cult of Verena) to persuade them to send attachments to the Iron Companies.
 
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Thank you for the update!

That went better than I expected, but I'd like to get the heir, his wife and the military commanders who left with him to be tested asap.
I'd say we keep our word and send in the troops, could we have witch hunters/priests travel with the army to keep an eye on any chaos shenanigans?
That sounds possible, but risky.

Imagine if the Slaaneshi do Chaos at worst moment and we are stuck in a cagematch with corrupted Stirlandians and invading Sylvanians at the same time...
 
So Vlad was kinda right. I was fully expecting a blatant power grab.

Definitely not 2. I'm kinda leaning towards 3 because I don't think the rot is fully expunged. It's going to allow Sylvanian influence in Stirland but keeps our influence as well.

1 is more of a gamble. Will Vlad back down given his main claims were proven false? Can we beat the Sylvanian State Troops? Will he summon his trump card and bring his skellies into play? If we succeed, that means we lock Vlad out of Sylvania and Stirland aligns with us completely. I'm up for it if the thread is.
 
1 is more of a gamble. Will Vlad back down given his main claims were proven false? Can we beat the Sylvanian State Troops? Will he summon his trump card and bring his skellies into play? If we succeed, that means we lock Vlad out of Sylvania and Stirland aligns with us completely. I'm up for it if the thread is.
It seems to me that Vlad's accusations held true actually. Vlad doesn't seem to have said that the Elector himself was a cultist but that he was enabling pawns of the Dark Gods to act unhindered, which the Elector putting a cultist on his inner circle doesn't disprove at all.
Imperial Candidates and Electors all read about the accusation that Stirland has been actively fostering Slaaneshi Cults, that the Grand Count of Wurtbad has himself been subborned and that if the righteous people of the Stirland do not overthrow him, then the Elector of Sylvania will.
That and both the Wolf and Ottilian pretenders signing off on an invasion of Stirland by Sylvania leans me heavily towards conducting further investigations and likely kicking out the Haupt-Anderssens and replacing them with a new Elector Dynasty.
And the Cult of Sigmar in Altdorf has sprung that news to every corner of the wider Cult, and into the upper strata of society. Copies of the official report are on the desks of all of the Electors. Probably even in Sylvania. Which means an outburst of political drama on the Imperial stage; the Wolf and Ottilian factions are coming down on the side of the Sylvanians to varying extents, the Sigmarite and Marienburg factions have come down on the Stirlander side to far more varied extents. The Marienburg Empress having not even made an declaration of her position, in truth you're mostly assuming she has a native interest in anything that runs counter to the Wolf Emperor.

The Emperor of Sigmar's Holy Empire has ramped up recruitment programs and yet these programs seem to be floundering. Reports suggest numbers are not returning to their pre-Carroburg numbers at anything approaching the expected pace.
The Ottillian Empress has hosted a closed-doors meeting of the four provinces of the Ottillian faction; Talabecland, Hochland, Ostland and Ostermark. The Gazette has a highly speculative article suggesting that the Ottillian Empress intends to push for an actual election.
The Wolf Emperor has consolidated his hold over Nordland but otherwise the Middenland State Troop is standing back down. A recent letter from Middenheim declares that the official position of the Wolf Emperor is that the Haupt-Anderssens are fallen and must be purged, providing much more than tentative support for a Sylvanian invasion.

Vlad doesn't actually have a justification for invading if the guilty Elector Dynasty is replaced as the Ultimatum demanded.
 
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Definitely not 2, we back down now and no one is going to take us seriously ever again.

Voting 1 to send our troops in plus an action to continuing the purge of Stirland of Chaos worshippers, and another action to get all the various Cults to send their own templars/holy warriors with our army would be the best bet.

We can beat Vlad if it comes to a fight, provided he doesn't bring out the skeletons and whatnot. We do have to watch our troop numbers though, still not up to full yet.

It's a shame about the Ambassador rolls, probably just continuing the search would be best I believe.
 
That was a turn, shame about the failed roll for ambassador, I think we will want to try that again because that was just really poor rolling. Also laughing at that 3 on the docks. I do think we need to make sure Vlad does not extend his reach but I do support this push to get more cult work on the cults there at the very least to bring things under control. Also if we have the dice to investigate the serial killer
 
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 719, 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 1,150, 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 2,990, 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 576, Food 10,259 Produced, 1,500 Consumed, Material 368 Produced, 100 Consumed

County of Grissenwald (+77)
Grissenwald: Fortify 1000
Taxes 266, Tariffs 401, 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 950, 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 458, 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 793, 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 459, 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 401, Food 14,521 Produced, 1,000 Consumed, Material 199 Produced, 100 Consumed

Bugman's Brewery (+100)
Taxes 200, Tariffs 920, 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)
Taxes 250, Tariffs 805, Food 2,147 Produced, 2,000 Consumed, Material 600 Produced, 0 Consumed

Money: +10,033 Food: +4789 Materials: +4500

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 our Ambassador at Large- his son took over as Baron at reduced if positive relations)
Turn 21- Count Pfeifraucher of Grissenwald (Funding the Grissenwald fortification)
Turn 22- Stirland Chaos Investigation (TBD)
 
Oh god it's the worst possible outcome Vlad being not entirely wrong in his accusations. Which is FAR worse for us then being fully right or wrong. We made a red line so we have to prove it's real but we also have to make it clear we are very not enthusiastic about the stirlanders preformance. Fuuuuuuuu
 
I have to said our ambassador and diplomat expert dying right after getting into a diplomatic quackmire is one of those historical oddities in general, our chararter very much regreting that happen, isnt?

Vlad clearly was playing good here: he probably left slaaneshi cult fester in order to kill them later and use as good causa beli in order to pretend his war and anexation will be see as just. If we abandon stirdland i will hit us and if we are soft we will look like chaotic cultist, which given how our father die is a sour point.
 
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