The Old World: Dark Age of the Empire

I don't think Vlad managed to nab enough warpstone from Mordheim, he's still trying to find more to fuel his ritual in the coming Geheimnisnacht. He revealed himself in 2010 IC in canon, hopefully we haven't pissed him off enough to have him come after us when he starts going full throttle.

The Roadwardens along with anything else we can do to streamline the recruitment of more professional troops are a must.
 
Last edited:
I don't think Vlad managed to nab enough warpstone from Mordheim, he's still trying to find more to fuel his ritual in the coming Geheimnisnacht. He revealed himself in 2010 IC in canon, hopefully we haven't pissed him off enough to have him come after us when he starts going full throttle.

The Roadwardens along with anything else we can do to streamline the recruitment of more professional troops are a must.
He did outright control the city for a time, before retreating from the Ottilians, if I remember correctly.

I suspect he got more Warpstone out of it than in canon, where he was just sending agents like many factions to smuggle some of it out.
 
On the research we can do on gunpowder and its uses, I would suggest for the civil field its use for building and construction which would help us a lot on our construction sites and I would suggest another use, that of creating fires artifice as a means to raise the morale of the population. While for the military field I would suggest looking for other ways we can use gunpowder because just cannon guns is a bit diminutive. We could look for bullets, mortars, hand grenades, rockets and flares. and for defense I would say look for gatlings. for general research I would suggest closer relationships with the Tilean city states, the cults of Verana and Myrmidia and with the dwarven guilds to further develop our research. I would suggest appealing to those guild members who would like to develop their technologies but the guild elders block and reject them because they are against tradition or some other nonsense.
 
Adhoc vote count started by Warkeymon on Jun 2, 2024 at 8:30 AM, finished with 142 posts and 23 votes.

  • [X] Plan Wissenland Wakes
    -[X] Appoint an Ambassador-At-Large: Mariele Althaus
    -[X] Our Own Trials
    -[X] A Vote Denied
    -[X] The Congregation of the Stirland
    -[X] Increase the Stipend
    -[X] The Auditor
    -[X] Agree to Both
    --[X] Note that the Tax exemption is only applicable to Bugmans own deliveries and that the wording of the agreement must prevent unscrupulous merchants from using it for tax evasion.
    -[X] The Anti-Sylvanian Pact
    --[X] Roadwarden South Cost: - 0/150 Cost: 600 Marks, 200 Materials, 500 Food per Die. 2 Actions
    --[X] The Nuln Ironsides: - 0/208 Cost: 208 Marks, 416 Materials, 208 Food per Die. 1 Action
    --[X] Launch an Expedition: Stirland Cost: 16,900 Marks, 15,000 Food and 8,400 Materials 1 Action
    --[X]Riverine Docks City of Nuln - 231/300 Cost: 1,000 Marks and 200 Materials per Die. 1 Action
    --[X] Investigate Threat (Serial Killer) 300 Marks per Die. 3 Actions
    --[X] Develop Gypsum Fertiliser Cost: 1,000 Marks, 200 Food and 20 Materials per Die Must Beat: 150. 3 Actions
    [X] Plan: Stall Vlad, expand into border princes.
    -[X] Appoint an Ambassador-At-Large
    --[X] Arch-Lector of Nuln
    -[X] The Anti-Sylvanian Pact
    -[X] Our Own Trials
    -[X] The Combined Hierarchs
    -[X] Refrain from Overexpansion
    -[X] Pledge to Invest
    -[X] Increase the Stipend
    -[X] The Verenans
    -[X] Agree to Both
    --[X] Note that the Tax exemption is only applicable to Bugmans own deliveries and that the wording of the agreement must prevent unscrupulous merchants from using it for tax evasion.
    -[X] Fortify the Border (Select a Settlement)
    --[X] Heisenburg Village - 284/500 Cost: 2,000 Marks and 400 Materials per Die 1 Action
    -[X] Restore the Ranks (Select an Iron Company)
    --[X] The Garrison - 0/154 Cost: 1,540 Marks, 154 Materials, 1,540 Food 1 Action
    --[X] The Nuln Ironsides 0/208 Cost: 208 Marks, 416 Materials, 208 Food 1 Action
    -[X] Roadwarden South Cost: - 0/150 600 Marks, 200 Materials, 500 Food per Die 2 Actions
    -[X] Launch an Expedition: 50
    --[X] Tordorno 1 Action Cost: 16,900 Marks, 15,000 Food and 8,400 Materials
    -[X] Riverine Docks (Select a Settlement)
    --[X] City of Nuln - 231/300 Cost: 1,000 Marks and 200 Materials per Die. 1 Action
    -[X] Invest in City Institutions (Select an Institution)
    --[X] The Bank of Nuln - 0/250 Cost: 1,600 Marks and 300 Materials per Die 1 Action
    -[X] Investigate Threat (Select a Threat)
    --[X] Unknown Serial Killer - 150 Cost: 100 Marks per Die 3 Actions
    [X] Plan: The Division of Stirland
    -[X] Appoint an Ambassador-At-Large: Liesel von Eigenhof
    -[X] The Tri-fold Partition
    -[X] In Our Hands
    -[X] The Combined Hierarchs
    -[X] Refrain from Overexpansion
    -[X] Pledge to Invest
    -[X] The Verenans
    -[X] Agree to the Dwarf Amendment
    -[X] Action-Plan:
    --[X] Family Matters 1 Action 200 Marks
    --[X] Restore the Ranks (Nuln Ironsides) 1 Action 208 Marks, 416 Materials, 208 Food
    --[X] Launch an Expedition (Secure Stirland) 1 Action 16,900 Marks, 15,000 Food and 8,400 Materials
    --[X] Riverine Docks (City of Nuln) 1 Action 1,000 Marks and 200 Materials
    --[X] Expand Farms (Wusterburg) 1 Action 2,000 Marks and 400 Materials
    --[X] Investigate Threat (Serial Killer) 3 Actions 300 Marks
    --[X] Develop Gypsum Fertiliser 3 Actions 3,000 Marks, 600 Food and 60 Materials
    [X] Agree to the Dwarf Amendment
    [x] In works v1
    [x] Appoint an Ambassador-At-Large
    -[x] Liesel von Eigenhof
    [x] The Anti-Sylvanian Pact
    [x] Our Own Trials
    [x] The Combined Hierarchs
    [x] The Congregation of the Stirland
    [x] Increase the Stipend
    [x] The Auditor
    [x] Agree to Both
    [x] Family Matters 1 dice
    [x] We do Negotiate with Ranaldians 3 dice
    [x] Engage with a Neighbour 3 dice
    -[x] Stirland
    [x] Engage with Cult
    -[x] Cult of Soll
    [x] Expand Mines
    -[x] Jengen Quarry
    [x] Unknown Serial Killer 2 dice


Vote closed
 
On the research we can do on gunpowder and its uses, I would suggest for the civil field its use for building and construction which would help us a lot on our construction sites and I would suggest another use, that of creating fires artifice as a means to raise the morale of the population. While for the military field I would suggest looking for other ways we can use gunpowder because just cannon guns is a bit diminutive. We could look for bullets, mortars, hand grenades, rockets and flares. and for defense I would say look for gatlings. for general research I would suggest closer relationships with the Tilean city states, the cults of Verana and Myrmidia and with the dwarven guilds to further develop our research. I would suggest appealing to those guild members who would like to develop their technologies but the guild elders block and reject them because they are against tradition or some other nonsense.

We could invite over Leonardo, he built the first steam tanks in Reikland in canon I think, I'm sure with enough incentives we can get him to move to Nuln. If we can manage to poach him before he actually relocates to Reikland all the better, he's still supposed to be in Tilea/Estalia around this time period.

The more I think about it, that seems like a pretty good deal, geniuses like him don't just pop out of the ground see, we could use his help, even as just a sounding board, on practically all of our other projects.
 
Last edited:
We could invite over Leonardo, he built the first steam tanks in Reikland in canon I think, I'm sure with enough incentives we can get him to move to Nuln. If we can manage to poach him before he actually relocates to Reikland all the better, he's still supposed to be in Tilea/Estalia around this time period.

The more I think about it, that seems like a pretty good deal, geniuses like him don't just pop out of the ground see, we could use his help, even as just a sounding board, on practically all of our other projects.


In the canon timeline he was invited to Altdorf this year to found and run his own Engineering College. However in this timeline he managed to get the backing to build one in Miragliano so he's much less open to invitation to the Empire.
 
If we are trying to recruit Nuln Ironsiders, in order to build passive recruitment for them why don't we make a government program to give our scholarships to those who seek to attend an engineering university but don't have the funds for it in exchange for a contract to join the Nuln Ironsiders at the end of their education? Hell, they don't have to even immediately be Ironsiders after graduating, they could just be an 'apprentice Ironsider' that another Ironsider can take under their wing to get them accustomed to being a soldier and all the daily tasks and maintenance that an Ironsider performs while getting paid with the expectation that after a few years (maybe 4?) they can become an Ironsider too. In exchange the 'apprentice Ironsider' helps the Ironsider with their daily chores, maintaining their equipment, and generally being an extra arm that they can rely upon both in mundane tasks like a valet and in battle like a squire with their knights. Since they're only apprentices we don't need to give them their own specialized equipment and room yet, they can just contend with the same equipment as our hand gunners while living in a tent/barracks like the rest of the soldiery. This could be a good way to replenish and potentially expand the ranks of our Ironsiders by just passively spending income instead of spending precious dice. It also helps that by giving each Ironsider a skilled and educated engineer to help them, they can potentially yield even more devastating firepower and wear even heavier armor since they have someone helping them maintain their more specialized equipment at all times.
 
Last edited:
In the canon timeline he was invited to Altdorf this year to found and run his own Engineering College. However in this timeline he managed to get the backing to build one in Miragliano so he's much less open to invitation to the Empire.

Pity... This means that steam tech will take longer to be developed, with the tanks being but a dream unfortunately. On the other however, Leonard might live longer this time. Perhaps Tilea won't have as much budget for him to explore his insane flying ideas this time.
 
Pity... This means that steam tech will take longer to be developed, with the tanks being but a dream unfortunately. On the other however, Leonard might live longer this time. Perhaps Tilea won't have as much budget for him to explore his insane flying ideas this time.
He may live longer, but will his legacy last as long without the chance the empire gave him to make his most unhinged dreams come to fruition?
 
In the canon timeline he was invited to Altdorf this year to found and run his own Engineering College. However in this timeline he managed to get the backing to build one in Miragliano so he's much less open to invitation to the Empire.
Even though he got offered an engineering school, could we counteroffer by giving him an open check to build & test his inventions at our engineering school? I'd like to imagine that the empire engineering schools are more open to experimentation and innovations then Miraglian's so we'd tolerate and fund his more insane ideas.
 
Last edited:
I think we're a little too early for Gatling guns, also I'm fairly certain we're capable of crude inventing matches for ignition & land mines.
For humans perhaps but for dwarves these technologies have already been around for a while, in fact, dwarves have probably already invented various technologies that would probably make them at our industrial technological level; which they don't use just because of their stupid belief in honoring tradition and other similar nonsense.
 
Pity... This means that steam tech will take longer to be developed, with the tanks being but a dream unfortunately. On the other however, Leonard might live longer this time. Perhaps Tilea won't have as much budget for him to explore his insane flying ideas this time.
But his ideas on flight are not so crazy. More than anything, it was crazy that he experimented with them himself instead of using someone else as a guinea pig. That was just madness. because it is enough to see the dwarfs to see that machines can be invented to fly.
 
Even though he got offered an engineering school, could we counteroffer by giving him an open check to build & test his inventions at our engineering school? I'd like to imagine that the empire engineering schools are more open to experimentation and innovations then Miraglian's so we'd tolerate and fund his more insane ideas.
And since he built his Miragliano school in this timeline, the only engineering school the Empire has is the Nuln one. we will see if it will remain this way based on our future choices. that is, whether he stays with the empire or goes our way.
 
If we are trying to recruit Nuln Ironsiders, in order to build passive recruitment for them why don't we make a government program to give our scholarships to those who seek to attend an engineering university but don't have the funds for it in exchange for a contract to join the Nuln Ironsiders at the end of their education?

The Imperial Gunnery School has scholarships, including some sponsored by the Militarstutz, most notably for the children of School employees. Scholarships from the Militarstutz will require them to sign up to join the Ironsides and generally they do succeed at joining the Company.


Even though he got offered an engineering school, could we counteroffer by giving him an open check to build & test his inventions at our engineering school? I'd like to imagine that the empire engineering schools are more open to experimentation and innovations then Miraglian's so we'd tolerate and fund his more insane ideas.

Leonardo gets to build and run the school in Miragliano essentially however he wants. If he came to Nuln he'd have to answer to the Mistress of the Imperial Gunnery School or the Mistress of the College of Engineering. He's got more freedom and authority in Miragliano.
 
The Imperial Gunnery School has scholarships, including some sponsored by the Militarstutz, most notably for the children of School employees. Scholarships from the Militarstutz will require them to sign up to join the Ironsides and generally they do succeed at joining the Company.
Those scholarships are only open for the children of university staff though. What's stopping us from making a separate scholarship program targeted at the rest of the underclass youth in Nuln who don't have the money or the connections to attend like the kids of the university staff? Those scholarships are straight out of our pockets so no one can stop us, and it's not like we're short of any money. If there's an excess of kids applying for scholarships then we can always implement some standardized test to test for how advanced the applicants' literary skills are for anyone applying for this scholarship, It has already been stated that a decent % of the population in Nuln is already literate so it wouldn't be surprising if some kids from poor backgrounds living in Nuln who could read/write would take the test. The cutoff point could be the top 100-200 students or something.
 
Last edited:
Those scholarships are only open for the children of university staff though. What's stopping us from making a separate scholarship program targeted at the rest of the underclass youth in Nuln who don't have the money or the connections to attend like the kids of the university staff? Those scholarships are straight out of our pockets so no one can stop us, and it's not like we're short of any money. If there's an excess of kids applying for scholarships then we can always implement some standardized test to test for how advanced the applicants' literary skills are for anyone applying for this scholarship, It has already been stated that a decent % of the population in Nuln is already literate so it wouldn't be surprising if some kids from poor backgrounds living in Nuln who could read/write would take the test. The cutoff point could be the top 100-200 students or something.


I've added the below action to martial options.

Ironside Scholarship Program
Despite their small size, the Nuln Ironsides are the Company that takes the longest to recover from any losses. This is partly due to the fact that the Ironsides are held to such a high standard. The Company recruits only from the Imperial Gunnery School Engineers and Guards requiring proof of a high standard of skill in the field of firearms before taking on recruits. You could attempt to alleviate this bottleneck by instituting a new scholarship program for children from outside the usual recruiting grounds of the School on the requirement that they apply to join the Ironsides following graduation.
Cost: 1,000 Marks and 200 Food per Die
Must Beat: 100
 
The Ironside Scholarship Program's a pretty good step forwards in cutting back Ranaldian support in Nuln. From slum kids to lower-middle class kids getting a shot at top-notch education and stable work is nothing to sneeze at.

Likely we could add in more scholarship options later on, maybe expanding the terms of public service ala civil and military; logistics and whatnot.
 
Turn 24 - Late 2011IC
Boardmember Mariele Althaus
Target: 50
Skill: +16 Diplomacy, +10 Fiorella
Council Effect: -5 Empty Seat
Other Modifiers: 0
Roll Result: 89+21 = 110 Success
You read the dossier about Mariele Althaus. A risk-taker she's been part of some of the Bank's more questionable, and more profitable, endeavours. The shipment of materiel to the Veldt through Kislev earnt the Bank a pretty coin when the Veldt was still in open rebellion against the Hertwigs. Even now you understand the Veldt's ties to the rest of the Ostermark are strained at best.

For all the risk associated with shipping materiel to a rebel group, or other similar deals that Althaus has overseen, she seems to have always come good in the end. Every effort expended to ensure that possible blowback is redirected if not outright prevented. She has some skill at tying up loose ends. You read the word 'gambler' one time too often and a coin is tossed in the back of your mind. How exactly it will one day land, you're not sure.

It could be nothing, after all the Cult of Ranald has been trying to access the record room of the Bank and surely if they had a Boardmember on side they'd not have had so much trouble. Perhaps whoever wrote this report simply didn't want you to think Mariele was prone to taking the sure path. Still, the Ranaldians have been better behaved this last year or so. Nothing like Chaos to unite the City you suppose.

You send for Boardmember Althaus to come to the Imperial Palace. The Blue Study is usually the best place to meet bankers, the aesthetic carefully curated along with the wall of record books. You know that someone in the Palace is responsible for an annual trip to Marienburg for a copy of the annual Grey Bell Book in which the shipping records of the city are kept.

Althaus is five years your elder, wears her dark brown hair tight in a bun behind her and you don't think anyone would accuse her sharp blue eyes of being warm. Every part of her posture screams strict and reminds you somewhat of a professor from the Militarstutz from your time attending the Officer's Academy. Your conversation drifts through a few topics, her business in Veldt and the contacts she has in the Eastern Empire and in Kislev foremost, then from there on to the current Stirlander Crisis. She remarks that it seems more like a Sylvanian crisis to her, though she has no assets south of the Stir her southern Ostermarker contacts suggest that the Sylvanians have been building up their forces since the Last Election.

Indeed, for all you've been paying attention to the army camped outside of Raab, Althaus claims that the Ostermarkers who have moved back into Mordheim (and who pay the Bank a considerable fee to assist in finding construction materials) have sighted Sylvanian patrols out of Siegfriedhof on a daily basis. Althaus believes that if von Carstein is not stopped in Stirland, then he'll try to seize part of the Ostermark as well.

You recall vaguely a report from the Confidante half a decade ago during the dismantling of the Sylvanian network in Nuln about an agent giving up information on a Sylvanian plot to seize the Ostermark. Surely after the Ottilian backing of the Hertwigs, and your own offer of economic aid in case of war, von Carstein changed his mind. Why would von Carstein have delayed so long?

Regardless, you decide that Boardmember Mariele Althaus would be a good fit for the position of Ambassador-At-Large and at last fill the empty seat in your council.
+11 Relationship with Bank of Nuln



Our Own Trials
Target: 150
Skill: +16 Diplomacy, +10 Fiorella
Council Effect: +42 Ambassador-At-Large
Other Modifiers: +4 Local Support, +50 Moment of Crisis, -20 Sylvanian Pressures, +25 The Heir
Roll Result: (25+88)+127 = 240 Success
You respond to the heir of Stirland. The Wissenland will support his claim to the province, provided he can prove that his father's various corruptions have not infected the heir's court. After all, the original trials in Wurtbad did indicate that at least one nobleman in the heir's court had Slaaneshi ties.

The heir has agreed to bring his court to Nuln to be tested. The most senior State Troop officers are all at Raab, but the younger generation rallied around a charismatic contemporary are available for testing and there's a considerable party travelling to Nuln on a Mootlander barge. Fiorella and yourself arrange a fair welcome and some secure accomodation. The Master of the Tower has returned from his latest trip abroad, sends a runner to the Palace to indicate he has something of import to discuss, and tacks on an offer of the Tower's cells.

Fiorella instead houses your guests in a wing of the Palace, guarded but comfortable and kept isolated from any of the other inhabitants and writes back to ask the Iron Tower to supply some experts to run trials while she also writes around the various authorities of the City.

And then the heir arrives. Lutz Haupt-Anderssen is witty, charming and generally charismatic. And importantly, cleared of Chaotic corruption. Learning from Wurtbad you have him and his wife as the first trials before moving down the ranks. There's a single State Troop commander condemned for the crime of Chaos worship at the end of the first week and the nobleman previously identified in Wurtbad confesses amidst tears that yes, he is an adherent of Slaanesh, but also he's a faithful loyalist of Lutz. You're pleased to see that Lutz doesn't hesitate to denounce him and approve of execution.

The Cult of Sigmar sends representatives from Stirland at the behest of the Arch-Lector in Nuln, ostensibly to have certain senior figures tested but you suspect that on the Stirlander side they're aware of which way the wind is blowing and simply wish to get in with the heir. The Arch-Lector of the Congregation of the Stirland is amongst those coming to Nuln, though naturally he is entirely above any concern with regards to Chaotic influence and need not be trialled. He even is invited to lead the testing of the members of his own clergy.

And then the Arch-Lectors of the Congregations of the Stirland and the Wissenland go away into the Cathedral to discuss matters of the Faith while you and Lutz sit together at the head table of a feast to celebrate the success of the trials. No party to the trials have any qualms about installing Lutz as the new Grand Count of Stirland. In private, Lutz agrees to forfeit the County of Flensburg to the Wissenland once the work is done.

A letter reporting on the second series of trials and tests goes out across the Empire declaring an intention to overthrow Haupt-Anderssen and replace him with Lutz. The response is tepid and you get the sense that even Reikland isn't willing to intercede. The Cult of Sigmar's own version of the report hits your desk later, a joint paper written by the two Arch-Lectors which includes an intention to establish a new Templar Order in Stirland to root out Chaos corruption. Apparently the Stirlanders weren't interested in expanding the Iron Tower's reach across the border.



Restore Roadwarden South
Target: 0/150
Skill: +30 Martial, +2 Fiorella
Council Effect: +7 Grand Marshal
Other Modifiers: +15 Jengen Quarry, -5 Free Company Work
Roll Result: (19+59)+54 = 132 Contribution
The Grand Marshalcy of the Road and River Wardens made an admirable attempt to survive the collapse of Imperial Authority, lingering on through two or three generations of Imperial Candidates as a united authority before breaking apart into provincial organisations. Without the Grand Marshalcy the provincial organisations lasted a handful of years before collapsing one after the other. Many assets of the Grand Marshalcy still exist within the State Troop of various provinces, but others are long since lost.

The City of Nuln was once a key centre of the Grand Marshalcy, though very little remains of it. Now Wissenland's bandits and pirates are kept at bay by the retinues of the various nobles of the Province and the assets of the Grand Marshalcy were folded into either the Free Companies or given over to the nobility. You recall some of the sites of the Road and River Wardens in the Electoral Estate are used now by the Free Companies as training grounds.

Outside of Nuln are three sites that were once run by the Grand Marshalcy; Riverwarden West outside the West Gate is a small dockside once used to patrol the Reik but is now a ferry, Roadwarden East outside the gates of the Militarstutz operated patrols into the Averland but is now owned by the Cult of Morr, and Roadwarden South outside the South Gate operated patrols into the Electoral Estate and around Nuln and was importantly a major training camp for the Grand Marshalcy. At the moment Roadwarden South stands mostly empty, part of the site has been built over with warehouses and an inn has swallowed a corner of one courtyard and the entirety of the stables.

You've decided to reclaim Roadwarden South, fortunately enough of the old training camp still exists. The barracks and actual yards are still used by Free Company militias in Nuln and the surrounding country from time to time and you understand there's a re-enactment group who sometimes rents use of the site.

You might not be able to restore Roadwarden South to its former glory as a major hub of the Grand Marshalcy any time soon, but you can turn it back into a proper training camp. The ambition being to have a method for the youth of Nuln to be fed into the Iron Companies by properly preparing them with important skills, training and by instilling discipline. Given a few years, these children should one day improve recruitment rates for the Iron Companies and even before that the hope is these children will be better behaved and less prone to lives of crime.

Baron von Eigenhof has been charged with securing the parts of the site aren't available, shoring up the aged structures and adjusting the yards to allow for the older youths to practice with guns. By Hexennacht the site is under the control of the Militarstutz completely and in good condition. All that remains is for Grand Marshal Manfred to actually set up the new program, put a few sergeants out on the site and promote the program amongst the people of Nuln.
-1,200 Marks, -400 Materials, -1,000 Food
+132 Contribution to Roadwarden South



Restore the Ironsides
Target: 0/208
Skill: +30 Martial, +2 Fiorella
Council Effect: +22 Grand Marshal
Other Modifiers: +25 Armoury of the Empire, -10 Specialist Recruits, -5 Elite Standards
Roll Result: 35+64 = 99 Contribution
More than two full years after the battle in the Mondider Pass and the Ironside recruitment program is still in full throw attempting to fill the holes in the ranks. You're quite familiar now with the series of methods by which the Company attempts to restore its numbers. The lectures, the posters and leaflets.

Baron von Eigenhof has had a few meetings with the Mistress of the School, sitting down to discuss the possibility of expanding the pipeline from ordinary citizen of the City to fully fledged Ironside rifleman. One proposal to come out of the Mistress' office is a new scholarship for ordinary citizens. As it stands, the School's scholarships are available for the children of staff working for the school and there's a few Cult scholarships that bring in a small number of students.

The most recent scholarship available for entry to the Imperial Gunnery School is a new deal between the High Temple of the Mother of Invention and the School which allows for Myrmidian clergy or Cult-sponsored acolytes to attend. The Grand Marshal believes that the Militarstutz could sponsor a scholarship program of its own to increase the number of students at the School directly on the path towards the Ironsides.
-208 Marks, -416 Materials, -208 Food
+99 Contribution to Restore the Nuln Ironsides.



The Stirland Crisis
Target: 0/50
Skill: +30 Martial, +2 Fiorella
Council Effect: +22 Grand Marshal
Other Modifiers: +20 Iron Company Professionalism, +10 The Militarstutz, -4 Stirlander Resistance
Roll Result: 63+80 = 143 Complete
There are two fighting forces in the Stirland at the moment that you're determined to put a stop to. Von Carstein and the Sylvanian State Troop currently threaten the border town of Raab in the east, intending to push west and overthrow the throne in Wurtbad; and Haupt-Anderssen the current Elector of Stirland has been ruled to be in breach of your ultimatum and to have failed to protect the province from the predations of Chaos.

Word reaches Nuln early in the year that a host out of Averheim has crossed the Aver on the Old Dwarf Road into the territories of southern Stirland that Lutz controls. The Averlanders make steady progress north and east towards Raab, handily giving the Sylvanians the impression that they'll intercede if it comes to battle but also providing a barrier to the west should the Stirlanders attempt to retreat to Wurtbad. The current geopolitics no doubt weigh on the mind of the Chief Riverwarden who controls the bulk of the Stirlander State Troop and he's likely not entirely sure the Averlanders are there to help.

And, following the success of Lutz's trials in Nuln, the Grand Marshal has rattled the cage of the MIlitarstutz and gotten the beast of Wissenland's military bureaucracy moving. Huge shipments of food, ammunition, clothing, tents, horse feed and every other item needed for a campaign must be brought out of storage and prepared for a long march. The Militarstutz itself is on the east side of Nuln which means that the Iron Companies have to move everything to a staging post on the north side at the Griffon Gate, uprooting the Griffon Gate Garrison.

But it doesn't take long before the Iron Companies are marching out along the Nuln Road, into the County of Flensburg and the west of Stirland. The roads are largely barren of traffic, the Zaya Hills are home to a handful of old Roadwarden watchpost and camps which have been co-opted by the Stirlander forces for defence. These western defences are all but abandoned, and yet there's signs that the Grand Count has been scraping the barrel to defend Wurtbad. The fields are empty, villages have no men of fighting age and the shepherds in the hills are all old men.

The Grand Marshal estimates that Wurtbad will be defended by a sizeable Free Company, the city's own garrison and the Eagle Castle Greatswords. The efforts to conscript from the province are a sure sign that the Grand Count does not intend to surrender and abdicate. When the Iron Companies reach Wurtbad at the other end of the Nuln Road it is to see a city in the effort of preparing for a siege. Horns blare in the distance, the gates are hurriedly shut and the walls are clearly manned.

The Grand Marshal makes camp well out of range of the defenders, without recent intelligence from within the walls he can't say for sure what sort of equipment the defenders are likely to boast. Records drawn up from the School indicate Wurtbad hasn't bought cannons for either fixed emplacement or field use in over a hundred years and its highly doubtful such old pieces are usable. Some of those who were in Wurtbad for the trials a year ago are called upon to give reports based on memory and there's no-one who remembers Dwarf cannon on display and certainly from the outside none cane be seen.

The best intelligence available however is in the form of the official records of the city watch. They number just over a thousand regulars, the officer ranks of which have recently been riddled with holes by the trials of Wurtbad. None of the city watch of Wurtbad are handgunners, many are trained with crossbow however.

The Grand Marshal considers his options, compiles some preliminary reports and makes his suggestions.

[ ] Storm Wurtbad
Bring the Iron Companies to full ready, blast the gates open and sunder the walls, and then storm through the gaps to seize the city and drive the defenders back to the much smaller Eagle Castle.

[ ] The Sylvanian Option
You are, at least in theory, working to the same ends as von Carstein. Invite the Sylvanian State Troop to join the camps at Wurtbad.

[ ] A Long Siege
Wurtbad had a year to prepare for siege after the trials and was probably already preparing beforehand for the possibility of a Sylvanian siege. Eagle Castle probably always has significant stores as well and you're not going to be able to significantly interdict riverine travel to the docks beneath it. You can't afford yet another costly battle for the Iron Companies however, sit back, prepare counter-defences, have the Fathers of Suns shell the city.


-16,900 Marks, -15,000 Food and -8,400 Materials



The Little-Town Docks
Target: 231/300
Skill: +11 Stewardship, +15 Fiorella
Council Effect: +22 Steward of the City
Other Modifiers: +24 The City, +15 Jengen Quarry, -10 Delayed Action
Roll Result: 97+77 = 174 Complete + 1 Critical Success
Patriarch Richthofen has few problems resolving the issues that mysteriously cropped up over the past few months at the Little-Town Docks. Vagrants are moved back out, the Halflings are given accomodation in the dormitories of a Verenan library until their lodge can actually be rebuilt and several streets in the Little-Town are closed completely to allow for work.

With access secured to the waterfront, the Steward of the City has begun work on building the Little-Town Docks. Across from the control tower at An-Der-See with its beacons and its cannon, the Little-Town will be under the remit of the harbour masters there, contorlling the movement of barges throughout Nuln's largest port.

The south side of the Reik will be given over almost entirely to industrial shipping, material from the province brought in to the Industrielplatz to be turned into the metalwork of the City and then shipped back out. Meanwhile the Little-Town on the north side will be mostly a passenger port. That means building a new city watch station to prevent thieves targeting the crowds and wider streets to better feed those people into the Neuestadt, that huge residential district that caters to Nuln's unique middle-class.

There are still some cargo points, though fewer, in the Little-Town. The waterfront will still be home to inns after all to house visitors and shipments of produce and alcohol will need to be able to access the Little-Town. There was some debate over whether a ferry post would also need to be included, the Great Bridge was just upriver of the work but downriver there were no crossings until a ferry outside the walls of the City. The Patriarch eventually ruled against expanding the project, in future if it were required a ferry post could be built further downriver. The next waterfront along is dominated by the Asylum district, home to a Shallyan Healing Hall and a sprawling slum. You might take the opportunity to tear down much of the Asylum.

However, as the year comes to an end, the Little-Town docksides may be complete but much of the demolition work has resulted in spare space in the Little-Town that could be used up. The workcrews are still under contract and there's spare material.


[ ] The Lodge of Nuln
The old Quinsberry Lodge of the Halflings of Nuln was demolished to make way for the docks. The Lodge has plans to rent a new space in the Little-Town but you could offer to build them a purpose-built Mootland-styled building to host their group. You understand the Quinsberry Lodge network throughout the Empire is something of a Halfling version of the Cult of Verena, a group of legal advocates and librarians ready to support their kinsmen beyond the borders of the Moot.

[ ] The Grand Count's Grand Kitchen
The Cult of Quinsberry are not the only Cult of the Halflings with a presence in the Little-Town. The Dean of the Culinary School at the Universitat is almost always a Halfling, that much has been true for hundreds of years, and that is in large part due to the Cult of Esmerelda a deity of Hearth and Home but also of cooking itself. Build a Grand Kitchen of Esmerelda in the Little-Town and the starving masses will be able to eat there for free.

[ ] Terminal 1
One day, Gods be good, the Empire will be reunited and the riverine network will be bustling with travellers from all across the Reik Basin and beyond. And at that time the Little-Town Docks will be a major thoroughfare for tourists, travellers and immigrants. Building a huge centre for processing those people, booking them seats on boats and ensuring their baggage arrives in the right spot.

-1,000 Marks and -200 Materials
Little-Town Docks Completed.



The Murderous Cadaver Merchant
Target: 150
Skill: +14 Intrigue, +14 Fiorella
Council Effect: +22 Confidante of the Seat
Other Modifiers: +24 City of Nuln, +10 The Children, +10 The Iron Tower, +5 The Silent Tome, +5 The Shadow Company, -10 Recent Hostile Successes, -5 Hostile Strength
Roll Result: (92+65+7)+89 = 253 Success
Over the past few years there have been several dissapearances and a few murders that have been gradually attributed to a single killer or group of killers. None of the legal suspects are turning up anything, the Iron Tower hasn't claimed these victims nor have any of the other Templars and the Confidante does dissapear the odd slum dweller from time to time but the list of the missing and the dead doesn't match her lists.

More recently the dissapearances have become murders, with the bodies found in their own homes desecrated and drained of blood. The Cult of Ranald has been known to carry out the occasional midnight killing, but none of their calling cards are on display. The Confidante hoowever cannot rule them out completely. She has a list of possible groups or affiliations for the killings ranging from the Cults of Ranald or Khaine, through the Chaotic Pantheon, to witches, vampires or some psychopathic serial killer.

She dispatches various assets to tracking down each element, the Iron Tower covers any leads concerning Chaos, the Shadow Company handles the Cult of Khaine and the Children the Cult of Ranald. The first to be struck off the list is the Lord of Murder, there's one known basement bar where the Cult is secretly allowed to quietly operate so that the Confidante can keep an eye on their comings and goings. No new arrivals in the past few years, no braggadocious claims at the bar and in truth most of the members of the group haven't committed a murder in over a decade. Retirees reminiscing about their youths over a drink.

A Khainite with enough fervor to be a suspect does get stolen from a dark alley but after being put to question the Confidante sends them away to the Garden sure enough in the Cult's innocence in this particular case. The Cult of Ranald however can't be ruled out completely, the many cells spread across the City aren't entirely within the Confidante's sight. The handful of agents of the Cult that the Children have a passing relationship with, or that they've managed to stalk, show that the Ranaldians don't seem to think its one of their cohort.

Word returns from the Iron Tower, the Master of the Tower headed up their section of the investigation personally in his down time and his report comes with another invitation to his big meeting on Hexenacht and with word that the killings aren't Chaotic in nature. He also tacks on that he's personally led a review of possible vampiric or necromantic activity in the City. A series of pyres on Fortress Island around the Iron Tower, he claims, are the remains of his hard work. But the trio of vampires he has destroyed, their flensed skulls in a vault at the top of the Tower, were not apparently to blame. The nature of the blood draining didn't match with vampirism.

Which leaves the more philosophically worrying answer on the table. These dissapearances and murders must be put down to the actions of a non-corrupted person. Some crazed killer is on the loose. Or, as the Silent Tome reports. Someone looking to make a lot of money. Members of the Tome from the Universitat have tracked down paperwork showing that some of the various medical schools have been disposing of more bodies than they've been sourcing. The Cult of Morr has strongly disagreed with the existence of practical medical lessons on cadavers since time immemorial, one key point on which it clashes with its otherwise close partner in the Cult of Verena.

It appears that the shift from dissapearances, during which time these bodies were actually arriving in the Universitat, to murders has been due to a decline in the rate of purchase. The killer has been harvesting bodies before securing a buyer and struggling to dispose of them. Perhaps because of the additional presence of the Steward of the City and his workcrews along the waterfront.

The paperwork and records are being collated, the Confidante has a list of names of faculty from the Universitat and of leads for the possible cadaver-merchant. She is certainly raring at the bit, this is but one more argument in favour of the Morrites shutting down the practice altogether, and she's interested in having all those involved handed over to the Black Guard.
-900 Marks



Develop Gypsum Fertiliser
Target: 150
Skill: +20 Learning, +14 Fiorella
Council Effect: +27 High Master
Other Modifiers: +10 City of Acadamies, +10 Vault of Inventions, +5 Princessly Patronage, +10 The Fertiliser Laboratory
Roll Result: (79+25+16)+96 = 216 Success
The College of Engineering is well used to making a variety of powders and there's been plenty of research into improving the Wissenland's arability. For much of the history of the Empire the Wissenland has grown rapidly at the expense of significant import of food. The farms of the Reikland are rich, the eastern Stirland and Averland are prized farmland, and the Mootland exports more food into the rest of the Empire than all of the other Provinces combined.

One of the Wissenland's worst agricultural problems is the quality of the soil. The farmland of the Wissenland is either steep, flinty or clay-ridden, it doesn't allow for roots to delve and water to escape down into the rivers below the ground. There are some fertilisers on the market that can be spread to improve the quality of the soil, though they don't always transport well or they stink to high heaven.

But the head of the Fertiliser Laboratory you built in the early years of your reign has been working on a solution. Gypsum is available in surface deposits in the Wissenland and carries in it some of the chemicals that the College advises are critical for the growth of crops. It will need to be mined, shipped into the College to be processed and then sent out to farms across the province but it helps to solve a few problems.

Alongside feeding plant growth, Gypsum Fertiliser when properly spread across the Province should encourage the clay to break apart into clumps and allow the roots to burrow down deeper and the water to escape. The College has successfuly designed the procedure to manufacture this fertiliser based on the mineral but is looking for investment to build a new commercial wing devoted to it since the fertiliser is likely to be a mass market product.
-3,000 Marks, -600 Food, -40 Materials
Gypsum Fertiliser Developed
+12 Relationship with College of Engineering



Word from the rest of the Old World indicates that Beastman activity has begun to drop off, the Wolf Emperor has boasted about the pyres burning throughout the Middenland, meanwhile the Principlaity of Tordorno continues to shake and shiver as political stability is hard to find. The Miraglians are preparing a small force to secure the city and begin an election, no prizes for guessing whether Miragliano's favoured prince will be the next monarch.

The Empire's fuses seem to have been mostly doused. Nulner forces outside Wurtbad restrain the Haupt-Anderssen and the three State Troops of Averland, Stirland and Sylvania are sat watching one another around the town of Raab. The hope is that the Stirlander Crisis will be resolved soon enough with the installation of Lutz Haupt-Anderssen as Elector of Stirland. He has the backing or neutrality of essentially any player of power within the Reik Basin.

The vote regarding the allowance of a vote to the Cult of Taal and Rhya failed to pass. Middenland, Nordland, Reikland, Stirland, Sylvania, the Grand Theogonist and yourself voting against and Westerland, Hochland, Ostland, Talabecland, Ostermark and the Ar-Ulric voting for. Averland and Mootland both abstained from the vote.

Affairs at home are simple enough. Little Eldred is fast approaching four and already has a handful of tutors mostly focused on the most basic elements of literacy, numeracy and general motor and sensory skills necessary for a young boy to navigate the world around him safely. And at the head of it all, a Sigmarite Lector has been appointed as Surveyor of the Children Comital responsible for ensuring that Eldred's education meets every requirement especially those of a spiritual matter. As he grows you'll have your own opportunities to direct his learning, a nudge to push him to enroll in some of Nuln's famed schools perhaps or to follow your own path through the Officers' Academy.

There's been a few other changes in the Province of course. You've given Fiorella an additional allotment of funds to spend on patronage as she sees fit. She's certainly pleased by her husband's generosity, matronly orders on abstinence have been much better adhered to this time around after the complications of Reinhardt's birth last year but you're certailny looking forward to a date in about mid-summer next year.

The Dwarfs are pleased enough with your agreement to both of the faction's demands. Certainly you've heard nothing about a Dwarfen faction really gathering up steam in Wissenlander politics, Master Bugman and his kindwarfs have returned to the Brewery with nary a trouble. The Pontiff has wrapped up the finishing touches to the amended codex of laws enshrining the equality of Men and Dwarfs in the eyes of the law, and new copies of the codex have been delivered throughout the Province. On his other matter, you've been very clear with Master Bugman that your tax exception on the shipment of Bugman's Brew (XXXXX) applies only to shipments from Master Bugman's own supply at the Brewery and will not be applied to secondary movements of the Brew.

But there's another matter that has arisen since the Master of the Tower returned from his most recent travels abroad. Master of the Iron Tower and Witch Hunter General of the Order of the Silver Hammer in the Wissenland and in the Sudenland, Abelard van Hal is a legend within his Order and also a descendent of famed villain, Frederick van Hel. And he has issued an invitation to his event at the Iron Tower on the day of Hexennacht. His invitation goes out to you, to the heads of each Cult in Nuln and goes abroad as well. The Witch Hunter General, or highest ranking officer of each major branch of the Order of the Silver Hammer is invited to Nuln. As are representatives of the Taalite Longshanks, Ulrican Howling Wolves, Morrite Fellowship of the Shroud, Verenan Inquisition and even the Cult of Gazul.

Naturally such an invitiation list leads you down the path that the meeting will be discussing necromancy. Probably a crisis, perhaps the problems at Mordheim are far worse that the Talabeclanders and Sylvanians have allowed the rest of the Empire to believe. You'll only be able to attend the meeting if you stay in the Province however, one man cannot be at both the Iron Tower and the siege lines in Wurtbad of course.

[ ] The Front Lines
Whether its storming the city, managing the siege lines or negotiating with arriving Sylvanian forces; you're a man of the Iron Companies.

[ ] The Imperial Palace
The Grand Count of Wissenland cannot away to war at this time, however much he might wish to.



Meanwhile the Wissenland Gazette has news concerning the wider Empire.

The Empress of Marienburg's is deathly ill. There are none now who believe she will see another Hexennacht. Already her son is putting out the call for an election to be held following her death, holding onto the premise that she was the true Empress. Naturally none of the other candidates are interested in upholding that notion.
The Emperor of Sigmar's Holy Empire has completely withdrawn from his stance in favour of protecting the Grand Count of Stirland, the merits of war at this time are too few for the already weakened Reikland.
The Ottilian Empress has mourned the failure of her vote, she will certainly mark the divide and note who voted for and against the Taalites.
The Wolf Emperor has hosted a grand ball in Middenheim to attract suitors. Curiously, the Sylvanians haven't actually sent anyone up to the fortress-city to catch his eye nor has their previous aid been bought with his hand.



Intelligence Report:

The Confidante of the Seat has been overseeing efforts to watch over the underworld of Wissenland.
- Word of the investigation into the Cadaver Merchant has apparently leaked, several academics on the Confidante's list have made attempts to leave the city. Word will likely have reached some of the names on her suspect list as well.
- The Cult of Ranald has requested an invitation to the Hexennacht meeting, the Master of the Tower has pledged that if the Cult attends peaceably and without trouble, then they'll be under his protection throughout the occasion. You've reminded both the Pontiff and the Confidante that collusion with a proscribed Cult are not behaviours becoming of a Templar.



You have 10 Action Dice. You must apply at least one Action Die to the Province. One Action Die is locked into the Stirland Crisis.

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
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 - 140/1000
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 Garrison
Cost: 1,280 Marks, 128 Materials, 1,280 Food
Required Effort: 0/128

The Nuln Ironsides
Cost: 83 Marks, 166 Materials, 83 Food
Required Effort: 0/83

The Elector's Own Lances
Cost: 39 Marks, 39 Materials, 390 Food
Required Effort: 0/39

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: 132/150

The Stirland Crisis
The Iron Companies have marched into Stirland to overthrow Haupt-Anderssen and replace him with Lutz.
Must Beat: 50

Ironside Scholarship Program
Despite their small size, the Nuln Ironsides are the Company that takes the longest to recover from any losses. This is partly due to the fact that the Ironsides are held to such a high standard. The Company recruits only from the Imperial Gunnery School Engineers and Guards requiring proof of a high standard of skill in the field of firearms before taking on recruits. You could attempt to alleviate this bottleneck by instituting a new scholarship program for children from outside the usual recruiting grounds of the School on the requirement that they apply to join the Ironsides following graduation.
Cost: 1,000 Marks and 200 Food per Die
Must Beat: 100
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 - 0/350
Kreutzhofen - 0/250
Geschburg - 0/200
Wissenburg - 0/200
Wusterburg - 0/200
Bedernau - 0/150
Jengen - 0/150
Meissen - 0/150
Pfeildorf - 0/150
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
Murderous Cadaver Merchant - 50

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.
Murderous Cadaver Merchant - Arrest 100 - Kill 50

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 the Mechanical Knitting Machine
The College of Engineering and the Cult of Myrmidia have an idea that should hopefully prove particularly valuable in the Sudenland. A machine that is capable of knitting by using needles that roughly follow the movements of hand-knitting. The more needles in the smaller a space, in theory the higher quality the cloth that would result.
Cost: 1,500 Marks and 100 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
 
Last edited:
Oh look someone might have noticed vampires.

[ ] The Imperial Palace
The Grand Count of Wissenland cannot away to war at this time, however much he might wish to.

Given the list of notables I think we need to attend.
 
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 12,891 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 1,323, Food 11,172 Produced, 3,000 Consumed, Material 400 Produced, 200 Consumed

City of Nuln (Our Title)
Nuln: Fortify 2,500, Docks 350 (1 Stage, 300 finished)
Taxes 4,300, Tariffs 3,163, Food 0 Produced, 41,000 Consumed, Material 3,600 Produced, 750 Consumed

Barony of Geschburg (+93)
Geschburg: Farms 200, Docks 200 (1 Stage, 150 finished)
Wittenhausen: Farms 150 (1 Stage, 50 finished)
Althausen: Farms 150
Rohrhof: Docks 100 (1 Stage, 50 finished)
Taxes 821, Tariffs 663, Food 10,777 Produced, 1,500 Consumed, Material 386 Produced, 100 Consumed

County of Grissenwald (+79)
Grissenwald: Fortify 1000
Taxes 269, Tariffs 406, Food 0 Produced, 2,500 Consumed, Material 358 Produced, 500 Consumed

County of Kreutzhofen (+11)
Kruetzhofen: Fortify 1000, Prospect 25, Docks 250 (1 Stage, 200 finished)
Serrig: Repair Finished
Weilerberg: Prospect 25
Taxes 389, Tariffs 1,029, Food 1,419 Produced, 2,500 Consumed, Material 0 Produced, 200 Consumed

Barony Of Kroppenleben (+53)
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 306, Tariffs 465, Food 656 Produced, 2,000 Consumed, Material 153 Produced, 100 Consumed

Barony of Pfeildorf (+47)
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 882, Tariffs 806, Food 6,917 Produced, 4,000 Consumed, Material 294 Produced, 200 Consumed

Barony of Scharmbeck (-89)
Scharmbeck: Prospect 100, Expand Mine 200
Tierhugel: Prospect 200, Expand Mine 400
Taxes 33, Tariffs 0, Food 77 Produced, 3,500 Consumed, Material 198 Produced, 0 Consumed

Barony of Sonnefurt (+82)
Sonnefurt: Fortify 1000 (1 Stage, 500 finished), Docks 150 (1 Stage, 50 finished)
Oshausen: Prospect 25
Taxes 182, Tariffs 465, Food 1,563 Produced, 1,500 Consumed, Material 182 Produced, 0 Consumed

Barony of Steingart (+61) (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 242, Tariffs 54, Food 15,007 Produced, 0 Consumed 0, Material 0 Produced, 0 Consumed

Barony of Wusterburg (+100)
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 800, Tariffs 403, Food 14,609 Produced, 1,000 Consumed, Material 200 Produced, 100 Consumed

Bugman's Brewery (+100)
Taxes 200, Tariffs 909, Food 1,719 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: +9,889 Food: +4,741 Materials: +4,877

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)
Turn 23- Averland, Stirland (Failed with a crit success), Talabecland (Failed but the Empress reached out to us), Arch Lector of Nuln, Wife, Arch-Lector, Bugman
 
[X] Storm Wurtbad
Bring the Iron Companies to full ready, blast the gates open and sunder the walls, and then storm through the gaps to seize the city and drive the defenders back to the much smaller Eagle Castle.

[X] The Grand Count's Grand Kitchen
The Cult of Quinsberry are not the only Cult of the Halflings with a presence in the Little-Town. The Dean of the Culinary School at the Universitat is almost always a Halfling, that much has been true for hundreds of years, and that is in large part due to the Cult of Esmerelda a deity of Hearth and Home but also of cooking itself. Build a Grand Kitchen of Esmerelda in the Little-Town and the starving masses will be able to eat there for free.

[X] The Imperial Palace
The Grand Count of Wissenland cannot away to war at this time, however much he might wish to.

Edit

[X] Plan Slow and Steady
 
Last edited:
ndeed, for all you've been paying attention to the army camped outside of Raab, Althaus claims that the Ostermarkers who have moved back into Mordheim (and who pay the Bank a considerable fee to assist in finding construction materials) have sighted Sylvanian patrols out of Siegfriedhof on a daily basis. Althaus believes that if von Carstein is not stopped in Stirland, then he'll try to seize part of the Ostermark as well.

You recall vaguely a report from the Confidante half a decade ago during the dismantling of the Sylvanian network in Nuln about an agent giving up information on a Sylvanian plot to seize the Ostermark. Surely after the Ottilian backing of the Hertwigs, and your own offer of economic aid in case of war, von Carstein changed his mind. Why would von Carstein have delayed so long?
He wants that warpstone. I think Vlad's gearing up for his war.

[ ] A Long Siege
Wurtbad had a year to prepare for siege after the trials and was probably already preparing beforehand for the possibility of a Sylvanian siege. Eagle Castle probably always has significant stores as well and you're not going to be able to significantly interdict riverine travel to the docks beneath it. You can't afford yet another costly battle for the Iron Companies however, sit back, prepare counter-defences, have the Fathers of Suns shell the city.

Hey Vlad, want to see the third pillar of the Empire in action?

[ ] The Imperial Palace

We need to meet with Van Hal. He's the only one who might have an inkling about the Vlad.

The Ottilian Empress has mourned the failure of her vote, she will certainly mark the divide and note who voted for and against the Taalites.
The Wolf Emperor has hosted a grand ball in Middenheim to attract suitors. Curiously, the Sylvanians haven't actually sent anyone up to the fortress-city to catch his eye nor has their previous aid been bought with his hand.

Well she should have approached us for it. Sucks but I'm okay with losing her approval. Not like she's the main threat after all.
Speaking of the main threat, the Sylvanians not attending the Wolf Emperor's ball is very concerning. We must prepare.
 
Last edited:
Back
Top