The Old World: Dark Age of the Empire

I doubt he needs more Warpstone right now.

What he has should be enough to raise a seemingly endless army of the dead from Sylvania, as OTL.
In this story he actually controlled Mordheim for a while, rather than just having successful Mordheim-Players Smugglers in there.

Leaving Wissenland and Averland in relative peace was a good strategy for him in canon, since they didn't really move during the Vampire Wars.
Here we seem determined to throw our head on the block, so I think he will attack us, if only to keep his back secure.

I think his biggest weakness, not that we know that IC, is his lack of reliable lieutenants. If he had good Vampire-Children that he could trust outside his direct supervision, it would be easy to send a small army to hold off Stirland and us. We'd have to cross the Haunted Hills and the Ghoul Woods against coordinated undead foes to meaningfully strike at Sylvania, which seems nearly impossible, even if we are larger in numbers.

But I doubt he has kids that won't go crazy without Dad Vlad around, so he might need to stick with one big army?
 
I doubt he needs more Warpstone right now.

What he has should be enough to raise a seemingly endless army of the dead from Sylvania, as OTL.
In this story he actually controlled Mordheim for a while, rather than just having successful Mordheim-Players Smugglers in there.

Leaving Wissenland and Averland in relative peace was a good strategy for him in canon, since they didn't really move during the Vampire Wars.
Here we seem determined to throw our head on the block, so I think he will attack us, if only to keep his back secure.

I think his biggest weakness, not that we know that IC, is his lack of reliable lieutenants. If he had good Vampire-Children that he could trust outside his direct supervision, it would be easy to send a small army to hold off Stirland and us. We'd have to cross the Haunted Hills and the Ghoul Woods against coordinated undead foes to meaningfully strike at Sylvania, which seems nearly impossible, even if we are larger in numbers.

But I doubt he has kids that won't go crazy without Dad Vlad around, so he might need to stick with one big army?

Its not so much the warpstone its more that parts of Ostermark are already corrupted because of Mordheim. It's much easier to create an environment conducive to the undead with that huge supply nearby. That and Ostermark is probably still recovering from the loss of their capital city. IIRC they were still not what they once were when Karl Franz became Emperor.

Youre right about his lack of reliable lieutenants though. The Von Carstein kids from what I can recall were pretty bonkers but maybe not as great leaders as Vlad. He does have Isabella but she's not going to leave his side.

He's definitely going to doomstack but given his ambitions he's eventually going to have to split his forces to hold territory. Thats where we strike.

Edit: @Hellteddy forgot to reply to yours. I cited only us and Averland because we'll be the ones directly defending the border. Marienburg while willing is too far and surrounded by Middenland and Reikland who we'll need to negotiate with to move their troops out. Ostland is tied to Talabecland and will most likely be called to support her. They're welcome help but we'll need to do some things before we can combine forces.
 
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Hey I guys, for the 'Plan The Pack Survives' plan, can we change the Establish Agents action form Salvyna to Ostermark, more specifically in Mordheim. I'm asking this since there's a lot of talk about how Mordheim is probably going to be the staging area of Vlad's undead due to its high Dar concentrations lessening the magic attrition for his undead & the fact that Mordheim has more access to the wider empire besides Stirland. Plus, putting more agents in Salvyna right after we already did so will be redundant and arouse more suspicion for Vlad.

[X] Plan The Pack Survives
 
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Hey I guys, for the 'Plan The Pack Survives' plan, can we change the Establish Agents action form Salvyna to Ostermark, more specifically in Mordheim. I'm asking this since there's a lot of talk about how Mordheim is probably going to be the staging area of Vlad's undead due to its high Dar concentrations lessening the magic attrition for his undead & the fact that Mordheim has more access to the wider empire besides Stirland. Plus, putting more agents in Salvyna right after we already did so will be redundant and arouse more suspicion for Vlad.

I think its a bit too late for that. That was a update where Vlad simply retreated from Mordheim to focus on Stirland after collecting a majority of its Warpstone chucks. From there all we heard from the place is the Otillan Empress trying and failing constantly to deal with the cursed city, which is not hard to imagine given that the city itself is partially submerged into the Aethyr and is basically the equivalent of the future Praag in the Empire (a city that is literally possessed by the Warp). Remember, Magnus had to literally raze the damn thing to the ground after making Warpstone illegal.
 
Blood Keep is currently part of Reikland having been captured by a Van Hal about two hundred years ago. The Cult of Sigmar handled the matter for the most part and the Vampiric lineage of the Blood Dragons is now homeless and largely made up of wandering knights. The fact the Ordo Draconis fell to Vampirism is something that wasn't widely publicised at the time and the Blood Dragons seem to have very little penchance for necromancy so accounts of them usually turn up in obscure duelling manuals rather than military manuals so personally you're not familiar with the lineage.
 
Blood Keep is currently part of Reikland having been captured by a Van Hal about two hundred years ago. The Cult of Sigmar handled the matter for the most part and the Vampiric lineage of the Blood Dragons is now homeless and largely made up of wandering knights. The fact the Ordo Draconis fell to Vampirism is something that wasn't widely publicised at the time and the Blood Dragons seem to have very little penchance for necromancy so accounts of them usually turn up in obscure duelling manuals rather than military manuals so personally you're not familiar with the lineage.
Okay thanks for the clarification. I deleted my comment talking about them because I had to doublecheck the timeline.

Still, might become a problem. If there's one thing the Blood Dragons like its a good fight. And Vlad is looking to start a very large fight. They could return.
 
Okay thanks for the clarification. I deleted my comment talking about them because I had to doublecheck the timeline.

Still, might become a problem. If there's one thing the Blood Dragons like its a good fight. And Vlad is looking to start a very large fight. They could return.
Can we hire them as mercenaries first before Vlad has the chance to persuade them?
 
Can we hire them as mercenaries first before Vlad has the chance to persuade them?

There's no polity you could go to in order to speak to them, they haven't got a settlement or nation they live in. Vlad can generally call out to Vampires to move into Sylvania and then use whichever lineages turn up. Blood Dragons have two tiers, those who have drank the blood of a Dragon and those who have not. They travel the world honing their personal skill at arms until they are able to hunt down a Dragon and drink its blood permanently quenching their thirst, and then they travel the world proving their personal skill at arms.

The more sensible members of the second group are very much capable of passing as humans when they want to but they're unlikely to be in the Wissenland on the basis that its martial traditions don't line up with the single warrior honour/glory traditions of the Blood Dragons.
 
I know it will never happen, but im loling at the look that would be on Vlads face if we managed to get Abhorash to intervene in the Vampire War on our side

Man would lose his shit
 
There's no polity you could go to in order to speak to them, they haven't got a settlement or nation they live in. Vlad can generally call out to Vampires to move into Sylvania and then use whichever lineages turn up. Blood Dragons have two tiers, those who have drank the blood of a Dragon and those who have not. They travel the world honing their personal skill at arms until they are able to hunt down a Dragon and drink its blood permanently quenching their thirst, and then they travel the world proving their personal skill at arms.

The more sensible members of the second group are very much capable of passing as humans when they want to but they're unlikely to be in the Wissenland on the basis that its martial traditions don't line up with the single warrior honour/glory traditions of the Blood Dragons.
So, non-scudial vampirc slayers huh. The more I know about them the more I wish hiring them was possible. I'd even be willing to legitimize them as a legal chivalric order and all the benefits that'd entail like nobility & land if they'd hide their vampiric nature and fight for us given the extreme circumstances since they don't seem to lust for land & power too obsessively like most vampires such as Vlad dose. But alas the possibility seems to be in the realm of nat 100s.
 
I know it will never happen, but im loling at the look that would be on Vlads face if we managed to get Abhorash to intervene in the Vampire War on our side

Man would lose his shit
If there's one thing vampires can't stand aside from god and anime, it's other vampires. I'm sure the Lahmians are working on overtime figuring out how to deal with Vlad.

@Warkeymon I have a little request for future updates. Would you mind including what tech options Miragliano is willing to help out on as per the terms of our research agreement. It would help with planning what tech options we can take during a turn with the dice we have. Speaking of dice, I'm assuming their aid is going to come in the form of a bonus or extra dice from them? Including that as well would be a great help.
 
@Warkeymon I have a little request for future updates. Would you mind including what tech options Miragliano is willing to help out on as per the terms of our research agreement. It would help with planning what tech options we can take during a turn with the dice we have. Speaking of dice, I'm assuming their aid is going to come in the form of a bonus or extra dice from them? Including that as well would be a great help.

I have updated some of the tech actions to say (The Di Miragliano School is interested by this project). This means that if such action is taken then the Di Miragliano School will donate a die to the action.
 
Adhoc vote count started by Warkeymon on Jun 27, 2024 at 1:28 PM, finished with 57 posts and 10 votes.

  • [X] Plan The Pack Survives
    -[X] United Behind Wissenland
    -[X] Insist on Raab
    -[X] The Maria Stokes Whittlers
    -[X] The Howling Wolves
    -[X] An Imperial Winter
    -[X] Storm Wurtbad
    -[X] Engage with an Elector (Write-In which Elector) Cost: 1,000 Marks per Die Must Beat: 150 3 Dice
    --[X] The Moot - Discuss the threat of Vlad Von Carstein and propose a defensive alliance. Ask as well how might Wissenland increase trade ties and support the Moot as well how to better insure the rights of it's halfling citizens.
    -[X] The Officer's Academy Cost 500 Marks per Die Required Effort: 0/100 1 Die
    --[X] Form the detachment system, wherein the foot Iron Companies are trained to be deployed in flexible ad-hoc combined arms formations in order to shore up their weaknesses; melee infantry supports ranged infantry and vice versa. Make provisions for an expansion of the program so that a greater integration of the foot Iron Companies' formations happens at a later time with more field experience.
    -[X] Re-equip the Great Company Cost: 3000 Marks and 400 Materials per Die Required Effort: 0/240 2 Dice
    -[X] The Wissenland Road Network Cost: 1,500 Marks and 400 Materials per Die 1 Die
    --[X] Wissenburg-Wurmgrube Road - 0/400
    -[X] Establish Agents Cost: 1,000 Marks and 200 Food per Die Must Beat: 100 3 Die
    --[X] Sylvania
    -[X] The Stirland Crisis Must Beat: 50 1 die
    [X] Plan: Turn failed siege into genius strategic move
    -[X] United Behind Wissenland
    -[X] Insist on Raab
    -[X] The Ar-Ulric's Faction
    -[X] The Howling Wolves
    -[X] An Imperial Winter
    -[X] The Maria Stokes Whittlers
    -[X] No New Orders
    -[X] Engage with a Noble, Notable or Cult (Write-In which Person of Power) Cost: 200 Marks per Die Must Beat: 50
    --[X] Ask Cult of Morr for help against vampires/necromancers/undead. Knights of Morr in army/Cultist searching for vampire infiltration ect. 1 Action
    -[X] Unveil the Vampire 1 Action
    -[X] Call up Free Company (Select a Free Company) Cost: 200 Marks per Die
    --[X] The Wissenlander Reserves Must Beat: 50 1 Action
    -[X] The Stirland Crisis Must Beat: 50 1 Action
    -[X] Re-equip the Great Company Cost: 3000 Marks and 400 Materials per Die Required Effort: 0/240 4 Actions
    -[X] The Wissenland Road Network Cost: 1,500 Marks and 400 Materials per Die
    --[X] Trulben-Wusterburg Road - 0/200 2 Actions
    [X] Plan The Pack Survives
    -[X] United Behind Wissenland
    -[X] Insist on Raab
    -[X] The Maria Stokes Whittlers
    -[X] The Howling Wolves
    -[X] An Imperial Winter
    -[X] Storm Wurtbad
    -[X] Engage with an Elector (Write-In which Elector) Cost: 1,000 Marks per Die Must Beat: 150 3 Dice
    --[X] The Moot - Discuss the threat of Vlad Von Carstein and propose a defensive alliance. Ask as well how might Wissenland increase trade ties and support the Moot as well how to better insure the rights of it's halfling citizens.
    -[X] The Officer's Academy Cost 500 Marks per Die Required Effort: 0/100 1 Die
    --[X] Form the detachment system, wherein the foot Iron Companies are trained to be deployed in flexible ad-hoc combined arms formations in order to shore up their weaknesses; melee infantry supports ranged infantry and vice versa. Make provisions for an expansion of the program so that a greater integration of the foot Iron Companies' formations happens at a later time with more field experience.
    -[X] Re-equip the Great Company Cost: 3000 Marks and 400 Materials per Die Required Effort: 0/240 2 Dice
    -[X] The Wissenland Road Network Cost: 1,500 Marks and 400 Materials per Die 1 Die
    --[X] Wissenburg-Wurmgrube Road - 0/400
    -[X] Establish Agents Cost: 1,000 Marks and 200 Food per Die Must Beat: 100 3 Die
    --[X] Sylvania
    -[X] The Stirland Crisis



Vote closed
 
Thought I'd summarize what tech options benefit from the Miragliano agreement.
  • Develop the Gimbal Compass DC:100
  • Develop the Mechanical Knitting Machine DC:150
  • Develop the Telescope DC:200
  • Develop the Mainspring DC:100
Of these, the Gimbal Compass, Mainspring as well as Telescope all benefit ships. The Mechanical Knitting Machine would help Sudenland's wool industry. The Telescope should have some military applications for reconnaissance as well.
 
Thought I'd summarize what tech options benefit from the Miragliano agreement.
  • Develop the Gimbal Compass DC:100
  • Develop the Mechanical Knitting Machine DC:150
  • Develop the Telescope DC:200
  • Develop the Mainspring DC:100
Of these, the Gimbal Compass, Mainspring as well as Telescope all benefit ships. The Mechanical Knitting Machine would help Sudenland's wool industry. The Telescope should have some military applications for reconnaissance as well.

It is to be expected that these are not the most militarily urgent research projects. Our priorities are different. Although I was surprised that The Steam Piston is not supported. It is the project I find most interesting, aside from the weapons.
 
Thought I'd summarize what tech options benefit from the Miragliano agreement.
  • Develop the Gimbal Compass DC:100
  • Develop the Mechanical Knitting Machine DC:150
  • Develop the Telescope DC:200
  • Develop the Mainspring DC:100
Of these, the Gimbal Compass, Mainspring as well as Telescope all benefit ships. The Mechanical Knitting Machine would help Sudenland's wool industry. The Telescope should have some military applications for reconnaissance as well.
5xMechanical Knitting Machine
5xTelescope
We did it,we saved the Empire!
 
Of these, the Gimbal Compass, Mainspring as well as Telescope all benefit ships. The Mechanical Knitting Machine would help Sudenland's wool industry. The Telescope should have some military applications for reconnaissance as well.
Guys, I think we're forgetting something very important & useful we can build down the line if we get those ship-based inventations.

It's at least canonically easier to build than the steam tank considering Nuln can still build these in cannon.
 
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Guys, I think we're forgetting something very important & useful we can build down the line if we get those ship-based inventations.

It's at least canonically easier to build than the steam tank considering Nuln can still build these in cannon.

Hmm, yessss, put a wooden shield infront of these wheel and we can talk about it. Still, it looks so stupid and cool at same time that it actually makes it work (lets not delve on this topic alright? Many things are stupid). Even better, we can actually steal this from them by being the first ones to invent it (it is their stopgap attempt at creating a steam tank afterall)!
 
On the Sylvanian front nothing seems to change, the camp outside Raab is still there. The Averlander Ambassador brings notes from the frontline that the Sylvanian State Troop have certailny been doing something, there's plenty of coming and going from their camp but they haven't moved an inch. In fact since they raised an embankment and a palisade around their camp, about a year into their stay outside of Raab, they haven't even launched patrols to keep the Stirlanders hemmed in. The ambassador remarks at one point that the Averlanders are doing more to keep the Stirlanders at Raab than the Sylvanians are.
I think the Sylvanians bailed and left a skeleton crew (kek) to keep the Averlanders distracted while they move elsewhere. I remembered something like this happenned during the Civil war.
 
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Turn 27 - Early 2013IC
Elder Moonrow
Target: 150
Skill: +16 Diplomacy, +10 Fiorella
Council Effect: +7 Ambassador-At-Large
Other Modifiers: -6 Local Resistance
Roll Result: (86+52+40)+27 = 178 Success
The youngest Province of the Empire, the smallest and the only one majority inhabited by non-humans; is the Grand County of Mootland. The question of who exactly is the Grand Count of Mootland is one whose answer has been lost to time, indeed when the Province was founded a millenium ago it doesn't appear to have ever been granted and the title doesn't appear in the oldest records as one carried by either Stirland or Averland. Though both have since made occassional claims to it.

Certainly at the time you imagine there was someone who was intended to be the Grand Count, but Mootland now is presided over by an Elder of the Moot elected from amongst the Halfling Clan Elders. One Ellaminamanda Moonrow is currently Elder of the Moot and you send Mariele out to meet with her in Eicheshatten, paying extra fees to the bargemaster when he hears of his destination.

The roads and rivers of Mootland are famed for being hell on wagons and barges and there is a single a proper port in the whole province through which the Halflings export huge quantities of food and therefore there's not much space for any other transit there. As such wagon and barge masters often charge extra for travel in or through Mootland. Halflings seem perfectly content on their own two feet wandering through fields without track or road even when hauling some fairly hefty loads though harvest seasons see herds of Halfling livestock brought out to help.

Eicheshatten is the only city of the Halflings, though in truth the edge of Eicheshatten and the start of its neighbouring towns is vague and uncertain and between those towns and outlying villages even more so. Indeed some claim that the entire Moot can be considered a single sprawling town, with large farms throughout though it has very few of the big buildings or infrastructure of ordinary settlements and fewer people inhabit the whole Mootland than live in Nuln alone.

You're reaching out to the Elder of the Moot on account of three main reasons. The Conference for one, the Moot is not home to a significant State Troop. Indeed Mariele's report suggests that there might be single regiment by Iron Company standards across the whole Province of dedicated State Troop. You've seen before however that Ogre Dogs-Of-War have been based out of Mootland recently and Mariele does confirm that two Dogs-Of-War Companies have arrived in Eicheshatten recently at the request of the Sheriff.

When she goes to speak with the Elder of the Moot about the Conference she finds that Elder Moonrow hasn't heard anything from the Conference, there weren't any Halflings invited you recall. There are four Halfling Cults none of which have Templars and the Sheriff and their Wardens are responsible for all aspects of law and order in the Province including those usually carried out by Templars.

The discussion touches on what might happen if von Carstein attacks from the east. A representative of the Cult of Quinsberry on the Grand Council advises that Halflings are immune to Vampirism and to Necromancy according to some tomes in the Quinsberry Library and that it is unlikely that von Carstein can gain anything by attacking the province that he couldn't have gotten more easily elsewise.

Elder Moonrow however seems uninclined to simply lay back and allow Mootland to lay in the background. She instructs the Sheriff to begin a radical program and expand the Mootland's State Troop and confides to Mariele later that she intends to issue a decree to have certain assets of the Halflings brought to the ready in case Mootland needs to march to war. She simply taps her nose however and gives Mariele a pie when asked what exactly these assets may be.

The second topic Mariele touches on, is one she's very well placed to handle. Trade between Mootland and Wissenland. The City of Nuln is ever in want of food, though recently stockpiles have been substantial, and the Moot exports more food than the other provinces combined. The Moot is also home to the Empire's finest leatherworks and Mariele negotiates a deal to have Mootling leather shipped into the Wissenland, or she would except for the logistical nightmare that is Mootland.

While in Eicheshatten a Bank messenger arrives and speaks to Mariele in hushed whispers. Assets of her own in the east have sent messages of distress and alarm. Mariele's contacts on the Veldt have been disappearing and before the last of them fled the region or disappeared in turn they managed to get a message to her. Anti-Imperial firebrands have been rabblerousing and uniting the Ungol tribes of the Veldt once more, Mariele suspects anti-Imperial mobs have lynched many of her contacts.

The final topic of concern is Halfling recognition in the Wissenland. You have recently updated the codex of laws of the Wissenland to afford Dwarfs the same legal rights as any human within the Province and you get the sense that your Patroness is pleased with your decision. And when Lady Justice is pleased you think it's a good idea to lean into it. You'd like for the Cult of Quinsberry to review the new codex and provide a Halfling perspective.

[ ] The Sheriff
Pledge to send the Iron Companies to the defence of the Mootland should it be attacked, in return the Sheriff and his Wardens will support the Second Conference.
[ ] The Port
The Sauerapfel Port is the main export port of the Moot and huge halfling barges are launched from Sauerapfel low in the water with the weight of Mootlander exports. If you build an expansion to the port, the Halflings will offer Nuln access to Moot Leather and food.
[ ] The Halfling Amendment
The Cult of Quinsberry has written up a Halfling Amendment which if included in the Codex of Law for Wissenland will, they say, afford Halflings rights equal to those of Men and Dwarfs in the Province.


+15 Relationship with Mootland
-3,000 Marks



Journal on the subject of Mixed-Company Detachments
Target: 0/100
Skill: +30 Martial, +2 Fiorella
Council Effect: 0 Grand Marshal Abroad
Other Modifiers: +10 City of Academies, -5 Companies Abroad
Roll Result: 49+37 = 86 Contribution
The Bismarck Journal is a piece you've dabbled with on and off, a military manual on possible improvements that can be made to the way that the Iron Companies make war. Some twinge of your heart imagines it as being your mark on a long and storied field of study, more importantly your legacy in a field of study that is near and dear to your heart.

In the wake of the Conference your inkwell has been near to hand with a few pages of notes, and you've been jotting down a number of points you'd like to discuss in the your Journal and more than a few names for the completed work. There's been notes on the ways that Necromancy affects a military campaign, mostly your idle musings on the logistics of a force of powerful, or many, Necromancers and more importantly the ways those logistics must then shape the strategy of their opponent.

Certainly you recognise that the living are at a disadvantage to the dead in regards of the pure number of supplies they need. Sieges, for example, will favour the Necromancer in almost all circumstances. You write a few more notes on the subject and somehow you find yourself several pages into a seemingly unrelated topic.

The Iron Companies are mighty in concert to be sure, a fist of steel and powder with which you can hammer just about any fighting force you might need to pit it against ordinarily even one larger in numbers. But they can be unwieldy. Moving almost ten thousand men, with artillery pieces, logistics chains and support staff across the lengths of provinces is one problem that the Militarstutz dedicates a large bureaucracy to. But once you're on the field of battle and it's just you and the officers of the Iron Companies, then it can be difficult to arrange all of the Companies to act together in the perfect synchronicity.

Surely this problem could be solved at the root. The divisions within the Iron Companies are there for good reason of course, they allow for each Company to be more easily supplied and more easily trained to higher standards and the comraderie and shared culture of monolithic Companies is not a small benefit. And yet, you spend several pages drawing out plans for small units made up of men of multiple Companies. They'd need to be complementary companies of course. The Hammers couldn't pair men with the Greatswords, but the Great Company and the Iron Foot... There's something there.

You seal yourself away in the Officer's Academy with military journals on the topics of small-unit combat, a commander of the City Watch wrote a small book three hundred years ago on mixed crossbow and sword patrols. These days the City Watch tends not to bring crossbows into the City itself but that's not due to any failing of the idea of mixed patrols by your reckon.

When you leave the library of warfare you've compiled your notes into something alike a chapter, a rough draft. On the Subject of Mixed-Company Detachments. But ink on paper is one thing, you'll need to grab some men of the Companies and get them to actually try out this idea. The training officers are the only ones still around, but there's some old veterans in the City too and you think you can persuade the Confidante to give you some Shadow Company men. Next step, drill the handful of men you have in Mixed-Company Detachments; fortunately what you have is a group of veterans and officers so it should reflect the standard of soldier who'd be selected for joining these special detachments.
+86 Contribution to Mixed-Company Detachments
-500 Marks



Re-equip the Great Company
Target: 0/240
Skill: +30 Martial, +2 Fiorella
Council Effect: 0 Grand Marshal Abroad
Other Modifiers: +25 Armoury of the Empire, -15 New Equipment
Roll Result: (33+12)+42 = 87 Contribution
The Imperial Gunnery School has developed a new type of rifle, the Flintlock. It allows for greater accuracy, rate of fire and reliability. But its newness means the School is still spooling up, retooling its workshops to switch from the Nulner Rifle to the Flintlock, and there are other parties all seeking the new gun for themselves.

The Nuln Ironsides can be left to their own devices, their contacts in the School and their own skill at tinkering will see the Ironsides outfitted with Flintlocks swiftly enough. The siege camp outside of Wurtbad has a few of the mobile workshops that the Ironsides bring with them on campaign and when off rotation the Ironsides can be found upgrading their equipment with the new designs.

But the Great Company relies upon the stock of the Militarstutz and therefore contracts with the School to keep them in good supply. As such you've arranged a new contract with the School to arm the Great Company en masse with the Flintlock, it isn't cheap but long-standing priority agreements allow you to beat out Provincial nobles looking for personal arms or to outfit their retinues. Nuln's local lesser nobility make use of their own contacts to vie for a share of the new produce as well.

As the School warms up, the Militarstutz' logistical network begins the effort of swapping out Nulner Rifles for Flintlocks from afar. There's some breakage, and the Great Company isn't fully re-equipped in time for the Assault on Wurtbad. A report that hits your desk claims that about one in three men of the Great Company have been re-equipped.

Hopefully the School will soon settle into the new design and be able to churn it out at the rates it used to output the Nulner.
+87 Contribution to Re-equip the Great Company
-6,000 Marks, -800 Materials



Wissen Bridge
Target: 0/400
Skill: +11 Stewardship, +15 Fiorella
Council Effect: +32 Chamberlain of the Province
Other Modifiers: +40 Electoral Estate Local Support, +20 Jengen Quarry
Roll Result: 5+118 = 123 Contribution
Wissenburg's Altmarsch is home to a ferry post across the Dottern to the southern half of the Electoral Estate. It doesn't see much travel, though the construction of an embankment across Altmarsch has caused an uptick in the usage of the the ferry. You've made the decision to begin to lay a road network across the Wissenland, and you're starting with the ancestral home of the Liebwitzes.

The Chamberlain has been sent to Altmarsch to lay the foundations for a new bridge across the Dottern, replacing the ferry post. This means draining a large part of the Altmarsch for the heavy stonework and reinforcing the banks. Barges have been brought in from Nuln with College Engineers and experts from the Grand University and have begun to lay out cofferdams.

Meanwhile workcrews have also been sent across the Dottern to a camp in the southern Electoral Estate to prepare the ground there for receiving the other end of the bridge and connection a road to it. Their hard work has seen significant progress, the foundations and columns of the bridge are in place and the deck will follow swiftly you're sure.

Surveyors have gone out through the hills around Halgerbach to assess the ground and plan the route of the future road. There's been some discussion about whether it will meander west to Halgerbach itself or simply follow the Reik and then Soll down to Wurmgrube.
+123 Contribution to the Wissenburg-Wurmgrube Road
-1,500 Marks and -400 Materials



The Sylvanian Confidancy
Target: 100
Skill: +14 Intrigue, +14 Fiorella
Council Effect: +22 Confidante of the Seat
Other Modifiers: -60 Active Counteragents, -30 Hostile Network Strength, +15 The Confidancy
Roll Result: (68+38+19)-25 = 100 Success
The Cult of Morr has no meaningful assets in Sylvania, even the Custode Del Portale might struggle to get news from that Province since there are so many minor Cults that handle the affairs of death and the dead that the Cult never managed to grow roots. The Morrites are not alone, the Sylvanians have long been distinct from the rest of the Empire from the very founding itself in fact since they do not claim descent from an Imperial Tribe but from their own branch of humanity, and several of the Great Cults have little sway over the Sylvanians.

The Shallyans for example were cast out in the height of the Red Death when Isabella von Drak succombed to the illness, apparently Vlad von Carstein banished the Cult for their failure. Indeed in any of the old tales you can find of the time period it seems that von Carstein genuinely cared for his human bride, it was her claim he pushed at Election and during her life he seemed to support her rule as Grand Countess rather than using her as a tool through which to rule.

You wonder somewhat if Grand Countess Isabella is alive once more; you wonder if she is, if it would be as a puppet of necromancy or if von Carstein took her into his lineage to save her from the Red Death. Regardless, the Confidante believes she must act through intermediaries to develop assets in the Province.

She begins with reaching out to Wissenlanders who already travel Sylvania, merchants are the easiest such group to get in touch with but not necessarily the best placed or skilled to handle the tasks she needs them to perform. Something swiftly proven when all her contacts disappear somewhere on the wrong side of the border.

Templars would have been likely to help out if only for the sake of the Conference if not for her ability to turn them to her side, except there are no Templar organisations outside of Sylvania that have significant presence within. Even the Order of the Silver Hammer has no real ability to operate in Sylvania, which isn't unheard of and immediately striking given Mootland just next door is exactly the same.

The only reason the Iron Tower is able to operate there is that it is made up of such a disorganised and authority-adverse group of veteran Witchhunters who journey at will and whim out from the Tower and they travel without seeking permission or warning local authorities. Van Hal certainly never told either you or von Carstein that he intended to poke and prod Sylvania.

The Confidante would try to persuade Van Hal to give up his own resources in Sylvania, if he were in Nuln. Gods know the Master of the Tower is incapable of staying in his Tower for more than a few months. So the Confidante is left with reaching out through the Confidancy, her pact with the Ranaldians.

And here alone, with divine aid, can she get past von Carstein's intricate network of counteragents. The Ranaldians are able to infiltrate Sylvania lightly, bringing back word that Sylvania does seem to be mostly inhabited by humans who are still alive and that von Carstein's not particularly disliked by his people. Though they do report on an aura of fear, von Carstein, the Sylvanians claim, knows everything. No crime goes unseen or unpunished. The Sylvanians fear his roadwardens despite the fact no-one actually knows any of them or even where they are based.

His patrols turn up in their villages, and drag away the guilty, without warning. The Cult of Ranald then is not especially powerful within the Province but is instead centred around a small handful of figures of extreme skill in the arts most prized by their Patron. The few who could evade von Carstein with or without divine aid, are the only ones who receive it.

And the Confidante decides that the best she can do for now is to rely on this. Her contact in the Cult of Ranald in Nuln will by secret means communicate her instructions to the Cult in Sylvania and she will simply need to hope that a report comes back.
Gain the Sylvanian Confidancy
-3,000 Marks, -600 Food



The Storming of Wurtbad
Target: 50
Skill: 0 Companies Abroad
Council Effect: +22 Grand Marshal
Other Modifiers: +20 Iron Company Professionalism, +10 Iron Company Advancements, -10 Wurtbad, -25 Eagle Castle, -20 Storming a Fortified Position
Roll Result: 38+7 = 45 Fail
The situation at Wurtbad was untenable, with whatever Sylvania has planned in the east and with Reikland shipping in constant supply the siege would take longer than you had available. And so you instructed the Grand Marshal to oversee an assault on Wurtbad, to overcome the defences of the City and seize control of it driving any surviving defenders into Eagle Castle itself.

Throughout the Spring the Militarstutz prepared for the storming, sending medical supplies, ammunition and spare equipment to the siege camps. The bombardment of the City intensifies as final drills are carried out to bring the Iron Companies to full ready after almost two long years of siege.

And then the Grand Marshal gives the go ahead, at dawn under cover of the bombardment of three points along the walls the Iron Companies march forwards. The Iron Foot rush towards the gatehouse, shields overhead in tight formations hiding barrels of blackpowder beneath as they mean to blast open the gates, the Garrison taking ladders to the walls. And the Great Company and the Ironsides taking their own formations and concentrating their fire on the ramparts to keep defenders from returning fire. The new Ironside Company wagons prove invaluable in ensuring the Ironsides have the ability to fire without fear of reprisal as much as possible.

But disaster strikes repeatedly. As the Iron Foot approach the gates an errant shot from above strikes a barrel of blackpowder, tearing open a hole and a bullet grazes along a shield and into the space underneath the formation sending a shower of sparks scattering everywhere. Scattering everywhere including through the hole in the barrel. The resulting explosion sends flames and further sparks flying into nearby cohorts and detonating further barrels. The Iron Foot suffers the grievous loss of half a Regiment in single moments, not to speak of thw attritive losses of the Company to the hail of fire from the defenders.

Arcs of stone as catapults mounted on the walls deliver crushing blows, a thousand crossbows and archers and a smattering of guns. The Grand Marshal's report discusses the decision to focus fire from the Hammers entirely onto the gatehouse in order to attempt to allow the Iron Foot to continue to progress. Without the cover of cannonfire however emboldened defenders could rain fire down on the Garrison even as they attempted to scale the walls, the Great Company doing their level best to cover the Garrison.

When the gates did burst open, the fighting spilt into the near streets and in particular into control of the gatehouse and the walls. The Garrison reaching the top and cutting through the defenders. And with the gates open the Elector's Own could take their chance to race into the City and strike at key targets.

And here a trio of disasters struck. The Greatswords of Eagle Castle were not, as might be expected, at either of Eagle Castle or the gatehouse. They had situated themselves in a series of inns behind the gatehouse on the road between it and Eagle Castle. When the Elector's own rode into the city and out of the reach of the aid of the rest of the army, they went on towards Eagle Castle to scout out reinforcements from it. And instead ran directly around a corner and into a web of chains spanning a main street and then doors on either side burst open, the Greatswords cleaving through lancers with ease.

The Stirlanders detonated their own stocks of blackpowder in the gatehouse collapsing it on the Iron Foot and a surge of City Watch onto the walls fought long and hard against the Garrison. And the Grand Marshal called for a withdrawal of the Iron Companies from the assault and assessed the losses. The reliability of blackpowder is such continuous and focused fire inevitably costs a piece or two.

[ ] No New Orders
Continue the bombardment of Wurtbad but make no other changes to the ongoing operation.
[ ] Fire on Barges
Wurtbad will not yield and will recover from your assault if it continues to receive regular resupply. Fire on barges attempting to reach the city.
[ ] Storm Wurtbad
The first Storm has been weathered. And the Iron Companies are bloodied for it. But so too are the enemy. Strike before they can recover.

-121 Garrison
-1,000 Iron Foot
-13 Ironsides
-240 Great Company
-83 Elector's Own
-1 Heavy Gun
-1 Father of Suns
-1,000 Marks
-14 Relationship with Stirland



The Second Conference is approaching, when excatly it will be upon you there's no way of saying. The Sylvanians have been making their moves, but outright war is not yet upon you, and no-one on your side of the Conference has called for the second just yet. Perhaps out of some sort of respect for Van Hel or even for yourself. Your efforts throughout the Empire are drawing the attentions of others, none quite so much as the Grand Baron of Westerland's agreement to follow your lead.

Marienburg is willing to supply labour and even resources to prepare for the Second Conference, the Imperial Palace has once again begun to issue instructions out to the another Province. And as a result there's been a schism in Wissenland's politics. The Seccessionists have long held its main position as an interest in withdrawing from Imperial Politics and leaving the Empire behind altogether.

But a radical position has been gaining traction throughout the Province and especially in Nuln, that the best way out from under the Empire is get up on top. Most reports that hit your desk these days split the Seccessionists into the Schwartz Faction which favours total independence and the von Eigenhof Faction which favours an Imperial Candidacy.

Your other efforts are showing signs of progress as well. The Averlanders have had a shipment of pistols sent to Heideck in central Averland where the ranchland is home to a State Troop cavalry training centre. And you've pledged to assist in the rebuilding of Grenzstadt, in particular with the supply of cannon for the new fortifications. The Averlanders have been watching the Sylvanians at Raab, and their report suggests that they believe more Sylvanians are leaving the camp than are arriving at it.

Mariele's been warning these past few months that her contacts in the Veldt have been vanishing. Word at the start of Summer seems to explain part of why. The tribes of the Veldt have gathered a warhost, better equipped and supplied than they ought to be after the civil warring a decade ago. They have crossed the Brunwasser into the Ostermark proper and and marched on the Hertwig seat at Bechafen.

Meanwhile your trip to Middenheim has seen the Order of the Howling Wolf set up base in Nuln. You've agreed to provide them a proper temple to operate out of, one more Templar Order to scour the Province for the enemies of man. Fortune has it that the current array of Templar Orders in Nuln are somewhat unusual and therefore the addition of one more won't overmuch disturb the balance. Usually the Silver Hammer and the Howling Wolf don't operate in close proximity, but you doubt the Tower is about to start a fight.



Meanwhile the Wissenland Gazette has news concerning the wider Empire.

The Emperor of Sigmar's Holy Empire has announced groundbreaking on his new Engineering School, the structure is being built to the specifications of a Kislevite man who will be running the School.
The Ottilian Empress has given the Ostermarker State Troop permission to abandon their post at Mordheim ar race north to fight back the Ungols. In the meantime the Talabeclander State Troop, wounded as it is, shall hold place on the Stir.
The Wolf Emperor has returned from honeymoon and continued his work restoring Carroburg.



Intelligence Report:
The Confidante of the Seat has been overseeing efforts to watch over the underworld of Wissenland.
- Von Eigenhof's niece has taken control of the Imperialists in Nuln, the recent failure of her uncle to take Wurtbad may have hit the Imperialists somewhat but your geopolitics have otherwise bolstered them.
- The Maria Stokes Whittlers have detected a Sylvanian presence in the Stirland, or rather the Sylvanians seem to have detected them. A rival company based out of Sylvania, Klein's Little Things, is a courier company that ships small deliveries alongside mail. A brawl in an inn in Bogglewort between a Whittler wagon driver and a Klein's baggage boy ended with knives drawn amidst an attempt at thievery.



You have 10 Action Dice and may write in a use for 1 Marienburg Action Dice (This can be assigned to an action in your list or to a general aim they should dedicate resource towards). 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

Unveil the Vampire
Van Hal's Conference has revealed a most terrible secret. Sylvania has been subverted by dark forces. The attendees of the Conference are working in secret to prepare for the inevitable war, many of them will be advising patrons and the Conference's subject cannot remain a secret for long. Indeed von Carstein might already know. End the games of intrigue. Publically declare Vlad von Carstein a vampire.
Cost: 500 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
Grenzstadt Town - 1,500/2,500
Grissenwald Town - 331/1000
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

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

Return to Nuln
Commnad the Iron Companies to end their campaign in Stirland and return to Nuln.
Must Beat: 50

The Officer's Academy
As its name suggests the Officer's Academy in the Militarstutz trains up officers for the Iron Companies it is also home to libraries of military manuals where tactics, strategy and doctrine are discussed and debated. In light of the Conference old manuals on warfare against necromancers will need to be dusted off and as something of an expert in tactics and strategy you shall go to the Academy and begin writing your own manual to revise the current doctrine of the Iron Companies.
(Write-In one change to make to the tactics, strategy or doctrine of the Iron Companies)
Cost 500 Marks per Die
Required Effort: 0/100

Mixed-Company Detachments
You've been working on a change to the way the Iron Companies make war. In particular you've designed a training regime to have the very best members of the Iron Foot and the Great Company working together in small units. It isn't something you'd want to use on the whole Companies, it requires a certain level of soldier. But it should allow for more versatile tactics.
Cost 500 Marks per Die
Required Effort: 86/100

Re-equip the Great Company
The Imperial Gunnery School is still spooling up its new equipment to mass produce the new rifle. To supply the whole Great Company will take time and resources and the School could be selling these rifles commerically instead. There are old contracts with the School to arm the Militarstutz at a priority but those only name the Nulner Rifle. Put in a contract to re-equip the Great Company with the new guns.
Cost: 3000 Marks and 400 Materials per Die
Required Effort: 87/240

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: 1,000 Marks, 10,000 Materials, 10,000 Food
Required Effort: 0/100
The Garrison
Cost: 1,100 Marks, 110 Materials, 1,100 Food
Required Effort: 0/110
The Nuln Ironsides
Cost: 1,300 Marks, 2,600 Materials, 130 Food
Required Effort: 0/130
The Great Company of Iron
Cost: 2,400 Marks, 240 Materials, 2,400 Food
Required Effort: 0/240
The Elector's Own Lances
Cost: 830 Marks, 830 Materials, 8,300 Food
Required Effort: 0/830
The Hammers of Nuln
Cost: 1,000 Marks, 1,000 Materials, 100 Food
Required Effort: 0/100
The Fathers of Suns
Cost: 1,000 Marks, 1,000 Materials, 100 Food
Required Effort: 0/100

The Industrielplatz
Dedicate the Industrielplatz to creating non-blackpowder arms and armour for use in the raising, training and equipping of regiments of State Troop within Ostermark.
Cost: 1,000 Marks and 1,000 Materials per Die.
Must Beat: 200

The Imperial Gunnery School
Instruct the Imperial Gunnery School to create blackpowder arms and armour for use in the raising, training and equipping of regiments of State Troop within Ostermark.
Cost: 2,000 Marks, 1,000 Materials and 1,000 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
Mauchen - 0/150
Meissen - 0/150
Pfeildorf - 0/150
Sonnefurt - 0/150
Steingart - 0/150
Ballenhof - 0/100
Sexau - 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
- An expansion of the City's industrial district can be a great economic boon if the forges can be fed.
The Militarstutz - 0/500
- An expansion of the bureaucracy that supports the Iron Companies should bear fruit in such fields as logistics and recruitment.
Imperial Gunnery School - 0/400
- An expansion of the School's manufacturing departments will allow for the manufacture of more of its products quicker.
The Bank of Nuln - 0/250
- Partnering with the Bank of Nuln on one of their own investments can open up opportunities throughout the Old World or perhaps even beyond.
College of Engineering - 0/250
- An expansion of the College's commercial departments will allow their civilian inventions to boost the economy. Of note the College is looking to build a Fertiliser Manufactory Wing to supply the huge quantity of Gypsum Fertiliser needed to improve the Wissenland's arability.

The Wissenland Road Network
In the Sudenland there is a road network that runs throughout the Province as a significant rival to the riverine network. The Wissenland however has no such network, most Baronies and Counties are connected to their neighbours only by river. It is time to weave the Wissenland together by road, which means major infrastructure projects.
Cost: 1,500 Marks and 400 Materials per Die
Wissenburg-Wurmgrube Road - 123/400
(Includes the Wissen Bridge across the River Dottern)
Dotternbach-Wurmgrube Road - 0/400
(Includes the Dottern Bridge across the River Dottern)
Wurmgrube-Meissen Road - 0/300
(Includes the Harrach Bridge across the River Harrach)
Meissen-Salmfahre Road - 0/500
(Includes the Salm Bridge across the River Salm)
Trulben-Wusterburg Road - 0/200
Nehren-Weilerberg Road - 0/300
Wusterburg-Weilerberg Road - 0/400

A Temple of the White Wolf
The Order of the Howling Wolf has sent a chapter down to Nuln to begin the work of a Templar Order in the Wissenland and to create a connection between the Imperial Palace and the Ar-Ulric. But its on you to build the Temple for the Howling Wolves to call home while in Nuln.
Cost: 4,000 Marks and 2,000 Materials per Die
Required Effort: 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
Secessionists - 100
Imperialists - 100
Sollander Independence Movement - 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
Secessionists - Arrest 100 - Kill 250
Imperialists - Arrest 100 - Kill 250
Sollander Independence Movement - Requires military expedition.

Deploy Agents (Write-In an Aim)
You have agents embedded into other Polities which you can use to carry out such activities as spying, sabotage, kidnap or even assassination.
Cost: 400 Marks and 40 Materials per Die
Must Beat: See List of Options
Stirland - 100
Sylvania - 250

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 Heavy Handgun
The Flintlock is suitable for most purposes, it can handle accuracy at some measure of rnage and can put out a consistent rate of fire. The real reason behind building it was reliability in truth. But if the massed undead should arise and march to war, you suspect sheer mass of fire will be useful. The Heavy Handgun is a sort of unrifled flintlock that can be packed with grains of shot the size of a finger tip and blasts it outwards in a cloud of smoke and fire with little accuracy but a capacity to utterly demolish the space in front of it. Or at least that's the hope espoused by the optimistic paper that hits your desk asking for funding.
Cost: 1,000 Marks and 150 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.
(The Di Miragliano School is interested by this project)
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.
(The Di Miragliano School is interested by this project)
Cost: 1,500 Marks and 100 Materials per Die
Must Beat: 150

Develop the Telescope
The Di Ottica describes an Elven Far-Seer, a handheld device by which Elven captains can see over long distances at see. Elven eyes can already see further than those of men supposedly and therefore the Di Ottica describes several adjustments that need to be made to the Far-Seer to make it suitable for human usage. Apparently it requires high quality glasswork however, a field that the Tileans have an advantage in over Nuln.
(The Di Miragliano School is interested by this project)
Cost: 1,000 Marks and 200 Materials per Die
Must Beat: 200

Develop the Mainspring
A mechanism of powering clocks without hefty weights, the mainspring is described in Di Miragliano's Di Machinis. It apparently makes clocks far smaller and far more portable without losing too much accuracy. Or at least that is Di Miragliano's hope. Apparently it will be yet another useful instrument for ships.
(The Di Miragliano School is interested by this project)
Cost: 800 Marks and 100 Materials per Die
Must Beat: 100

The Steam Piston
A device which spins rapidly or less rapidly but while spinning heavy weights, the Steam Engine could have any of a number of uses. Milling grain is the first that comes to mind, though what miller could afford a Steam Engine their mill. But the Industrielplatz could afford a few, all that it needs is a mechanism to attach the Steam Engine to heavy industrial machinery in such a way as to produce useful work.
Cost: 2,000 Marks and 500 Materials per Die
Must Beat: 300

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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Bismarck: I HATE WURTBAD! I HATE WURTBAD! I HATE WURTBAD! ....

A true comedy of errors this siege has turned out to be. I'm sorry everyone, the dice were not in my plan's favor.
 
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