The Old World: Dark Age of the Empire

Adhoc vote count started by Warkeymon on Jul 4, 2024 at 12:28 PM, finished with 77 posts and 19 votes.

  • [X] Clearing Backlogs
    [X] Clearing Backlogs
    -[X] Diplomacy: 1 Dice
    --[X] Family Matters Cost: 200 Marks per Die Must Beat: 25 1 Dice
    -[X] Martial: 1 Locked Dice + 4 Dice + 1 Marienburg Dice
    --[X] Fortify the Border (Grenzstadt Town) Cost: 400 Materials per Die (Waived Marks Costs for Grenzstadt) Required Effort: 1,500/2,500 1 Marienburg Dice
    --[X] The Stirland Crisis Must Beat: 50 1 Locked Dice + 2 Dices
    ---[X] Storm Wurtbad
    --[X] Mixed-Company Detachments Cost 500 Marks per Die Required Effort: 86/100 1 Dice
    --[X] Re-equip the Great Company Cost: 3000 Marks and 400 Materials per Die Required Effort: 87/240 1 Dice
    -[X] Stewardship: 3 Dice
    --[X] Prospect the Mountains (Kreutzhofen) Cost: 400 Marks per Die Must Beat: 25 1 Dice
    --[X] The Wissenland Road Network (Wissenburg-Wurmgrube Road) Cost: 1,500 Marks and 400 Materials per Die Required Effort: 123/400 1 Dice
    --[X] A Temple of the White Wolf Cost: 4,000 Marks and 2,000 Materials per Die Required Effort: 0/250 1 Dice
    -[X] Learning: 2 Dice
    --[X] Develop the Mainspring (Di Miragliano Interest) Cost: 800 Marks and 100 Materials per Die Must Beat: 100 1 Dice
    --[X] Develop the Gimbal Compass (Di Miragliano Interest) Cost: 800 Marks and 50 Materials per Die Must Beat: 100 1 Dice
    -[X] Miscellaneous Actions
    --[X] The Sheriff
    --[X] The Port
    --[X] The Halfling Amendment
    [X] Plan I HATE WURTBAD


Vote Closed
 
I wouldn't bother It was too weak and was mainly used for lightly armoured targets. we have much better alternatives especially if we get our hands on the Dark shard's crossbows, which I doubt will happen soon or at all.

What about the Imperial one used in Vermintide? That one was powerful as heck, basically three war crossbows into a single trigger. Pretty sure that one was based on the Dark Elves one (after all, elven sea slavery is more common than any visitor from Cathay).
 
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I was thinking of groups other than us since it could be used defensively by Bretonia or other people who don't use guns or have objections to black powder
Bretonia has a hard ban on crossbows and even though their rules technically don't state that gunpowder weapons are illegal, you'll still get killed if you bring one there like you would a crossbow. It's too much of a risk for the rulers if these weapons circulate among their peasantry.
 
If we ever plan on sieging a place down again, might I recommend we expand our artillery Iron Companies? Our rate of progress at breaking down Wurtbad's defenses was too slow. If we ever have to besiege an undead held settlement, it's going to be like this but worse.
 
You know,i think we need to get that shot package researched.Not because of the shot package itself but the potential paper cartridge research it could unlock.Then we could potentially do some more research on breech loading and percussion caps and steam piston and before you know it we're doing steampunk mid to late 19th century warfare which means we could get mid to late 19th century uniforms which are objectively cooler than the Napoleonic era uniforms.Then,with our cool tunics,caps,steam tanks and machine guns,we can defeat the forces of destruction for good.Truly,fashion is the answer to everything.
 
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You know,i think we need to get that shot package researched.Not because of the shot package itself but the potential paper cartridge research it could unlock.Then we could potentially do some more research on breech loading and percussion caps and steam piston and before you know it we're doing steampunk mid to late 19th century warfare which means we could get mid to late 19th century uniforms which are objectively cooler than the Napoleonic era uniforms.Then,with our cool tunics,caps,steam tanks and machine guns,we can defeat the forces of destruction for good.Truly,fashion is the answer to everything.
Cool idea with the paper cartridges, but there may be a problem with that, I don't there were any industrial paper-making processes in this time period of the empire. What paper-making methods are currently available? If we don't have access to large quantities of paper, what else could we use to make the cartridges if we research shot packages?
 
Cool idea with the paper cartridges, but there may be a problem with that, I don't there were any industrial paper-making processes in this time period of the empire. What paper-making methods are currently available? If we don't have access to large quantities of paper, what else could we use to make the cartridges if we research shot packages?
Treeman bark
No trees,just specifically the bark of a Treeman
 
Cool idea with the paper cartridges, but there may be a problem with that, I don't there were any industrial paper-making processes in this time period of the empire. What paper-making methods are currently available? If we don't have access to large quantities of paper, what else could we use to make the cartridges if we research shot packages?

Pulp is worked into paper by water-mills at the moment, it isn't very new as a process in the Classical world and has been in use in the Empire for a few hundred years. Nuln is one of the biggest buyers of paper in the Empire, beating out multiple provinces combined, simply because of the Gazette and the many schools of the city. Some paper is made in Wissenland, Grissenwald and Weilerberg mainly. but a lot of it is imported from places like Hochland or Talabecland.
 
Turn 28 - Late 2013IC
On the Eve of Crisis; Family
Target: 50
Skill: +16 Diplomacy, +10 Fiorella
Council Effect: +19 Grand Countess
Other Modifiers: +40 Happily Married, -5 The Surveyor, -10 Eve of Crisis
Roll Result: 48+70 = 118 Success

The Liebwitzes retreat to Castle Liebwitz as usual for the Summer. Escaping the smell and the heat of Nuln and instead swapping it out for the clamour of the work building a bridge upriver. Eldred is coming up on six years old, at which point his tutelage will move from the shapes of letters and numbers and a basic capacity to speak and read towards proper schooling.

The Surveyor of the Children Comital vetted Eldred's nannies and has now begun the work of vetting tutors to expand the subjects that Eldred will be studying. The Sigmarite leanings of the Surveyor are clear enough, you understand they've approved a variety of Sigmarite texts for use in Eldred's literacy lessons and more than a small number of his tutor's have ties to the Cathedral.

Fiorella isn't perhaps as happy as she could be with the Surveyor's process for approving texts, tutors and subjects for Eldred. He seems to think that Eldred is simply too young to be given a wider range of options for learning, at his stage in development it is important he has a focused education to develop his most basic skills appropriately and root his education in spiritually acceptable ground. But Fiorella believes that Eldred should be exposed to as many topics, sources and opportunities from as young an age as possible. You've stepped into one such argument between the two on the subject of Eldred's exposure to language.

The Surveyor has insisted that Eldred's main focus must be his native Reikspiel and that distracting him with the introduction of other languages would diminish his mastery of Reikspiel and put him behind other children of his age. You know that Fiorella has been teaching Eldred Tilean for his whole life, and teaching you a little bit of the language on the side. She insists that Tilean as a second language would be only valuable, there is a significant Tilean population in Nuln, Classical Cults are swelling in Wissenland and your closest foreign partners are Tileans.

And you've instructed the Surveyor to approve Tilean language materials and tutors. You understand as a result that he has tentatively approved a mix of Shallyan and Morrite texts, likely concerned that even secular academic texts might lean him towards the Verenans.

Your stay in Wissenburg has been otherwise pleasant enough, Fiorella has taken each of the boys out riding. Little Reinhardt is but three years old and spent much of the ride giggling as his mother rode harder and faster than you're sure is safe for such a young boy. There are board games, model soldiers and plenty of books. Eldred reads a small, Surveyor un-approved, book to you on an evening, about a lion who lives in wintry mountains and Fiorella comes in to rest against you and watch. A few more pages in the lion builds a ship and sails to lands of summer, and then Eldred goes away with a nanny to his bed.

Fiorella meanwhile takes you away in turn. At the end of the year, back in the Imperial Palace, the Shallyan Matrons assess Fiorella and determine that she is in the early stages of pregnancy once more.
-200 Marks



Fortify Grenzstadt
Target: 1500/2500
Skill: +30 Martial, +2 Fiorella
Council Effect: +16 The Board of Foreign Affairs
Other Modifiers: +1 Local Support, -5 Engineerless
Roll Result: 56+44 = 100 Contribution
You've sent word to Marienburg that ahead of the Second Conference, the best thing that the Grand Baron can do to aid in the effort is to assist in the reconstruction of Grenzstadt. Securing the Black Fire Pass will free up the Averlanders to focus more on the East Reach and the Sylvanian border, It helps to secure your own borders somewhat, if the Sylvanians cross into the East Reach then they have almost uncontested access to the whole Averland through the open central plains of the province, only Averheim itself to the north and Grenzstadt to the south bounding the plains with any significant fighting force.

If both are in operation, then the Sylvanians can't simply cross the central plains towards the Sudenland or they'd risk their supporting structures; supply chains and the like; being struck from both sides and pinched shut behind them. And so you've asked the Grand Baron to restore the fortress town and the Grenzstadt garrison.

The Grand Baron has then passed that down through the bizarre government structures of Marienburg and the Westerland to the Board of Foreign Affairs. The Chair of the Board must be a noble, but the rules say nothing of the rest of the board which seems to be entirely made up of merchants and members of Marienburg's Great Families, the richest and most powerful merchants who rival Westerland's Houses Noble.

The Board has allocated funding, conscripted work crews and begun the logistical effort of bringing everything from Marienburg down to Grenzstadt. The Reiklanders, always willing to stop and inspect a Wissenlander barge, make no effort to delay ships bearing Westerlander colours you note. And work progresses at pace, for all that the Averlanders would rather have Nuln's engineers and artillerists to hand.
+100 Contribution to Fortify Grenzstadt



The Fall of Wurtbad City
Target: 50
Skill: 0 Companies Abroad
Council Effect: +22 Grand Marshal
Other Modifiers: +20 Iron Company Professionalism, +10 Iron Company Advancements, -25 Eagle Castle, -20 Storming a Fortified Position, -10 Wounded Companies
Roll Result: (47+18+85)+7 = 150 Success
The Grand Marshal has given the Iron Companies some time to recover, recuperate and resupply. A continued bombardment of Wurtbad has targeted the damaged section of the previous assault. The destroyed gatehouse, the damaged walls, all mean that an attempted entry through that section must navigate mounds of masonry rubble, the Elector's Own and the artillery Companies won't be able to easily enter the city, but it does mean that the enemy cannot easily man their own battlements.

As winter rolls in, the Iron Companies are called back to battle ready, standards fly bold and the signalmen sound another assault on Wurtbad. The report that comes to you comes from the Palace of the Prince Elector, an expansive but low manse in the middle of gardens in the western part of Wurtbad. From the manse the walls of Eagle Castle, and the bridge towards the actual keep itself can be seen clearly.

Baron von Eigenhof reports that the second assault went swimmingly, the defenders having mostly withdrawn to the walls of the castle rather than attempting to stopper their advance through the outer ruins. The Companies have established camps throughout Wurtbad to prevent anyone from leaving Eagle Castle by land and searches of the city have prevented any further surprises.

With Wurtbad itself secured, the Iron Foot have moved the rubble of the west gate to allow the artillery into the city to begin bombardment of Eagle Castle.


[ ] Another Siege
Now that Wurtbad has been taken, all that remains is Eagle Castle the fortified island stronghold of Wurtbad that the government can retreat to in times of peril.

[ ] Storm Eagle Castle
The Haupt-Anderssen and his court are holed up in the keep of Eagle Castle across a bridge from Wurtbad out on the Stir. Storm Eagle Castle, breach the keep and end the campaign.

[ ] Fire on Barges
The fall of Wurtbad will have removed the majority of Haupt-Anderssen's food stores, and the majority of his hungry mouths. If barges from Reikland choose to dock at Eagle Castle, have the Hammers fire on them.
Wurtbad has fallen
-15 Garrison
-68 Iron Foot
-3 Ironsides
-32 Great Company
-100 Marks



Mixed-Company Detachments
Target: 86/100
Skill: +30 Martial, +2 Fiorella
Council Effect: 0 Grand Marshal Abroad
Other Modifiers: +10 City of Academies, -5 Companies Abroad, -5 Distracted Sergeants
Roll Result: 80+32 = 112 Complete
The Militarstutz has been hard at work replacing the losses from the stormings of Wurtbad and so some of the training sergeants who had been studying your new journal and training in mixed-company detachments with your other veterans have had to be pulled away. Nonetheless, the Shadow Company and other veteran support groups in Nuln have provided you with the men to trial the new program.

Skilled and experienced veterans make fair models for the caliber of soldier you'd be looking to pull from the Companies to form these Detachments and you decide to bring the two Detachments you've formed into a contest. You'll lead one unit and a veteran from the Shadow Company will lead the other. The two groups will be fighting one another all across the Militartstutz to determine if the mixed-company format is more effective on a small unit scale and as you theorise in your journal to determine if it is more flexible and ready to handle wider varieties of conflicts without direct supervision.

You're impressed by the results. Provided officers are given sufficient training on independent action, these mixed-unit detachments seem to be more agile than even the smallest units of single-company soliders. So far you've been using a mix of Iron Foot and Great Company but you suppose the program could be expanded.

[ ] Draw From Active Veterans (Write-In a name for a new Iron Company)
416 Iron Foot and 84 Great Company are pulled into a new Iron Company. Gains Elite Standards. Gains Independent Officers.
[ ] Found a New Company (Write-In a name for a new Iron Company)
Start from the ground up with a new Iron Company made up of mixed-company detachments. Gains Independent Officers.
-500 Marks



Re-Equip the Great Company
Target: 87/240
Skill: +30 Martial, +2 Fiorella
Council Effect: 0 Grand Marshal Abroad
Other Modifiers: +25 Armoury of the Empire, -10 New Equipment
Roll Result: 24+47 = 71 Contribution
The Great Company has been making do with Nulner Rifles for its current campaign, only about a quarter as many flintlocks having been made as the Great Company needs. Ordinarily the Militarstutz only orders guns in batches of hundreds, the largest orders being five hundred to arm new regiments and the School has its own contracts elsewhere as well.

The Iron Tower, the City Watch, the nobility, the Bank, several parties throughout Nuln and the Provinces draw on the School's time and the resources. All the same, the School has been steadily ramping up the production of the new flintlock, retooling their workshops and retraining their gunsmiths to handle the new mechanism. It'll be a year or so more before the old rifle production lines are fully outfitted for the flintlock, whether you'll have been able to re-arm the Great Company in that time is unclear but it'll happen rapidly afterwards if not.

In the meantime training sergeants have been drilled on the new gun, its benefits and the expected accuracy of the improved firing style brought on by the improved mechanism, and some have been taken out on wagons to Wurtbad to begin the arduous process of getting that training passed on to the Great Company.
-3,000 Marks, -400 Materials
+71 Contribution to Re-equip the Great Company



Prospecting the Upper Vales of Kreutzhofen
Target: 25
Skill: +11 Stewardship, +15 Fiorella
Council Effect: +17 Chamberlain of the Province
Other Modifiers: +1 Local Support, +5 Historic Rights Assured
Roll Result: 31+49 = 80 Success
The Chamberlain has been sent to Kreutzhofen to start efforts of prospecting the surrounding mountains. With the assurances you've gained from the King of Karak Izor to protect Kreutzhofen's rights below the surface the Chamberlain has maps of the boundaries that those old agreements dictate. The Alimento tunnel is at one of three depths that engineers could use to cross under the Vaults depending on their assessment of each level, additionally Kreutzhofen has mining rights along the south side of the upper vale provided they don't cross into the Barony of Scharmbeck.

As such the Chamberlain has plenty of options available for prospecting and decides to avoid the north-side of the upper vale where the mountains may touch on Karak Norn's claims to the Grey Mountains. She focuses on a region near to Winter's Teeth Pass, the main route down to Tordorno from Kreutzhofen. Though it is only open in the Summer she hopes that the thoroughfare will make it easier to support any future mines.

What she has found is a vein of garnet. Unbroken by mountain springs washing it down the Soll and the Reik to one day fill Westerlander coffers, these are the true crystals. Large dodecahedral crystals hidden within bands of darker stone crushed together. While some of the garnet will undoubtedly be sold on as gemstones, there are some jewellers in Kreutzhofen who might make use of the material and Meissen will always be happy to buy gemstones for its own jewellry industry, the College will also be eager to get its hands on garnet from a domestic source.

Garnet sand bought from Marienburg is used as a course abrasive to polish, grind or wear metal and wood surfaces, mixed with adhesives bought from Ostermark or Averland and paper from the Talabecland and you can create sheets of garnet paper for industrial usage. The College will happily cut some of the costs of their garnet paper by buying in garnet from Kreutzhofen instead and destroying the crystals manually rather than leaving it up to the rivers and seas to do so or them.

The site is marked out, all that remains is to decide on the future of the garnet mines.

[ ] As per Historic Rights
The site is inside the County of Kreutzhofen and the King of Karak Izor has approved of the site under the historic rights of the County, it only makes sense that the Pfeifrauchers should own the mine and be resposible for its development.
[ ] Commercial Endeavours
For all that jewellry might be valuable, it is the College's efforts you're most interested in supporting. Have a College run establishment operate the mine.
[ ] The Estate
A controversial position to take, but the prospecting work and the negotiatiting work was funded by the Imperial Palace it would only be right to claim the site for yourself.
-400 Marks



Uniting the Electoral Estate
Target: 123/400
Skill: +11 Stewardship, +15 Fiorella
Council Effect: +32 Chamberlain of the Province
Other Modifiers: +40 Electoral Estate Local Support, +20 Jengen Quarry
Roll Result: 80+118 = 198 Contribution
The Wissen Bridge finishes with the start of winter, meanwhile surveyors have finished mapping out the road from the bridge to the town of Wurmgrube. It will run along the western bank of the Soll, part of the route being raised onto embankments and weaving through the small towns and villages of the Soll in the southern Electoral Estate.

You leave Wissenburg before the new bridge is finished, watching from Castle Liebwitz as timber arched supports of the deck are placed down ahead of the bridge deck being built. By the time you're called back to open the bridge, the stone deck is lightly dusted with snow and you're please to see the road winds out of view on the far bank.

The southern Electoral Estate is definitely a poorer region, it mostly deals in subsistence farming and has none of the major towns, infrastructure or money-making industries of the north. There's some hope that by unifying the two halves, some of the wealth of the north will flow into the south, after all the southern 'half' is physically larger than the northern half so it shouldn't be impossible to get some real use out of it.

Still progress continues, the Chamberlain expects that the work should finish early next year given the current rate of affairs.
-1,500 Marks, -400 Materials
+198 Contribution to the Wissenburg-Wurmgrube Road



The Temple of the Howling Wolf
Target: 0/250
Skill: +20 Learning, +14 Fiorella
Council Effect: +17 Pontiff of the Wissenland
Other Modifiers: +27 City of Nuln, +10 Jengen Quarry
Roll Result: 29+88 = 117 Contribution
The old Shrine of Ulric sits beside Prince's Gate separating the upper Altestadt from the lower Neustadt and ensuring that on a night none of the lower classes can be found in upper class establishments and residences without due cause. City Watch officers seal the gate at dusk and passage requires proof of residence, being a member of the clergy or having a card identifying oneself as a servant of one of the families in the Altestadt.

It is a small thing, the shrine, the Cult of Ulric has never had a significant presence in Nuln or the Wissenland in general. The Iron Companies have been a mostly Sigmarite group, there's some Soll worship in the Auld Sollander parts of the Militarstutz and you know the Garrison has been leaning more Myrmidian of late given the lesser nobility of Nuln have been casting aside the Cult of Sigmar following the Last Election.

But the Ar-Ulric has championed a chapter of the Order of the Howling Wolves, Ulrican Templar Priests not too unlike the Silver Hammers of the Iron Tower whose primary purpose is rooting out the enemies of Man and destroying them. Or if unable to do so, sounding the alarm. This chapter has moved into the Shrine with an understanding that a new Temple will be built to properly house them, provide them the facilities needed for their work and to show the new tie between the Imperial Palace and the Ulricsmund.

In theory, all temples of Ulric are supposed to house some White Wolves as well, the Templar Knights charged with the protection of Ulrican temples and clergy but given the ongoing factionalism of the Midden you're unsure who exactly will be sent down to the new temple once it is built in that regard.

The Pontiff has happily taken on the duty of building the new temple. She has decided to emphasise its purpose as a home to the Howling Wolves and has included iconography more inline with that order, ornate horn-like structures in the walls of the new temple sound whenever the wind blows through them with the actual horns shaped such that they blow in the direction of Ulricsmund. Sounding the alarm for the Ar-Ulric to hear.

The usual symbols of wolves and fires remain, when the work is done the final job will be to have runners bring a child of the Sacred Flame to the altar in Nuln. If Ulric approves, tellings go, then the fire will still be white by the time that arrives at the altar. But they never stay white for very long afterwards and you doubt the Cult will approve of the College dabbling with that.

Still, the walls have gone up and the temple is well on its way to completion.
-4,000 Marks, -2,000 Materials
+117 Contribution to Temple of the White Wolf



The Mainspring
Target: 100
Skill: +20 Learning, +14 Fiorella
Council Effect: +27 High Master
Other Modifiers: +20 City of Academies, +5 Vault of Inventions, +5 Princessly Patronage, +10 Department Di Machinis
Roll Result: (63+87)+101 = 251 Success
A Professor from the Department Di Machinis who has been working on the creation of a means of applying constant power within a portable device has brought the notes of his department on the subject of what Di Miragliano calls a Primary Spring or as the College calls it a Mainspring. It is steel ribbon that is wound around a barrel by a twisting handle and which should over time gradually unwind itself.

There are two issues that the School of Sciences has been struggling with. The first is the nature of the steel, it must be a material that can be wound and unwound on a regular basis and therefore the concern is in rigidity and brittleness but also in the working of such a small piece of metal to withstand the regular use.

A debate between two professors at the Grand University on the merits of twisted threads of steel rather than a singular bending ribbon argues over the cord's better ability to withstand bending against the ribbon's better ability to withstand repetitive loading and unloading. The two models are put into practice using the barrels and winding handles that the Department Di Machinis has contributed and it is discovered that the while the ribbon can be made from sword-steel to handle strain even on a thin strip, the cord unravels after fewer windings than is useful.

Indeed even a small clock must be rewound multiple times a day. And there is the other issue. The closer one gets to the rewinding, the less accurate the clock becomes as the mainspring is most powerful once rewound and loses power throughout the course of the unwinding. Here the College steps in with an idea to use an engraved cone rather than relying on the cylindrical barrel. By transferring the force from barrel to cone, the cone can be shaped to turn the hands for proportionally less force as the mainspring's strength is lost.

In the end you have a clock in the Imperial Palace which must be wound once at midnight and once at midday. It sits in a large burgundy case and has been ruled sufficient to begin the more widespread production of what the two sides of the agreement are calling the Burgundy Clock Mechanism. The report you receive indicates that improvement in metallurgy should lead towards the mechanism being able to run for increasingly long periods of time without rewinding.
-800 Marks, -100 Materials
The Mainspring and Fusee mechanism is developed.
+2 Relationship with Miragliano



The Gimbal Compass
Target: 100
Skill: +20 Learning, +14 Fiorella
Council Effect: +27 High Master
Other Modifiers: +20 City of Academies, +5 Vault of Inventions, +5 Princessly Patronage, +10 Department Di Machinis, +5 Previous Attempt
Roll Result: (23+19)+106 = 148 Success
The main issue with your previous attempts at the Gimbal Compass have been the fact that in bad conditions the gimbal used can fall into a state of lock where the rings of the gimbal align and therefore spin together losing the ability to account for one of three directions of rotation.

The Department Di Machinis has acquired copies of Sea Elf instrumentation from one of their ships, you're not exactly sure how they have managed to do so. The Sea Elves have tentatively begun to trade in Marienburg but certainly they haven't been selling their secrets, and you doubt even Di Miragliano has managed to barter so much from the Seafarer. Stories do claim however that he has an Elven Sunstone from the Prince in his possession, so you suppose they must have gotten along.

Regardless, the Department has arrived to show you how the Sea Elves handle the problem. And it is a surprisingly simple affair. More rings. The Sea Elves use six rings, each one inscribed with a different phrase in the Elf-tongue. The Universitat's School of Languages has a few experts on the varied Elf tongues and they discern that each ring seems to carry a prayer to the Elven King of Sea and Storm, Mathlann.

While the prayers may or may not be useful, certainly you can understand why the Sea Elves would be interested in them, the engineers working on the problem agree that more rings would make it easier for the compass to share the force of the sea out and reduce the chances of the gimbal mechanism ever falling below three directions of rotation.

The Department however has been working on further work to do with the compass. They have been using a wet compass rather than a dry compass and in their own prototype gimbal compasses a sealed chamber containing both gimbal and compass has been flooded. The Department believes it will reduce the ability of any rings to lock with one another as it will create inertial properties in the chamber that decouple locked rings.

A compromise then, the six-ring mechanism of the Sea Elves in a flooded chamber of Miraglian design which carries atop it a dry-compass, hopefully so resistant to the forces of the throw of the sea that it will never lose its bearing. No ship shall lose its heading again. There's some final dithering about whether the six-ring mechanism's prayer carvings hold any purpose from an engineering purpose.

In the end translations of the six prayers are written in Classical honouring Mathann and Reikspiel honouring Manann respectively. Better to have and not need...
-800 Marks, -50 Materials
The Gimbal Compass is developed
+1 Relationship with Miragliano



Winter comes to Nuln. Ambassador-At-Large Althaus has returned from Eicheschatten with word of Halfling happiness as the pact of mutual defence has been signed and the Sheriff of Mootland has been expanding his State Troop. Meanwhile your own pledge to expand Sauerapfel Port in exchange for priority access to the expanded docks has been met with a mostly neutral response from the Halfling dockside clans.

More immediately clamorous is the response to what they're calling the Quinsberry Act. You knew there was a sizeable Halfling population in Nuln, especially around the Universitat and the Little Town with the Culinary School, the Grand Kitchen and the local Lodge. You didn't realise a Halfling celebratory feast could so utterly shut down the City's thoroughfares. Dignatories from the Halfling Clans of Mootland, from all four Halfling Cults and from the Little Town have been visting the Imperial Palace with gifts, some of Halfling food, some of Halfling smoke and one very ornate tome of your personal geneology.

Officially the Codex of Law in the Wissenland describes Halflings as the absolute equal of humans and Dwarfs in the eyes of the law. They have equal rights in court to not be immediately assumed to be thieves, they have equal protections under contracts and they have equal right to employment. The Pontiff advises you that you're the first province outside of Mootland to actually recognise Halflings as 'people' legally let alone as an equal class of citizen. Indeed most legal codes in the Empire use the term Man when describing the general populace, not you think as an explicit intention to except Halflings or other peoples from legal protection but there are hundreds of years of history to show that the wording has been used to diminish the legal status of the Halfling nonetheless.

Meanwhile old Militarstutz arrangements to restore the Iron Companies have wound up to full rate very quickly indeed. The wounded Companies shouldn't be too long waiting to fill the holes in their ranks.

For all that news in the Wissenland is pleasant, prosperous and progressing; news from further afield is not. The Ungols of the Veldt have managed to trick the Ostermarker State Troop into an ambush on the road towards Bechafen. The Ostermarkers racing north were unaware that the much more mobile horse tribes of the Veldt had abandoned Bechafen to catch the State Troop mid-march. Reports indicate a bloodbath.

And Mordheim has been the site of a slugfest of a battle. The Sylvanian State Troop has crossed the Stir, hoping to assault Mordheim and the understrength Talabeclander State Troop while the Ostermarkers were away. A battle that stretched into half a dozen assaults across the Stir in so many weeks has seen what little repairs the city may have managed totally levelled. Great Cannons on the Sylvanian bank have bombarded Mordheim without discrimination. And bombarded the reputation of the School with it, the battery destroys several Great Cannons in misfires you would like to attribute to poor handling more than poor manufacture,

The Ottilian Empress has declared an open war between the Talabecland and Sylvania and has summoned Hochlander and Ostlander State Troops to gather at the Taalbastion. The Talabeclander State Troop has scattered, once the Sylvanians got a beachhead on the north bank of the Stir it seems the Talabeclands lost all morale. If a single coherent regiment can still be found amongst them, then it is flying towards the safety of the Taalbastion at all haste, but word has not arrived a month after the battle of any survivors reaching the capital.

News has however been coming in of Sylvanian forces rampant in the southern Talabecland and Ostermark. The Margrave of Essen by some accounts is dead, by others is besieged and by a small few is a walking corpse. Indeed by Hexennacht rumours of the walking dead have begun to grow in number until on Hexennacht itself bells ring in the Iron Tower and the Master of the Tower himself rides to the Imperial Palace.

You had heard he was recently returned from Estalia, recently returned from a culling of the Strigany Traveller Clans that were roving that region too. Some stories claimed that that people were the worshippers of fell vampires the practitioners of dark blood magics and that where they travelled so too came disappearances in the night. There were however a few members of Nuln's nobility who liked to campaign for the rights of the Strigany people, whatever anyone said about them they were human themselves.

You cast your mind to any reports of Strigany in the Wissenland, they aren't banned from the province at all and there were sixteen Pitching Sites in the Electoral Estate and the area surrounding Nuln that the Strigany were allowed to use. You haven't asked the Master of the Tower exactly why he was hunting the Strigany Traveller Clans, though you suppose that he must think the rumours had some basis in truth.

And you're quite too busy after he visits you to wonder about Strigany. Not when von Carstein has begun his war in earnest. And not that little thing in Mordheim with cannon and State Troop. Devices in the Iron Tower have been alarmed by the vast wakening of the dead. Sylvania has fallen to Necromancers. An army like none other must even now be mustering in that Province. Ready to reinforce von Carstein on whatever campaign he launches next. To break the Taalbastion? To secure the Ostermark? Into the Stirland?

Word from Raab indicates no change on that front at least. For now.



Meanwhile the Wissenland Gazette has news concerning the wider Empire.

The Emperor of Sigmar's Holy Empire has been quiet on the matter of von Carstein's announcement that he is now an Imperial Candidate. Rumours suggest the Emperor has retreated into isolation.
The Ottilian Empress has issued a call to arms to all loyal childen of the Empire, summoning the Hochlanders and Ostlanders to the Taalbastion and calling up the Free Companies of her Empire.
The Wolf Emperor has cracked down on the perhaps least legitimate of the three factions in the Cult. He has summoned his sister to Middenheim and instructed the Duke of Carroburg to arrest any and all involved in the lynchings of Sylvanians in the province.



Intelligence Report:
The Confidante of the Seat has been overseeing efforts to watch over the underworld of Wissenland.
- One trouble never strikes the Empire alone. The darkness of the necromancer stirs up the darkness of the other creatures of evil. There has been reports of an increased number of witches, Chaos cults and activity in the woods where Goblins and Beastmen roam. The Confidante warns of two main internal crises that may soon spark, those who would rather live under a Vampire than die in opposition to him and those whose dark masters oppose other dark masters.



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

The Second Conference
The Iron Tower has warned you that von Carstein's ritual to wake the dead en masse has succeeded. He has begun his war to conquer the Empire and he is now an Imperial Candidate in more than just name. It may be time now to call the Second Conference, gather your allies as best you can and set the foundation for the way this war will be fought.
Cost: 500 Marks per Die
Must Beat: 100
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 - 1,770/2,500
Grissenwald Town - 363/1000
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

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: 158/240

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: 160 Marks, 1,600 Materials, 1,600 Food
Required Effort: 0/16
The Garrison
Cost: 340 Marks, 34 Materials, 340 Food
Required Effort: 0/34
The Nuln Ironsides
Cost: 690 Marks, 1,380 Materials, 69 Food
Required Effort: 0/69
The Great Company of Iron
Cost: 1,810 Marks, 181 Materials, 1,810 Food
Required Effort: 0/181
The Elector's Own Lances
Cost: 739 Marks, 739 Materials, 7,390 Food
Required Effort: 0/739
The Hammers of Nuln
Cost: 90 Marks, 90 Materials, 9 Food
Required Effort: 0/9
The Fathers of Suns
Cost: 90 Marks, 90 Materials, 9 Food
Required Effort: 0/9

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
Kreutzhofen - 100
Scharmbeck - 100
Dotternbach - 100
Halgerbach - 100
Owingen - 25
Heisenberg - 25
Nehren - 25
Weilerberg - 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
Sauerapfel - 0/250
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 - 321/400
(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: 117/250
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 Automata Clock of the Heavens
Someone at the Grand University has spent a very long time studying the skies. So long that the Iron Tower was supicious that they were making an unauthorised attempt at calculating the arc of Morrslieb. Known to induce madness in astronomers the calculations are banned except under strict supervision. The astronomer has applied to the Inquisition for permission to make the attempt, he intends to use a mechancial platform of clockwork to calculate the arc by carefully creating a network of gears that will move a model of many of the heavenly bodies according to his observations and those he picks out from logs from across the continent. Perhaps by studying the model of Morrslieb rather than the body of Morrslieb he can preserve his mind, and predict the next Geheimnisnacht.
Cost: 2,000 Marks and 400 Materials per Die
Must Beat: 300

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 Pivot-Scissor
Di Miragliano's Di Machinis describes a possible improvement on the old spring-scissor. It would make the scissor capable of more delicate and precise work and should tire the hand less. Useful for textile purposes perhaps Pfeildorf will be interested in the new mechanism. Or perhaps it could be scaled up for use industrially in Nuln. If it can be made to work.
Cost: 800 Marks and 60 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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And so it begins...

Hopefully, we can end this war in less than 40 years as in canon. And hopefully this will be the first and last Vampire War. But it wouldn't surprise me if we got backstabbed by the Wolf Emperor at some point in the near future.
 
If Laurelorn is run by the Eonir, there's a chance we can backstab his backstabbing if we talk to them. The rest of the electors will have to agree to clarify the Nordland/Middenland/Laurelorn borders in Laurelorn's favor but if the Wolf Empire backstabs us to help out the vampires they can get bent.
 
Man, we were building our power block to fucking counter this and are still in a campaign and have weakened a fucking state. Fuck, how bad was the roll @Warkeymon?
 
Man, we were building our power block to fucking counter this and are still in a campaign and have weakened a fucking state. Fuck, how bad was the roll @Warkeymon?

Vlad's actions are largely scripted rather than roll based. There was some rolling to determine how far he could get before he had to resort to his warpstone but his political strategy had the attack on Talabecland this turn regardless to take advantage of the Veldt rebellion.
 
What exactly do you mean?
I mean, we are still fucking Sieging a City with an elector in it + fought his fucking state troops and both of us got a bloody nose he more then ours but now we have von carstein gathering a fuckton of undeath and our army is not in the best position currently. Not to forget, the Wolf Emperor might see it as an opportunity. You catch my drift; we didn't get to fortify Grenzstadt so we could pincer Sylvania, so our power block is fragile.
 
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