Fuck You Nurgle: Hey. You know what you have? Witch Hunters. You know what none of them, at least in Ostland, have had a chance to do in a really, really long time? Kill, purge, and destroy cultists. Now, normally, unleashing the Witch Hunters onto your populace would cause people to be rather concerned and confused, also fearful and distrustful of you personally, but these are Nurglites. A special place of hatred resides in the province for what Gruber did to your neighbor. Also, you enjoy an incredible amount of support from your citizenry. So really, the fact that you are happy to exterminate a full chunk of your populace is going to be all right. So long, of course, that the Witch Hunters are going to be successful. Captain Liesdotte is eager, and says that she will personally ensure that the Hunters check over every public works project that the cultists were involved in. All you need to do is…let them off the leash. Cost: 750. Time: 2 Years. Reward: Nurgle Cultists dead. Check for what they may or may not have messed with. Chance of Success: 65% Required: 35. Rolled: 93+DD(20)=113
- You and the Witch Hunters have never been that close. But, you know for a fact that it has been ages since they have gotten to do...anything. They weren't tapped to be part of the Witch Hunter Army, they got beaten up pretty badly during the Vampire War, and other than that they've been sitting on eggshells ever since Magnus burned down their former leader for killing thousands. So, really, perhaps you should have expected this. When you gave them funding, and pointed them, unhooked the leash, and said 'Burn them' they did just that. The whole of the Witch Hunters of Ostland sprinted from their barracks, carrying whole bags of pistols and torches and stakes of metal and wood. All around the province, cultists were burnt alive, shot at every hour, and all the while the Witch Hunters managed to conclusively prove that they were cultists. Which, more often than not, was the problem with their order. Probably a lot more than most people think, they are correct in their assessments. The problem comes about when they don't prove it to anyone else, when they just say 'it's true' and they can't prove it. But the boils, the diseases, the plague cauldrons they left in their basements, the bricks that they laid as part of the construction work revealed to be contaminated with plagued fungus of supernatural nature...yeah. The Witch Hunters burned, and purged, and stabbed, and shot, and proved themselves to the people. For the first time in a long time, the Witch Hunters of Ostland enjoy a lot of support, from just about everyone even the Ulricans. It's like a mini version of the Army of Sigmar. Captain Liesdotte personally thanks you while covered in the ashes of a hundred burnt cultists before diving into a pool of holy and purified water that was blessed by a Priest of Sigmar and swiped in a ritual by an Ulrican to get rid of anything else. Reconstruction efforts were sabotaged, bricks full of plague, cauldrons left in rebuilt villages, buried corpses that were green and yellowed and had to be burnt to ash, all sorts of things. In the end, their leader transformed into a daemon, or was one all along, or something like that. A blast from the past, that was, for it was one of the last Plaguebearers - the daemon type - who served the long dead Gruber. It had been working for years to subvert and target you, but in one year by letting the Witch Hunters ruin everything, they ruined, well, all of its plans. The Witch Hunters are pleased, and the people are pleased, even though a statistically significant part of your populace was just killed in a variety of ways. The projects they worked on, will be repaired and refurbished quite well thanks to the money that you are still pouring into reconstruction. Reward: Nurgle Cultists dead to a man. Projects damaged repaired. No public approval loss. Witch Hunter Approval Gain.