Voted best in category in the Users' Choice awards.
Voting is open
Turn 2 - 2470.5
Winning plan:

[X] [Report] Stick with the facts, but highlight that Wilhelmina's work in getting back the former workers and funneling them to you was a big help in your task.
[X] The disappearance of your predecessor is very concerning, he must be found.
[X] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
[X] There was an incident with a... something. You killed it, but there may be more. The castle should be searched from top to bottom.
[X] A dozen centuries of tax ledgers and records don't just vanish. They need to be found.

---

Most of your report is laying down what you know of the former Spymaster, Wilhelm von Tarshof, and his activities. You start with his personal control over the cities of the Old Dwarf Road and his neglect of the rest of Stirland, before moving on to the Stirlandian League cartel and their monopoly on north-south trade. At this point Van Hal looks displeased; when you mention the murder of the Baron of Purgg and his family, he looks outraged. Then you throw in (with due credit to Wilhelmina) that someone attempted to infiltrate the castle and feed you misinformation about von Tarshof. Finally, you top it off with the discovery of... whatever it was barricaded in the servant's quarters, as well as your own vanquishing of the creature.

Your report garners quite a few reactions elsewhere from the table - Anton seems flabbergasted at the duplicity von Tarshof, Wilhelmina is outraged at the Stirlandian League and their apparent tariff immunity, and Herr Schultz looks almost sick at the idea of possible enemies behind his partially-refurbished stone walls.

Van Hal's fingers drum on the table, his brows furrowed, as he considers the options you've put towards him. Finally, he nods to himself and speaks. "Herr Schultz! Are your workers able to go about things without your constant oversight?"

"To a certain degree, my lord," he replies uncertainly.

"Take a few Greatswords with you and map the castle. Dimensions and all. Find any more dead space, and Brother Kasmir and I will investigate." You see excitement cross his face at the prospect, the anticipatory grin making him look almost boyish. "Wilhelmina, will you be able to do without those archives?"

She thinks about it, and then shakes her head reluctantly. "It'd be a stop-gap at best, and it would fail eventually. Even apart from not knowing what the lords are supposed to be paying in taxes, those documents spell out the details of the feudal contract between you and Stirland. If word gets out we don't have them, it would be a massive loss of legitimacy."

"Then that will be our priority. Journeywoman Weber, find those documents by whatever means necessary. I'll put a platoon of Greatswords at your disposal. Get me those books."

With that taken care of, the rest of the meeting goes quickly - Professor de Verezzo is sent out to start gathering troops to refill the ranks of the military, Anton is sent out to capitalize on the goodwill his party garnered and hopefully keep the taxes flowing in, and Brother Kasmir will be setting up a chapel to Sigmar in the castle.

---

Once again, you're in the guest room planning the next six months. Though keeping a fire lit regularly has banished the worst of the smell and the castle's servants replaced the sheets, it's still a dingy, cramped little room with no view, no space, and little security. When you pictured your service to the Empire, it didn't feature this sort of thing.

You have six actions to spend.

[ ] As Per Orders: Perform your current assignment.
-[ ] Money Solves Problems: You've got a discretionary fund, Wurtbad has town criers. Put out word of a reward and see if anyone knows anything about a cartload or five of books wandering off.
-[ ] Record-Keeping: The Wurtbad Watch keeps a record of every cart that goes through the gates. See if there's any useful information to be found in their record books.
-[ ] Straight to the Source: Or you could ask the Watchmen directly. Human memory is more fallible than written records, but it would be a lot faster and there might be something that wasn't written down.
-[ ] Door Kickers: Wilhelm von Tarshof is one candidate for the theft, and though he's nowhere to be found, the Stirlandian League is a public organization. Start kicking down some doors.
-[ ] Or You Could Ask Nicely: Or, I guess, you could knock politely on those doors and ask them about it.
-[ ] Wilhelmina says that most of the nobles are unknowingly helping with rebuilding the tax code. Maybe those that aren't are hiding something.
-[ ] While the Greatswords are at your disposal, have one of them train you in the art of Greatswording.

[ ] Divided Loyalty: you've been told to prepare a report on Anton.
-[ ] Write down what little you know about him already and send it off. Does not take an action.
-[ ] Investigate Anton and prepare a full report on him. Does take an action.
-[ ] Send no report. What's the worst that can happen? (if your Master was being honest about you being declared rogue for this, this is very likely to result in a Game Over)

[ ] Backtracking and Side Operations:
-[ ] You haven't asked Anton about your predecessor - see if he knows anything useful.
-[ ] The thing you stabbed in the face is still in the cells, thoroughly distressing the stablehand one cell over. Examine it, learn from it, see if you can identify it.
-[ ] Speaking of the stablehand, maybe he'll be willing to tell you why he was feeding you misinformation. If not, maybe you could convince him.
-[ ] Put some time aside to interview everyone that works in the castle. If nothing else, it might make anyone that's up to anything nervous.
-[ ] If Van Hal and Brother Kasmir are killing monsters, you want in. Make yourself available to help out if Schultz finds anything.

[ ] Laying Groundwork: You can't keep an ear out for gossip if nobody's talking to you. Go out and rekindle old connections with:
-[ ] Wurtbad: The townspeople of Wurtbad.
-[ ] Surrounds: The peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.

[ ] Getting To Know You: Spend time with one of your fellow councillors, offering your help in their task and generally getting a feel for them (choose one).
[ ] Getting To Know You Whether You Like It Or Not: You've been given good reason to mistrust your fellow councillors. Perhaps you should see what they spent their time doing (choose one).
[ ] Sucking Up To The Boss: Normally you'd just go about things and report in to the Elector Count when you've got something major to report. If you instead give him regular reports and updates, it may make him more willing to trust you, and allow you to better get to know him. Opening yourself up to oversight, criticism, and potential micromanagement is a heavy price to pay, though.
[ ] Letters Home: You might be able to wring more information out of your Master, or you might just be able to get news, information and guidance in general from the Grey Order.
[ ] A Matter of Faith: Your personal shrine to Ranald is back in Altdorf. Construct a new one, so that he can better watch over you here.
[ ] Hang Out A Shingle: Spymasters don't advertise, but wizards sometimes do. Make an official announcement that there's a wizard in residence, and see who comes out of the woodwork.
[ ] Now that you've got gold to throw around, you should stock up on spell components. They're not strictly necessary, but they do make things easier. (-personal gold)

[ ] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
-[ ] Practice, Practice, Practice: Having been thrown into the deep end of imperial politics, it would probably be a good idea to brush up on your skills (choose one).
-[ ] Tutoring: One of your fellow councillors may be willing to teach you in their chosen field (choose who).
-[ ] Combat Training: You're virtually surrounded by armed warriors of various sorts. See if you can convince one to teach you (choose who).
-[ ] Combat Training, In The Free Market: You haven't made many heavily armed friends yet, but gold is good for that. Go out and buy some training. (-personal gold)
-[ ] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[ ] You're naturally talented at enchantment; so far, this just amounts to being able to make your desk meow for about an hour. See if you can improve on that, or at least figure out a way to make that useful.

[ ] Home Comforts: Surely there's a more suitable place for you to set up shop than a mouldering guest room. See about securing lodgings:
-[ ] Elsewhere in the castle, somewhere you can set up a permanent base of operations.
-[ ] In one of the guard towers along the walls of Wurtbad. You can't be much of a wizard without a tower.
-[ ] In a local tavern, so you can keep your fingers on the pulse of the town.
-[ ] In a piece of local real estate, so you can craft it to your specifications. The downside is it will be completely known and accessible to everyone.
-[ ] In a hidden place within Wurtbad, either under the ground or within the slums.
-[ ] In a town near Wurtbad - it will mean commuting to work, but you could work on building up a power base out of the way.
-[ ] In the wilderness near Wurtbad - it will be uncomfortable and probably dangerous, but at least it will be very, very secret.

[ ]Research:
-[ ] This is Stirland. Time to bone up on your knowledge of the Undead.
-[ ] That damn Asp has been quiet, but maybe it's just biding it's time. Finally admit it's existence to your contacts back in the College and see if they know anything that can help.
-[ ] As a Journeywoman, the path to Magister is marked by mastering more than the two shadow spells you already know. Send to the Grey Order for the basics and work on figuring out one of the others.
-[ ] As a Journeywoman, the path to mediocrity is marked by only learning spells created by others. Your relationship with Ulgu is between you and it. (create-a-spell, write in the effects)


FINANCES: NO ACTION POINT EXPENDITURE.

Do you pay the required tithe to the Grey Order? Not paying would be a bad idea.
[ ] Yes (-5 personal gold/turn)
[ ] No

Do you start paying your student loans?
[ ] Yes - enough to get it paid off in the foreseeable future (-35 personal gold/turn)
[ ] Yes - enough to keep them off my back (-15 personal gold/turn)

Do you skim your discretionary budget?
[ ] I see no contradiction in being an honest spymaster. (no change)
[ ] Perk of the job, you know. It's practically expected. (+50 personal gold, -50 discretionary gold, absolutely no risk)
[ ] Money don't grow on trees, and I got bills to pay. (+100 personal gold, -100 discretionary gold, almost no risk)
[ ] What's good for me is good for Stirland. (+150 personal gold, -150 discretionary gold, some risk)
[ ] 'Discretionary' is just another word for 'mine'. (+200 personal gold, -200 discretionary gold, moderate risk)


- Assume that every non-binary category has an 'other - write in' option. Voting will be in plan format, including finances.
- Keep in mind that spending every waking moment on the job is certainly laudable and will help win over Van Hal, but it does mean that you're not climbing the power curve.
- Typical working week for your fellow councillors would be spending two to four 'actions' on their job and the rest on their personal life and other responsibilities, depending on their level of dedication.
- Options to spend gold on things like magical workshops / laboratories / personal libraries / et cetera will become unlocked once you're not living in a guest room.
- A platoon, in this case, is 25 men.
- A reminder that you get paid 50 gold/turn for being spymaster.
 
Last edited:
The Very Unserious Diary of Abelhelm van Hal
The Very Unserious Diary of Abelhelm van Hal
Day 1: Dad once said the reward for a job well done is more work. Apparently the reward for rooting out a nest of vampires is being set to root out bloody Sylvania. Did not realize the principle went this far.
Day 2: Spymaster asked me for money. Fobbed them off on the steward.
Day 3: Had a talk with chancellor. Incompetent, wet-behind-the-ears kid.
Day 4: Marshal asked me for money. Fobbed them off on the steward.
Day 5: Steward asked me for money, reporting that a lot of treasury is missing. Almost fobbed her off on the steward.
Day 6: Had a talk with marshal. Incompetent 'military history expert', meaning he's read about a hundred battles and fought none.
Day 7: Attended fancy ball. Managed to not challenge anyone to duel. Chancellor surprisingly helpful.
Day 8: Greatswords asked me for more money. Fobbed them off on the steward.
Day 9: Steward and spymaster teamed up to discover someone had stolen not only treasury but also tax ledger, previous spymaster, knowledge of the east wing of castle, nearby bridge, and six miles of road. Troublesome.
Day 10: Marshal reports 15 000 soldiers stolen, too. Or maybe never existed in the first place and were fraudulently entered on records.
Day 11: Spymaster reports that marshal used to fraudulently alter records of students. I think I sense a pattern here.
Day 12: Chancellor reports that the nobles I have politely ignored to date are amenable to making this a mutual long-term arrangement.
Day 13: Spymaster attacked by gribbly. Collected eight shillings from betting pool.
Day 14: Got drunk. Hallucinated I was Elector Count. Woke up to find I am apparently still Elector Count.
 
Turn 2 Results - 2470.5
[*] Plan No Place Like Home
-[*] As Per Orders: Perform your current assignment.
--[*] Record-Keeping: The Wurtbad Watch keeps a record of every cart that goes through the gates. See if there's any useful information to be found in their record books.
--[*] Wilhelmina says that most of the nobles are unknowingly helping with rebuilding the tax code. Maybe those that aren't are hiding something.
-[*] Divided Loyalty: you've been told to prepare a report on Anton.
--[*] Investigate Anton and prepare a full report on him. Does take an action.
-[*] Laying Groundwork: You can't keep an ear out for gossip if nobody's talking to you. Go out and rekindle old connections with:
--[*] Wurtbad: The townspeople of Wurtbad.
-[*] A Matter of Faith: Your personal shrine to Ranald is back in Altdorf. Construct a new one, so that he can better watch over you here.
-[*] Home Comforts: Surely there's a more suitable place for you to set up shop than a mouldering guest room. See about securing lodgings:
--[*] In a hidden place within Wurtbad, either under the ground or within the slums.
-[*] Yes (-5 personal gold/turn)
-[*] Yes - enough to get it paid off in the foreseeable future (-35 personal gold/turn)
-[*] Money don't grow on trees, and I got bills to pay. (+100 personal gold, -100 discretionary gold, almost no risk)

Okay. Getting him those books. It's only the entire feudal contract of Stirland that depends on you. No pressure.

Okay, so they're either in the castle or out of the castle. If they're in the castle, they'll be found sooner or later by Herr Schultz, so you only have to worry about outside the castle. Judging by the size of the room that used to contain them, there were a massive amount of ledgers and documents that made up Stirland's archives. And from handling tomes back in College, you know for a fact that paper is actually quite heavy. So this isn't a matter of someone loading books into a sack and sneaking off into the night - it's more like five, six cartloads of ancient, dusty paperwork. Very unwieldy, and very noticeable.

So noticeable, you're hoping, that they couldn't be stashed somewhere in Wurtbad itself. They'd have to have left the city, and that narrows down the point of egress considerably - Wurtbad has three gates, and trade can only go through the southern one, and all the carts and their contents are recorded by the Wurtbad Watch to make sure nobody's trying to sidestep tolls and tariffs. So all you have to do is look through those records until you find multiple cartloads of books and you'll have taken a significant step down the road of finding them.

(Unless, you realize with a sinking feeling, they crated up the books before moving them, then transferred them to a boat. Once they got onto the River Stir they could go just about anywhere unnoticed. You're hoping that whoever it is didn't think of that.)

Putting aside your misgivings, you round up your platoon and make your way to the gatehouse, drawing stares and parting the crowds as you lead them down Wurtbad's main street. The gate guards snap to attention as you approach - reacting more to the two dozen heavily armed and armoured men than your own slight form, if you had to guess, but you'll take it - and when you tell them your reason for being here they scramble to obey. You're shown into a cramped and poorly ventilated room filled with a battered table, a dented stove, and a small bookshelf filled with crudely-bound books. You pick one at random and open it, and feel a headache start to form as you try to make sense of the handwriting.

Your procession back to Eagle Castle is slightly less impressive on account of the armful of books each of the Greatswords is carrying.

---

You've read alphabets older than the Empire that were easier to understand than the handwriting of these bloody Watchmen.

It takes you weeks of constant effort to make your way through them. You send your Greatswords (who claimed illiteracy) out to chase down false lead after false lead, as printers, booksellers, accountants and bankers are paraded in and out of the castle to explain the most mundane of cargo. You never would have guessed how much paperwork flows into and out of Wurtbad.

And then, at long, long last, you have it. Just under a year before the previous Elector Count's death. Six cartloads over two days, each of them after dark, each of them exempt from tolls, tariffs and excise by the authority of the Castle, driven by a local carter by the name of - you squint - Jolan? Johan? You think it's Johan. Once more, you round up your Greatswords from where they had gotten off to. Some were down in the cells slowly and thoroughly working the truth out of the poor stablehand, some were following Herr Schultz around in the hope that he'll uncover more undead for them to cheerily bisect with their enormous swords, and the rest were hanging around the kitchens trying to wheedle snacks out of the head cook.

If anything, the Guild of Carters and Coachmen put up even less of a fight than the Watchmen on the Guardhouse. The moment you told them what you were there for, they gave you the address of a licensed freelance cart owner-operator by the name of Johan (you were right!). You head over there immediately before any of his coworkers can tip him off, and that his response to a pair of Greatswords knocking on his door was to climb out a window was a promising sign. Especially since you had three more waiting just around the corner from that window.

---

"I didn't know what was happening until it were too late," poor Johan blubbers to you from his position shackled to a bench. You hadn't even had to threaten him, you just sat there looking at him while it sank in for him what was going on, and he had started telling you the entire story. "I thort it was just another job from the castle. They'd bin movin all sortsa furniture and whatnot, redecoratin I think. So I go there with my cart and poor Delilah starts actin all sorts of funny, stampin' and whinnyin' and as I'm tryina calm her down the builders start pilin' all these books into the cart. None of 'em said a word, just pilin' it all in while I'm standin' there tryina calm my horse down. So I thort, okay, that was bad enough, but for what they was payin' I could put up with Delilah sulkin' for a few weeks, but then I take the instructions they gave me back to the guildhall and ask someun to read it for I, and they wanted it taken to a mound halfway to Julbach."

That got your attention. Every child raised in Stirland knew to never, ever, ever go near the burial mounds that dotted the landscape, and the books you read at College agreed - both those concerning magic and those that weren't approved parts of the curriculum. The tribal chieftains from before the coming of Sigmar did not rest soundly in their graves.

"I shoulda dumped the books right there and then, but then I think, the only thing worse than gettin inta business with the sorta folk that want things delivered to those sorta places is tryina get outta business with 'em. So I just did the job. Unloaded the books outside the mound, and when I got back with the next lot the last lot was gorn. Six loads, and Delilah still gets jumpy on dark nights, and until today I thanked Morr every night that that was the worst of it."

[VISITING THE WATCHMEN: Automatic success because Greatswords.]
[READING THE RECORDS: Req 50, Learning, 39+13=52. A long and hard-fought battle.]
[VISITING THE CARTER'S GUILD: Automatic success because Greatswords.]
[HUNTING JOHAN: Req 40, Intrigue, 68+12=80. Fish in a barrel.]
[INTERROGATING JOHAN: Req 40, Intrigue, 75+12=87. Singing like a bird.]

---

The other lead you were following was what Wilhelmina had said. Most of the nobles, she said, were inadvertently assisting her in her stopgap attempt to rebuild Stirland's tax code. So which weren't, then?

When you put the question to her, she guides you back to the room that had once been the archives, and now contained a battered desk half-covered with paper. She searches through it and finally produces a hand-written list, which she compares to a map of Sylvania hanging from a pair of nails driven into the wall.

"Alright, so not counting Abelhelm, there's thirteen centers of power in Stirland. Four each in Western, Central, and Southern Stirland, and Countess Gabriella of Nachthafen in Sylvania." She points to a town in Western Sylvania. "Flensburg, I haven't gotten anything from. But I expected that. The Lord Mayor of Flensburg told me to talk to the Countess of Flensburg, and the Countess of Flensburg told me to talk to the Lord Mayor. Weird, ugly little geopolitical argument. I doubt either of them are involved in anything but trying to screw over each other." Then she pointed to Sylvania. "I haven't received anything from Countess Gabriella. But that could be nothing, she's in the middle of Sylvania. Maybe she sent it and it never arrived, maybe she decided not to bother since tax collectors haven't penetrated that far into Sylvania in decades." She hesitated for a second, then pointed to Siegfriedhof. "Nothing from them, but the Knights of Morr don't pay secular taxes anyway." Then she pointed to Leicheburg in southern Sylvania, nestled against the Haunted Hills. "Count Petr is the last of them, and not only has he not sent me the documents but he hasn't been paying taxes either. It's almost entirely livestock and farming down then so at first I thought it might just be a bad year, but I've gotten the documents from Hornau, Sigmaringen and Schramleben, and they're all paying taxes as normal. And Sigmaringen is almost as poor as Leicheburg."

So, Leicheburg. The more you look at the map, the less you like it. Wurtbad to Worden, then down the Moot Road to Schramleben, then to Hornau and finally the Black Run up to Leicheburg... at least 500 miles. That'd be about two weeks on a typical horse, or since you were on official business, you could change horses at every post station and cut that in half. But that was travelling on a horse of flesh and blood, with the limitations of a living, breathing creature. Not on a horse of shadow that could gallop for a day and a night without rest until banished by the rising sun. On such a horse, you could make the ride in a day, except for one other limitation - the fact that sixteen hours of galloping would turn your body below the waist into pulp. Four days, maybe.

---

They say that the Moot is lovely in autumn. You'll have to take their word for it. While the blur of reds and yellows you saw was certainly vivid, the only memories you've gained of the Moot are stumbling into an inn as your horse disappears in a puff of Ulgu and pleading for a hot dinner, a cold bath, and a soft bed. Though to the Moot's credit, that was certainly delivered.

Two days later, you're dismissing your horse once more and bribing a thoroughly alarmed farmer on the road a couple of coins to carry you the rest of the way into the town, and you gratefully curl up on a pile of sheepskins in the cart he's driving. The city guards barely glance at a farmgirl napping in the back of a cart - you'd thought to change into something a little less attention-getting than your usual robes. A few more coins later, you've found a man willing to claim he'd ridden from Wurtbad to ask after the tax documents, and you trail after him as he heads into the castle where Count Petr von Stolpe is holding court.

The Count turns out to be a middle-aged man with thin features and an alarmingly aquiline nose, which he uses to great effect to look down at anyone who has the temerity to speak to him. You watch him as a dozen complaints and suits for adjudication are brought before him, and he's obviously paying as little attention as possible - an assistant leans forward after every speech to tell him what a suitable response would be.

But as your patsy is heard, he shows some animation, leaning forward with an eager smile as he's reminded that he was asked to send his tax records to Wurtbad. After your puppet trails off, he leans back in his chair, steepling his fingers with a look of satisfaction on his face. "If Wurtbad believes, as they so transparently do, that I have been remiss in my tax obligations," he says, smug grandeur radiating off him, "I invite them to compare what they have received to what the feudal contract says they are owed."

Well, that was about as subtle as a thrown brick. You make your way back out of the castle, exchanging a polite smile with the guards on the gate as you leave. Now you just have to get home again...

[RIDING A HORSE OF SHADOW: Roll, Martial, 85+7=92. Riding skill acquired.]
[BAITING THE COUNT: Req 60, Intrigue, 62+12=74. He's a bit of a shit.]
[ACTING UNNOTICED: Req 40, Intrigue, 44+12=56. Like you were never there.]

---

Though you spend a day or two recovering, you're able to leap back to work surprisingly quick after your thousand mile round trip. And you're glad you did, because in your absence the Greatswords had gone a little off the rails. You explain to them that, yes, he is technically an enemy of the Empire for obstructing the investigation of an Elector Count's councilwoman, but that doesn't mean he should be executed on the spot. You order them to deconstruct the gallows they had entertained themselves by building in the courtyard, though not before you lead the stablehand out to have a good, hard look at it.

The Greatswords may have been on the verge of taking away your lead, but they did do a passable job of softening him up. Unfortunately, he doesn't know much. All he really knows is that he was paid a handful of shillings to go to Wurtbad, present himself as a former employee of the castle, and if anyone asks about the previous occupants to tell them a set of specific lies about the spymaster.

Who told him? A man in a cloak in a bar, he says, and you fight back a grimace at the dead-end of an answer. But then you leap on one specific part - 'to go to Wurtbad', he said. Where was he living before?

"Julbach," is his answer.

[HOW MUCH DOES HE KNOW: Roll, 46. Snippets and tidbits.]
[HOW MUCH DOES HE SAY: Req 40, 37. Failure avoided only because you rolled so well riding your shadowhorse.]

---

Interspersed with your official duties, you found time to fulfil your obligation to whoever it was that was pulling your strings. Between Anton's visits to the closest of Stirland's nobles, you engage him in conversation about Stirland's political landscape to try to gauge his level of ability, and he's more than happy to cooperate. The results are... unexpected.

Anton Kiesinger II is quite possibly the least politically savvy person you have ever encountered.

You first assumed that his simplicity was a facade, a way to put people at ease while gaining their trust. But every indication is that Anton is exactly what he appears to be: open, honest, a bit dim, and entirely blind to the deeper meaning behind every word and action in high-level political discourse. And apparently that he is so non-threatening as a diplomat is why he's able to perform the job so well. He's not a threat as a politician, and because his father's lands are relatively small and out of the way, he's not a threat as a future noble.

In a world of wolves, he's a puppy. And like a puppy, now that you've shown him attention, he adores you. After you had found everything you needed to know, he continued to seek you out and ask how you've been eating and making sure that the Greatswords assigned to you are being properly respectful. Whether you like it or not, he's decided that you're his new little sister.

It was almost a shame that you went on to completely violate the trust he had in you by breaking into his quarters while he was off making friends on Van Hal's behalf. Then again, 'breaking in' might be too strong a wording. He didn't even lock his door. He even left a little note on his desk apologizing to the maids for spilling soup on his bed linen!

A search of the room revealed a trove of information in the form of a box full of correspondence, and Anton possesses that odd compulsive quirk of keeping a copy of every letter he sends. Most of it was between him and his father, and though Anton Senior is making the most of the opportunity of his son being on the council of the Elector Count, it seems his highest ambition is to encourage more overland trade to Wissenland so he can profit from the increase in tolls. Anton Junior apparently found out that Van Hal routinely used a Nuln rifle, and he was hoping that this would mean that Stirland's crossbowmen could be replaced or supplemented with handgunners in the near future.

You skim back through the thick bundles of letters, finding that most of them were between father and son and the rest polite missives thanking one noble or another for some social event or another. But as you're about to put the box away, you notice that it's deeper on the outside than on the inside, and it doesn't take you long to lever out the false bottom and find another bundle of letters entirely. These are between him and a person he addresses as 'Auntie Julia'. The letters to her are mostly filling her in on events in the family, though they frequently mention how much he misses her. The letters back are much less prosaic, filled with descriptions of a military campaign against Beastmen in some forested corner of the Empire - and from her descriptions of events, Auntie Julia appears to be a Jade Wizard.

The most recent letter is dated two years ago.

You replace everything where you found it and leave the room.

The report you prepare describes a diplomat who is skilled at building and maintaining relations with his fellow nobles, though thoroughly unsuited to the darker sides of politics. It lists his largest influence as his father, whose motives appear entirely benign, and notes friendly relations with every noble of note in Western Stirland and most of them in Central Stirland, too. It also describes his talent at making friends with those he works with.

No mention is made in the report of Auntie Julia.

Exactly three months after you received your orders, a Roadwarden arrives in the castle courtyard and mentions to a guard that you might have a letter for him. When you bring it down to him, you have a thousand ideas in your head for different ways you could try to winkle information out of him, but in the end you decide all of them are too obvious. Better not to risk it... this time.

[INNOCENT CHAT: Req 60, Diplomacy, 96+9=105. You manage to get a solid read on Anton, and won him over in the process.]
[INNOCENT B&E: Req 40, Intrigue, 67+12=79. In and out unseen.]
[ANYTHING ELSE?: Req 60, Intrigue, 73+12=85. Hidden compartment found.]
[ROADWARDEN: Req 50, Diplomacy, 34+9=41. Better not to risk it.]

---

For the past few months, your spare moments have been spent thinking about finally moving out of the terrible guest room and into your very own home. But you were thoroughly torn on what form that home would take. One half of you wanted to claim a tower along the walls of Wurtbad. You are a wizard, after all, and a wizard wears a tower like a crab wears a shell. But on the other hand, you weren't just any wizard - you were a Grey Wizard, masters of shadow and secrets, so the other half of you wanted a secret lair, secreted somewhere in Wurtbad's slums or catacombs. You went back and forth, making up and then changing your mind, until finally you decide to do the only sensible thing: you take a coin you had embezzled from your operational funds, cross your fingers, and flip it into the air.

[HEADS, A TOWER. TAILS, A DUNGEON. Result: Tails.]
[DOES THIS PLEASE RANALD?: Roll, 98. Ranald is amused.]

With your answer from on high, you start spending a great deal of time among the populace of Wurtbad, rebuilding old connections while scouting the darker corners of the town. The more you walk its streets, the more your memories of the town return, and you quickly find yourself at home in the maze of streets and alleys away from the main roads. Your slang is ten years out of date, but that just starts conversations about where you've been, and that gives you an opportunity to insult Reiklanders which is always popular. You chat easily to your new friends and let it be known you were looking for an out-of-the-way place to get some peace and quiet from the demands on your time, and would they know anywhere like that?

[HOW GOOD A HOME DO YOU FIND?: Roll, Diplomacy+Ranald's Blessing, 87+9+20=116. Well, then.]

You know, for all the cautionary tales you've read about why spirited young women shouldn't go wandering into dark tunnels, you tend to find yourself in them an awful lot.

It started with a harried innkeeper telling you that she had no use for one of the outbuildings and if you like, you could buy it off her for a handful of crowns and the promise that the Wurtbad Watch would fail to notice the still she'd set up in one of the other outbuildings. As you poked around in it, you thought for sure you wouldn't take it in a hundred years - though it was a sturdy stone construction, it was tiny and as filthy as a pigeon coop. Then you realized why, exactly, that comparison occurred to you, looking at row after row of recessions in the wall of the shack. It didn't make any sense for a pigeon coop to be here, at street level in a crowded alley where the sky overhead was barely visible. Then you looked down at the floor.

Half an hour of pushing what could have been centuries of accumulated junk out of the way (the innkeeper seemed to have forgotten about you, and from the waves of rowdy noise coming from the interior, you couldn't blame her), you finally found what you suspected you would find - a trapdoor made of wood so ancient it was nearly fossilized. It took you another ten minutes to lever it open with the help of a bent metal bar you had found in the refuse. And when you descended down the ladder, what you found took your breath away.

The explanation, you pieced together later, was fairly simple. Every few years, the River Stir would flood, depositing another layer of silt onto the streets of Wurtbad. In a single lifetime, this meant stepping up onto a street that used to be level with your door. But over the centuries that Wurtbad had served as capital of Stirland, ground floors had become basements and attics had become ground floors, and people had put an extra floor on their houses and forgotten about the now sub-basement they had no use for. Over the years, Wurtbad had risen, its walls protecting it from the erosion that washed back the flood-deposited silt everywhere else.

Underneath Wurtbad, entire buildings lay forgotten.

Entire underground ecosystems fled at your approach, the dim light of the lantern blazing like a supernova to creatures whose ancestors had forgotten the sun a hundred generations prior. Ornate windows showed a view of soil and rock. Rusted scraps of metal protruding from the wall mark where fine tapestries once hung. In places, many places, the walls had given way and soil had poured in, drowning entire wings. And only the vaguest hint of differing colours showed where frescoes once covered entire walls. But like a lingering ghost, the grandeur of this forgotten palace was still visible.

You announce to the innkeeper that you would be taking the outbuilding, thank you very much.

---

Later, as you make the entrance room of your underground home liveable and barricade the doorway into the rest of the palace (just in case), it occurs to you that there's barely anything you can do to set up more of a shrine to Ranald. It's a shack that's a palace, bought from the unknowing by sanctioning their theft of tax money. In the end, all you can really do is draw some crosses on the wall and put out milk for the cats that were already lounging around the place. And you could swear that the look the black one was giving you was especially smug, even for a cat.


SKILL ACQUIRED: Riding (Basic)
HOME ACQUIRED: Buried Palace
BLESSING ACQUIRED: Ranald's Gift (choose one action per turn; +20 bonus will apply where most needed during that action)
DISCRETIONARY GOLD EMBEZZLED: 100
DISCRETIONARY GOLD SPENT: 20 (Leicheburg investigation)
PERSONAL GOLD SPENT: 30 ('shack' purchased)
KNOWLEDGE ACQUIRED: Anton (see character sheet)
TITHE PAID: 5
STUDENT LOANS PAID: 35


---

It has been a year since you arrived back in Stirland, but it feels like much longer. You've gone from a student whose biggest problem was that the people smuggling novels into the College never manage to get all three parts of a trilogy, to being neck-deep in conspiracies that threaten the social fabric of an entire province. Van Hal has finally been convinced to stop wearing his Witch Hunter's hat everywhere he goes, but it'll be a longer battle to get him out of his armour. You're not sure whether it's Anton or Wilhelmina who are worrying about that, but you don't envy them the task.

Professor de Verezzo has reappeared from his tour of the towns of Stirland, and explains in his normal drone that he's making headway on filling up the ranks of Stirland, but he's taken on most of the 'low-hanging fruit' of Stirland, and if the task is to be completed by this time next year an additional signing bonus will be required to tempt people into joining.

MILITARY OF STIRLAND: Poor. 30,000 of 40,000 positions filled.

Anton, too, is back, describing a fairly successful tour of Western and Central Stirland. Most of the nobles are hoping that Van Hal represents stability over so many years of rapidly changing Elector Counts, and as long as he doesn't do anything to go against that impression they'll be happy to fulfil their obligations to him.

NOBLE RELATIONS: Very Good. Van Hal benefits from the contrast with his predecessors.

Wilhelmina has been continuing to manage the budget as best she can when all she can do is wait for taxes to be sent in and hope that they're the right amount. She's been focusing on Wurtbad in particular, using the Mayor's copies of the tax laws to make sure everyone in the city was paying what they were supposed to.

WEALTH OF STIRLAND: Poor; Wilhelmina managed to prevent it from falling this turn.
INCOME OF STIRLAND: Poor; will fall to Terrible if the nobles realize that they could just not pay taxes and get away with it.

Brother Kasmir has resanctified the castle's chapel to Sigmar, which had been thoroughly neglected over the decades. He also takes great pleasure in describing the adventures he and Van Hal got up to in penetrating and scourging walled-up chambers found in Schulz's charting of the castle. It seems that unlike any proper castle where the secret passages lead to hidden caches of treasures and artwork and the private hideaways of attractive nobles, Eagle Castle's passages contain only horrible creatures that hunger for the flesh of the living.

EAGLE CASTLE: Chapel built

Herr Schultz's mapping of the castle went as well as could be expected, as several more hidden chambers were found and cleared. He reports that he wasn't able to penetrate below the first floor of the dungeon - one stairway down was caved in and a second was flooded.

EAGLE CASTLE: Everything from B1 and above mapped, excluding the East Wing; no hidden chambers remain (?)

Finally, heads turn to you.

[] Write in your report

Of course, you have learned some things that are rather sensitive, especially about your fellow councillors. Maybe you should give a second report to Van Hal in private.

[] Write in a one-on-one report (optional)

Suggest possible orders for the next turn (new ones up top, old ones below):
[] A dozen centuries of tax ledgers and records don't just vanish. And I may have found them. Let's go raid a tomb.
[] Count Petr is definitely tied up in the ledger theft. I can go get him for you, and bring him back in chains.
[] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
[] If I had proper facilities, I could do better work. Please fund me renovating my secret underground palace.

[] The Stirlandian League is a cancer eating at Stirland's economy, and it must be destroyed.
[] The Stirlandian League is a gold mine of information, and it must be yours.
[] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
[] The castle staff can be a great source of information and first line of defence - they should report to you.
[] Seriously what is up with the East Wing.
[] I need a proper information network. Please fund me wandering around making friends.
[] Other (write in)
 
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Turn 3 - 2471
Winning plan:

[-] Report: This deal's getting worse all the time!
[-] Private Report: Professor Lucrezio de Verezzo and Anton Kiesiner II
[-] Count Petr is definitely tied up in the ledger theft. I can go get him for you, and bring him back in chains.
[-] I need a proper information network. Please fund me wandering around making friends.
[-] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
[-] A dozen centuries of tax ledgers and records don't just vanish. And I may have found them. Let's go raid a tomb.

---

"The investigations have been going about as well as can be expected--hardly anybody seems to know what's going on and those who do aren't talking. The good news though is that they still have to move stuff from one place to another overland, and people tend to notice big carts of stuff being moved from place to place. Managed to get a hold of their patsy, and he was rather better than average at remembering what was going on--a bunch of extremely efficient, mysterious people that scare animals with their presence alone--or at least horses, not sure if that's going to be important or not. Either way, it was definitely an enormous pile of books coming from the castle, which means it's almost certainly our missing tax codes. What's deeply unfortunate is that they decided to have him bring them to a burial mound halfway to Julbach, and that's not exactly a place where sane people hide stuff, so we're probably going to want to load for surprises when we go down there and kick in the door--and probably make sure we've got some priests on hand to boot, you don't take chances with these places.

"Speaking of Julbach, our little misinformant that we brought in? That's where he was from, and that's where he was told to come here and try to confuse us. Seems solid enough for closer inspection.

"In other news, I took the liberty of discreetly poking Count von Stolpe to see if he'd let something slip--being the one non-paying high nobleman who doesn't have an excuse for it. The good news is that he's an arrogant and cocky fellow who's all too easily led to brag, and all but admitted that he's aware that we don't have our copies of the tax records. His exact words were 'If Wurtbad believes, as they so transparently do, that I have been remiss in my tax obligations, I invite them to compare what they have received to what the feudal contract says they are owed.' In a really smug and self satisfied way. Might be a patsy, might be a collaborator--either way, it'd be poetic justice to actually whip out the proper tax codes and nail him to the wall with them.

"That about sums it up."

You couldn't help the tone of pride that crept into your voice as you gave your report, but you didn't really try, because you deserved it. Not only did you track down where the books went after they left the castle, but you also identified one of the most powerful men in the province as culpable in their removal, all in your first year.

The looks from around the table are impressed too. Wilhelmina in particular looks thankful that the end is in sight for the crisis of the absent archives, and Van Hal gives you a nod of approval. Then he sits back and looks over the papers that had been handed to him, upon which were written the options and possibilities that the council had given him for their respective fields.

"de Verezzo, see Wilhelmina later about how much we have available to speed up recruitment. An understaffed military is not an option." He shuffled around the rest of the papers, a frown of concentration on his face. "Anton, is von Stolpe well liked?"

Anton shakes his head firmly. "They're politically isolated down there, Western and Central Stirland stay out of their fights. As for those down there, he's constantly fighting with Toppenheimer over trade with the Moot, and apart from that everyone in Southern Stirland is constantly at each other's throats over who should get the Barony of Texing. Have been for as long as I can remember."

Van Hal nods thoughtfully. "That frees you up, then. Head to Siegfriedhof, present my compliments to the Knight-Commander of the Order of the Raven Knights, spent some time with him and see if you can get a read on the man. If he's willing to work with the secular military of Stirland instead of just guarding the graveyards, they could be an enormous help." He looks down again. "What next... oh yes. Schultz, I'd love to cover Eagle Castle in cannon, but we just don't have the money to spare for it right now. Put the embrasures in based on the measurements of typical great cannon, build powder rooms at strategic points, and we'll work on filling them later." Schultz looks mournful, but nods obediently. "Wilhelmina..." he continues, then stops. "Weber, what do you think the likelihood is that the archives are still at this mound?"

You hesitate before answering. "About even, I'd say. The position would be equally ideal for either long-term storage or as a landmark to leave it to be relayed elsewhere."

"Not the best odds, but not the worst either. Wilhelmina, continue watching over Wurtbad's taxes until we find out for sure whether we're going to recover those archives for you. Speaking of, Kasmir, after we get done searching the mound, you might as well stick around there and end it as a source of corruption. Consecrate the ground, cremate the dead, banish the spirits, the usual clean-up work." At last, he turns to you. "As for you, I want Count Petr in chains. I'll give you written authority to commandeer any troops necessary, but I'd rather you not give him the opportunity to turn treason into rebellion. And... Anton, who's Petr's heir?"

"His brother, Maksim."

"Weber, bring me Maksim as well. Give him the opportunity to come willingly, but bring him in chains if need be."

---

Van Hal seemed unsurprised when you approached him privately after the meeting asking for a private audience, and he invited you to meet with him in his office later that afternoon. So at the appointed time, you double checked your notes, gathered your thoughts, smoothed down your robes and stepped inside.

"Take a seat," he says distractedly as his quill scratches its way along the parchment. You glance around the office as you make your way towards the chair in front of his desk. He's clearly made himself at home a lot more than you have, with a massive map of the Empire covering one wall and shelves covered in trinkets, from a collection of steins from every province capital in the Empire to what looks like an elongated and fanged human skull, lining the other. And behind him, within arm's reach, a large and well-made Nuln rifle hangs below the halberd you saw him with when he first arrived at Eagle Castle. "So, Weber," he says at last, shaking you from your observances. "Why no mention of the Stirlandian League?"

[THINK FAST: Req 50, Stewardship, 97+10=107. Thought fast.]

You don't hesitate for a moment. "Both possible approaches for the League would be premature. If we wish to take over the League, we need to find my predecessor first and make sure he's not still controlling it from the shadows. And if we want to destroy it, it would be orders of magnitude easier with the tax records from the archive - if we can lay down a detailed record of every unpaid toll and evaded tariff, we could seize every asset the League owns without a murmur of protest from anyone."

Van Hal looks up from his writing, giving you a long, hard stare before nodding. "'We'," he notes, placing down his quill. "It is good of you to approach your work with that word foremost in your mind." You don't know what to say in response to that, so you don't. "It has long been a personal belief of mine that no man is without flaw, and that it is the man whose flaw you cannot find that you must be most careful of. Because for them to hide it so carefully usually means that the secret is a terrible one." He reaches down to his hip and takes a flask, sipping at it while regarding you thoughtfully. "I wonder whether being bound to the winds of magic counts as that flaw for you, or whether I should look deeper for what's wrong with you."

You can't help a surge of irritation that goes through you. "I've never considered it a flaw," you shoot back.

"Neither have I," he responds frankly. "Strange choice of career for it, I know. But I've always focused on burning the necromancers, and not on those wielding the other colours of magic."

"Necromancy isn't a colour in its own right," you respond instantly, still unable to help yourself. The Colleges were very sure to hammer home this particular point. "It's Shyish tainted with Dhar, not a true colour."

He raises an eyebrow. "The distinction is a lot clearer when you can actually see and feel the Winds, I've heard."

"It is." You're not sure where this conversation is going now, so you just hang on and go with the ride. "All the colours of magic, even Shyish, have a natural, almost pure feel to them. They're... I suppose you could think of them as being a clear, vibrant colour, shining like stained glass. But Dhar is when that magic has rotted away, and the colour is gone, replaced by a putrid brown. It's not just ugly, it's ugly that exists only at the expense of beauty."

"I've never heard it put like that before," he notes. Then he smiles. "Well, I suppose you had something in mind other than discussing colour theory. What did you want to talk to me about?"

It takes you a moment to regather your thoughts, but luckily you had prepared what you were going to say ahead of time. "I've come across two pieces of information that might be of interest. First is that Professor Lucrezio was perpetrating a massive embezzling scheme at the University of Altdorf while cooking the University's enrollment ledgers. The affair was covered up by the Emperor's own spymaster, and sent here as his plant. I doubt that he'd try the same trick here as he knows he's being watched, and this of course doesn't impact his competence, but it's something to keep in mind -- with all due discretion of course."

Van Hal grimaces in distaste. "That explains it. I thought he didn't seem the type to leave academia willingly." He took another drink of his flask. "I've no secrets from the Emperor, of course, and if he wants eyes here that's his perogative, but..." He frowns, then shakes his head. "I'll think on it. You said two pieces, what's the other?"

"Anton Kiesinger -- he's wholly unsuited for the darker side of Imperial politics."

He nods in agreement. "That was my read on him, too, but good to have confirmation. I badly want to open talks in Averland to present a unified front to the Sylvanian border, but the Averlanders would eat him alive."

You feel a twinge of guilt, and add, "he is a gifted conversationalist and a social butterfly, though."

He nods again. "If any other Stirlandian noble held the position, it would unbalance the entire political landscape. But nobody dislikes Anton, and more importantly, nobody's threatened by him. He's not a good candidate for the job, but he is the least bad one." He finishes the flask, then opens a drawer and drops it inside. "Is that all you had for me?" You nod. "Then off you- hmm." He gives you a long look, his fingers drumming on the desk. "Actually, if you're willing, I'd be happy to have you join me and Kasmir on raiding the mound you found."

---

You have six actions to spend.

[ ] As Per Orders: Perform your current assignment.
-[ ] It'd be best all around if von Stolpe just quietly disappeared one night. Attempt to abduct him by stealth.
-[ ] Shock and awe. Bribe the guards of the castle to find somewhere else to be, then raid the castle and take him by force.
-[ ] You have the authority of the Elector Count, march right into his great hall while court is in session at the head of a column of troops!
-[ ] It seems like he has no friends in Southern Stirland. Enlist one of the other local lords (pick one)
-[ ] Like everyone else in Southern Stirland, von Stolpe wants the Barony of Texing. Maybe you could use that to lure him out of his castle.
-[ ] You've also been asked to grab von Stolpe's heir. Ask him nicely, but don't take no for an answer.
-[ ] If things go wrong, you'll want to move fast. Mobilize troops before you attempt anything against von Stolpe.

[ ] Playing at General: Using and abusing the authority to order troops
-[ ] You've got a blank cheque to mobilize troops in Southern Stirland. Maybe there's something else you want to do with them while you can (write in, will not take actions)

[ ] Backtracking and Side Operations:
-[ ] You haven't asked Anton about your predecessor - see if he knows anything useful.
-[ ] The thing you stabbed in the face is still in the cells, and now several others that were found are keeping it company. Examine them, learn from them, see if you can identify them.
-[ ] Put some time aside to interview everyone that works in the castle. If nothing else, it might make anyone that's up to anything nervous.
-[ ] Before you head off to pester von Stolpe, Van Hal has invited you to come along to the Mound. While probably dangerous, it is an excellent chance to make a good impression, and gives you the opportunity to see what is found before a few dozen soldiers tramp through it.

[ ] Laying Groundwork: You can't keep an ear out for gossip if nobody's talking to you. Go out and rekindle old connections with:
-[ ] Surrounds: The peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.

[ ] Getting To Know You: Spend time with one of your fellow councillors, offering your help in their task and generally getting a feel for them (choose one).
[ ] Getting To Know You Whether You Like It Or Not: You've been given good reason to mistrust your fellow councillors. Perhaps you should see what they spent their time doing (choose one).
[ ] Sucking Up To The Boss: Normally you'd just go about things and report in to the Elector Count when you've got something major to report. If you instead give him regular reports and updates, it may make him more willing to trust you, and allow you to better get to know him. Opening yourself up to oversight, criticism, and potential micromanagement is a heavy price to pay, though.
[ ] Letters Home: You might be able to wring more information out of your Master, or you might just be able to get news, information and guidance in general from the Grey Order.
[ ] Hang Out A Shingle: Spymasters don't advertise, but wizards sometimes do. Make an official announcement that there's a wizard in residence, and see who comes out of the woodwork.
[ ] Now that you've got gold to throw around, you should stock up on spell components. They're not strictly necessary, but they do make things easier. (-personal gold)

[ ] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
-[ ] Practice, Practice, Practice: Having been thrown into the deep end of imperial politics, it would probably be a good idea to brush up on your skills (choose one).
-[ ] Tutoring: One of your fellow councillors may be willing to teach you in their chosen field (choose who).
-[ ] Combat Training: You're virtually surrounded by armed warriors of various sorts. See if you can convince one to teach you (choose who).
-[ ] Combat Training, In The Free Market: You haven't made many heavily armed friends yet, but gold is good for that. Go out and buy some training. (-personal gold)
-[ ] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[ ] You're naturally talented at enchantment; so far, this just amounts to being able to make your desk meow for about an hour. See if you can improve on that, or at least figure out a way to make that useful.

[ ] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
-[ ] Good Neighbours: The previous owner of the 'shack' is the Innkeeper for the den of iniquity you share a wall with. Recruiting her would give you an information pipeline and an early warning system.
-[ ] Diggy Diggy Hole: A wizard wielding a shovel is unnatural, but doing it yourself might be the only way to keep things secret. Clear out a new room of your Palace-Shrine by hand.
-[ ] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[ ] No Place Like Home: Move in furniture, set up a chimney, put in the effort to make sure that your new home actually feels like a home and not like sleeping in an underground mud cave.
-[ ] Castle Doctrine: You don't want just anyone wandering in. Set up locks and fortify the entrances.

[ ]Research:
-[ ] This is Stirland. Time to bone up on your knowledge of the Undead.
-[ ] That damn Asp has been quiet, but maybe it's just biding it's time. Finally admit it's existence to your contacts back in the College and see if they know anything that can help.
-[ ] As a Journeywoman, the path to Magister is marked by mastering more than the two shadow spells you already know. Send to the Grey Order for the basics and work on figuring out one of the others.
-[ ] As a Journeywoman, the path to mediocrity is marked by only learning spells created by others. Your relationship with Ulgu is between you and it. (create-a-spell, write in the effects)


FINANCES: NO ACTION POINT EXPENDITURE.

RECEIVING INCOME OF 50 GOLD/TURN
CURRENTLY PAYING TITHE (5 gold/turn)
CURRENTLY PAYING STUDENT LOANS (35 gold/turn)
CURRENTLY EMBEZZLING HALF OF DISCRETIONARY SPENDING

[ ] Ask for a lump sum of discretionary spending. (low difficulty, will only need to account for spending if your current task goes poorly)
[ ] Ask for a regular discretionary budget (moderate difficulty, success will be more expected of you)
[ ] Change tithe payment/loan payment/embezzlement (specify)

- Assume that every non-binary category has an 'other - write in' option. Voting will be in plan format, including finances.
- Van Hal has used a personal action on performing one of the tasks you gave him! This is not a sign of disapproval; it just means that you've presented multiple tasks important enough that he wants them done now. Good for getting things done; bad for personal control over events.
- If you didn't want to be talking back to your Elector Count you shouldn't have chosen Brave.
- Relation increase with Van Hal! Trait revealed: Suspicious!
- Don't forget Ranald's Blessing!
 
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Elector Count Quest AU Part 3
Meanwhile in a parallell universe, user MoneyB wrote:

Uncertain Loyalties - an Advisors Quest
Turn 3

"...with all due haste. Set by my hand and seal, Elector Count Abelheim van Hel."
You look down at that signature and smile ruefully. Funny how long it takes to get used to it. But then, you've been a Witch Hunter for twenty years and an Elector Count for just over one. There's a lot more paperwork, a lot fewer vampires going for your jugular and a lot of differences in general, but in one way it's just the same: You, your wits and a few good friends like Brother Kasmir, facing vast tides of evil. Tides that will almost certainly last beyond your own lifetime. Tides with only a few truly wicked leaders, and a great many dutiful subordinates, some of whom might have worked for you if things had been different.

You drip wax and stamp the letter, hand it off to a servant for post, and reach for the next piece of parchment. Flensburg, dammit. You sigh, reach for the next next piece of parchment, hold up the Lord Mayor of Flensburg's list beside the Countess of Flensburg's list, and decide that this is what you have advisors for. Wilhelmina or one of her clerks can collate the two accounts of the Guilds of Flensburg into one, and you'll review that afterwards.

Next up is a petition from a minor noble asking you to personally intervene in a border dispute...

After lunch, the High Council assembles for one of your regular meetings.

Marshal Professor Lucrezio de Verezzo ticks off points on his fingers, ever the lecturing academic, even when he tries to be politely deferential. "My Lord, the regular muster now boasts four thousand reserve, fifteen thousand blooded troops, eight thousand green but trained troops, three thousand new recruits, for a total of thirty thousand you can call on. From what I can tell, this is almost all the easily convinced volunteers, and recruitment is dropping off significantly. More will come of age during the coming year, of course, but they won't fill out the ten thousand you wanted." He then starts listing your options, from signing bonuses to mercenaries. It's all very dry.

Chancellor Anton Kissinger is just as friendly as ever, guileless and eager to please. He tells you about visiting this noble and that noble, forwarding your requests to them and bringing back their complaints. You cut him off partway through relating the new Baron of Nussbach's family tree; it's nice and all, but not really worth the High Council's time unless there's a vampire in it. He blushes, says there isn't, and stammers a little as he rushes through the rest of his reports. The Moot is quiet. The nobles like Anton, they are pleased that you appear to be a stable, competent Elector Count, and if anyone thinks differently Anton hasn't noticed.

Steward Wilhelmina Hochschild is still frazzled about the matter of the missing ledgers, and you can't blame her. Fortunately, most of the nobles are, if not exactly happy to pay taxes, then at least loyal and/or fearful and/or creatures of habit enough that they're still paying. She also reports that tolls and tariffs on the roads in Western Stirland have been re-recorded by the unorthodox means of borrowing a platoon of Greatswords, sending one to every bar in Wurtbad, and having them commiserate with elderly-looking travelers and merchants about how much lower the tolls used to be back when they were young and isn't it a crime how high they are now. It took a lot of cross-checking between unreliable memories and illiterate Greatswords, she says, but through sheer persistence she's gathered enough data to be confident about the facts. Unless, of course, every merchant over fifty is in on the conspiracy. Which is probably not the case.

Spymaster Journeywoman Mathilde Weber goes on for a bit about how the books must have been moved out of the castle, and they're bulky so they must have been moved in a cart, and the carts go through gates, and the Watch keeps a record of the gates, and she read through book after book of the Watch's records, and so forth, until she concludes with their last known location according to the carter: a burial mound halfway to Julbach. She adds that she interrogated the lying stablehand with the help of the Greatswords, and he was also from Julbach. On Wilhelmina's advice, Mathilde also went to Leicheberg and-
(Wait a moment. It's two weeks to Leicheberg and two weeks back. You're fairly sure you've seen Mathilde around at least once a week... oh, right, wizard. Magic horses don't get tired. You recall that being mighty convenient one time you had to chase down a fugitive.)
-baited Count Petr von Stolpe, quoting him as saying "If Wurtbad believes that I have been remiss in my tax obligations, I invite them to compare what they have received to what the feudal contract says they are owed." You look to Wilhelmina, and she confirms that Count von Stolpe has been one of the most remiss compared to what she thinks he should have been paying. Well, there's an obvious suspect.

Chaplain Brother Kasmir Heinz is much more brief. The Cult of Sigmar is supportive. The Morrites are supportive. There's been a significant increase in worship of Shallya in central Stirland after a miraculous healing. Nine chaos cultists were discovered and promptly executed in Pötting. There is no indication that they were part of anything larger.

Finally, your Architect Detlef Schultz reports on the state of the castle. The chapel is completed, and work everywhere else progresses but needs more funding. As usual, he wants men, materials and money for a whole host of refurbishments: repairing the walls, reinstalling cannon, excavating the basement, doing something about the East Wing, laying in supplies for a siege, restocking the armory, digging a new well. As usual, you are short on all three and will probably have to reject most of these proposals. Again.

Bonus: Your spymaster approaches you in the evening after the meeting and asks for a moment of your private time. When you grant it, she says she's been looking into the rest of the council a bit. She alleges that Professor Lucrezio is secretly a fraud and an embezzler, but it's been hushed up by Imperial Intelligence, who used this blackmail to make him their eyes and ears in your court. She also claims that Anton is dim, naive, and only liked because he's viewed as completely harmless by the rest of Stirland. The nobles could run rings around him and he wouldn't even notice, she says. Do you believe her?

Choose one action for each advisor. Voting in plan format.
Loyal, well-funded advisors may carry out additional projects on their own time to gain your favor, but this is not reliable.
In every category, you may also []Write-in.


(This is an AU post, you should not actually choose or vote for anything here.)

[] Martial:
-[] Tell de Verezzo to show some initiative and see if he can come up with other ways to increase recruitment. (unpredictable)
-[] Pay to increase signing bonuses. That'll get a lot more people joining the army.
-[] Pay to hire mercenaries. It may be a short-term solution, but they'll be a lot more experienced than fresh meat.
-[] Lower the standards (age, health, et cetera) for recruitment.
-[] Spread rumors that Stirland is about to go to war.

[] Diplomacy:
-[] Have Anton continue to schmooze with the nobles of Stirland, he seems to be doing a good job of that.
-[] Have Anton branch out to Talabecland, you could use some friends there.
-[] Reach out to the temples, knightly orders, guilds and other official powers.
-[] Reach out to the merchants and other unofficial powers.

[] Stewardship:
-[] Send Wilhelmina out to reconstruct the tolls and tariffs in the rest of Stirland the same way.
-[] Start work on a replacement taxation system in case you can't recover the one you should have.
-[] Look into other potential methods of funding. Mines? Trade routes?
-[] Issue a special one-time tax. Several previous Elector Counts have done this when they were in dire straits. Some even did it repeatedly, making them very unpopular.

[] Intrigue:
[-] Count Petr von Stolpe is definitely tied up in the ledger theft. I can go get him for you, and bring him back in chains.
[-] I need a proper information network. Please fund me wandering around making friends.
[-] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
[-] A dozen centuries of tax ledgers and records don't just vanish. And I may have found them. Let's go raid a tomb.

[] Faith:
-[] Continue to schmooze with all the religious orders in general, great and small.
-[] Reach out to the Sigmarites in particular, they could support your sadly lacking army.
-[] Reach out to the Morrites in particular, they could help your legitimacy.
-[] Organize an expedition to the barrow-mound to look for the tax ledgers.

[] Learning:
-[] Refurbish Eagle Castle's basement.
-[] Restore Eagle Castle's guns.
-[] Rebuild Eagle Castle's fortifications.
-[] Open the East Wing and begin work there.
-[] Build something new. (This is basically write-in, but I think it deserves particular note.)

Choose three Elector Count actions.

[] Personal:
-[] Intervention: Select a second project for one of your advisors this turn. Cannot be chosen with Assistance.
-[] Assistance: Select one of your advisors, their project gets +10 to all rolls this turn. Cannot be chosen with Intervention.
-[] Investigate one of your councilmembers. (Choose which one.)
-[] Replace one of your councilmembers. (Choose which one, triggers subvote on potential replacements.)
-[] Staying In Practice: Select an attribute to train. Higher attributes are harder to raise. Failing this action increases the chance of it succeeding if you pick it again the next turn.
-[] Organize an expedition to the barrow-mound to look for the tax ledgers. (If you choose this, you may bring Kasmir without using up his action.)
-[] Read up on Sylvania. You know the generals, of course, but it's worth staying up to date on just which Vampire Counts are most likely to do what, where, and when.
-[] Write to some of the other Elector Counts and ask for advice on ruling well.

Management wishes to remind you that shadow turns are for entertainment purposes only and should not be taken as reflective of events in the true quest.
 
Turn 3 Results - 2471
[*] Plan Grabbing the necessary
-[*] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[*] Combat Training: You're virtually surrounded by armed warriors of various sorts. See if you can convince one to teach you (choose who).
---[*] The Greatswords guarding the castle

-[*] As Per Orders: Perform your current assignment.
--[*] It'd be best all around if von Stolpe just quietly disappeared one night. Attempt to abduct him by stealth.
---[*] Ranald's Blessing on the abduction
--[*] You've also been asked to grab von Stolpe's heir. Ask him nicely, but don't take no for an answer.

-[*] Playing at General: Using and abusing the authority to order troops
--[*] Have some riders on standby to help restrain and escort the von Stolpes' home reduces the risk of an accident or escape along the way

-[*] Backtracking and Side Operations:
--[*] Before you head off to pester von Stolpe, Van Hal has invited you to come along to the Mound. While probably dangerous, it is an excellent chance to make a good impression, and gives you the opportunity to see what is found before a few dozen soldiers tramp through it.

-[*] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[*] Good Neighbours: The previous owner of the 'shack' is the Innkeeper for the den of iniquity you share a wall with. Recruiting her would give you an information pipeline and an early warning system.
--[*] Castle Doctrine: You don't want just anyone wandering in. Set up locks and fortify the entrances.
-[*] Ask for a regular discretionary budget (moderate difficulty, success will be more expected of you)

---

Last time you came face to face with something that wanted to feed on your tender flesh, you defeated it by wrapping yourself in magical armour and letting it paw impotently at you while you stabbed it in the face. You've got a feeling that anything you may encounter in the ancient barrows would be more forceful than a long-starved corpse walled up in a bedroom, so it's time to learn variants of combat that aren't 'let them try to eat me' or 'wave a knife in their general direction and hope for the best'.

There's quite a few candidates for who you could learn from. Van Hal himself favours the rifle and halberd, Wilhelmina goes nowhere without at least four pistols, Brother Kasmir, of course, wields the hammer that is the signature of Sigmarite Warrior-Priests, and Anton probably learned some sort of swordplay growing up. But if you're going to learn the art of war, you eventually decide, it should be from a full-time warrior. So you change in your now mostly-unused guest room, leaving your robe and hat there in favour of a tunic and breeches, your hair tied up in a bun instead of flowing freely as you prefer. Now prepared, you make your way to the barracks protruding into the courtyard of Eagle Castle, where the clatter of wood on wood signifies that the Greatswords are battering each other with their wooden practice swords. Though when you stride into the middle of them and ask to be taught to wield a sword as they do, they all stop what they're doing and turn to watch.

The silence drags on just long enough for you to start getting angry, then one of them - an older man with a neat, grey beard and a missing ear - steps forward and holds out his practice sword to you. "Take this, then, and swing it at the dummy."

You reach out and take the sword, and the moment he lets go of it the point drops down and buries itself in the dirt before you can get control of the weight. It takes a fair bit of effort just to lift it until it's pointing upright, and then you don't so much swing it as let it fall in the direction of the dummy, and it bounces off the wooden bucket serving as a helmet with a clack.

"Again," he says. And you lift it once more, and this time try to accelerate the fall, causing a slightly louder clack to sound around the courtyard.

"Again," he says once more, and you turn to look at him, your eyes narrowed.

"For how long," you ask, already starting to breathe hard.

"Until you feel like your arms are going to fall off, and then even longer," he replies. You suspect that he's trying to mock you, but none of the other Greatswords seem to be amused. They're just watching you, seeing how you react. So instead of responding to words, you lift the massive wooden sword again and batter the dummy around the head with it. And again. And again.

And again.

After a while the Greatswords went back to their training, but the man who instructed you just stands there, watching, as sweat starts to pour down you and soak into your clothing, your arms shaking with fatigue. A time or two exhaustion causes you to stumble over your own feet, but you pick yourself up and throw yourself back into your fight against the dummy. What feels like a lifetime passes, and you want nothing more than to collapse onto the dirt and gasp for breath, but you can still feel the judging eyes of your overseer on your back, so you just keep pushing yourself to swing once more, then once more again.

"Enough," someone says, and it takes you a moment to parse the instruction. You turn and look dully at the man, and he nods to you. "Be back here tomorrow morning."

Somehow, you manage to find it in you to stagger back to your room before you collapse.

---

For the next week, every waking moment is spent swinging your sword at the man who'd stepped forward that first day, and having him bat aside your swings every time. But the margin shrinks every day, until he actually starts using footwork to avoid your strikes instead of standing there immobile. In the middle of each day, you follow the Greatswords back into the barracks and join them for lunch, fresh bread and hearty shanks of meat and stew so thick the spoon stands up in it. At the side of your teacher, your presence is accepted, and the topic at each meal is the same: combat. For all of living memory, you gather from their anecdotes, these Greatswords had been effectively banished from Wurtbad, stationed out of Naubonum and ordered to send constant raids into the depth of 'Eastern Stirland'. And they obeyed, taking heavy casualties in the process but honing the survivors into veterans of a hundred skirmishes against everything Sylvania could throw at them.

And then the last of the Haupt-Anderssens had died, and the Greatswords had been recalled to Altdorf, had their ranks refilled, and had been assigned to their new Elector Count: Abelhelm Van Hal. And they couldn't be happier.

And then lunch ends, and it's back into the training yard. Your teacher starts fighting back, tapping and prodding you just hard enough to bruise, and though it hurts the main effect is on your temper. You swear that you're going to land a blow on him, whatever it takes, and finally you think you see an opening and lunge forward, shouting as you deliver an overhand swing, only to realize far too late that you overshot hugely as your fist impacts with his head, crushing your knuckles between it and the hilt of your sword. The crack you send through the courtyard is very different to the usual wood-on-wood.

For a horrifying second you think it was his head that you cracked, then agony shoots through your hand.

"Ow," he says mildly, rubbing his brow. You hop up and down in pain, shouting profanities in Lingua Praestantia, the language of magic, causing eddies to form in the ambient magic in the courtyard. You bite back a scream as the man gently but firmly grasps your hand, probing at the knuckles with a calloused finger. "Next time, think before you swing," he comments. "Go see Brother Heinz. It won't be the first training accident he's patched up."

---

When you get to the chapel, the Chaplain is engaged in murmured conversation with one of the kitchen assistants, so you wait as patiently as you can with agony throbbing through your fingers. Finally he says a benediction over her head, then looks over to you, his eyebrows raising. "Journeywoman," he greets you neutrally. "Here to give thanks to Sigmar?"

"Not as such," you respond, holding up your hand, which is noticeably red and swollen. He moves forward and grasps your hand, causing another wave of pain to wash through you, and examines it carefully.

"Training?" he asks, a note of disbelief in his voice.

"With the Greatswords," you shoot back, annoyed both at the pain and his disbelief.

He looks a moment longer, then nods. "Good. By its very nature, magic cannot be trusted. If you will not put your faith in Sigmar, put it in steel." You narrow your eyes, annoyed that he'd have the audacity to lecture you on a topic you know better than he ever will, but then he begins to murmur a prayer to the founder of the Empire and you can feel power flow out of his hand and into yours, your knuckles audibly grinding as they slide back into place. He nods to himself. "There will be stiffness and pain for several weeks. Sigmar be with you."

You flex your hand and mutter thanks as you leave the Chapel.

---

"What's your name, anyway?" Your teacher raises an eyebrow as he deflects your latest blow. "We've been training together for almost a fortnight and it just occurred to me that you never told me your name."

He smiles and baps you on the head with his sword. "I thought it was your job to know things like that," he replies mildly, and then smiles at the scowl you shoot him. "Sir Markus von Pfaffbach, Champion of Stirland."

Oh.

[DO THE GREATSWORDS GIVE IT THEIR ALL?: Roll, Diplomacy, 94+9=103. Your adopted family grows.]
[HOW WELL DO YOU TAKE TO THE GREATSWORD? Roll, Martial, 85+7=92. Swords are fun!]
[HOW WELL DO THE LESSONS GO?: Roll, Martial, 18+7=25. Ow.]
[HEALING ROLL: Breakpoints 20/60, Piety, 42+??=50-60?. No long-term damage, but minus to combat rolls at the Barrow.]

---

"Oh?" Van Hal says distractedly, doing something finicky and complicated with his rifle, apparently unbothered by the swaying gait of his horse. "While you've been doing a great job, my impression is that you've been mostly 'spy' and not much 'master'. What do you need a regular budget for?"

"For changing that," you reply easily. "My priority so far has been finding these documents, but with that hopefully drawing to a close-" you cross your fingers and hope Ranald doesn't take that as an invitation to prove you wrong, "-I'll need to be drawing in information from many more sources. Things like watching the Stirlandian League, keeping tabs of Leicheberg in von Stolpe's absence, watching the whole Flensburg business," you and Van Hal wince in unison at the mention, "and, of course, watching 'Eastern Stirland' - all of these will require many more sets of eyes and ears than merely my own. I can only be in one place at once."

"That does make sense," he muses, grunting in satisfaction as something in the mechanism of his rifle goes click. "I'll have a word with Wilhelmina when we get back."

Smothering a grin, you thank him politely. And then conversation grinds to a halt, as one of the scouts riding ahead calls back that the Mound has been sighted.

[CONVINCING VAN HAL YOU NEED A BUDGET: Roll, Intrigue, 88+12=100. Won him over completely.]
[EXPENSES VS PAYROLL: Roll, 39. Slightly leaning towards discretionary income.]

One Elector Count, Orc Hewer gleaming in his grip. One Warrior Priest in plated armour, his faith as solid as the hammer in his hands. One Priest of Morr, pale and nervous, but resolute. Fifty Greatswords, the greatest warriors Stirland has to offer honed in battle against the undead. Three hundred crossbowmen, encircling the Mound and ready to riddle anything that moves with bolts.

And one Shadow Mage, thoroughly out of her depth.

You stand at Van Hal's side, your knuckles white around the grip of the flamberge Markus gifted you, ignoring the stabs of pain from your still-healing bones. Ulgu twists playfully in your grip from where you had folded it into the steel and the morning mist swirls around you protectively, ready to respond to your slightest thought. And the Mound just sits there, looking for all the world like a regular hill in the middle of a clearing.

Unless you can see the Winds of Magic, that is. To you, the dull purple of Death Magic defies gravity to pool around the Mound, seeping into the earth. Whether something in there is absorbing Shyish or the site is just a natural sink of the magic of death, you can't tell, but neither is a particularly attractive option.

"Well?" Van Hal asks softly, his eyes locked on the entrance to the Mound.

You swallow. "Shyish is thick here, but I can't see any necromantic energies. Not from the outside, anyway."

"The dead are probably still present, then," Van Hal notes.

"They could be undisturbed," the Morrite says, barely speaking above a whisper.

"If they are, you can say the Rites over them and send them to their rest," Brother Kasmir states, looking up from the prayer he was saying over his hammer. "But if nothing else, this site of treason against the Empire - I doubt even those that predate the coming of Sigmar could sleep through that."

"We'll see soon enough," Van Hal states, a note of excitement entering his voice. "Markus!"

"Your Grace?" he asks, stepping forward from the ranks of the Greatswords. Though standing at attention, he does give you a hint of a smile as you look over at him.

"Take up position near the entrance. Depending what we find in there, we might be calling you in to support us in combat or drawing an enemy out into the crossfire. Be ready for either contingency."

"Yes, your Grace."

A smile on his lips, Van Hal leads the way into the darkness, and you take a deep breath and follow.

---

Within a handful of paces, the sunlight is gone and the only light is from the torches carried by Kasmir and the Morrite. They seem to barely cast any light at all, and what there is only serves to deepen the darkness instead of illuminating it. Everywhere you look, the sickly purple of Shyish shrinks from the light, flowing around the edges of the wall to pool once more in your wake. It seems to stain everything purple - the walls, the air, even the tunnel ahead of you looks almost spiderwebbed with-

The cry comes to your throat a moment too late, as Van Hal steps into a web of Shyish criss-crossing the passage, and unseen to anybody but you, it snaps into a thousand pieces and sends a pulse of deathly energy to somewhere.

"Stop," you cry, too late, far too late. "You just triggered..." You pause, recognition flashing through you. "A magical alarm. Lesser magic, formed of Shyish. Whoever cast it now knows that we crossed it."

The four of you stand frozen, your ears straining for any sound, every crackle of the flames of the torches sounding deafening in your ears. You stand there for what felt like hours, but must have been only minutes.

"How old could it have been," Van Hal asks, breaking the silence.

You see what he could be asking straight away. "Here? It was formed of Shyish and the air here is thick with it. If untriggered, it could last forever."

He relaxes a little. "From the original builders?"

"It's possible."

He thinks for a moment. "Alright. Be on guard, but we advance."

---

When you finally emerge into the main chamber, the sight takes your breath away. Sitting on a throne in the center is the skeleton of what must have once been a mighty warlord, covered in crude armour and a helm sitting in his lap, his jaw hanging open as empty sockets stared eternally at nothing. All around him lay skeletons of either his dispatched enemies or his loyal warriors, lying in haphazard piles. Each wall was lined with swords, axes, maces and spears, all so ravaged by time that those nearest to the entrance started to flake away into nothing as the air moved for the first time in what must have been millennia.

But it can't have been the first time, because piled in front of the throne like a bizarre offering was a truly astounding amount of ledgers.

The four of you advance carefully, ready at any second to response to the slightest stirring of the skeletons in the chamber. But none move. The Morrite approaches the closest cautiously and leans over to touch it, whispering something under his breath. Then he relaxes. "They are dead," he says. "Truly dead."

"Anticlimactic," Van Hal notes, sounding almost disappointed. "But it looks like we've found what we were looking for."

---

You feel uneasy. You're not sure why, everything seemed to be going perfectly well. Three cartloads of tomes had set off for Wurtbad and the Mound was emptied of corpses, most of which had received the Rites of Morr and were awaiting their turn on the pyre that was being built. Everything was going fine. But sudden disquiet had washed over you like a wave, so strong you felt almost queasy.

Wait.

You did feel queasy.

You look around wildly, finally noticing the quivering of the Winds, but you can't see anything that could be causing it. But you trust your instincts, and shout a warning. "To arms," you cry, as the crossbowmen stare at you in confusion and the Greatswords draw their arms, looking around wildly. Van Hal and Brother Kasmir look up from their conversation, their hands flying to the hilts of their weapons. "Something's coming!"

There's a moment of silence just long enough for you to wonder if you were mistaken, then you spot it - a sickening beam of spiralling brown and purple shooting through the trees and into the Mound, and in a moment of unspeakable horror you feel Dhar pulse through your soul as it radiates out.

Those who can't see the Winds of Magic know something terrible has happen when the Morrite screams in horror. The corpse he had been tending to had struck out with claws wreathed in ethereal fire, plunging into his stomach, gripping, and pulling. Near him, all lined up where they had been placed in rows to await his blessing, the dead pulled themselves to their feet, green lights burning in their eye sockets as they look around and then throw themselves at the nearest targets. Only a handful of them remained down, as Morr refused to surrender whatever grip he now held on their souls.

The Greatswords were scattered throughout the clearing, occupied as they were with hauling books and bodies. They had barely a handful of seconds to ready themselves for combat. But though some fell as skeletal claws tore through steel, many had time enough to defend themselves and everywhere you look skeletal claws clashed against steel as the Greatswords held back their attackers. Moments later the first of the crossbows are fired as the crossbowmen recover from the shock and start readying their weapons, and skeletons screech as bolts fly through their ribcages, disrupting the lattice of tainted magic holding their cursed forms together. For a moment the sudden battle is locked in equilibrium, the swords and bolts holding the skeletons at bay from their terrible assault.

But then you, Van Hal, and Brother Kasmir strike the undead like the fist of a vengeful God.

Your body reacting with instincts you've only begun to develop, you swing with all your might past the claws of the skeletons and into what little body they have. The Ulgu still contained within your blade parts the Dhar like a knife through flesh, and the skeletons are struck to the ground as the fell magics animating them are disrupted, evaporating into the air. To your left, Brother Kasmir's hammer does an equally laudable job of shattering the skeletons themselves, sending fragments of bone flying through the air like shrapnel with every strike. And on your right Van Hal's Runefang flashes, the ancient Dwarven magic contained within snuffing out the necromantic energies like a tidal wave snuffs out a candle. In your wake skeletons lie scattered on the ground, and the Greatswords freed up follow in your path, striking down the skeletons you miss.

In a handful of glorious minutes, each and every skeleton is struck down and you drive the tainted magic from the clearing. Silence suddenly descends as the skull of the last is crushed underfoot, and everyone present looks to one another with manic grins on their faces.

"STIRLAND!" cries Van Hal, and every voice - including your own - joins him.

[MAGE SIGHT: Breakpoints 30/70, Learning, 44+13=57. Death looms.]
[HOW BAD IS IT: Roll, 16. Death looms.]
[TRIPWIRE: Req 40, Learning, 19+13=32. Death pounces.]
[IDENTIFY IT: Req 40, Learning, 70+13=83.]
[INCOMING: Breakpoint 40/60, Learning, 35+13=48. You saw what direction it came in.]
[MORRITE REACTION: Req 50, Martial, 31+12=43. Brutal.]
[HOW SUCCESSFUL WERE HIS RITES? Roll, 12+16=28. Um.]
[GREATSWORDS: Req 40, 27+15=42.]
[CROSSBOWMEN: Req 60, 72+8=80.]
[VAN HAL: Req 40, 89+18=107.]
[BROTHER KASMIR: Req 40, 92+14=106.]
[YOU: Req 40, Martial, 87+7-10=84.]

---

"Why did it take so long?" Van Hal asks later, his Runefang still in hand as he watches the last of the corpses thrown onto a bonfire. "We stepped foot in that Mound over an hour before anything happened. If all of those things leapt up as we entered the central chamber they could have overwhelmed us. Why wait?"

You stared at the clearing, brooding over that very same question. The evidence of its passing is long gone, but you can still remember the direction the beam of corrupted magic came from. "Do you have a compass?"

He looks at you askance at that, but produces one from a pouch and hands it to you, and you draw a mental line from where the beam emerged from the trees and the centre of the mound, where it struck. "East-south-east," you mutter. "Delay of just over an hour... propagation speed of magic through air, about 750 miles per hour. That's... about 900 miles. 450 each way. 450 miles east-south-east of Wurtbad..."

You don't have to consult a map to know what that's pointing at, and from the alarmed look Van Hal is giving you, he doesn't either.

Drakenhof.

[WHY?: Req 40, Learning, 40+13=53]

---

After your first real taste of combat, everything seems blurred, almost unreal. Your trip back to Wurtbad seems to pass in moments, and next thing you know you have your written authorisation from Van Hal and you're once more conjuring a horse to take you to Leicheburg. You emerge from the muted funk somewhere in the Moot, as you arrive at the inn you patronized last time you were in the neighbourhood, and are halfway through dinner before you notice that you aren't a throbbing mass of pain from the waist down.

The next morning as you set off, you pay attention to what's going on. The horse underneath you is as solid as ever, but the magic that sustains it, instead of conforming directly to the shape of a horse, is enshrouding your lower form the way your shadow armour does. You're not so much riding a horse as you are wearing a horse from the waist down.

...it's actually kind of disturbing when you put it like that. But you can't deny the effectiveness. You barely feel the horse's gait beneath you as it eats up the miles, effortlessly sustaining for hours a pace that would exhaust a regular horse in minutes. By afternoon of the second day, you have arrived at your destination - not quite Leicheburg, not yet. Instead, you stand at Swartzhafen - specifically, the barracks just inside the southern gate.

Your letter of authority gets you a meeting with the Major in charge of the local forces, and you're able to get him to confirm his allegiances - to the Emperor, to the Elector Count of Stirland, and to the Count of Leicheburg in that order. He gets enough of the gist of what you're hinting at that he doesn't ask for more, instead hand-picking a team of light cavalry and roadwardens for you with the assurance that they share his loyalties. Then he wishes you good luck, smiles, and winks.

You're so convinced that you don't even remove his memories of you with Mindhole. Instead, you note his name and position and tell him you might be in touch with such a patriot in the future. And just like that, you've recruited your first informant.

[ONCE MORE TO LEICHEBURG: Roll, Martial, 99+7=106. Riding trait acquired.]
[ENLISTING AID: Req 50, Diplomacy, 88+9=97. Everyone loves Mathilde.]

You're thoroughly disgruntled that it took you all day to get the mere fifty miles down the road to Leicheburg. You spend every minute fighting down the urge to urge your steed into a gallop and leave the riders you've recruited in your wake. But you swallow the feeling down time and time again, and by evening you've finally arrived and ready to act.

As you reach the Leicheburg Castle again, you circle it warily, trying to find an unguarded approach. To your disgust, there are none. Every door and gate is watched over by alert guards, even the washerwoman's entrance that leads down to the the Black Run River. Even the shift changes overlap.

But as you watch the side entrance, you note that while the guards certainly are alert to anyone that would approach them, they barely give the washerwomen a second glance as they carry clothing back and forth. So you approach one on her own down by the river and offer her a year's wage to hand over her clothes and the basket of washing and go find another job, and she's so happy to accept she practically skips away in her shift. You quickly change into the woman's drab and scratchy frock and try to figure out a way to smuggle your flamberge in before reluctantly stashing it under a bush with your cloak.

Sure enough, the guard barely glances at you as you walk straight past him and into the castle. Navigating was trickier, before you stumbled across a winning strategy:

"The Count's chambers are that way, right?"

"No, it's down- wait, who are you?"

Mindhole

"The Count's chambers are that way, right?"

"Yes, they are."

"Thank you."

Mindhole

In this way you make your approach, getting closer with every discombobulated servant you leave in your wake. You even encounter someone carrying a dish who, when you ask about the quarters, asks you to take the Count's evening snack to him. You take a peek under the cover and find some sort of tiny roasted bird. No accounting for taste, you suppose.

When you finally get to the quarters, the guard on the door sees only the tray of food before unlocking it and letting you in. The Count, too, barely looks up from his desk, not even acknowledging you before looking back to the papers on his desk. You walk up to him, place the plate down, and summon up Ulgu to you, drawing energy from the flickering of the lamps. Then you project it out the window as forcefully as you can, and in the distance a shriek of terrifying beauty sounds.

"By Sigmar, is that a griffon?!" you ask, feigned wonder in your voice, and the Count's head snaps around to the window. Unable to see anything - because there's nothing to see, of course - he jumps up, strides to the balcony door, throws it open and steps out.

His cry of terror as you push him over the edge is drowned out by a second illusory cry, which is cut short as the Count lands right in the middle of the full gong farmer's cart that you had the riders park right underneath the balcony.

You make your way back out of the castle again, casually removing the door guard's memories of you as you do so.

[CONSIDERING APPROACH - STEALTH: Roll, Intrigue, 10+12=22. Nope.]
[CONSIDERING APPROACH - DISGUISE: Roll, Intrigue, 63+12=75. That could work.]
[GETTING IN: Req 30, Intrigue, 45+12=57. Smooth as butter.]
[GETTING AROUND: Req 40, Intrigue, 99+12=111. No tracks and a perfect excuse to enter.]
[EXIT STRATEGY: Roll, Intrigue, 87+12=99. Very cunning plan.]
[EXECUTION OF EXIT STRATEGY: Breakpoints 50/80, Intrigue, 68+12=80, RANALD'S GIFT ACTIVATES, +20=100! Literally no traces.]
[LANDING: Roll, 78. Soft landing.]

---

Maksim von Stolpe is a great deal easier.

"Did you hear about the party at Wurtbad last year?"

"I heard wonderful things about it! It's just a shame that I wasn't able to attend."

"My good friend Anton said it was a shame too, and he's extended you an invitation to another party this year. Very exclusive, very few people have heard about it. But it will be soon, so you'll have to leave straight away."

You're more than happy to loan him some bodyguards to get there. No need for him to alert his own staff.

[INVITE BY SUBTERFUGE: Req 50, Diplomacy, 47+9=56. Cordially invited.]

The return trip is long and dull, but straightforward. Judicious application of bribes and Mindhole keep anyone from paying too much attention to the prisoner being transported along the road to Wurtbad.

---

When you get back to Wurtbad, you deliver the two von Stolpes to the Castle - one to the dungeons, one to a guest room - and set off to enjoy some well-earned time off, albeit with regular trips back to the castle to brush up on your greatsword training. You've acquired a truly stupendous base of operations, and you'll be damned if anyone's going to take it from you, so you're going to do your best to make sure that nobody's going to get in and, if anyone tries, you're going to know about it.

The Innkeeper is utterly delighted to accept your offer of friendship. The benefits to her are obvious: complete immunity from liquor excises and a friend with a great deal of power to back her up should any members of the local underworld try to demand protection money. In exchange, she has even more reason to keep you feeling secure in your new dwellings, promising to pass on any information she hears as well as letting you know immediately if anyone seems to be sniffing around. But the initiative she shows in going above and beyond to secure the alliance that dropped into her lap is impressive.

You're securing the door of the shack, reinforcing the hinges and placing a high-quality lock imported from Nuln on it, when she approaches you with a suggestion. She knows most of the neighbours that back onto the alley that your Palace-Shrine is built under, and has approached them all about whether they'd be willing to sacrifice their back doors - for a reasonable price, of course. And each of them agreed. All you had to do was distribute a bit of gold and nobody would object to you boarding up every single door that fronts onto the alley - hell, they'd help do it.

So weeks pass in a blur of hammering as door after door is nailed shut, and to top it off you enlist the help of your former neighbours in bricking shut the mouth of the alley and installing a door. At the end of a couple of months, one building appears to connect directly to the next where the mouth of an alleyway used to be, and only by opening the door would one notice that on the other side is not a building, but a sealed-off alleyway, accessible only by that door or the back door of the inn. And you possess the only keys for both.

With the alley sealed off to all human traffic but yourself, there seems to be more cats than ever hanging about. You say a prayer of thanks to Ranald for your wonderful hidden home as you scratch one behind the ears.

[Befriending the Innkeeper: Roll, 44. No additional effects.]
[Barricades: Roll, 84. Entire alleyway secured.]

---

Van Hal, you're sure, is never going to stop wearing his Witch Hunter's leathers now.

He sits brooding at the head of the table, sorting through paper handed to him without registering any of it. Worried glances go back and forth among the councillors as they pick up on his mood. You share a look with Brother Kasmir, each of you suspecting the source of Van Hal's brooding.

You're soon proven wrong.

Rushing in where saints fear to tread, Professor de Verezzo comes to his feet. "With the injection of capital generously provided by Frau Hochschild, recruitment has accelerated to the point that I expect the Army of Stirland will be at full strength by the end of the year," he drones, looking pleased with himself.

"That is good news," Van Hal says neutrally. Then he draws a pistol and shoots Professor de Verezzo through the forehead.

Everyone sits stock-still as Van Hal places the pistol on the table in front of him, the ringing in your ears eventually fading into the horrified silence you all share. Your mind whirrs, trying to make sense of this. The guards must have been forewarned, you realize, or otherwise they'd be rushing in here. Was this your doing? Was this because you tipped Van Hal off about the Professor's previous crimes? You realize you haven't seen Van Hal around much since you returned from Leicheburg. Was that what he was doing? Seeking evidence to justify this execution?

"I am a man of the world," he eventually says, a touch of sorrow in his voice. "I accept that recompense comes in many forms. I know that no man but Sigmar is perfect. I understand that each of you have loyalties to yourself, to your families, to your gods.

"But if any of you deliberately sabotage the defence of Stirland for your own personal gain, you can expect the same."

He stands, leaving the smoking pistol on the table. "We'll reconvene in the Great Hall in an hour. Brother Kasmir, please see to the remains of this traitor."

---

SKILL ACQUIRED: Fitness (Basic)
SKILL ACQUIRED: Greatsword (Basic)
TRAIT ACQUIRED: Shadowrider
TRAIT ACQUIRED: Blooded
DISCRETIONARY BUDGET ACQUIRED: 150 gold/turn, beginning this turn.
PAYROLL ACQUIRED: Informants and Agents do not require discretionary budget to hire.
RELATIONSHIP IMPROVED: Abelhelm Van Hal.
RELATIONSHIP IMPROVED: Brother Kasmir.
RELATIONSHIP ACQUIRED: Sir Markus von Pfaffbach, Champion of Stirland.
INFORMANT ACQUIRED: Commander of Swartzhafen.
INFORMANT ACQUIRED: Innkeeper next door to your Palace-Shrine.

Discretionary Income: +150g
Embezzlement: -75g
Leicheburg trip: -10g
Return trip: -20g
Leicheburg bribery: -10g
---
Net: +45g

Personal Income: +50g
Embezzlement: +75g
Tithe: -5g
Student Loans: -35g
Palace-Shrine reinforcements: -20g
'Buying up' the alley: -40g
---
Net: +25g


Explanation for skills: Basic, Intermediate, Advanced, then they turn into a trait. Crits jump you up the ranking quickly and can give you superior versions of the traits. Using specialized equipment without a skill will cause a malus.

---


You have a report to give. Hopefully it goes better than the Professor's.

[] Write in your report
[] Write in a one-on-one report (optional)

Suggest possible orders for the next turn (new ones up top, old ones below):

[] Drakenhof. You almost hesitate to suggest it, but... surely this must be investigated.

[] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
[] The Stirlandian League is a cancer eating at Stirland's economy, and it must be destroyed.
[] The Stirlandian League is a gold mine of information, and it must be yours.
[] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
[] The castle staff can be a great source of information and first line of defence - they should report to you.
[] Seriously what is up with the East Wing.
[] I've got the budget for a proper network of informants, now it just needs building.
[] If I had proper facilities, I could do better work. Please fund me renovating my secret underground palace.
[] Other (write in)
 
Last edited:
Collection of Important Information
QUEST MECHANICS
To streamline the existing de facto system of metaphysical limitations, I've codified a hard limit of how many enchantments Mathilde can carry upon her person.

Melee Weapon: Branulhune
Ranged Weapon: Runed Revolvers
Staff/Banner: Staff of Mistery
Protective: Robes of Aethyric Armour
Healing: Seed of Regrowth
Talisman: Belt of the Unshackled Mountain
Social: Ranald's Coin
Activated 1: Candle of Cleansing Radiance
Activated 2: Grounding Rod
Activated 3: Dragonflask

- The Weapon slots can each be filled with a matched pair of weapons, such as dual pistols or a sword and dagger. They must be intended to be used together.
- Any item that directly makes Mathilde more able to take a hit must be in Protective; something that protects her less directly can be in Protective or Talisman.
- No healing effects outside of the Healing slot.
- Activated refers to items that do not have a constant effect. These can include single-shot ranged weapons as these would be effectively identical to wands or rings enchanted with similar effects. These cannot automatically detect when they should be used. They need to be manually activated in some way.
Currently, you're one of the most favoured humans of all Dwarves. The other contenders are prominent citizens of Tobaro and the Elector Counts of Ostermark and Averland.

Dwarf Rep is the rating, Dwarf Favours is the currency. Your current level means that all Dwarves will know you as Dawri and can probably name at least a few of your deeds. Dawri is a word that means 'as good as something can get without proving itself over a few decades', or, literally, 'dwarf-like'. You helped Zhufbar and Karak Kadrin strike out some very old grudges that otherwise would have been very, very difficult to set right, and then there's the entire Karak Eight Peaks campaign.

Possible expenditures:

Dwarf Trainers for an organization?
One point for skilled but common in dwarf society (Miners), two for specialized units (Rangers), four for true expertise (Ironbreakers), eight for hero-level instruction. Would require pay on top of favour expenditure.

Expert assistance to establish a factory for turning saltpeter into gunpowder?
Five points.

Dwarf expert to come assist with a specific question/project/calamity, or personally tutor Mathilde in any field not considered forbidden to non-Dwarves?
One point for skilled but common in dwarf society (Miners), two for specialized units (Rangers), three for true expertise (Ironbreakers), six for hero-level instruction, ten for contenders for most knowledgeable in their subject in the known world.

Or in Khazalid?
Will happen automatically if Mathilde spends much longer among Dwarves.

Let Mathilde move into a dwarf hold and live there?
If you promise to refrain from spellcasting inside the Hold, and would be willing to live in the bunkhouses, your rep would be enough.
While conducting magical research?
Four points, and you'd have to work out a way to have a laboratory far from the populated parts of the hold. Does not apply to K8P.

Send a force to assist in a campaign against someone they already hate
If they've outstanding grudges, and you're in a position of power in the campaign, and they've got the forces to spare, your rep would be enough.
Or that they don't care about?
Impossible.

Provide her with/sell her enchanted equipment of their make
No limit; if very large amounts are spent, her rep would give her access to Kragg or Thorek.
Or mundane but high-quality equipment, such as pistols?
Your rep means they'll sell them to you, or you can spend four points to commission something.
Normally
Or have an expert collaborate on an enchantment project with her?
Would need to be arranged personally with the expert, but your rep would get you an introduction and their ear.

Help Mathilde dig or renovate an underground base somewhere
Two points to dig, five to renovate it so that it'll last at least a thousand years. It would cost more to renovate it to a lesser standard.
In total secrecy?
As above, and you provide the ale.

Assist in construction of some key project, such as a bridge, road, or fortification?
If you mean consultants, same as the trainer scale.
Or just do the whole thing?
Would need actual payment, and the cost would be commensurate with the craftsdwarfship, but your rep would open the door to commissioning the work.
Share maps, information, and general intelligence on the things that dwarves know about events in the world but Mathilde doesn't?
Too vague to say. If you mean skaven, say skaven.
Provide her with letters of introduction testifying to her skill and trustworthiness?
From Belegar, free. Two points from non-KaK Kings.
Or a temporary companion/aide in diplomatic matters?
As per the trainer scale.

How much rep for political asylum if the need arise?
Depends who from, and for what. Varies too much to say.
And how much for a helicopter ride?
If you just mean a joyride, you can get it from your rep. If you want a flying taxi, a point for anywhere in the general area, two for anywhere friendly in the Old World.

Purchasing books for her library?
Default and extensive from rep alone, 1 point for rare or very rare, 2 for extremely rare.

Runic firearms at Zhufbar:
Not much [selection] beyond reliability, accuracy, damage, flaming bullets. Five/ten/fifteen favours to put it on the bench and have someone that's the closest thing Runesmiths have to 'radical' take their best swing at it, and it won't be as dramatic as the equivalent amount of favours in a more traditional weapon.

Gyrocopter:
6 for an unarmed personal transport, 8 for armed, 16 for gyrocarriage.

Repairs for Dwarven items:
First repair is free. After that, half the cost of the item each time.

Study the Phoenix Crown or other trophies from the War of Vengeance:
5 favour per AP, and they can't leave the vaults they're stored in.
Study: As a Magister, you're no longer barred from returning to the Grey College. If you've been pulling your weight for the Order, you can return to it to further your studies. Each costs 1 College Favour or 100gc.

Practical
[ ] Intrigue and Tradecraft.
[ ] The Use and Creation of Poison
[ ] Spells of Grey Magic (teachers' choice; multiple spells)
[ ] Spells of Grey Magic (your choice; one spell)
[ ] Swords and Swordplay
[ ] Ritual Magic
[ ] Psychology
[ ] Imperial Law
[ ] Practical Diplomacy
[ ] Physiology and autopsy

Advanced
[ ] Assassination
[ ] Infiltration
[ ] Interrogation

Theory
[ ] The Nature of Ulgu
[ ] The Nature of Magic
[ ] The Enemies of Man
[ ] The Allies of Man
[ ] Religion and the Empire
[ ] The Empire and its Provinces
[ ] Human Nations of the Old World
[ ] Chaos and Chaos Gods

Extracurricular
[ ] Enchantment
[ ] Staff turning
[ ] Potions and Alchemy
[ ] Power Stones and their Creation
[ ] Runes and Runecraft
[ ] Wyrdstone Containment
[ ] On the Education of Apprentices
[ ] Searching for and Identifying Animal Familiars
[ ] The Creation of Artificial Familiars
[ ] Waystones and Waystone maintenance

  • Getting a Perpetual Apprentice to serve as assistant/general minion
You can put the offer out, but it's up to the individual PAs whether they take the offer. Two favours a year would be standard for those in a more convenient location, four would probably get you someone.
  • Getting a Journeyman/Magister/Lord Magister of a specific College/with a specific spell to come assist with a specific question/project/calamity
2/5/10 per six months. This is assuming they have no interest in the topic and will receive none of the credit (or blame) for whatever it is you're trying to do.
  • Getting copies of the Colleges' books for our library (is this the same 50gp+0/0/1/1/2 for common/extensive/rare/very rare/extremely rare that we have with Dwarf Favor, or some other ruleset?)
Same ruleset.
  • Acquisition of an animal suitable for being a familiar, or a specific type of animal so suitable
Any animal, 3. A specific but common animal, 5. Anything rarer, you'll have to negotiate.
  • Getting powerstones for our personal research/use
5 per.
  • Having a wizard lab/tower optimized for magical research/other specialized effects built
A survey done and turned into instructions to give the builders to either emphasize a specific wind or a lack of any wind, 5 points.
  • Acquisition of specific esoteric desired items (ex., what if Mathilde really needs a Lustrian flowering plant or the tooth of a sea drake or something for research, presumably mages have requests for this kind of thing constantly)
You can put the word out and see if anyone has it within their collections or stockpiles, but if nobody has one on hand it's probably a matter for adventurers rather than wizards.
  • Getting permission to do push-the-limits sorts of research (ex., Johann is literally going to poke the skaven and their warpstone, Mathilde is in a great position to research multi-wind interaction and ways to avoid creating dhar when it happens, or to study probably-corrupted Waystones with an eye toward unfucking them, and the Articles are intentionally vague enough that what is okay and what isn't is basically a judgement call by the Colleges; can we pay in Favor to represent burning political capital on being given dispensation for this sort of thing instead of being uncertain whether we're crossing lines?)
No, such things are entirely based on respect and track record.
  • A pegasus!
5 base, +5 for one trained for combat, +3 for a handler to smooth out the first six months.

Enchanted object prices:
If it's Relatively Simple it's 2 favours. If it's Moderately Complicated it's 3. If it's Fiendishly Complex it's 5. The list of spells can be found in the Spellbook.

Battle Magic enchantments:
Aqshy:
Kindleflame (Lore Attribute): It is easier to damage someone with Aqshy if he already was damaged with Aqshy recently.
Fireball (10 favors): You fling several fiery missiles at the target squad.
Cascading Fire Cloak (10 favors): You create a fiery shield around yourself and your nearby allies until the end of the battle which burns all enemies in melee with you.
Flaming Sword of Rhuin (10 favors): You enchant weapons of a squad of allies with fire for one turn. Such weapons have easier time wounding enemies and stop regeneration.
The Burning Head (10 favors): You fling a ball of flame that strikes everything in its path. If someone dies from this spell, their comrades may panic after witnessing his horrific demise.
Piercing Bolts of Burning (10 favors): You throw several spears made of fire at the target squad, each of which pierces several people.
Fulminating Flame Cage (11 favors): You trap target squad in a cage made of flames that will damage all of them should they try to move before it dissipates.
Flame Storm (13 favors): You somewhat imprecisely summon a firestorm that damages everyone caught in it.

Ghur:
Wildheart (Lore Attribute): It is easier to affect beasts and beastmen with Ghur.
Wyssan's Wildform (10 favors): You increase strength and toughness of all members of the target squad.
The Flock of Doom (10 favors): You summon a flock of crows that hit target squad many times, but with a small amount of force.
Pann's Impenetrable Pelt (10 favors): You make yourself or one nearby ally significantly tougher.
The Amber Spear (10 favors): You summon a spear made of magic that behaves similar to a ballista bolt - it can severely damage a monster or pierce through several ranks of lesser foes. Armor is useless against this spell.
The Curse of Anraheir (10 favors): Spirits of nature interfere with target squad's attacks and movement.
The Savage beast of Horros (10 favors): You make yourself or one nearby ally significantly stronger and faster.
Transformation of Kadon (16 favors): You turn yourself into a Manticore, Hydra or a Dragon until the end of the battle. While in this form you can't cast spells and your equipment stops working.

Chamon:
Metalshifting (Lore Attribute): Lore of Metal turns enemies' own armor against them. Thus the effect of most Chamon spells not only can't be prevented by armor, but actually magnified against heavily armored foes regardless of their toughness. On the flip side, unarmored enemies cannot be damaged at all.
Searing Doom (10 favors): You throw several superheated silver slivers at the target squad.
Plague of Rust (10 favors): This spell accelerates rusting which permanently reduces target squad's armor.
Enchanted Blades of Aiban (10 favors): You sharpen target squad's weapons which increases their chances to hit enemies.
Glittering Robe (10 favors): You summon a cloak of shimmering scales to protect target squad, giving them protection equivalent to chain mail.
Gehenna's Golden Hounds (10 favors): You summon a pair of clockwork hounds who maul one nearby enemy.
Transmutation of Lead (12 favors): You temporary transmute target squad's weapons and armor to lead, lowering their offense and defense simultaneously.
Final Transmutation (15 favors): You try to transmute target squad into golden statues. This magic only have a 1-in-3 chance of working on most enemies and 1-in-6 on particularly resilient foes, but if it works nothing can save them. Seeing such riches other nearby enemies may succumb to temptation of looting instead of fighting for a short while.

Hysh:
Exorcism (Lore attribute): Lore of Light is particularly effective against Daemons and Undead.
Shem's Burning Gaze (10 favors): You fire several rays of searing light at the target squad.
Pha's Protection (10 favors): You summon a guardian spirit that makes target squad harder to hit.
The Speed of Light (10 favors): Target squad becomes incredibly fast, granting them enormous advantage in close combat.
Light of Battle (10 favors): Makes target squad fearless and strong-willed for a short time, can be cast on already-fleeing allies to allow them to return to battle.
Net of Amyntok (10 favors): You catch target squad in a barbed net of light. They cannot move, shoot or cast magic unless they are strong enough and even attempts to do it are dangerous for them.
Banishment (10 favors): Ray of purest light smites target squad. Supernatural protection works poorly against it and it is significantly stronger in the Hysh-rich environment.
Birona's Timewarp (12 favors): You infuse target squad with Hysh, loosening the Time's normal restrictions on them. From the bystander's point of view they move and attack faster, capable to strike first against all but the fastest foes.

Ghyran:
Lifebloom (Lore attribute): Wielders of the Lore of Life heal themselves or their nearby allies with every Ghyran spell they cast, regardless of its purpose.
Earthblood (10 favors): You grant yourself and nearby allies regeneration.
Awakening of the Wood (10 favors): Plants damage target squad, more effective in forest.
Flesh to Stone (10 favors): You make target squad noticeably tougher.
Throne of Vines (10 favors): You summon a walking throne of vines which strengthens your connection to Ghyran until the end of the battle. The throne almost completely protects you from miscasts and makes stronger most of your spells from the Lore of Life.
Shield of Thorns (10 favors): Reflavored (thorns instead of flames) Cascading Fire Cloak, but weaker and can be cast on others.
Regrowth (12 favors): Heals and resurrects members of the target squad.
The Dwellers Below (18 favors): Strange creatures pull members of the target squad underground, instantly killing those who aren't strong enough to resist. No method of protection works against this spell.

Azyr:
Roiling skies (Lore Attribute): Lore of Heavens can be very dangerous for flyers. Any hostile Azyr spell cast on a flying target damages it in addition to its normal effects.
Iceshard Blizzard (10 favors): Razor-sharp hail demoralizes target squad and hinders their attacks.
Harmonic convergence (10 favors): You guide target squad using precognition, allowing them to avoid the worst mistakes.
Wind Blast (10 favors): You push target squad away from you, damaging them if there is an obstacle in the way.
Curse of the Midnight Wind (10 favors): Target squad becomes unlucky, their guaranteed successes turning into uncertainties.
Urannon's Thunderbolt (10 favors): You hurl giant ball lightning at the target squad.
Comet of Cassandora (12 favors): You call down a comet from the sky, which strike designated spot several minutes later. Bigger comets take longer to arrive and you don't know beforehand the size of the comet you summoned.
Chain Lightning (15 favors): Lightning springs from your hands and strikes target squad with a chance to leap to other nearby enemies.

Ulgu: effects already covered by QM, costs are as follows:
Smoke and Mirrors - unknown (Lore Attribute)
Melkoth's Mystifying Miasma - 10
Steed of Shadows - 10
The Enfeebling Foe - 10
The Withering - 13
The Penumbral Pendulum - 13
Pit of Shades - 14
Okkam's Mindrazor - 18

Shyish:
Life Leeching (Lore Attribute): Shyish users can extract power from the deaths of their foes. When enemies are wounded by the spells of the Lore of Death caster has a chance to replenish their reserves of Shyish.
Spirit Leech (10 favors): You wound or even kill a single enemy if you prevail in a clash of wills.
Aspect of the Dreadknight (10 favors): Target squad strikes fear into the hearts of their foes.
The Caress of Laniph (10 favors): You summon the spirit of ancient sorceress (wtf?) who causes damage to one nearby enemy that can be mitigated by strength, but not armor or toughness.
Soulblight (10 favors): You reduce target squad's strength and toughness.
Doom and Darkness (10 favors): You summon ghosts who significantly reduce will and courage of the target squad until the end of the battle.
The Fate of Bjuna (13 favors): You cause one target enemy to laugh uncontrollably, often causing his death. Even if he survives his mind is damaged until the end of the battle.
The Purple Sun of Xereus (15 favors): You summon a vortex of Shyish that slays everyone in its path who isn't fast enough to avoid it. No method of protection works against this spell
Great Deeds are the favour equivalent for the entire Empire. An act that saves an entire province would qualify, as would anything that negates a threat that the Imperial Army would otherwise have had to mobilize against. When the Imperial Army is actively campaigning, turning the tide of a battle that the main force is engaged in would count.

Incomplete list of things a Great Deed can buy:
Raising a topic at an Elector's Meet for serious discussion and contemplation, and anyone otherwise neutral on the topic would vote for it.
Give you the right to address the Meet on a topic they're about to vote towards, and your opinion and any points you raise will be given serious weight.
Have an exhibit opened in the Imperial Zoo, named after you, and maintained. If the beasts are already well understood, or you can supply that knowledge, they will also do their best to acquire them. Otherwise you need to supply them.
Have a Wolfship built to your specifications and put under your permanent command.
Raise your name for promotion to Wizard Lord, and if you fail by only a single criteria (loyalty, ability, reliability, experience) it will be handwaved away.
Write a specific law or treaty for the Emperor's consideration, and if he sees no significant problems with it he is likely to enshrine it in law.
Found a Knightly Order (permission only, Knights not included).
Found a branch of a College of Magic (permission only, buildings not included).
A trained and mostly tame Griffin.
Knighthood, with a small fief to go with it.
If already possessing a noble title, for two Great Deeds, being granted the title of Baron and a large fief including one town.
Be granted the right to make copies of all written materials within one library under Imperial (non-Collegiate, non-Cult) authority. Provide your own scribes.
Papers are rated by the combination of the following and deliver that much College Rep when distributed. Further College Rep may be obtained if future studies are built based on your papers.
If you have not written a paper before, or your previous paper had a positive total, the minimum for a paper after all other calculations is +1. After that, the minimum falls by 1 for each paper until you produce another net positive paper. Try to strike a balance between keeping your name out there, and being too obvious in churning them out.

In-character gaming of the system is encouraged. Out-of-character gaming of the system is extremely discouraged.

Results template: [Title, Year. Subject: Uncommon, +0. Insight: Agreement, +0. Delivery: Competent, +0. Misc, +0. Misc, +0. Total: 0.]

Subject:
Common, -1. The topic is either numerous or widespread. Common varieties of enemy factions, mundane animals, common phenomena. Eg: Orcs, wolves, lightning.
Uncommon, +0. The topic is either uncommon or dangerous. Uncommon varieties of enemy factions, magical but common animals, esoteric phenomena. Eg: Black Orcs, demigryphs, a specific Wind.
Rare, +1. The topic is either very uncommon or very dangerous, or both. Rare varieties of enemy factions, rare magical animals, exotic phenomena. Eg: Arachnarok spiders, griffins, warpstone.
Unique, +3. There either is only one of what you are studying, or all examples are restricted to a remote and dangerous location. Eg: Azhag the Slaughterer wearing the Crown of Sorcery, Bile Trolls, The Isle of the Dead.

Insight:
Common, -1. The information contained has already been confirmed by multiple sources.
Agreement, +0. Confirms a previous discovery that has yet to be widely reproduced.
Confirming, +1. Information has already been theorized but has not yet been confirmed.
Revolutionary, +2. The information is completely new.
Shattering, +3. Disproves something thought to be fact.

Delivery:
Impenetrable, -2. Either badly written or extremely technical.
Dull, -1. Readable but uncompelling.
Competent, +0. Delivers the information without tedium.
Compelling, +1. Gripping to anyone already interested in the topic.
Thrilling, +2. Genuinely fascinating, even to those outside the field. A rarity in academia.

Miscellaneous:
Familiar, -1. Can be found within the Empire.
Exotic, +1: Not found in the Old World. The Dark Lands, Araby, Khemri, Troll Country, the Mountains of Mhorn.
Very Exotic, +2: From the New World, Ulthuan, Albion or the Far East.
Precious +1: Actively concealed or protected. Eg: Anvil of Doom, Steam Tanks, The Isle of the Dead, Slann.
Thorough, +1: Author was able to get it 'on the slab' and study it at their leisure and with proper implements, or had a thorough enough understanding to be able to derive an almost complete theoretical understanding.
Varied, +1: Produced based on a large number of samples or viewpoints.
Alien, +1: The paper relies on exotic insights to an extent that conventional study might never have reached these conclusions.
Accessible, +1. Despite being about an intensely technical subject, the information is delivered in such a way that it can be of use to laypeople. Only applies if the work is of interest to non-magical people of import.
Tactically Relevant, +1: Information is concerning enemies of the Empire, and would be relevant to military campaigns against them.
Tactically Significant, +2: Information can be reasonably expected to make a difference in some battles against an enemy of the Empire.
Tactically Groundbreaking, +3: The information this paper contains could change the course of entire wars.
Popular, +1: Concerning a topic that, for whatever reason, is currently in vogue, causing the paper to gather more attention than it otherwise would.
Unpopular, -1: Concerning a topic that is unfashionable, controversial, or awkward, that might cause some to remain silent where they would otherwise give praise.
Useful, +1: The information is immediately applicable to some activity or vocation already practiced or required in the Empire.
Speculative, -2: Paper is trying to make a point that it doesn't quite have the proof to back up.

Shared Credit, -1: Let's face it, it's more impressive if it's a solo effort. Will not apply if cowriters are apprentices, employees, or familiars.
Secondary Author, -2: You had an active hand in the process of creating the paper, but were not a primary author of it.
Contributor, -3: You weren't involve in the paper's writing, but your actions helped allow it to be written.
Anonymous, -1: Circumstances dictate that the true author of the paper is concealed from the general public.
Classified, -2: Only those trusted by the Empire can access the material written of in this paper.
Top Secret, -3: Only those whose loyalty to the Empire is beyond question are allowed to know that the paper even exists.
Eyes Only, -4: The paper concerns matters so dangerous or sensitive that it can only be made available to those with an immediate and pressing need for the information.
The expectation and average for a Councillor is to spend the equivalent of two to four actions per turn on their task. This was a straightforward yard stick at one point, but with things like subordinates, peripheral investigations, and other oddities, it's caused a lot of back-and-forth. Here's a new set of yardsticks to apply.

When considering a course of action, ask yourself the following:

Have you spent at least one action personally and directly involved with the task or project you were given?
Have you spent at least two actions directly or indirectly involved with the task or project you were given? (including half-actions spent overseeing others and tangential study of the topic at hand)
Have you spent at least three actions in ways related to your position, including overseeing subordinates and managing local wizards?

If all three are 'yes', then you'll be fine even if you do flub everything you're trying and your time-sheet does attract investigation. If you've explicitly been given a straightforward or easily outsourced task so you can focus on something else that is considered important but is not directly under the purview of your position, the above considerations do not apply.

HISTORY AND LORE
Can someone with more WHF knowledge explain this to me?

Seems a good enough reason to do a Sylvania 101 for the uninitiated.

Once, there was a province called Sylvania, a peaceful little backwater. Then in the year 1111, bad things happen. That the Black Plague hit Sylvania harder than anywhere else, wiping out nine in ten of the population, was only the start. A shower of warpstone meteorites then fell upon the land, poisoning the soil, killing off most of the few survivors, and causing the very numerous dead to stir in their graves. Then it attracted the attention of the Skaven, the innumerable hordes of ratmen that value warpstone above all else. Sylvania seemed lost.

Then Baron Frederick Van Hal saved and doomed Stirland. Previously a devout Morrite, he either discarded his obedience to the God of Death or found a heretical new way to express it when he embraced the art of Necromancy, rallying all the unquiet dead of Sylvania to his banner. He also writes the Liber Mortis, a big guide to Necromancy that'll come back into play later. For years the equally innumerable hordes of the rats and the dead fought to a standstill, until Frederick Van Hal's apprentice assassinated him, shattering his control over the undead. Then the Emperor of the time, Mandred who would become known as Skavenslayer, swept in at the head of an army and put the remaining rats to the sword.

Skip forward seven hundred years. Sylvania is a terrible place to live but it's still theoretically under the control of actual humans. It is ruled by the sickly and half-insane Otto von Drak, who lies on his deathbed in Castle Drakenhof knowing that his hated brother Leopold is soon to inherit his lands as his only child is an unmarried woman, Isabella. Quoth he: "I'd rather marry my daughter to a daemon than let Leopold inherit!"

Someone knocks on the door. The door opens. Nobody opened it. It just opened. In strides Vlad von Carstein. Vlad recites his lineage and offers to marry Isabella von Dark. Otto von Drak is as good as his word and has his chaplain marry the two, and immediately drops dead. Vlad then throws Leopold out of a window, because that's how he rolls. Also, he's a vampire. Did you see that coming?

Sylvania enters a... golden age? It's certainly peaceful. Sure, there's a bunch of zombies around, but they don't attack anyone as long as you swear fealty to the Count. Okay, the Count is certainly odd, only going out at night and never eating and being super pale and all. And yeah it appears to be contagious because suddenly all the other nobles of Sylvania are showing the same symptoms. But hardly anyone gets eaten by zombies any more, and he's more tolerable than the von Draks were. Vlad and Isabella rule hand-in-hand, madly in love. Temples close down. Morr worship is banned. If anyone notices that it's been two hundred years and Vlad still looks as young as the day he knocked on the doors of Castle Drakenhof, they keep their comments to themselves. Witch Hunter go in to investigate, none of them come out. Mordheim is destroyed by a warpstone meteorite, and Vlad sends agents to gather up as much as they can.

The year is now 2010. It's the middle of the Age of Three Emperors. The Empire is divided and every Count seems to think they've got it in them to be Emperor. Vlad thinks: why not me? Time for the First Vampire War. Using the warpstone gathered from Mordheim, Vlad performs a massive ritual that raises every corpse in Sylvania. And Sylvania has a lot of corpses.

He leads his undead army into battle. He invades Middenland. He's killed in Middenland. He comes back. He invades Middenland. He's killed in Middenland. He comes back. This is super demoralizing for everyone but Vlad. Middenland falls. He invades Ostland. He's killed in Ostland. Can you guess what happens next?

Forty years of vampire yo-yo later, Vlad is marching on Altdorf. The Emperor (well, Reikland's contender for the title) sends a thief to steal Vlad's signet ring, which is filled to the brim with regenerative magic. Vlad isn't happy, and immediately orders an assault on the walls. The climax of the battle is atop Altdorf's walls, where the Grand Theogonist fights him with hammer and prayer. The Grand Theogonist is losing, and then tackles Vlad off the walls. They fall together and land on a wooden stake at the base of the walls, and without his ring, Vlad is finally, properly, permanently dead.

...probably.

Isabella von Carstein throws herself on a stake, unable to live without Vlad, and now she too is permanently dead.

...probably.

The Reikland Emperor thinks that now the time is right to invade Sylvania and put an end to the vampire menace once and for all. The other Emperors think this would make him too popular, so they team up and threaten to go to war on him if he does. Politics ruins everything.

Meanwhile, back in Sylvania, the heirs of Vlad are eyeing each other up suspiciously. There's five, but keep an eye on two of them: Konrad and Mannfred. The other three are out of the way pretty quick. One tries to copy Vlad and invades Middenland, but forgets to come back to life after he's killed. Another is goaded into a fight by Konrad, who is an insane murderbeast, and torn apart. The third of the also-rans is slain by a Witch Hunter named Helmut Van Hal. Where have we heard that name before?

The year is 2094. Sylvania Thunderdome ends when Mannfred wanders off. Konrad is the new undisputed ruler of Drakenhof, Sylvania, and the von Carsteins, and decides to kick of the Second Vampire War. His incompetence as a general was matched only by his prowess as a murderbeast. He basically wandered around at random and fought everyone he found, laying waste to huge swathes of the Empire and a significant chunk of Zhufbar, including killing the King of Zhufbar. An attempt by the feuding Emperors to unite against him is stymied when two of them simultaneously assassinate each other while battling on the same side against the undead hordes. Konrad's attempt to put a patsy on the throne is foiled because the patsy was literally a zombie. It turns out staring vacantly into space while your skin peels off is a poor strategy for gaining political support.

At this point, everyone hates Konrad more than they hate each other, and in 2121 a united Empire/Dwarf army stomps Konrad's into the ground. Konrad tries to slink off to go sulk, but the son of the would-be Zombie Emperor stabs him repeatedly with a Runefang, permanently killing him.

...probably.

Less than a year later, Mannfred returns. Mannfred is often described as 'cunning', because it sounds more impressive than 'compulsive betrayer'. He spends a decade gathering an army to him and in 2132, the Third Vampire War kicks off when Mannfred leads an army to Altdorf. The Grand Theogonist of the time pulls the Liber Mortis out of the vaults and it turns out there's a spell of Making All The Zombies Fall Apart. Mannfred runs off with his tail between his legs, but he doesn't know when he's beaten because he leads what remains of his army to besiege Marienburg. Hey, people who know anything about military strategy: is it a good idea to just leave a fortified army in your wake?

Mannfred barely manages to flee at the head of his army just before the Altdorfian one can sandwich it against the walls of Marienburg. For twenty years he leads his army in a constant retreat from the many armies chasing him, often running back to Sylvania to restock on undead minions. Finally the divided factions of the Empire have had enough, and they send an envoy to the Dwarves who have also had enough, and a combined Empire/Dwarvern army meets with Mannfred and his army in Hel Fenn. The undead army is crushed, and when Mannfred tries to flee, the Count of Stirland chases after him on a griffon, slicing massive chunks out of him with a Runefang until his mutilated corpse sinks below the marshes, where it will lie forever.

...probably.

If there is a moral of the story, it is this: necromancy makes you stupid.

The year is now 2145. The Empire spends the next fifteen years scouring Sylvania, rooting out a lot of the vampires but thoroughly alienating the people of Sylvania, who were sad that they got a taste of a fraction of the suffering that their vampire overlords delivered to the rest of the Empire time and time again. Cry me a river, Sylvania. It ceases to exist as a province, being annexed by Stirland.

But though the main line of von Carsteins have (probably) been wiped out, Sylvania is still a land of darkness and undeath. Necromancers, cadet branches of the von Carstein lineage, and vampires of other bloodlines abound. Drakenhof still rings with screams nightly, and even today it remains unlooted because of the terrible things that happen to everyone that intrudes upon it.

Sylvania is a powderkeg that explodes into zombies instead of fire, and periodically executing anyone who might start lighting metaphorical matches is the unenviable burden of the Elector Count of Stirland.
Araby's early history is a number of city-states and nomad tribes being squeezed between Ulthuan's colonies and the then-living Nehekhara's expansions, and being exploited by both. Then within a few years around -2000, three things happened: Nagash was born, the Phoenix King shaved a Dwarven ambassador, and an astoundingly talented young man called Mullah Aklan'd started to build a resistance force to evict the Asur from his home of Fyrus. Before this time, Araby had been largely puppet states of Ulthuan and Nehekhara, and their Gods and their magic were both constructed from the scraps of secrets stolen or gifted from each. By the time Mullah Aklan'd was done, Araby was a unified state with its own religion¹, its own magical tradition based on elemental spirits called Djinn, and a kick-start in technology from secrets wrested from both east and west.

Over the coming centuries Araby managed to evict the Elves from the Arabyan coast and had contributed to the first defeat of Nagash at the hands of the Army of Seven Kings in -1600, but in the aftermath they were conquered by an opportunistic and freshly-arisen Tomb King. For a thousand years Araby's military was used as a cudgel against the remaining Vampire holdouts while in Araby itself, Nagash's first lieutenant wages an endless war against it. It only ends when Arkhan returns to a resurgent Nagash in -150 (which eventually ends in a showdown with Sigmar) and at that point Araby was little more than a fractured land of city-states and nomad tribes once more.

Skip forward a dozen centuries or so and Araby has restored most of its wealth and splendour. In 1240, Arabyan corsairs conquer Sartosa from the Norscans who had been using it as a base to raid Tilea from, and they use it as a base to raid Tilea from², marking the prelude to what the Old World calls the 'Arabyan Wars'. In the 1400s, egged on by Skaven and Daemons, a man named Jaffar reunited most of Araby by force, named himself the new Grand Sultan, and launched an invasion of Tilea and Estalia from Sartosa. At this time Bretonnia is only a few centuries old and the Empire is in the early stages of the Time of Three Emperors, and both look up from their internal conflicts to send forces to defend the southern realms and then to retaliate. In Araby the Crusaders are met by a rebellion against Jaffar's rule and the two forces join sides to wrest Araby from Jaffar's control, one city at a time. After a long and brutal war Jaffar was overthrown and killed, and those from the Old World that didn't want to leave until the last of those loyal to him were stamped out founded the cities of Antoch (Bretonnian) and Sudenburg (Empire) on the southern edge of Araby, which eventually became bustling trade ports.

In modern times, Araby is divided in times of peace and united in times of 'bloody hell, Nehekhara's at it again'. It's wealthy, advanced, and largely focused on internal debates over who gets to call themselves the truest inheritors of Mullah Aklan'd's legacy, not unlike the Empire before Magnus. Sure, Arabyan Corsairs from the Pirate Coast do raid the coasts of the Old World, but so do Sartosan pirates to Araby, so it's just seen as a fact of life instead of a geopolitical hot button. And it's got one advantage that is easy to overlook: it's on the equator. I've said a few times that to an Arabyan perspective, the entire Old World could be labelled Chaos Wastes. Imagine how much better off the Empire would be if Chaos cults were rare, Daemons were mere legends, Beastmen only existed in one isolated pocket, and Everchosen were completely unheard of. Sure, Nehekhara can be a pain, but it's a known quantity and a lot of the time they're open to being paid off.



1. In very early editions when Warhammer was more based on history than fantasy, the religion was the monotheistic worship of The One, fairly obviously based on Islam with Mullah Aklan'd being a Mohammed expy. In later editions it is instead a pantheon based on pre-Islamic Arabian religion with Mulah Aklan'd being more of a Saladin figure.
2. Incidentally, the Norscans had taken it from Settra's forces, who had been using it as a base to raid Tilea from, who had taken it from the Dark Elves, who had been using it as a base to raid Tilea from, who had taken it from Tileans, who had been using it as a base to raid Tilea from, who had taken it from Ulthuan, who had been using it as a base to do colonialism on Tilea from. Sartosa's pretty much always been like that.
Ranald is a strange God. Almost all citizens of the Empire worship him when appropriate, the common sign of the crossed fingers being an entreaty to him for good fortune. And yet he is almost as actively suppressed as the Outlawed Gods, such as the elven god of murder, Khaine, or the shipwrecker's god and enemy of Manann, Stromfels. To understand why, you must understand the fourfold nature of Ranald.

Most know Ranald as Ranald the Gamester, God of Gaming, Gambling, and Luck. A prayer to him is a thumb on the scale of chance, tipping the odds in your favour. He is especially venerated by those who make fortunes by chance - gamblers, of course, but also merchants, businessmen and traders. He is worshipped by most citizens in small ways, with crossed fingers, lucky amulets and superstitions all being prayers to the God of Luck. Trade and business guilds are often dedicated to him, and small, hidden shrines to him can be found in most slums and shanties in the towns and cities of the Empire and beyond - except in Marienburg, where a large temple to Ranald stands openly. It is also said that anywhere there is gambling is a shrine to Ranald.

The second most followed aspect of Ranald is that of Ranald the Night Prowler, God of Thieves. Though this aspect is poorly looked upon by most of those in power, the Strictures of Ranald the Night Prowler frown on violence, so cities with a criminal underbelly dominated by Ranald are vastly preferable to those dominated by Khaine. Worship of Ranald is built right into the Thieves Cant, the deliberately confusing argot of the underclasses, and the majority of Ranald's priests began by worshipping this facet of him.

The least-known guise of Ranald is Ranald the Deceiver, God of Irony and Illusion, Charlatans and Tricksters, favoured by spies, liars, con artists, and Grey Wizards. He smiles on attempts to outwit and outfox your enemies, though he smiles just as readily on suitably entertaining failures. To openly admit to worshipping him is to fail at doing so, as no true liar admits to being one, so worship of this guise tends to be more personal and uncodified than even that of Ranald's other followers.

And finally, there is the most thoroughly and enthusiastically suppressed face of Ranald: Ranald the Protector. He is the God of Freedom, of defending the defenceless, assisting the poor, and standing up for the rights of the common man. But when taken to extremes, he is also the God of revolution, equality, and democracy, and as such is a constant danger to the status quo of the Empire. He is worshipped by rabble-rousers, democrats, cells of would-be revolutionaries and groups of brigands that steal from the wealthy to give to the impoverished. These worshippers are much of why the worship of Ranald is outright forbidden in Bretonnia, and viewed with so much suspicion elsewhere.

Everyone that worships Ranald is drawn to one face of the God, but to worship one facet is to worship all of Ranald. To accept Ranald as your patron deity is accept the importance of fortune, a lax attitude towards laws, a flexible approach to the truth, and the importance of freedom.

Ranald is usually portrayed as a charming rogue with a wicked smile, but sometimes depicted as a crow, magpie, or a black cat. The only symbol holy to him is the simple cross: X. This makes it easy to work into innocuous-looking patterns and tattoos, as the symbol loses some of its potency if worn openly.

---

Ranald the Protector is a mixed bag. Those with a stated goal to overthrow the monarchy are routinely slaughtered, but neighborhood watch-esque organizations dedicated to him thrive in poorer areas of towns and cities, and nearly every non-rich quarter has a hidden shrine to Ranald the Protector. Sometimes said shrine is found, and it's carefully dismantled and hidden away until official attention passes and then it's put back together. At the end of the day, frowned up as he is, Ranald is still a recognized Major God of the Old World Pantheon, and when His representatives show up at religious Conclaves there's nothing that can be done to exclude them.

If you do enshrine Ranald the Protector as the patron god of the Watch, then you'd be doing is effectively attempting trying to force a fifth facet of Ranald in the public consciousness - that of Ranald the Revolutionary - and thus purge the Protector of the unsavory aspects. Normally this sort of thing would be very frowned upon by the God in question, but Ranald the Deceiver - your Patron - would find it hilarious. And who knows? Perhaps eventually it will be reflected in the God Himself.

It is more difficult and risky than just bringing a more acceptable Cult in, but it can work out in the end.

---

There's always some with more zeal than sense and they do a 'purge' and a few revolutionaries too stupid to play dumb get swept up and taken to the gallows and the locals feign shock. "A Ranaldite shrine? In our neighborhood? Good heavens!" And after a month or two official attention has moved elsewhere and the shrine is back up within the day.

And Ranald isn't a soldier's god per se, and before a battle they'll be praying to Sigmar or Ulric or Myrmidia or Taal, but when they're in the middle of a melee and there's arrows flying everywhere and whether they live or die is down to sheer chance, more often than not soldiers will be invoking Ranald.
Colour
Common Name
Runic Name
Associated Organization
Associated Lore
Nickname
Legal Term
White​
Light​
Hysh​
The Order of Light​
Light​
Hierophants​
Pharological Thaumaturgy​
Blue​
Celestial​
Azyr​
The Celestial College​
Heavens​
Astromancers​
Astrometeorological Thaumaturgy​
Yellow​
Gold​
Chamon​
The Golden Order​
Metal​
Alchemists​
Alchemical Thaumaturgy​
Green​
Jade​
Ghyran​
The Order of Life​
Life​
Druids​
Agrological Thaumaturgy​
Brown​
Amber​
Ghur​
The Amber Brotherhood​
Beasts​
Shamans​
Zoological Thaumaturgy​
Red​
Bright​
Aqshy​
The Bright Order​
Fire​
Pyromancers​
Pyromantic Thaumaturgy​
Grey​
Shadow​
Ulgu​
The Grey Order​
Shadow​
Shadowmancers​
Cryptoclastic Thaumaturgy​
Purple​
Amethyst​
Shyish​
The Amethyst Order​
Death​
Spiriters​
Cessationary Thaumaturgy​
2487-2494: Dragomas (Amber)
2479-2486: Dragomas (Amber)
2471-2478: Dragomas (Amber)
2463-2470: Dragomas (Amber)
2455-2462: Alric (Light)
2447-2454: Paranoth the Wanderer (Jade)
2439-2446: Alric (Light)
2431-2438: Felip Iyrtu (Amethyst)
2423-2430: Seisyllt Gwilymsson (Celestial)
2415-2422: Erika Kurtsdottir (Bright)
2407-2414: Alric (Light)
2399-2406: Johanna Eichenherz (Grey)
2391-2398: Sigmarella Gormann (Gold)
2383-2390: Alisa (Amethyst)
2375-2382: Agatha (Amethyst)
2367-2374: Arburg (Jade)
2359-2366: Ptolos (Grey)
2351-2360: Theodor Habermas (Gold)
2343-2350: Theodor Habermas (Gold)
2335-2342: Helmut Rosenkrantz (Celestial)
2327-2334: Kadon (Amber)
2319-2326: Volans (Light)
2311-2318: Volans (Light)
2303-2310: Teclis
Articles 1-15 of The Articles Of Imperial Magic, written by Magnus the Pious.

1. The first obedience of every Magister must be to the ideals and laws of Sigmar's Holy Empire of which these Articles form a part; then to he who is rightfully elected Emperor of Sigmar's Holy Empire; then to the Supreme Patriarch of the Colleges of Magic; then to the laws and ideals of their Order; then to the Patriarch of their Order; then to the authorities that each Magister may be required to serve in the course of his duties; then to other superiors within their Orders.

2. No Magister may obstruct in malice or for financial or political gain the rulings of the Emperor, nor may they seek to overthrow him for these reasons.

3. Every Magister of said Colleges must adhere to the laws of Sigmar's Holy Empire, regardless of the province, region, or city-state, just as any loyal citizen must, except that the Magisters alone shall be permitted to study magic and perform such spells for the good of the Empire.

4. The Colleges are free to study, document, practice, and experiment with the arcane forces of magic that are present in this world, provided they adhere to the restrictions laid down by Teclis of Ulthuan, keep the good of Sigmar's Holy Empire in their hearts and minds, and obey the Articles of this document.

5. The Colleges may bestow as they see fit upon all their own initiates full rights to study, document, practice, and experiment with the arcane forces of magic that are present in this world and also take apprentices to themselves to pass on such knowledge and wisdom as may be part of their Lore and for the good of the Empire.

6. No Magister may cast a spell or enchantment outside of the theatre of war and in public view without first being requested to by the Emperor, the Electors of Sigmar's Holy Empire, or another legitimate employer as defined by the Articles of this document. All spells and enchantments cast without these permission may only be done so with and for demonstrably good reason.

7. No Magister may ever study the Forbidden Lores of the Daemonic Powers, nor the unholy ways of Necromancy, nor any other sorcery or witchcraft that utilises the wicked powers of Dark Magic. Any Magister found disregarding this Article is guilty of an Abominable Act and is both Heretic and Traitor and will be put to sword and fire immediately.

8. The Colleges must respond favourably to any reasonable request for specific service from any Elector of Sigmar's Holy Empire.

9. The Colleges must be ready to render service to the armies of the Emperor and the Electors of the Empire upon request, unless such service aids in the seceding of an Imperial province from the Empire, or unless such service is intended to cause overt harm to the Electoral System, or to the authority of the Emperor who resides upon Sigmar's Throne, or to the unity of purpose and identity that marks Sigmar's Holy Empire, as indeed it was so sorely afflicted throughout the dark centuries of the False Emperors.

10. The Colleges must grant upon request protection for all such diplomatic missions and any other tasks of defence or warfare as are required by the duly elected Emperor of Sigmar's Holy Empire.

11. All Magisters may expect to receive accommodation, benefits, respect, and fair treatment, as would befit any noble of Sigmar's Holy Empire, while in the employ of the Electors of Sigmar's Holy Empire.

12. Magisters are permitted to pursue agreements of employment with any persons or organisations: civil and religious, public and private, noble and mercantile, providing their employers are not enemies of Sigmar's Holy Empire or the people and that will not lead to the breaking of any of these Articles.

13. All Magisters are required to seek out magic users as may exist within the bounds of Sigmar's Holy Empire to ascertain their suitability to join one of the Orders of Magic, or else report them to the Holy Orders of the Templars of Sigmar, or else destroy them if they prove to be of immediate and grave menace to Sigmar's People.

14. All Magisters are required to render such aid as is deemed necessary to the Holy Orders of the Templars of Sigmar, should said Templars provide satisfactory proof that the servant of malignancy they face is beyond their capacity to capture or destroy without magical means.

15. All Magisters are required to exert themselves to seek out and counter such destructive and anti-Imperial machinations, practices, peoples, and creatures that are beyond the means of civil authorities and Sigmar's Templars to counter, but yet still serve the Daemon Gods or advance the corruption of Imperial citizens through any sorcerous or infernal means. This shall be the prime concern and purpose of the Colleges, their Orders and the Magisters belonging to them, and to fail in this duty is to render void all the Articles of this document and make obsolete their permission to practise arcane arts without hindrance.
As long as you abide by the Articles of Imperial Magic, without solid evidence of your wrongdoing they cannot touch you without getting in a world of shit. 'All eight Colleges threatening to declare war on Stirland' levels of shit. 'The Emperor himself asking what the fuck is going on over there' levels of shit. If there is one thing that the Colleges will move heaven and earth to prevent, it's the precedent that members of the College in good standing can be victimized by Witch Hunters. Besides that, Magisters legally have all the rights and protections of nobility, and as a Journeywoman you are under the protection of your Master - besides which, you actually are a noble.

I cannot emphasize it enough: THIS IS NOT 40K. It takes more than someone pointing and shouting 'heresy' to be murdered by the Witch Hunters.

Here is the legal status between the Witch Hunters (aka the Templars of Sigmar) and members of the Colleges of Magic:

14. All Magisters are required to render such aid as is deemed necessary to the Holy Orders of the Templars of Sigmar, should said Templars provide satisfactory proof that the servant of malignancy they face is beyond their capacity to capture or destroy without magical means.

You aren't their prey. You're their backup.
Shadowmancers seldom stay long in one place. They are restless, curious and independent individuals and their character and duties mean that they spend most of their lives travelling from place to place. Due to the nature of their duties, the journeys Shadowmancers embark upon are often undertaken under the cover of darkness, and therefore nearly always seem to imply some evil purpose or ulterior motive to the few ordinary people that witness them. Shadowmancers do not talk easily of their deeds, or much of other matters, for they are aware of the suspicion with which they are viewed by their fellow men, and prefer to remain inconspicuous and discreet.

The Shadowmancers are renowned for their practicality. A grave sense of responsibility and a sharp mind are prerequisites for potential apprentices to their Order. The Shadowmancers prize diplomacy and the skills of debate and rhetoric, especially for those times that they choose to become involved in disputes, where they take the part of open mediators. The history of the Order of Shadows has, with very few exceptions, been one of great asceticism, skilful diplomacy, and absolute opposition to all things associated with the Dark Powers.

Magisters of the Grey Order may rarely be viewed as honest individuals, but they are incredibly loyal to their Order and the Empire as a whole. Teclis chose the most dependable and honourable of his Human protégés to study the Grey Wind because he knew full well the temptations that would soon come their way.

The symbol of their Order (the Sword of Judgement) is a reminder to them as scholars of magic that seeking knowledge and wisdom is not enough in itself. They are worthless if not actively used to better society.

These are generalities, and many, possibly most Magisters would vary from it in one way or another, but it is a useful insight into what the College as an institution values.
When Dieter IV came to power in 2411, he quickly discovered a new favourite hobby: encouraging inter-College rivalries for his own amusement. After four years of mounting squabbles and with the eight-yearly duel for the Supreme Patriarch position coming up, Supreme Patriarch Alric of the Light Order was ambushed and frozen in crystal by an ambitious underling called High Luminary Horx, who then broke into the vaults of the Light College to engage in a little light reading of the Book of Volans, thinking it would make him powerful enough to take on all comers and secure the Supreme Patriarch position for himself. Instead, it drove Horx insane and unleashed a Storm of Magic upon Altdorf.

This was taken as a perfect opportunity to settle scores as everyone broke out all the most powerful of spells and artefacts that can only be used during Storms of Magic. The Bright Order fought against the Light Order, the Amber Order fought against the Celestial Order, the Amethyst Order fought amongst themselves after one of them summoned ghosts and was accused of necromancy. The Grey Order called in an allied Knightly Order called the Knights of Judgement to try to restore order, the Gold Order tried to pick off anyone that looked like they might be becoming too powerful, and the Jade Order hunkered down, animating all the trees in their quarter of the city to strangle any other Wizard that tried to approach. After a great deal of chaos, the Grand Theogonist of the time put an end to the matter by storming the Hall of Duels and executing Horx, which ended the Storm of Magic so abruptly that the backlash killed everyone that was drawing upon it. The only College leader to survive was Alric, who gave up the Supreme Patriarchy in shame for not being able to stop Horx.

After the dust settled, the Church of Sigmar pressured Dieter IV to close the Colleges and ban magic. As Dieter IV never heard a bad idea he didn't love, he went along with it. Ironically, this healed most of the leftover rifts because all eight College basically closed ranks and said "come and have a go if you think you're hard enough", and though many Witch Hunters believed they were hard enough, all of them turned out to be incorrect. Most of the esoteric and paranoid defences of the Colleges date back to this period. In 2420, Dieter IV managed to completely tank any goodwill he got from banning the Colleges when he accepted a bribe to sanction a College of Elementalists in Nuln.

In 2429, Dieter IV was deposed after accepting a massive bribe to grant Marienburg independence. Emperor Wilhelm III, also known as Wilhelm the Wise (mostly out of contrast) and the current Emperor's grandfather, got off to a bad start when some circus illusionists made off with a significant chunk of his treasury and he tried to hold a mass trial for wizardry in general on charges of 'witchcraft and consorting with Chaos'. The Colleges were into year fourteen of their 'siege' at this point, so funnily enough none of them arrived to defend themselves. The trial was postponed for Wilhelm III to go reconquer Marienburg, but they were allied with Ulthuan, and between Elven Mages and Marienburg's own graduates from the College of Navigation and Sea Magicks, Marienburg had complete magical dominance and things went devastatingly bad for the forces of the Empire. Wilhelm went 'wow okay point fucking made holy shit' and reopened the Colleges in 2430.

Official history records the Great Fire of Altdorf that burned the district surrounding the Bright College as happening in 2431, as part of an 'accident' when 'rebuilding' the College. It's probably for the best if you pretend to believe that.

The College of Elementalism still exists as a branch of the University of Nuln under extremely close scrutiny from both the Templars and the Colleges. It lacks the prestige and the power of the Colleges, but it still attracts students. Apprentices that don't want to live with the obligations of the Teclisean Colleges but don't want their magic suppressed either often end up 'running away' to Nuln, and as they still technically exist under an Emperor-recognized College of Magic they're legally in the clear. The Colleges usually consider getting rid of someone with the belief of 'I want power but I don't want to actually help the Empire with it' to be in their best interest, and them going to Nuln means at least they're not learning necromancy or sorcery, and they're easy to keep an eye on.

Do not meddle in the affairs of wizards, because 'subtle' and 'quick to anger' still only covers two of the eight terrifying flavours they come in.
Youth / Garazi: What is considered to be the first day of a Dwarf's life is not necessarily when they are born, but when they are given their name during a set of ceremonies at a Temple of Grungni with their male relatives, and at a Temple of Valaya with their female relatives. Over their childhood, they will be taught Dwarven law, tradition, and history, the basics of combat, mining, and metalworking, and the basics of their Clan's speciality. They will also spend a minimum of two years working in the mines of their Hold. For those that do not live within a Karak, they may travel to one to undergo the proper ceremonies, or they may be visited by the proper Priests.

Newbeard / Gnutrommi: At the age of thirty, a Dwarf makes a ceremonial sacrifice to the Ancestors, usually an apprentice-piece of the Guild they wish to join. They are gifted with their first set of tools by their Clan and are afforded the right to wear their Clan's insignia. This is typically the age when a Clan will start debating and negotiating a marriage on behalf of Dwarf women, though they retain veto rights throughout the process.

Journeymen / Strollenokri: Typically (but not always) between the ages of 40 to 60, an Apprentice deemed ready is released to prove themselves. This is equivalent to the 'Journeying' of human crafters, but in modern times it's common for Dwarves to remain in the same Hold rather than travelling elsewhere. They work without supervision or correction until they consider themselves ready to present their Guild with a Masterpiece, and said Masterpiece is accepted by the Guild. Some Dwarves stall at this stage for life, or decide to start again as Apprentices in a new field.

Fullbeard / Altrommi: At the age of 70, a Dwarf that has also attained the rank of Master in their Guild is considered ready to take on Apprentices of their own. This is the most common age for Dwarven men to get married, though the majority never do.

Longbeard / Langktrommi: At the age of 120, Dwarves are considered to have neared the peak of their ability, and those that have suitable skill begin to be considered for the rank of Grandmaster. Most Dwarves stop taking on new Apprentices at this point to dedicate themselves entirely to their craft without distractions.

Elder / Aldtrommi: At the age 150, Dwarves join the Elder Council of their Clan, a position they retain for the remainder of their life. Depending on the Clan the Council might directly lead them, or might only advise those who do. They also become involved in adjudicating disputes, resolving Grudges, and advising young Dwarves who come to them for wisdom. This is also the age when many Dwarves will die of old age, which is something Dwarves can sense some time in advance, giving them the chance to prepare their tomb, distribute their possessions, and spend their last days with their friends and family.

Greatbeard / Gormtrommi: Few Dwarves reach the age of 200. Those that do are held in high esteem and often become leaders of their Clan or Guild.

Living Ancestor / Karugromthi: Those very rare Dwarves that reach the age of 400 are accorded the status of Living Ancestors. They typically have a driving motivation, either a thirst for knowledge, an ambition to fully master their craft, an unfinished task, or an unresolved Grudge that requires avenging, and will usually dedicate their entire life to this, however long it might take.
Karaz-a-Karak - Enduring Endurance / Big Stony Stone Place / Hold of Holds - 'Everpeak'
High King Thorgrim Grudgebearer

The capital of the Karaz Ankor, Karaz-a-Karak is the largest, richest, and most influential of the Dwarfholds, and traditionally the home of the High King. Though its population has dwindled, the contents of its vaults, treasuries and archives have grown as the recovered treasures of fallen Dwarfholds and the heirlooms of extinct clans default to it. Once its great gates stood open for visitors and trade to flow freely, but now they open only for war, as its dwindling population sacrifices themselves further to protect other holds or avenge Grudges.

Karaz-a-Karak is home to the legendary Aircorps, which projects the will of the High King further and faster than any conventional force could dream of. The design of gyrocopters had been refined in recent decades, and where once they were small, one-Dwarf vehicles more suited to scouting than war and armed only with rerouted steam from their boilers, now the most basic are proper weapon platforms possessing a great variety of weapons, the larger gyrobombers are capable of devastating armies, and gyrocarriages provide rapid long-range transport to VIPs and elite units.


Barak Varr - Gate to the Sea
King Byrrnoth Grundadrakk

Barak Varr is the seaport of the Karaz Ankor, and it is a major player in sea trade and dominates the rivers it sits astride. It is found at the narrow end of the Black Gulf, giving it easy access to Tilea, Estalia, and Araby. It also dominates the many rivers of the Border Princes that empty into the Gulf, and while the Border Princes themselves are far from wealthy trade partners, it does give access to Karak Hirn, Zhufbar, Karaz-a-Karak and Karak Eight Peaks. Overland trade via Black Fire Pass gives access to the Empire, though rumour has it they are seeking riverine access to the Empire by building a canal from the great Black Water crater-lake to the River Aver.

The Navy of Barak Varr rivals that of some entire nations, and it spurns traditional wooden ships and sails in favour of using secrets of steel and steam to construct metal behemoths that pay no need to the direction of the wind. Tiny Gunboats and sleek, speedy Monitors dominate the rivers while mighty Ironclads travel across the seas, festooned with firepower enough to dissuade even the most reckless of pirates from seeking the contents of their cargo holds. And greatest of all, the Dreadnoughts are mighty floating fortresses, as able to disgorge aircraft and submarines as they are more traditional projectiles. Only the greatest Kings of Barak Varr are able to make the construction of a single Dreadnought the culmination of their rule.


Zhufbar - Torrent-Gate
King Barundin Stoneheart

Zhufbar was once twinned to Karak Varn, dedicated to smelting and shaping the ore it extracted from the shores and the bed of the Black Water. In the Silver Age it remade itself as the foremost home of Dwarven engineering, harnessing the waterfall that runs through it before plummeting into the River Aver below to power a thousand cunning devices. Most of the more exotic weapons in Dwarven hands bears the mark of the Zhufbar Engineers Guild, and it has grown wealthy on providing these weapons. It possesses the largest gromril armouries still in use, with which it launches mining raids into the tunnels in, under and around Karak Varn to extract gold and gromril from under the noses of Skaven and Night Goblins.

The mighty arsenals of Zhufbar keep it safe and prosperous despite its unenviable position. Karak Varn to the west and Mount Gunbad to the east are filled with Skaven and greenskins, the Black Water is home to all manner of strange and malformed monsters, and Sylvania needs no introduction. Zhufbar survives and even thrives because each Dwarf that marches to war does so with either the finest of weaponry and armour or the most clever and proven of modern armaments.


Karak Kadrin - Stronghold of the Pass - 'The Slayer Keep'
King Ungrim Ironfist

The northernmost of the major holds, Karak Kadrin dominates the western end of Peak Pass, the only direct route through the mountains between the Empire and the Dark Lands. They provide access to merchants from the west and protection from various marauders from the east, and as such have a strong relationship with Ostermark, the Imperial province adjoining Peak Pass. They were once able to dominate the entire length of the pass, but in modern times much of the Karak's former outposts are home to greenskins and worse. Between the tolls they charge and the rich ore deposits the Karak is built upon, Karak Kadrin remains quite wealthy despite being more and more isolated from the rest of the Karaz Ankor.

Its history was shaped by the forgotten shame of a long-dead King, and the Slayer Oath he swore but was unable to reconcile with his Oath of Kingship. Each generation of rulers since had inherited these incompatible duties, and to at least assuage the guilt, they have dedicated Karak Kadrin to Grimnir and the Slayer Cult, providing weapons, shelter and support to all those seeking their Doom. As a result, the Karak is split between being a wealthy and cosmopolitan centre of trade and industry, and a grim and dour home of dishonoured Dwarves sworn to death in battle.


Karak Azul - Iron Mountain
King Kazador Thunderhorn

Ever since the fall of Karak Eight Peaks and Karak Drazh, Karak Azul had been all but cut off from the rest of the Karaz Ankor, and all that kept them from being assumed lost was the occasional heavily-armed forces sent from Karaz-a-Karak to confirm its continued existence and keep it at least slightly connected to the wider world. Apart from these expeditions, and in recent decades the occasional gyrocopter, all Karak Azul knows of the world is the Skaven and greenskins in the mountains that surround it, and the Badlands that its only overland approach opens into.

Despite this dire situation, it remains hale and hearty, and many secrets of metalworking and Runecraft lost to other holds remain well understood in Karak Azul. It received many of the refugees from the other southern holds as they fell, and as such is the only hold to have not significantly shrunk from its Golden Age size. They are entirely self sufficient, and their isolation seems only to have strengthened them.


Karak Hirn - The Hornhold
King Alrik Ranulfsson

Karak Hirn is built atop metal deposits that, while useful and sizeable, pale in comparison to the jewels, gold and gromril of the World's Edge Mountains. As such, it was barely more than an outpost during the Time of Woes, and had no connection to the Underway. This made it practically untouched by the disasters that devastated the Old Holds, and an attractive destination for refugees that had lost everything. So it has grown while the rest of the Karaz Ankor has shrunk, and now dominates the Black Mountains west of Black Fire Pass and enjoys profitable trade and close relations to Wissenland.

Karak Hirn is home to a great many Rangers, protecting the Black Mountains from both monstrous beasts and human claim jumpers. They communicate through the massive horn the hold is named for - a series of natural caverns shaped and capped so that they can be opened to the wind at will, sending low, reverberating notes echoing through the mountains, speaking a language that only the Rangers know.


Karak Norn - Barren Earth Hold
Queen Thurma Ironpick

Dwarves are a stubborn people, and when they found the Grey Mountains were all but empty of useful or valuable ores and jewels, many refused to believe it and for the entire Golden Age, stubborn Clans searched for the rich deposits they felt should exist somewhere. When the Time of Woes began, others searching for a new home saw potential in Karak Norn that its inhabitants were blind to. The Clans that once held Mount Silverspear on the Silver Road and the outposts that once dominated Mad Dog Pass moved in en masse, and ever since the trade routes in the southern Grey Mountains, including the well-travelled Montdidier Pass between Wissenland and Bretonnia, became dominated by the Dwarves, snatched away from the Elves of Athel Loren.

Karak Norn's gates, unlike most Dwarfholds, are not found at the base of a mountain, but instead atop a massive forested plateau, upon which the last known Wutroth grove can be found. Where other Dwarves see wood as only useful for ornamentation or fuel, Karak Norn's Carpenters Guild are unquestionably the masters of creating wooden weapons, including bolt throwers, grudge throwers, and crossbows. They keep a wary eye on the Elves of Athel Loren, and not just out of caution, for they regularly carry out raids into the infamous forests to harvest the rarest, strongest and most valuable of woods from it. They spend a great deal of the profits on importing siege weapons from the rest of Karaz Ankor, quite sure that one day, Athel Loren will seek revenge.


Karak Izor - Copper Mountain
King Gruflok Wyrzon

As its name suggests, Karak Izor had humble origins as a minor mining outpost for a metal of modest value. After the Time of Woes, the richest and most prestigious of refugee Clans travelled to it, not for copper, but because of its location. Karak Izor is built atop the Vaults, the massive, sprawling jumble of mountains at the intersection between the Grey and Black Mountains. Now Karak Izor is the centre of a miniature empire of its own, surrounded by single-Clan petty kingdoms dug into mountains, built into cliff faces overlooking fertile valleys, or even carved into glaciers.

The Vaults are not solely populated by Dwarves, however. Though the inner Vaults are steep, treacherous, and carefully watched enough that nobody but Dwarves can penetrate the centre, the outer Vaults are home to some of the largest Skaven strongholds outside Skavenblight: Fester Spike, Putrid Stump, and Foul Peak. The final inhabitant is less abhorrent: on the southeast edge of the Vaults, the barren valleys surrounding Karak Izor itself are the final refuge of the Border Princes, where all that call that inhospitable land home flee to when the enemies of mankind sweep through on the way to more densely populated lands. For this reason, the more sensible Border Princes stay on good terms with Karak Izor, for friendship is repaid with an escort back to their demesne when the threat has passed, and bandits and pirates that seek refuge with them are rarely seen again.
Prehistory: When the Old Ones still walked the world, and Chaos had yet to encroach on the poles. The Dwarves schism over the use of magic, and some travel north to better use the energies emitted by the works of the Old Ones, and some travel east hoping to exploit the mountains of the Giant Lands. ???? to -5500.
The Time of Ancestor-Gods: The arrival of Chaos, and the rise of the Ancestor-Gods who unite the remaining Dwarves against it and found the Karaz Ankor. -5500 to -4420, ends with Grimnir marching into the Realm of Chaos and the departure of the other Ancestor-Gods.
Golden Age: When the Dwarves were at the height of their knowledge and power, culminating in their alliance with the Elves and the addition of Runes to the Waystone Network. -4420 to -1997, ends with the shaving of the Ambassador to Ulthuan.
-3900: Zorn Uzkul, far east of the World's Edge Mountains, falls to Chaos and became the Chaos Dwarves.
-2000: Karak Zorn in the Southlands falls to unknown forces: probably Lizardmen, possibly the Nehekharans.
War of Vengeance / War of the Beard: Both Empires tear each other asunder. Karaz Ghumzul in the Middle Mountains declares independence rather than fight the Elves. -1997 to -1600, end with the capture of the Phoenix Crown.
Time of Woes: A great earthquake shatters the Underway, letting in the greenskins and unleashing the Skaven. -1500 to -15. Ends with Sigmar rescuing High King Kurgan Ironbeard.
-1500 Mount Gunbad, east of Zhufbar, falls to Night Goblins. They use it as a base to besiege Mount Silverspear in what becomes known as the Silver Road Wars.
-1500: Karaz Ghumzul in the Middle Mountains is abandoned, and its inhabitants return to the Karaz Ankor.
-1500: Karak Ungor, on the border between Ostermark and Kislev, falls to Night Goblins. Now known as Red Eye Mountain.
-1499: Karak Varn, twin to Zhufbar, falls to Skaven. Now known as Cragmere.
-1498: Ekrund, in the Dragonback Mountains west of the Badlands and across the Black Gulf from the Border Princes, falls to the Orcs. Now known as Mount Bloodhorn.
-1367: Mount Silverspear, east of Karaz-a-Karak and south of Mount Gunbad, finally falls to the Night Goblins of Mount Gunbad. Now known as Mount Grimfang.
-1250: Karag Dron erupts, wiping out the handful of defenders still holding out against the toxic fumes.
-800: Neferata, Queen of the Lahmians, begins plotting to take Silver Pinnacle for herself.
-701: Karak Eight Peaks, east of the Badlands in the World's Edge Mountains, is besieged by the Skaven.
-513: Karak Eight Peaks finally falls to the Skaven, leaving the neighbouring holds vulnerable. Now known as the City of Pillars.
-469: Karak Izril, just southwest of Karak Eight Peaks, falls to the Orcs. Now known as Karak Azgal.
-469: Karak Drazh, just north of Karak Eight Peaks, falls to the Orcs. Now known as Black Crag.
-326: Silver Pinnacle falls to the machinations of Neferata.
Silver Age / The Age of Man: The Young Holds establish themselves and begin to flourish even as the Old Holds continue to diminish. No major holds are lost in this period. -15 to 2300. Ends with the rise of the Everchosen Asavar Kul.
The Great War Against Chaos: The Karaz Ankor marches to defend the Empire of Man, and regain contact with the Norse Dwarves. Victory comes at a great cost. 2300-2302, ending with the death of Asavar Kul and the fatal wounding of High King Alriksson
2300: Karag Dum, east of the World's Edge Mountains, falls to the forces of Chaos. A small portion of the Hold continued to hold out against attackers for two hundred years until rescued by Gotrek and Felix.
2301: Karak Vlag, neighbour to Karak Kadrin, falls to the forces of Chaos, and somehow disappears from the mountains entirely.
Age of Vengeance: Ascension of High King Thorgrim Grudgebearer to the Throne of Power, who dedicates the Karaz Ankor to wiping clean the Book of Grudges. 2304 to present.
2302: The Norscans returning from the Great War Against Chaos attack the Norse Dwarfs in the War of the Mountains.
2390: Kraka Drak and the rest of the Norse Dwarfholds are believed to have fallen to the Norscans.
Languages mapped by their relationships to and descent from other languages.


Languages mapped specifically by their descent from that of the Old Ones, with thanks to @Redshirt Army.
This information is according to the best knowledge of Mathilde Weber, rather than necessarily being objectively true statements of thread canon.


The We are a truly eusocial hive insect found throughout the Under-Empire with three known castes. Each Hive is a single individual through an emergent intelligence that arises from a minimum of one Egg-Layer and approximately ten Web-Weavers. The total intelligence of the hive does not grow with additional numbers, but their memory capacity does, as does their ability to cross-reference memories.


Egg-Layers

The Egg-Layers are the most massive of the We and rival an Arachnarok Spider in size, but though their bulk could make them a ferocious combatant, they completely lack fangs and would be helpless without the rest of the Hive. They are female, and lay and care for the eggs that hatch into the three castes of the Hive, and their forelegs and pedipalps are capable of very gentle and precise movements. They are the most permanent parts of the Hive, and the most important or useful information is kept within them. An average healthy Hive will have three to five Egg-Layers, and a Hive will only add to their number of Egg-Layers when they are comfortable in their current home and confident of their food supply.

The Egg-Layers produce a single type of webbing, the soft, durable, fireproof silk that could render obsolete the silk from the East, normally used to cushion and protect their eggs.


Web-Weavers

The Web-Weavers are the smallest of the We, each about the size of a medium-sized dog. They produce and maintain the webs that form the walls and passages of the lairs of the We, tend to the the Egg-Layers and the Hunters, and care for the larder. They prepare 'meals' for the other castes by regurgitating digestive fluid onto their paralyzed captives, as the other castes are incapable of producing that fluid and cannot digest solid food. They are male, and those deemed most appropriate through an unknown process become fertile and mate a single time with a single Egg-Layer, which supplies sufficient seed for the lifetime of the Egg-Layer. When two Hives are in proximity, Web-Weaver 'messengers' are exchanged to communicate, and it is neither uncommon nor considered noteworthy for one or both to 'keep' a messenger from the other. This is one of the two methods the Hives use to ensure genetic diversity, as over a period of days the Web-Weaver will be 'absorbed' into its new Hive, and will become fertile in the process.

The Web-Weavers are also a Hive's method of long-term food storage, as the walls of an established Hive will often be filled with dormant Web-Weavers, allowing a Hive to respond to minor food shortages by activating dormant Web-Weavers instead of hatching new ones, and respond to major food shortages by cannibalizing them. They also serve as a last-ditch defensive measure, as the Web-Weavers have long, powerful fangs and paralytic venom, and are capable of spewing their digestive fluid at range.

The Web-Weavers produce three types of web. Two are specialized and not easily adaptable: one as a quickly-solidifying 'glue' to hold webbing together, and a second as a sort of efficient scaffolding that can be easily redigested. The third is the most significant for non-We - the general-purpose webbing used for permanent structures. This could be woven into extremely lightweight and strong load-bearing ropes and cables.


Hunters

The Hunters are the only members of a Hive that will regularly venture away from the others, and are about the size of a pony, and are the same size as the giant spiders often used by Forest Goblins as mounts. They are the second female caste and the only caste capable of independent thought, and outside of the influence of the group-mind they revert to the instincts of an ambush predator, though they remain guided by the group-mind's memories of the area and a knowledge of what is and isn't suitable prey. A well-established Hive will often have near-invisible strands of web along walls or ceilings for Hunters to orient themselves, as well as to signal their hunting ground to any other nearby Hive. Hunters vary their strategy according to their prey, but they most commonly strike from above or behind, injecting a potent paralytic venom and dragging or lifting the prey to somewhere it can completely bind it with their web before carrying it back to the Hive. They lack the long life-span of the Egg-Layers and the ability to enter dormancy of the Web-Weavers, and are the most 'disposable' of the castes. A Hunter failing to return from a hunt is not unusual, especially against the more dangerous types of prey, and those that return with severe injuries are usually cannibalized. Those not currently engaged with hunting are usually found at the edge of the group-mind's range, keeping watch for intruders.

The Hunters play a secondary role as the second method of ensuring genetic diversity. A healthy Hive tends to have some of their hunters go 'rogue', forgetting their orders and disregarding the hunt in favour of wandering into unknown tunnels. If they wander into the web-sign of a foreign Hive, they will be drawn in, and over a period of days it will be absorbed into the new Hive. This will also trigger reproductive development, and after their ovaries have developed they will mate with a Web-Weaver of their new Hive. Eggs laid by Hunters in this manner will always be Egg-Layers.

The Hunters produce two types of web: the same general-purpose webbing produced by the Web-Weavers which they mostly use for vertical movement and for carrying prey, and the webbing used solely for wrapping their prey. This wrapping web is extremely durable, stretchy, and resistant to being cut, making it very suitable for light-weight armour.


Warpstone

The We are highly adapted to hunting Skaven, and part of that is dealing with long-term warpstone exposure. The stomach of the We will encyst any warpstone it encountered and grow layers of calcified tissue around the cyst, shielding the individual from prolonged warpstone exposure. Over a prolonged period these will accumulate until the individual We perishes and is cannibalized, but the cysts are immune to the digestive fluid and end up with the rest of the indigestible material in a Hive's midden.


Society

Each Hive is a single individual that regards itself as existing within each of the bodies it arises from and exhibits a continuity beyond the age of any of the individuals. Even though their intelligence is emergent, their memory is contained within individuals, so information must be communicated between them or it will be lost over time. Until recently they were unaware of the possibility of sentience among any creature that wasn't the We, and of the possibility of individual sentience. Knowledge can only be transferred from one We to another by active communication; memories stored in an individual body are incomprehensible to other We, and are lost in the process of absorption.

So, a big part of provincial legitimacy in the Empire comes from 'these are the lands of our people since the time of Sigmar and before'. The modern province of Reikland, for example, lines up fairly well with the borders of the Unberogen tribe. Stirland with the Asoborns, Talabecland with the Taleutens, Averland with the Brigundians, Hochland with the Cherusens, Ostermark with the Ostagoths. Middenland started with the land of the Teutogens and absorbed the lands of the Thuringians after the destruction of Drakwald, and Wissenland started with the land of the Merogens and absorbed the lands of the Menogoths after the destruction of Solland. So far, so simple.

Cast your eyes north, however, and you encounter a big chunk of land with no tribal claimant. The part of it that's Laurelorn makes sense, but why's there nobody in the Forest of Shadows? It's scary as fuck, sure, but so was the Drakwald. Who lives there?

See the part labelled 'Jutones'? They're the people that would become known as the ancestors of Nordland. They're not in Nordland at the time of this map because they're busy fighting with the Endals over what we know as Marienburg and the Wasteland. Then it was known as Marburg, and the Endals say it was founded by King Marbad as the capital of Weysterland, and the Jutones say it was founded by King Marius as the capital of Jutonsryk. Okay, this is easy enough to explain, right? The Jutones lost, went east into the terra nullius of the Forest of Shadows, and founded Nordland. Bam, easy.

Not quite. They weren't settling the Forest of Shadows, they were returning to it. Let's talk about the Was Jutones.

In most sources, 'Was Jutones' is treated as just another name for the Jutones, but there's a clear demarcation between the two. When King Marius led the Jutones west on their ultimately doomed attempt to settle the unforested lowlands, not everyone followed him. Those that remained in the Forest of Shadows became known as the Was Jutones, and their name should be on that big unlabelled chunk. But when the apostate Jutones were finally driven off by the Endals and had no choice but to return in ignominy to the Forest of Shadows, they did not cut right through Laurelorn to do so, because the Eonir were still in 'warning shot to the face' mode. They travelled along the Great North Road in the lands of the Teutogens and via Middenheim. When the Jutones returned to their Was Jutone kin, they did not do so as humbled penitents. They did so as conquerors in the name of their new God, Ulric. Some submitted while others fled east, splitting the Was Jutones in half: those of what would become Nordland, and those of what would become Ostland.

The Was Jutones became a footnote in the victor-written history of Nordland, and one that was written as small and as rarely as possible, lest it undermine the legitimacy of Nordland's Jutone-descended rulers.

CLARIFICATIONS AND COLLATED INFORMATION
Things the Vow of Poverty does:
- Reassures the citizens of the Empire that the extremely abusable Shadow Magic is in the hands of a group that has strict rules against abusing it.
- Makes it so that if it does appear that someone is abusing it, the first reaction of influential people that hear of it would be to dob them in to the Grey Order, making them able to punish or reassure as appropriate. This makes it so that any negative rumours of Grey Wizards reach the ears of the Grey Order very quickly.
- Gives the Grey Order a way to police its members that does not set uncomfortable precedents for the other Orders.
- Gives the Grey Order a relatively benign pretence to start rooting through any Grey Wizard's affairs, even if they're suspected of something much worse than economic malfeasance.
- Gives the Grey Order a great deal of control over who Grey Wizards end up working for, as anything even slightly amiss can be investigated as potentially running afoul of the Vow.
- Makes Grey Wizards think hard before accepting any job, forcing them at least consider it in terms of what benefit it provides to the Empire, and if there is none, they have to either turn the job down or make it provide some benefit.
- Filters out any potential Wizards who are motivated by a desire for wealth, who might otherwise find the Wind of being extremely sneaky and deceptive very attractive.
- Makes it so the Grey Order, which does not have hugely profitable cash cows like alchemy for the Golds or fortune telling for the Celestials, is able to ensure that its Wizards are properly paying the tithe.
- Puts a test of character in front of all Journeymen Grey Wizards. If they strictly abide by the Vow, then they're suitable for one set of jobs. If they're able to negotiate its loopholes without crossing any lines or raising any stinks, then they're a good fit for a different set of jobs. If they chafe at it and fall to temptation, then better they fall to the temptation of money now than the temptations of the Chaos Gods a decade down the line.

The Vow does seem deceptive, ambiguous, and inconsistent. It's meant to, because that's what Ulgu is. Grey Wizards spend ten years learning how to think like Ulgu before they're let out into the world. Thinking their way through the byzantine snarl of the Vow of Poverty is as natural to them as casting the spells of Shadow Magic.

Things it is not:
- It is not a vow to exist only in a state of poverty.
- It is not a absolutist deontological taboo against ever taking any action that might disadvantage any citizen of the Empire.
- It is not a signed death warrant for every Grey Wizard just in case the Order needs it.
- It is not a vow against exploiting people with magic, only against doing so for the wrong reasons.

TL;DR:
If Mathilde isn't worried, you shouldn't be worried.
Mathilde has not studied the liquid enough to know for sure [what it is], but the assumptions she can make based on what she knows is thus:

Creatures of magic, like the snake was/is, are not made of regular matter. They are made of magic under the creature's control so that it forms its vessel. When such a creature is slain (dis-incorporated?), said magic would usually decay back into elemental magic. The unfortunate creature being trapped in a halfway point between 'life' and 'death' (inasmuch as the two states can be applied to demons and quasi-demonic warp entities) is why, presumably, the liquid has not decayed.

The snake is not, in the conventional sense, a demon, and it is not explicitly aligned with any of the chaos gods. Therefore the magic that it is made of is not unholy magic tainted by any (or all) of those gods. Nor is it aligned with any of the winds of magic, nor is it made up of the festered and corruptive eneriges of dhar.

This is where facts run out and speculation is required.

'High' magic, of which humans know very little, is when an extremely skilled practitioner of magic uses all eight winds of magic in unison. Normally, if someone uses multiple winds of magic, the result becomes Dhar - imagine someone trying to mix paints and it inevitably resulting in a mucky brown tone. When a sufficiently skilled wizard does it, they can combine the colours into a pure magic called Qhaysh, similarly to how we are taught 'white' light is made up of all colours combined. No known human is capable of such a feat, as it (in theory) takes centuries of careful study to achieve it.

The snake's 'blood' seems to be similar to Qhaysh, but it is not quite. When magic enters the world through the polar gates, the effect the world and/or the polar gates has on it is to separate it into the eight 'winds' of magic. This is magic that never passed the polar gates, and has never been separated.

Also, magic is naturally similar to energy, or gas - it blows freely and gathers and pools according to its nature. Some extremely skilled wizards are capable of exerting their will over magic and forcing it to crystallize into a solid known as power stones, which power the most rare and puissant of magical artifacts. Magic in liquid form is unknown to you, and as far as you know, to the Colleges in general. Potions are not magic in liquid form, but derived from magic-influenced plants, animals and minerals.

The implications of all of the above are as yet untested and unknown to you.
An axe is used fairly close-in, with your hands spread across the haft. When you unchoke you're taking a very big swing that you're not going to pull back easily, but you don't pull back a swing like that, whether with a sword or an axe. It's not impossible, but it's far slower than following the swing through and looping back to where you want to be, and you'll probably tear most of your ligaments trying with a greatsword/daneax because it's a lot of weight moving pretty fast at a substantial extension from your hands.

For most of the fight you'll fence choked-up, with the axehead like half a foot away from your hand, trying to pry open your target's defence. You only deliver the huge baseball-bat swing either when you've cleared an opening, or as probing shots from a longer distance.

If trying to fight close-in with a two-handed sword, you'd be half-swording and using it as, essentially, a spear. This is plenty agile, but doesn't transition as easily to the sweeping/crushing blows.

They're both very much specialist weapons, to be clear. A two-handed axe has shorter reach (due to being used choked-up) and largely expects its wielder to be in pretty hefty armour, but is a weapon for fencing and taking down another heavily armoured opponent.

A two-handed sword, on the other hand, is meant to transition between use as a short spear, and large arcing blows that threaten a lot of lighter-armoured opponents with being cleaved in half.

The absolute weight and agility of the weapons are fairly similar - in fact you can mordhau with the two-handed sword to use it almost exactly like you'd use the axe - but the way they're used is different. The axe's fencing style stays closer to the body and only unchokes for limited use of the heavy, crushing blows, while the sword is there explicitly for those sweeping strikes that take some pretty extreme athleticism to handle. So, if you're a lightweight who doesn't trust their ability to keep dancing with a heavy weapon, you'd want to use an axe, because its specialty is one more suited to what your body can manage.

Edit: Also an axe of the same length tends to be substantially lighter. Wood is lighter than metal, and most of the axe is wood while all of the sword is steel. A two-handed axe ranges from half to a quarter the weight of a similarly-sized sword.

Source
On paper, most Knightly Orders are technically monasteries. If you had the backing of an approved religious institution and enough accumulated money or favours to make it happen, you could [found one].

Making a secular order in one go would require the approval of the current Emperor, or the approval of an Elector Count and not being actively opposed by the Emperor, and would be the subject of a lot of suspicion from the other Elector Counts as well as any future Emperors until they proved themselves. You could also do so gradually - start off with a sort of Riding Around On Horses Club for nobles, scale up, and eventually petition for official approval, like the Knights Encarmine. Or you could start off with happenstance, like the Knights of the Golden Lion or the Knights of the Broken Sword, wherein a group of unaffiliated armoured horsemen achieve some notable deed, and found the Knights on the spot based on it - though you'd still have to get the backing of an Elector Count or religious institution at some point.

It's worth noting here that Ranald is not officially recognized in such a way that would allow for a Knighty Order dedicated to him.
Regarding the Border Princes in general:

The Empire's position is that it would much rather maintain the incredibly formidable defences at Black Fire Pass than try to fight off all comers from the aptly-named Badlands in the open. The reason the Border Princes are anarchic is because they are, in the world as it currently is, not worth it. The land is barren and lacking in natural resources worth the trouble of extracting, a great many greenskin call it home, and any permanent infrastructure will last only as long as it takes for the next Waaagh (or worse) to arrive.

Sure, it's possible to make something of it. If someone went to the trouble of wiping out a whole bunch of native greenskin tribes, pushing back the skaven presence, cuffing a thousand petty kings about the ears and telling them to fall in line, establishing understandings with the Empire, Tilea and Barak Varr, and fortifying one or more of the rivers near Barak Varr, you could create a new kingdom or add a new province to the Empire. But the existing powers in the Old World believe that they have better things to do with that much time, effort, money, and blood.

If you really wanted to, you could be able to convince the College to let you try, but it would be more to get it out of your system than them thinking it'd result in any return worthy of the investment. Thinking they can make something useful out of the Border Princes is probably a phase a lot of up-and-coming movers-and-shakers goes through.
Bound Familiars

Animals that possess the potential to be familiars are incredibly rare. They can be regularly found for sale in Altdorf for prices beginning at an exorbitant 500 gc for the least impressive of specimens. Alternately, one can search for them, a process that typically takes months.

When a suitable animal is found, binding is a gradual process that requires the Wizard to remain in close proximity to the would-be familiar for a prolonged period, spending no more than an hour or two per day away from it. The binding process can be as quick as a few days or as long as several months. When bound, familiars tend to develop a distinct personality and increase massively in intelligence until they approach that of a human. They also can gain strength and durability beyond that of a normal example of their species. Some develop sharper senses, the ability to speak in Lingua Praestantia or to read and write, and often develop deep interests in subjects ranging from the everyday to the esoteric.

Powers

There are a range of Powers that familiars can develop; one will appear as the bond is formed and others can be developed over time.

Aethyric Reservoir: The Familiar can absorb a spell targeted at itself or its master, holding it for up to several days and disgorging at will at a new target.
Link of Psyche: The Familiar and the Master have their minds linked, giving them the ability to communicate without words and increasing the cognitive ability and willpower of both as long as they are both conscious.
Lucky Charm: The Familiar and Master both tend to be more fortunate.
Magic Focus: Spells can be amplified through the Familiar, doubling one of its quantitative effects - range, duration, area of effect, and so on.
Magic Power: As long as the Familiar lives, the Master is more magically puissant.
Master's Touch: Spells can be cast through the Familiar - touch spells can target what the familiar is touching, the familiar's eyesight can be used to target spells, and so on.
Master's Voice: The Master can speak through the Familiar's mouth, both as a means of communicating and to cast spells if the Master is somehow prevented from speaking.
Voice of Reason: The Master becomes less prone to miscasting.
Military Forces of the Karak Eight Peaks Expedition, Sorted by Leader


King Belegar Ironhammer

Clan Angrund
Halken Stonebeard, Eldest of Clan Angrund
200 Longbeards
800 Runed Warriors

Karak Kadrin
2,000 Slayers
1,000 Warriors
1,000 Quarrelers


Kragg the Grim, Master Runelord

1 Anvil of Doom
Modified Gyrobomber (transport)


Ulthar Alriksson, Head Ranger

Karak Hirn
3,000 Warriors
1,000 Quarrelers
3,000 Rangers

2,000 Quarrelers (Adventurers and Vagabonds)
2,000 Rangers (Adventurers and Vagabonds)


Skaroki Grimbrow, Thane of Karak Izor

Karak Izor
2,000 Longbeards
10,000 Warriors
2,000 Miners
2,000 Thunderers
10,000 Camp Followers

10,000 Warriors (Adventurers and Vagabonds)
6,000 Miners (Adventurers and Vagabonds)


Durin Wutokri, Engineer

Karak Norn
30 Bolt Throwers (Siege)
100 Bolt Throwers (Personal)
20 Grudge Throwers

10 Bolt Throwers (seconded to - Karak Kadrin)
10 Cannon (seconded to - Karak Izor)
20 Cannon (Karak Azgaraz)
10 Cannon (Karak Gantuk)


Magister Mathilde Weber
2 Journeymanlings of the Amber Order
2 Journeymanlings of the Gold Order
1 Journeymanlings of the Jade Order


Grand Master Sigwald Kriegersen
Knights of Taal's Fury - 250 Demigryph-mounted Knights, 500 footmen.
Knights of the Vengeful Sun - 250 Demigryph-mounted Knights, 500 footmen.


Grand Master Ruprecht Wulfhart
Winter Wolves - 250 Wolf Riders, 2000 dismounted knights.
10,000 Nordlanders
8,000 Ulricans


Marksman Codrin Petrescu
10,000 miscellaneous mercenaries, adventurers, and vagabonds.
5,000 Stirland Crossbowmen
5,000 Stirland Huntsmen


Marshal Titus Muggins
5,000 Halfling Fieldwardens
5,000 Halfling camp followers

Military Forces of the Karak Eight Peaks Expedition, Sorted by Leader


King Belegar Ironhammer

Clan Angrund
Halken Stonebeard, Eldest of Clan Angrund
200 180 Longbeards
800 740 Runed Warriors
500 Hammerers

8,800 Clan Huzkul

Karak Kadrin
2,000 Slayers
1,000
950 Warriors
1,000 980 Quarrelers


Kragg the Grim, Master Runelord

1 Anvil of Doom
Modified Gyrobomber (transport)


Ulthar Alriksson, Head Ranger

Karak Hirn
3,000 2,700 Warriors
1,000 Quarrelers
3,000 2,800 Rangers

2,000 1,600 Quarrelers (Adventurers and Vagabonds)
2,000 1,800 Rangers (Adventurers and Vagabonds)



Skaroki Grimbrow, Thane of Karak Izor

Karak Izor
2,000 1,400 Longbeards
10,000 8,900 Warriors
2,000 1,600 Miners
2,000 800 Thunderers
10,000 Camp Followers

6,700 3,300 Adventurers and Vagabonds


Durin Wutokri, Engineer

Karak Norn
30 Bolt Throwers (Siege)
100 Bolt Throwers (Personal)
20 Grudge Throwers

10 Bolt Throwers (seconded to - Karak Kadrin)
10 Cannon (seconded to - Karak Izor)
20 Cannon (Karak Azgaraz)
10 Cannon (Karak Gantuk)


Magister Mathilde Weber
2 Journeymanlings of the Amber Order
2 Journeymanlings of the Gold Order
1 Journeymanlings of the Jade Order


Grand Master Sigwald Kriegersen
Knights of Taal's Fury - 250 240 Demigryph-mounted Knights, 500 485 footmen.
Knights of the Vengeful Sun - 250 235 Demigryph-mounted Knights, 500 480 footmen.


Grand Master Ruprecht Wulfhart
Winter Wolves - 250 240 Wolf Riders, 2000 1850 dismounted knights.
17,500 United Ulricans


Marksman Codrin Petrescu
10,000 7,500 miscellaneous mercenaries, adventurers, and vagabonds.
5,000 4,800 Stirland Crossbowmen
5,000 4,950 Stirland Huntsmen


Marshal Titus Muggins
5,000 4,950 Halfling Fieldwardens
5,000 Halfling camp followers

Military Forces of the Karak Eight Peaks Expedition, Sorted by Leader


King Belegar Ironhammer

Clan Angrund
Halken Stonebeard, Eldest of Clan Angrund
200 180 Longbeards
800 740 Runed Warriors
500 Hammerers

8,800 Clan Huzkul

Karak Kadrin
2,000 Slayers
1,000
950 Warriors
1,000 980 Quarrelers


Kragg the Grim, Master Runelord

1 Anvil of Doom
Modified Gyrobomber (transport)


Ulthar Alriksson, Head Ranger

Karak Hirn
3,000 2,700 Warriors
1,000 Quarrelers
3,000 2,750 Rangers

2,000 1,600 Quarrelers (Adventurers and Vagabonds)
2,000 1,800 Rangers (Adventurers and Vagabonds)



Skaroki Grimbrow, Thane of Karak Izor

Karak Izor
2,000 1,250 Longbeards
10,000 8,500 Warriors
2,000 1,600 Miners
2,000 800 Thunderers
10,000 Camp Followers

6,700 2,800 Adventurers and Vagabonds


Durin Wutokri, Engineer

Karak Norn
30 Bolt Throwers (Siege)
100 Bolt Throwers (Personal)
20 Grudge Throwers

10 Bolt Throwers (seconded to - Karak Kadrin)
10 Cannon (seconded to - Karak Izor)
20 Cannon (Karak Azgaraz)
10 Cannon (Karak Gantuk)


Magister Mathilde Weber
2 Journeymanlings of the Amber Order
2 Journeymanlings of the Gold Order
1 Journeymanlings of the Jade Order


Grand Master Sigwald Kriegersen
Knights of Taal's Fury - 250 240 Demigryph-mounted Knights, 500 485 footmen.
Knights of the Vengeful Sun - 250 230 Demigryph-mounted Knights, 500 480 footmen.


Grand Master Ruprecht Wulfhart
Winter Wolves - 250 240 Wolf Riders, 2000 1850 dismounted knights.
17,500 United Ulricans


Marksman Codrin Petrescu
10,000 6,700 miscellaneous mercenaries, adventurers, and vagabonds.
5,000 4,800 Stirland Crossbowmen
5,000 4,950 Stirland Huntsmen


Marshal Titus Muggins
5,000 4,950 Halfling Fieldwardens
5,000 Halfling camp followers

Military Forces of the Karak Eight Peaks Expedition, Sorted by Leader


King Belegar Ironhammer

Clan Angrund
Halken Stonebeard, Eldest of Clan Angrund
200 180 Longbeards
800 740 Runed Warriors
500 Hammerers

8,800 Clan Huzkul

Karak Kadrin
2,000 Slayers
1,000
950 Warriors
1,000 980 Quarrelers


Kragg the Grim, Master Runelord

1 Anvil of Doom
Modified Gyrobomber (transport)


Ulthar Alriksson, Head Ranger

Karak Hirn
3,000 2,700 Warriors
1,000 Quarrelers
3,000 2,750 Rangers

2,000 1,600 Quarrelers (Adventurers and Vagabonds)
2,000 1,800 Rangers (Adventurers and Vagabonds)



Skaroki Grimbrow, Thane of Karak Izor

Karak Izor
2,000 1,250 Longbeards
10,000 8,500 Warriors
2,000 1,600 Miners
2,000 800 Thunderers
10,000 Camp Followers

6,700 2,800 Adventurers and Vagabonds


Durin Wutokri, Engineer

Karak Norn
30 Bolt Throwers (Siege)
100 Bolt Throwers (Personal)
20 Grudge Throwers

10 Bolt Throwers (seconded to - Karak Kadrin)
10 Cannon (seconded to - Karak Izor)
20 Cannon (Karak Azgaraz)
10 Cannon (Karak Gantuk)


Magister Mathilde Weber
2 Journeymanlings of the Amber Order
2 Journeymanlings of the Gold Order
1 Journeymanlings of the Jade Order


Grand Master Sigwald Kriegersen
Knights of Taal's Fury - 250 240 Demigryph-mounted Knights, 500 485 footmen.
Knights of the Vengeful Sun - 250 230 Demigryph-mounted Knights, 500 480 footmen.


Grand Master Ruprecht Wulfhart
Winter Wolves - 250 240 Wolf Riders, 2000 1850 dismounted knights.
17,500 United Ulricans


Marksman Codrin Petrescu
10,000 5,400 miscellaneous mercenaries, adventurers, and vagabonds.
5,000 4,800 Stirland Crossbowmen
5,000 4,950 Stirland Huntsmen


Marshal Titus Muggins
5,000 4,950 Halfling Fieldwardens
5,000 Halfling camp followers

Losses at the Battle of the East Gate and the Battle of Karag Lhune:

Clan Angrund: 15 Longbeards dead, 5 wounded. 20 Runed Warriors dead, 40 wounded.
Karak Kadrin: 1,740 Slayers dead, 260 wounded. 20 Warriors dead, 30 wounded. 20 Quarrelers dead.
Karak Hirn: 90 Warriors dead, 210 wounded. 140 Rangers dead, 60 wounded.
Karak Izor: 440 Longbeards dead, 160 wounded. 780 Warriors dead, 320 wounded. 180 Miners dead, 220 wounded. 1,040 Thunderers dead, 160 wounded.
Unaffiliated Dwarves: 320 Quarrelers dead, 80 wounded. 120 Rangers dead, 80 wounded. 3,960 Adventurers dead, 440 wounded.

Demigryph Knights: 15 Knights dead. 25 Footmen dead, 10 wounded.
Ulricans: 5 Wolf Riders dead, 5 wounded. 120 Knights dead, 30 wounded. 120 Ulricans dead, 380 wounded.
Stirlanders: 140 Crossbowmen dead, 60 wounded. 40 Huntsmen dead, 10 wounded.
Unaffiliated Humans: 1,460 Adventurers dead, 940 wounded.

Halflings: 10 Fieldwardens dead, 40 wounded.


Losses at the Battle of Karag Nar:
Karak Hirn: 50 Rangers dead.
Karak Izor: 140 Longbeards dead, 10 wounded. 220 Warriors dead, 180 wounded.
Unaffiliated Dwarves: 340 Adventurers dead, 160 wounded.

Demigryph Knights: 5 Knights dead.
Unaffiliated Humans: 500 Adventurers dead, 300 wounded.


Losses at the Battle of the Citadel:

Unaffiliated Humans: 800 Adventurers dead, 500 wounded.
Written by @Fayhem in this post.

Regarding the latest recurrence of "but wait, isn't working with non-College magic users illegal under the Articles? or is it fine? or do we need to engage in shady rules-lawyering to make it fine?" in the thread:

1. "Working with" does not equal "hiring." The articles forbid non-Magisters (or non-College Journeymen, etc.) from studying or practicing magic in the Empire, and if you join an Imperial institution you are considered to be in the Empire. An Imperial institution, like a branch college, can work with non-College magic users who are outside of the empire (including being outside the branch's org chart) without violating the accords.

2. It should also be noted that nobody in-universe (in the Empire, anyway) actually calls what divine magic users do "magic" unless they want to deal with a whole bunch of angry priests. The way it's seen in the Empire, priests don't "perform magic" like some kind of witch, they call forth miracles of their god's holy power. So whenever somebody says "magic users" in reference to the Articles, understand that this always means specifically arcane magic users, because anything else doesn't actually get called "magic."

3. Please, please, please don't try to engage in any shady rules-lawyering. If the Empire held a referendum today on "should we burn all magic users at the stake like Sigmar intended?" it could quite plausibly get majority support from the population at large, and much stronger support from Sigmarites and especially the Cult of Sigmar itself (which holds three Elector's votes itself, just incidentally). The general prejudice against magic-users in the Empire remains intense. And the thing that the Colleges credit (accurately) with preventing that kind of scenario is that Magnus the Pious himself, by far the most revered Emperor since Sigmar himself, personally wrote the Articles, and that conferred legitimacy protects the Colleges.

Anything that made it look like the Articles were being construed or implemented differently from how Magnus intended them, regardless of whatever umtechnically rules-lawyering was applied, would call the premise of that conferred legitimacy into question. The Colleges as such would regard anything like that as an existential threat to their own continued existence, would react against that accordingly to protect themselves, and would be correct to do so.

4. Let me address questions like "well, Damsels and Ice Witches get referred to as priests and get a pass because of that but it sure looks like they use arcane magic, isn't that the kind of rules-lawyering you just said was unacceptable?" or anything else of that nature, too. Damsels and Ice Witches are extremely culturally important and powerful elements of the Empire's two largest and most powerful neighbors, and labeling them as magic-users would mean the Empire was legally obligated to burn them at the stake. That would be a really excellent way to start two nasty wars at once. Because, y'know, Damsels and Ice Witches are extremely culturally important and powerful elements of the Empire's two largest and most powerful neighbors. As such, everyone in the Empire's power structure is very careful to avoid paying too much attention to what exactly Damsels and Ice Witches are doing. Because if they did they might have to notice it was magic, which would have the disastrous consequences outlined before.

This is not a legal fiction, it is a diplomatic fiction. And, vitally, it is not coming from the Colleges. If the Colleges, or anyone officially part of the Colleges, tried to use that as a legal precedent for permitting the study or practice of magic within the Empire or under the Empire's authority by magic users who are not part of the Colleges - or even started calling attention in any way to how it sure does look like Damsels/Ice Witches are practicing arcane magic - it would not result in anyone going "aw shucks, I guess you got us, that is okay after all as long as you say they're a priest or something." Instead, it would result in the official power structure of the Empire being forced to look directly at and pay attention to something that they have been working very hard to not do either of those things to.

At which point they would become extremely unhappy with whoever put them in that position. And then, the easiest and at that point frankly most appealing way for them to square that circle without having to go through with burning Damsels/Ice Witches and starting those aforementioned wars would be to dump 100% of the blame on whoever started this. By, most likely, accusing them of perverting and misrepresenting the Articles and generally sweeping the whole thing under a cover of "whatever anybody thought looked like Damsels and Ice Witches practicing magic was actually just a rogue Magister doing [witchy shit] and don't worry, we took care of them already." Meaning, at that point whoever's getting blamed would be incredibly lucky to get away with just being exiled and stripped of Imperial citizenship, and more likely would be put to fire and sword in the most public manner feasible posthaste. With the Colleges' full and enthusiastic support, because they won't be happy about having been put in that kind of position either. And will almost certainly, and justifiably, consider this to be risking the previously described existential threat of the Articles being in any way delegitimated by being distanced or changed from Magnus' intent.

5. The virtue of a branch college located outside the Empire's borders is thus that it makes it possible to work with non-College magic users who are neither within the Empire's borders OR under its legal authority. This is not only fully in line with the letter of the law, it is also just as importantly in line with Magnus' perceived intent. Outright hiring of non-College magic users into a branch's org chart would still need to be avoided, because the branch is considered part of the Empire so being directly employed under the branch would bring them under the Empire's legal authority and put them back in breach of the Articles. But as long as they're both outside the Empire's borders, and not under the authority of an institution that is under Imperial law, working with them is okay.
The generally accepted theory among the Colleges is that there's three sets of magical senses.

There's the broad category of 'sixth sense', where someone has access to information beyond what they should be able to perceive, such as being able to perceive whether something is 'lucky' or 'unlucky', having 'good feelings' or 'bad feelings' about something, or being able to take the measure of another person. The exact amount of people who have this is very open to debate, with some going so far as to say that some degree of this is universal among humanity. Mathilde theorized that Wilhelmina and her late husband might have both had this, which led to Eike inheriting full-blown magical ability, but this level of 'baby's first Punnet square' theorizing is very far from being a definitive truth.

There's 'Magesight', the ability to directly sense at least the eight Winds, and as has come up a few times it manifests in a lot of different ways. Mathilde has the most common, visual, which the sense is named for, and it manifests as being able to 'see' the Winds in real time. This has the advantage of being able to easily comprehend and communicate, but it is limited to the here and now, whereas auditory or olfactory might be able to hear lingering echoes or smell lingering scents of something that would no longer be visible. Tactile and gustatory round out the five mundane senses that are the most common forms, but there's other, more exotic forms. Johann has magnetoreceptive magesight, where he can not only sense Chamon but also how attractive or not the environment is around him to Chamon, allowing him to sense densities and elemental makeup. Barbitus has visceral, where magesight maps to a sense outside of the five traditional senses, where he senses the Winds through sensations in his internal organs. Eike seems to have intuitive magesight, where she does not have sensation but simply understanding, which means she will never have to struggle with understanding what she is perceiving, but will always have to struggle to communicate it to anyone else.

Finally, there's the ability to 'feel' the Winds when they contact your soul. This is more or less what makes someone a potential Wizard - it is technically possible to be able to reach out to the Winds and manipulate them without having this ability, and if you have Magesight it can be possible to achieve limited success by doing so, but if you can't directly feel what your soul is doing and how the Wind is reacting, you're as limited as if you were trying to perform feats of manual dexterity without any feeling in your fingers. Someone who lacks any magical sense at all is still able to perform magic, but without any feedback at all as to how the energies they are trying to manipulate are reacting to their manipulation, this is very likely to result in disaster for any but the smallest and most minor of cantrips. It is very cautiously and quietly theorized that it also allows one to sense divine energies that contact their soul, meaning that this sense would be found in Anointed Priests, as while a God would be able to act through any one of their followers, those that can cooperate with and guide the energies would theoretically be easier, or more efficient, or otherwise more preferable than those who cannot.
Mathilde is not 'legally a Dwarf'. She is a human with a weird theological question mark that almost nobody really understands and fewer people actually care about - to Dwarves considering whether she is an insider or an outsider, her deeds heavily outweigh that business. A theoretical Mathilde that had never done anything to assist the Karaz Ankor but did have that oddity hovering over her might be able to parlay that into the very modest support, benefits, and rights that Clanless or Imperial Dwarves would have in a Karak, but no such Mathilde exists. And even if she did, she'd be Clanless, guildless, and cultless, which excludes her from pretty much every part of Dwarven society.

Under mainstream Dwarven theology slash philosophy, a Dwarf's soul is formed when the Dwarf is born, and upon their death, if the proper rites are performed, they travel to the Underearth to reside their with their ancestors and the Ancestor Gods forever. If the proper rites are not performed, then they go back to the realm where all souls are formed and at some future point they will be reborn as another Dwarf. Some Clans like to believe that they'll be reborn in the same Clan.

So far, so normal. You'd hear something similar from both Morrites and Amethyst Wizards, except with Morr's Realm instead of the Underearth. Elves have something more detailed going on, with their souls needing to travel via Waystones or Dreaming Woods to a temple to Morai-Heg if they want to move on to the Elven afterlife, or back to their homeland if they want to hang around there instead, and if they die in somewhere particularly unpleasant they can strike a deal with Ereth Khial to be taken in by her rather unpleasant afterlife instead of getting eaten by Daemons or whatever. But really, all that is just a more fleshed out story of 'they travel to the afterlife' story of the Dwarves and the Morrites.

The ugly point that nobody really likes paying attention to is that if you don't make it into your afterlife of choice, your trajectory after that is beyond the understanding of any mortal. Unless a deity actively intervenes, 'you come back again as the same race' is pure wishful thinking. Nobody likes to actually consider it further because it's just as likely you come back as something else, or not at all. No Dwarf wants to consider that their ancestor that fell in battle and their body was never recovered might be coming back as an Elf. They definitely don't want to consider that they might be coming back as an Orc.

The 'Dwarf soul' announcement carefully sidestepped that ugly question by citing the interference of Ranald. Theologically speaking it's entirely possible, and it sounds like the sort of thing He'd do if you've only read a brief summary of who He is. Anyone actually familiar with Him would instantly realize that those sort of decades-in-the-making schemes aren't his thing. Giggling and saying 'yes' when a bunch of stuffy speciest Dwarves ask you if you nabbed a Dwarf soul, however, absolutely is, especially if they then go on to announce to the world that they're a bunch of twits who gave the God of Dunking On Twits a perfect set-up. The resounding facepalm from the theological world would have been followed up by the Grand Theogonist having someone write them a very gentle letter. Its intended purpose, that nobody has to think too hard about why a human has accomplished what Dwarves completely failed to even try, is dead in the water, and now it's chuckled at by some and firmly ignored by others.

Mathilde is not considered a Dwarf, legally or otherwise, and if she was, that wouldn't actually open any new doors for her. Dwarven society isn't actually based on being a Dwarf, it's about being part of a Clan, a Guild, and a Cult. If she really wanted to be in a Dwarf Clan she could make a solid argument for joining Clan Huzkul, or could probably talk Belegar into adopting her. If she really wanted to be in a Guild she absolutely could not join a Runesmith Clan, but she could very likely work her way into, say, a Warrior or Runescribe one if she left the Grey College. If she didn't mind foreswearing Ranald or deliberately lying, she could probably join the Order of the Guardians.

But it seems to me that every part of Dwarven society that people actually want Mathilde to be a part of, she already is.

THREAD-CANONICAL MAPS


Grand Avenue and Major Underway Branches of Karak Eight Peaks:

Does not show smaller underground paths or natural or unnatural tunnels dug by Night Goblins or Skaven.

Towards the end of the War for Karak Eight Peaks:

With thanks to @vsh
STIRLANDIAN GEOPOLITICS
(as of turn 14)





Red: Controlled by the Elector Count
Dark Blue: County
Light Blue: Barony
Yellow: Chartered Free Town
Green: Knightly Order
Sickly Brown: Here There Be Monsters

Red X's mark the capital of the region


WESTERN STIRLAND

Wurtbad (Capital) - Elector Count Abelhelm Van Hal
Wordern (County) - controlled by the Elector Count
Munzhausen (Barony) - controlled by the Elector Count
Purgg (Barony) - controlled by the Elector Count
Wolfsbach - Countess Petra Harden
Flensburg (Free City) - Lord Mayor Emil von Flensburg
Franzen - Count Artur von Treitschke
Blutdorf - Baron Anton Kiesinger


CENTRAL STIRLAND

Halstedt - Count Erich von Halstedt
Steinbachthal - Count Tristan Haupt
Marburg - Baron Immanuel Krebs
Siegfriedhof - Order of the Black Guard ('Knights of Morr')
Gablitz - contested
Thalheim - contested


SOUTHERN STIRLAND

Hornau - Count Robert Toppenheimer
Sigmaringen - Countess Alexandra von Munsterburg
Leicheberg - Count Maksim von Stolpe
Schramleben - Grand Mayor Victor van Grissenwald
Texing (Barony) - controlled by the Elector Count


EASTERN STIRLAND

Nachthafen + Pfaffbach - Currently Unheld
Drakenhof (County) - controlled by the Elector Count
Waldenhof (County) - 'controlled by the Elector Count'
Tempelhof (County) - 'controlled by the Elector Count'
Mikalsdorf (Barony) - 'controlled by the Elector Count'


Marked in red are the Silk Roads. Marked in blue are the possible routes of the Expedition.

Projection for trade routes once Zhufbar's Black Water-Aver canal and Karak Kadrin's Talabec-Stir canals are completed, as of late 2486. Blue is water links, green is secured overland or underground links, red is currently unsecured overland links.


More detailed map of Karak Vlag's links to the Karaz Ankor, including speculative canal links in purple.

OTHER / META
1) It's Always Personal
Even the largest organization or project is made of people making personal decisions, especially in a pseudo-Medieval time period where top-down autocracy is the norm. The extreme of this is things like Emperor Boris Goldgather creating the Moot because his favourite chef was a Halfling, but even competent people make decisions coloured by their personal opinions. For example, the Battle Wizards got unleashed on Stirland partially because Algard likes Emperor Luitpold, otherwise he would have pushed for keeping it in-house. The history books might not record it that way, but that's always a factor.

2) Don't Plan Ahead...
Being a tabletop GM taught me to never plan ahead in detail, the ultimate example being when the group ended one session with a solid plan to travel by sea to their destination and came back next week and talked themselves into going overland instead. I had a lot of vague ideas for Abelhelm's future post-Sylvanian campaign, but I hadn't actually put dedicated effort into plotting them out. I'm only one of three forces at play here and I can't predict what the players or the dice will decree, so planning ahead will inevitably result in a lot of misspent effort, which can very easily taint the joy of writing.

3) ...But Do Give Trajectories
What will Marienburg do next year? I don't know. But I do know what they want and how they're trying to get it. The same applies to every major character and polity. This means that even though I haven't planned ahead, it doesn't take much work to figure out what they'd do in a vacuum, or how they'd respond to changing events. This has the side-benefit of making it easy to come up with new side-plots because there's almost always someone trying to do something that could start interfering with events on-screen, and it feels realer because it's a natural consequence of events.

4) Never Fiddle The Dice
Ever. I'll admit there's been temptation to do so. There's been times when the dice have cut a lot of interesting plotlines short, or made a scene that would have been great fall flat on its face, or given me a result I have no idea what to do with at all. But I've always stuck with it because that's the unwritten accord between QM and Questers, and I make major dicerolls either in thread or on Rollz to keep myself honest and so the Questers don't have reason to doubt otherwise. So Asarnil keeps showing up, Abelhelm died, Birdmuncha decided against a climactic showdown, Edda ended up worse at her job than she deserved, Wisdom's Asp was a joke of an antagonist, Kragg didn't want to play with the Vitae, Johann blinded himself... a thousand ways things have gone differently than if I had been in ultimate control. But ultimately each time it has lead to a richer narrative.

5) Balance PC and NPC Power Levels
This one's tricky, especially for long-running quests. You have to plot a course between cheating the protagonist out of the recognition they've earned, and cheapening the setting by letting them stand astride it as unto a God. Mathilde is very good at a number of things, and that is recognized in-universe. But at the same time, she's not the shrewdest, wisest, killiest, savviest, puissantest, or most learned. She's aspiring to be, and one day she might reach those heights, and if she does it will be all the grander because it was earned. The titles she can claim are 'probably the best Magesight amongst mortal Wizards of the Old World' and 'most well-liked living human by non-traditional Dwarves', and those took time and effort and giving up other avenues of empowerment to attain, and are all the sweeter for it. Speaking of...

6) Earned Awesome
Another one learned from tabletop roleplaying. Having a heavily optimized character that can break a quest over their knee right out of chargen gets old very quickly. Having a long-running character that's fought for every advantage that can do so because they earned it is immensely satisfying. Having to work and sacrifice for something makes it more meaningful when you eventually get it than if it's just given to you. This is part of why new traits happen at the end of arcs, why Vitae took a lot of study to get it to a point where it had a value (and it's still not tapped out), and why it takes more than eyeballing a God to unlock the secrets of the Divine. There's also the believability side of it: If it was easy, someone else would have done it already.

7) Verisimilitudinousity
Or, how real it seems. Even when you make decisions for reasons of balance or storytelling, make sure there's at least a fig leaf of seeming real. For example: Enchantment Slots is entirely a gameplay abstraction, but the underlying justification is that too many enchantments in one place start to interfere with each other. People don't have to believe that's why it exists, but having it there makes it easier to maintain suspension of disbelief.

8) But Not Too Bazaar
'Cathedral versus Bazaar' is a metaphor I think originated in computer science before being adapted to storytelling. A Cathedral is massive, beautiful, intricate, and static. You can spend forever admiring the fine details, but at the end of the day what you see is what you get as it's enclosed by solid walls. The Bazaar is full of wonders, and though your line of sight is obscured and you can only really admire what's directly around you, no matter what direction you go in, there'll always be more Bazaar waiting for you - because it only takes a moment for the QM to invent some new stalls, whereas it would take them hours to redesign a Cathedral to add on a new outbuilding. This is basically Point 2 phrased differently. But there have to be limits. When there's grand secrets, the answers need to exist. Not just because it feels uncomfortable for the players to be 'searching for answers' when they don't exist yet, but because if they exist, hints can be woven in that will delight players when they finally uncover the truth. To take a very small example: the Mhonar Mystery. I could have left it undecided until events finally nailed it down, but because I had decided what it was early on, I was able to give just enough answers in the scouting reports that people got very close to guessing what it was. But if it hadn't been decided until Mathilde met it, it would have meant that all that discussion and theorycrafting would have been cheapened.

9) People are People
This one is possibly the most subjective, as I've read and greatly enjoyed quests that made other races truly alien and inscrutable. But for this quest, other races do have very different cultures and preconceptions and even biological realities, but they're still recognisably people underneath all that. My ultimate expressions of this so far are Qrech, the We, and now Cython.
@Boney Is that something you consider when you write? For the example in the quote, the outcome was a big, welcome relief, but I imagine a lot of the tension that came with the vote and the wait isn't there.

It's definitely something that I keep in the back of my mind, like when the thread votes to do something that would be unexpected to someone who didn't follow the debate I make sure to summarize the thought process in Mathilde's internal monologue. I also make sure to add links in the updates to tallies and sneak-peaks and in-thread dicerolls that don't have threadmarks of their own so that people who are reading the threadmarks can dip into thread reactions to major events. My main priority is the thread experience for those actively engaged in it, but it is important to me to keep the quest accessible for people who come in late or people who only read the updates, because that's how I engaged with quests before I started writing one. A valuable part of the quest format is that I get a lot of feedback, not just directly from people asking me questions but also from watching people discuss things or ask questions of each other. That shows me where things have been unclear or confusing, and I've gone back and made tweaks to early parts of the quest for clarity in response to discussion a few times.

For this situation specifically, part of the quest format means that you don't have anywhere near as much control or forewarning over what's going to happen as someone writing traditional prose, and that means that you don't get the suite of tools that prose uses to build dramatic tension. The set-up to the talk with the Chamberlain would have had a lot more of a payoff if Mathilde had chosen to firmly take one side or the other, but the thread voting to take the middle road meant that it did end up being a 'pretty much nothing'. Another good example of this is the death of Gotrek. A lot of people don't like the way this came across, and I think a big part of that is that it lacked all the signposting that people have come to expect from character death. if I was writing prose and had decided to kill off Gotrek in advance I could have emphasized the rough terrain and built tension around how the Expedition was approaching the worst of it and had Gotrek show Mathilde a picture of his family and talk about how he's three weeks from retirement or whatever. But the thread decided what Mathilde focused on, and she was focused on getting to know the Expedition's leaders and poking at landmarks like Karak Vlag and Uzkulak and the Combes, and the dice decided how well the steamwagons managed the switchbacks. If Mathilde had gone out scouting with the Knights she might have seen a lot more of the terrain and she might have been a bit more nervous on the approach to the switchbacks. But while that would have been a good set-up for a major accident, it also would have been a big nothing if butterflies meant everyone got up without a hitch.

Another example: Karak Vlag was being set up as a difficult choice to be made or as a raising of the stakes for Karag Dum, but I had missed that with the metaphysics I'd established, it was in Mathilde's power to just clog the flow and bounce Vlag back into reality. But the thread didn't miss it, and it'd be a major disservice to the quest to not reward that level of engagement with the world I'd built. Likewise, the food. Moockery of Death torpedoed a great deal of set-up about food concerns and ideas I'd had about having to live a lot more off the land. I'd even done some preliminary research on cattle raiding and edible wild grains that grow on steppes. But while it was a misstep in the quest as prose, it's bloody brilliant in the quest as a quest. It's part of the trade-off of the format.

Personally I'd argue that all this is a point in questing's favour. It's more realistic that a protagonist, and thus the quests PoV, might get nervous over something that turns out to be nothing, or be completely blindsided by major events. But people are used to more traditional story beats where foreshadowing is always significant because if it wasn't an editor would have cut it, and if it does make it in its in service to a larger story beat or character development. Hitchcock's 'bomb under the table' is cited as gospel by a lot of people, and while it's a great way to achieve a specific objective, I think it's gone a bit too far and now people see the bomb going off without the audience being forewarned as a storytelling sin. In most movies if a bomb's about to go off, even if the audience isn't shown it they know something's about to happen because the music is tense, or the sound is rising, or the camera angles are too close or changing too rapidly. In books, it will often switch to a drier third person omniscient and the moment the narration starts giving you times to the minute you know shit's about to go down. While this is good for setting up the mood, it does mean there's that much more separation between viewer and protagonist. I'm far from the first to make this observation, either - a lot of parodies have skewered this with things like a character realizing something is wrong because the background music just changed or whatever.
The big part that gets me is that I'm not good at writing fight scenes. I don't know if you guys noticed, but I tend to be very brief when I write fight scenes, trying to skim over them to get into the parts that I (think) I'm good at. I've never been able to make fight scenes feel organic and natural while also making them entertaining. Anybody have any good advice for that?

I personally am not really that much of a fan of written action for its own sake, so outside of the rare times I can vividly picture a scene I don't try to make the action itself the focus. Instead I use the action as a means to an end. If the fight is against someone that isn't a major part of the story, then I usually use it as an opportunity to give the reader an insight into either the protagonist or who they're fighting alongside - most obviously a display of their skill level, but also a look at how they act during a fight and how they react to the events unfolding. The duel in Norsca is a good example of this - there wasn't much mileage in whoever the Norscan champion would be as the group had only been introduced shortly before and were unlikely to be relevant to the story for long, so I put the focus on Asarnil, showing off not just his skill level but also his pride, his disdain, and a bit of his religious beliefs. If the fight is against an established character, then I treat the combat as an interplay between characters. As @Tasoli so thoroughly and gratifyingly explored, the duel between Mathilde and Alkharad is an example of this.

Similar dynamics apply to larger-scale combat. It can be harder to keep track of so many moving parts, but the scale of it gives you the opportunity to choose what the spotlight will be on and having so many characters involved means there's almost always something juicy to be found. It also allows you to make the combat the terrain that characters try to navigate to achieve their objectives, instead of an obstacle that must be overcome to get back to pursuing their objectives. When possible I try to make it so that there's objectives and opportunities in large battles beyond simply winning.

Interestingly, the quest format transforms the normal dynamics of writing action scenes in some fairly unique ways. Some people don't like that the action is dictated by random chance instead of being chosen and crafted by the author for maximum narrative impact, but I find it very compelling that the results are in the hands of fate instead of author fiat. A writing format like this can make it hard to suspend disbelief because everyone who's voting and debating is elbow deep in the mechanics of the story instead of passively watching it unfold, but action scenes dictated by dice don't need suspension of disbelief to get invested in. Unless you suspect the QM of fiddling the dice, that is - which is part of why I roll major dice in a way that can't be fiddled. The challenge is in writing something that works well both 'live' when the active questers don't know what's about to happen, and also during a reread when you have to make the vagaries of fate work convincingly in-universe.
I've been working on omake ideas for a little while now, and every time I start writing I always come across the same stumbling block and I'm not sure if it's a problem with me in particular or if it's a problem that other writers struggle with.

I find it incredibly hard to write the beginning.

I find it very easy once I find my groove to actually write the contents. I think it's relatively easy to write the ending of a snippet. Ideas come flooding to my head very easily. The biggest problem that keeps getting me stuck in the very beginning with no idea where to go though, is I really, really struggle with the beginning. I don't know why but I never know how I'm supposed to start the writing. Do I just go straight into the action? Do I describe the viewpoint character? That's too abrupt isn't it? How should I make it more natural? What does it mean for it to be "natural"?

Is there a solution to this? Like some sort of decent rule of thumb for how a person can get over paralysis at the beginning stages of writing?

Why start at the beginning at all? Most of the time when I'm about to write something I've got a particular scene in mind that I can see very clearly, and I start writing that. That will usually either flow onwards naturally or inspire another strong scene that I can write. At the end of that you still have to write that beginning, but it's a lot less intimidating when it's just putting a scaffold around an existing collection of scenes than when it's a completely blank page.

And if all else fails, just skip the beginning altogether and start with that strong scene, in medias res. Look at the first line of the most recent update:

"Well," says Egrimm, looking down at the golden arm. "My first thought is the New World. Infamously full of strange golden artefacts, and said to be filled with lizard-men who guard them. If those lizard-men are approximately the size of a man, that would fit."

I didn't start with them discussing when they should begin the experiment or them walking into the room together or any of that sort of framework. It starts at the interesting part, Egrimm putting forward his first theory, and goes from there, and if the reader is concerned with where the scene is or how the characters got there it's easy for them to extrapolate.

The one before that:

In Grungni's name, High King Thorgrim Grudgebearer summons the Kings of the Karaz Ankor to a Council of Kings at Karaz-a-Karak to discuss and decide matters of great import to the realm...

King Belegar frowns in thought as he and his brother-kings and sister-queen are led on a long, winding path through the halls of Karaz-a-Karak. He lived his childhood in this mountain, and never before had he stepped foot in these passages. He was quite certain that they, like most of the Karak, had been sealed at some point in the prior generations as the population of the Karak had dwindled.

I didn't write about Belegar getting that invitation or getting into a gyrocopter and heading to Karak Eight Peaks or any of that. I started with Belegar speculating about what this business is all about moments before he enetered into the revelation room, and used the italicized sentence fragment to give the reader enough information to catch up.

The one before that:

You'd met Lady Magister Stanisława Skłodowicz, the High Wizard of Middenheim, once before, but that was a brief meeting while you passed through her domain for a meeting with the Ar-Ulric. As Middenheim is the obvious waystation for personnel and materials that the nascent project may require, and the Wizards and Alchemists Guild the obvious middle-man for handling it, you organize a lengthier meeting with her to take place before the arrival of your first three fellows.

"Mmm," she says distractedly, her eyes never straying far from a softly simmering alembic. "Well, I won't pretend I'll be put out by all this. Ulrican hosts can be prickly, and you working with their new friends is going to make that easier. Just Wizards, is it?"

Mathilde explaining the situation to Stanislawa would have been tedious to write and boring to read, so I just didn't. The first spoken sentence is her already having all of that explained to her and giving her response to it, which is the part in that conversation where things get interesting.

When you're writing inside an existing fandom, readers only need a few hints to be able to catch up to a running start.
The imperfection of the wiki really does need to be emphasized. It is an amazingly useful resource but the way that it is amazingly useful is it tells you what's out there and tells you what book and page to check to see what it's actually saying. Sometimes it turns out that someone just copied and pasted half a page onto the wiki, and sometimes someone summarized, and that's all well and good. But also sometimes someone synthesized several sources together and reached one of many possible conclusions that one could have come to, and sometimes they're downstream of fandom telephone and let that influence the conclusions they draw, and sometimes they incorporate typoes that some poor bugger might use as the basis for etymological worldbuilding before it's pointed out that it's a typo and nobody caught it because 99% of the people who might have are using the same very early low-res non-OCR scan of a forty-year-old book.

Sometimes there's people who are superfans of one specific thing or place in the setting, and try to have that thing or place take over tangentially related articles - I once saw someone try to fight for the Gods like Taal and Manann to be referred to primarily by their Tilean names, Karnos and Mathann. Sometimes somebody's copied in basically an entire campaign book so you get street-level nobodies who were peripheral characters in them that have longer articles about them than 95% of Supreme Patriarchs. The big pages are better these days about having 'canon conflict' sections but you can still find plenty of places where one side of that same canon conflict is just stated as fact without any indication that there's any conflict. And I'm sure there's a huge kerfuffle over who should win when Total Warhammer lore clashes with WFB and WFRP stuff - the Cathay stuff has been almost entirely filling voids where, for instance, all we knew about the Dragon Emperor was that there was someone referred to by that title, but a lot of the Kislev stuff has been based on what I suspect to be upcoming Old World lore instead of old Realm of the Ice Queen material. Speaking of, really not looking forward to The Old World poisoning the well further!

Sometimes there are articles written by a single person half a decade ago that talks about first edition material as if it's not in the Silly Zone and while that can sometimes be interesting to actually roll with and see where it goes, that can lead you to a lot of really incorrect conclusions if you haven't gotten used to checking which edition the source for something actually comes from. Like, you know Gazul? The only materials that go into any detail about His spheres and priesthood are ones that also say that those Dwarven Priests of Gazul are capable of casting spells of necromancy, and routinely do as part of their duties. The Elementalists? Completely from 1st Edition where they existed alongside schools that taught Daemonology. But there are some 1st Edition sources that go far deeper into the details of a corner of the setting than anything that came after so they're still routinely used by both Wiki editors and quest writers, and Stone And Steel for Dwarves and Sold Down The River for Marienburg (which mention the Elves using elementals) are two major ones, so you can't just cut a hard line of demarcation. And if 1e wasn't bad enough, I once saw someone citing Blood Bowl lore.

And sometimes there's people out there just outright writing fanfiction. There was a tale of an Arabian prince who rose to power from a daring and skilled tomb burglary and when you check the source it's a paragraph about some would-be tomb robber of the same name getting obliterated, and because it wasn't really linked to by anywhere you would only really find it if you were digging really deep into that very specific corner of the wiki. I've seen an article written entirely based on a White Dwarf article and when I went and checked there was nothing even slightly related to the matter at hand in that entire issue, let alone anywhere near the page reference. I've seen someone misinterpret who the 'they' was referring to in a sentence in such a way that it completely changed the who was to blame for starting a war. I've seen the fan-made '9th Edition' Army Books cited.

Also Kremlo doesn't even have an article.

All that said, it is very unfortunate that there's no way to actually perform this level of arguably-due diligence without spending a lot of money or doing a lot of something that I don't think I'm supposed to condone on this website.
 
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Turn 4 - 2471.5
Winning vote:

[*] Plan Conjectures
-[*] Report: Stick to the facts. We very discreetly acquired Petr and Maksim von Stolpe, using the Count's authority to borrow troops. We looked at the burst of magic flooding into the mound, and calculated that it came from Drakenhof.
-[*] Share some conjectures: The fact that the books were stolen at night by human shaped things that actually managed to traumatize horses by being nearby. As well as the powerful necromancer in drakenhof who put the alarm trap and then raised the dead in the mound suggests that the books were actually stolen by vampires, and that there is a pretty powerful necromancer among the vampires. The fact the books were kept rather than destroyed suggests they intended to use them, probably after installing their own patsy as a stirland elector count. The series of unfortunate deaths of Van Hal's predecessors and the connection between them and the noble we captured is further cementing the idea that we have a vampire making moves on stirland via subterfuge instead of an overt and open invasion. We should probably take steps against assassination attempts by vampires, and hopefully whatever info our guest at the dungeon provide will be a useful lead in the investigation.
-[*] Possible orders:
--[*] The disappearance of yourpredecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and I've got a lead: Julbach.
---[*] Capture of predecessor can lead to taking over the Stirlandian league for purpose of spying
---[*] Could he be related to the vampire plots? if so then finding him is a priority.
--[*] The Stirlandian League is a cancer eating at Stirland's economy, and it can be destroyed now that we have the ledgers.
---[*] The former spymaster has been acting against us. He probably still controls his spies in the league. Destroying it now would deprive of him of valuable resources, but may also destroy possible leads on his location
--[*] I've got the budget for a proper network of informants, now it just needs building.
--[*] Variant Writein: Drakenhof. This vampire plot to subtly take over stirland is concerning. We know there are vampires in sylvania, but who and where? And what exactly have they done in stirland so far? I could try to examine other stirland nobles for possible vampire connections, although this seems a bit of a shot in the dark. Alternatively, follow up any leads acquired from the interrogation of Stolpe.

[*] [Execution] Surprised and curious. While you had raised the issue of embezzlement and divided loyalties, the Count had also noted and accepted both. You want to know what did he actually do to cross the line, from the implications, he had sabotaged the army in some way for an outside party. Both for your own interests and for national interests, you want to know what the Count found.

---

The atmosphere at the reconvened meeting is subdued. The Great Hall echoes and amplifies the smallest sound, very different to the cozy privacy of the conference room - the conference room where several unlucky servants were scrubbing blood out of the floorboards. Blood that is still visible on Brother Kasmir's armour, as he had hauled the Professor's body out of the room and into the chapel to await the attentions of a Morrite priest.

Van Hal is staring into the flickering fire, lost in thought, fingers tapping out an unconscious tune on the table. Nobody seems to want to interrupt him. But it is an hour later, and the meeting is to be reconvened, so...

You clear your throat, and six heads swivel to you.

"As you know, Petr and Maksim von Stolpe are now guests here at the castle. Nobody at Leicheberg Castle saw my face..." Well, nobody has memories of seeing your face, which is close enough, and that sort of thing tends to disturb non-wizards. "And the riders I borrowed from Swartzhafen transported the two of them here without drawing attention."

"Well done. I will be seeing to the von Stolpes," Van Hal says.

"I do have some conjecture regarding the events at the Mound," you begin, and pause, giving Van Hal the opportunity to interrupt if he saw fit. He didn't, so you continue. "The Carter that transported the books said that they were loaded up by humanoid figures who badly spooked his horse, and then the books were transported to a secure location, guarded by death magic, and then defended by necromancy. And as I felt the pulse of Dhar that raised the skeletons coming, I was able to see the direction it came from. That plus the travel time pointed to a specific location - Castle Drakenhof." The expressions on the faces of everyone present are grim at that, but not surprised.

"Bloody Drakenhof," Anton mutters. Everyone nods in agreement.

"Vampires?" asks Brother Kasmir, his eyes narrowed.

"I believe so," you confirm. An atmosphere of grim resolution settles upon the six of you - even upon Herr Schultz, which surprises you. Anton is a native Stirlander and the others were veterans in fighting the forces of darkness, but you didn't expect the Talabeclander architect to take the news in stride. "If they had destroyed those books it would have undermined the unity of Stirland and the legitimacy of our authority. Instead, they sought to secure them. Add in the apparent complicity of von Stolpe, and possibly even the deaths of the Haupt-Anderssens..."

"Subversion," Van Hal growls.

"I believe so."

He exhales, and stares at you thoughtfully. He's got the document you prepared for him in his hand, but he apparently doesn't need to look down at it to remember the options you placed upon it. "Stirland," he says at last, "has had nine Elector Counts in the past forty years. I do not intend for there to be a tenth before the close of the century. Build your network. I don't want a single bloodsucker stepping foot in Wurtbad without a volley of crossbow bolts being there to meet it." He shuffles the papers, then looks over to Anton. "How did you find the Knights of Morr?"

"I went to Siegfriedhof and they were right there," he replies, then smiles at the look Van Hal gave him. "My impressions of the Knight-Commander are in the report. They're open to working with the secular military, but they've given some conditions - the majority of them will remain posted defending the Gardens of Morr, and they want all the dead given the Rites of Morr after battles, not just our own."

"That's..." Van Hal pauses, then looks over to Brother Kasmir. "Do the Knights themselves count as Priests?"

"They're a monastical order, so I believe so."

"If the Knights can give the Rites, I don't see a problem with it. I'll write to the Knight-Commander, we should be able to hammer out the details. Okay, apart from that, for the next few months you'll be with me. Assuming I find the man acceptable, we'll work out how to insert Maksim as the new Count von Stolpe without causing too many waves. Wilhelmina, how's the treasury?"

"Drained," she replies. "But it should start recovering once I get these ledgers sorted out and we start making everyone pay what they should."

"How long?"

"It'll take weeks just to get them back in chronological order," she says with a scowl. "But I should be able to start sending tax collectors after the remiss within a couple of months."

"Thank Sigmar," he notes, and Brother Kasmir nods in agreement and makes the Sign of the Comet. "So Schultz, you'll get your cannon soon. In the meantime, build a castle granary - with any luck we'll soon have taxes in kind flowing in, and I want somewhere under my control to store them."

"Tower or cellar?" he asks.

Van Hal considers. "Cellar," he finally decides. "I'd rather run the risk of vermin than have it vulnerable to siege weapons. Kasmir, how'd the clean-up go?"

"The mound will be tainted for generations to come," he notes with a frown, "but at the very least there are no restless dead remaining there. I also recovered a number of weapons that seem immune to the ravages of time that so affected everything else in there. I almost destroyed them, but while they are soaked in death they don't appear to be tainted."

"Weber, if you get a chance, take a look at them - but your network takes priority. Kasmir, tend to your flock. Find out which God every soldier and servant within these walls answers to. If the goat has predilections towards proscribed cults I want to know about it. And write to Altdorf - the military of Stirland is in need of better spiritual guidance."

The meeting breaks up, with your fellow councillors drifting away to go about their business, the shadow that had been over them mostly banished by the prospect of going out there and doing something. You move to do the same, then Van Hal shoots you a penetrating look.

"Mathilde, a word?"

---

Your mind races as you follow the Elector Count to his office. Your immediate fear is that you're about to meet the same fate as the Professor, but surely if that was the case you wouldn't have any warning, and he surely wouldn't be showing his back to you like this. Does he know about Ranald? Does he know about the Palace-Shrine? Does he know about the embezzlement? Does he know about the mysterious requests for information you know you haven't seen the last of? Does he know about the Asp? Does he know about- wait, is that all you have to worry about him knowing about? Have you forgotten anything?

You're still stewing in your own concerns as he sits down at his desk and you tensely imitate him, then he demolishes your fears by pulling open a drawer and producing a pair of battered steel mugs and a bottle of something golden brown that reflects the lamplight beautifully. "Ostland brandy," he says, misinterpreting your confused look. "Terrible place, but they know their alcohol." He splashes a little into each of the mugs and slides one over the table to you.

You'd experimented with alcohols in College, of course, but you doubted brandy would hold many similarities to the Brettonnian wines and the Reiklandian shandy that was often smuggled in. You sip cautiously at the drink, and manage to keep yourself from wincing as it burns all the way down your throat.

"To your first kill," he notes, toasting you.

"You mean-"

"I wouldn't have investigated him if you had not tipped me off. The blood is on my hands, but on yours as well." He doesn't sound condemning. In fact, he sounds almost gentle, and a little proud.

"What did he do?" you can't keep yourself from asking.

"He was to fill fifteen thousand vacant positions. He filled four in every five of them, and filled the leadership of the new regiments with men chosen for their willingness to split the wages of the missing men." He scowls. "Not only would he have left the ranks of the Army of Stirland full of holes, but he invited corruption into some of its highest ranks."

"Oh," you note. You try to picture a regiment missing a fifth of its men and led by the corrupt facing a horde of skeletons in battle. You wince.

"It is a heavy weight to carry, to take the life of your fellow man," he says softly, watching your expression. "But we deal death to the corrupt to prevent the suffering of the innocent. Never forget that."

---

You have six actions to spend.

[ ] As Per Orders: Perform your current assignment.
-[ ] The Wurtbad Watch already has their ear to the ground. Make their information flow to you.
-[ ] Personally vet everyone that works in the castle, and replace everyone you're not sure of the loyalties of.
-[ ] Wurtbad, like all major cities, is home to a number of guilds. Reach out to them and enforce your will.
-[ ] Wurtbad, inevitably, has criminals. And you're a follower of Ranald. Maybe you could reach an understanding - they'd have access to a huge amount of information, though it would mean tacit approval of their activities.
-[ ] There's a vacuum where a dozen trade guilds should be. Found one of your own, and let information and profits flow through you, and see what the Stirlandian League does about it. (warning: expensive, will need Van Hal or Wilhelmina to sign off on it)
-[ ] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[ ] Much of Western Stirland is under the de facto direct control of the Elector Count. Meet with each of the local leaders and make it clear that you're to be kept in the loop.

[ ] Backtracking and Side Operations:
-[ ] You haven't asked Anton about your predecessor - see if he knows anything useful.
-[ ] The thing you stabbed in the face is still in the cells, and now several others that were found are keeping it company. Examine them, learn from them, see if you can identify them.
-[ ] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
-[ ] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
--[ ] Examine them yourself and see if they're useful, or dangerous, or both.
--[ ] Send them to the Amethyst Order for examination (does not take an action).
--[ ] Allow the Morrites to examine them (does not take an action).
--[ ] Just have them melted down and buried (does not take an action).

[ ] Getting To Know You: Spend time with one of your fellow councillors, offering your help in their task and generally getting a feel for them (choose one).
[ ] Getting To Know You Whether You Like It Or Not: You've been given good reason to mistrust your fellow councillors. Perhaps you should see what they spent their time doing (choose one).
[ ] Sucking Up To The Boss: Normally you'd just go about things and report in to the Elector Count when you've got something major to report. If you instead give him regular reports and updates, it may make him more willing to trust you, and allow you to better get to know him. Opening yourself up to oversight, criticism, and potential micromanagement is a heavy price to pay, though.
[ ] Letters Home: You might be able to wring more information out of your Master, or you might just be able to get news, information and guidance in general from the Grey Order.
[ ] Hang Out A Shingle: Spymasters don't advertise, but wizards sometimes do. Make an official announcement that there's a wizard in residence, and see who comes out of the woodwork.
[ ] Now that you've got gold to throw around, you should stock up on spell components. They're not strictly necessary, but they do make things easier. (-personal gold)

[ ] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
-[ ] Practice, Practice, Practice: Having been thrown into the deep end of imperial politics, it would probably be a good idea to brush up on your skills (choose one).
-[ ] Tutoring: One of your fellow councillors may be willing to teach you in their chosen field (choose who).
-[ ] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
-[ ] Combat Training: You're virtually surrounded by armed warriors of various sorts. See if you can convince one to teach you (choose who).
-[ ] Combat Training, In The Free Market: You haven't made many heavily armed friends yet, but gold is good for that. Go out and buy some training. (-personal gold)
-[ ] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[ ] You're naturally talented at enchantment; so far, this just amounts to being able to make your desk meow for about an hour. See if you can improve on that, or at least figure out a way to make that useful.

[ ] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
-[ ] Diggy Diggy Hole: A wizard wielding a shovel is unnatural, but doing it yourself might be the only way to keep things secret. Clear out a new room of your Palace-Shrine by hand.
-[ ] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[ ] No Place Like Home: Move in furniture, set up a chimney, put in the effort to make sure that your new home actually feels like a home and not like sleeping in an underground mud cave.

[ ]Research:
-[ ] This is Stirland. Time to bone up on your knowledge of the Undead.
-[ ] That damn Asp has still been quiet, but maybe it's just biding it's time. Finally admit it's existence to your contacts back in the College and see if they know anything that can help.
-[ ] As a Journeywoman, the path to Magister is marked by mastering more than the two shadow spells you already know. Send to the Grey Order for the basics and work on figuring out one of the others.
-[ ] As a Journeywoman, the path to mediocrity is marked by only learning spells created by others. Your relationship with Ulgu is between you and it. (create-a-spell, write in the effects)


FINANCES: NO ACTION POINT EXPENDITURE.

Personal Income: 50 gold/turn
Discretionary Income: 150 gold/turn
Informer Payroll unlocked

Currently paying Grey College tithe (5 gold/turn)
Currently paying Grey College student loans (35 gold/turn)
Currently embezzling half of discretionary income

[ ] Begin plumping the informer rolls (choose ratio of real:fake informers. Almost impossible to detect, but also very difficult to increase or decrease the amount quickly)
[ ] Change tithe payment/loan payment/embezzlement (specify)


- Voting will be in plan format, including finances.
- I would like to reiterate once more that you can write in alternatives to any of the above activities. Most of the time, I write these on the spot based on what immediately occurs to me. It is very possible that you could think of better ideas.
- Don't forget Ranald's Blessing! If I forget to remind you and you forget to add it in somewhere, you miss out on it.
- This is a great example of the influence your reports have. Plan Reasonable and Plan Conjecture presented the same options to the Van Hal, but Plan Reasonable would have resulted in an order to go after either your predecessor or the Stirlandian League. Instead, by laying out what you think the plan of the enemy is and tying it into the fate of the Haupt-Anderssens, you've influenced him to focus on defence.
 
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Spellbooks
Spellbook of Grey Magic

Key:
M = Mastered, Mathilde has adapted the spell to perform better in some way.
K = Known, can be cast.
F = Forgotten, once known but must be practiced before it can be of use.
P = Partial, progress made towards learning the spell but not yet complete.
U = Unknown, Mathilde will need instruction from her Master or another Grey Wizard to learn these, either in person or by correspondence.
I = Invented. Mathilde created this spell herself, and as such will be entitled to some of the credit whenever it comes in handy. However, she can never Master it.

Short Range: Within about twenty meters. Close enough to see the whites of their eyes.
Medium Range: About a football field, or 100 meters. Within shouting distance.

As a general rule, you need line of sight to whatever you're casting a spell at, and if it has a mental effect on someone they can be able to resist it if they're alert and strong of will.

Magic Rating: A rough and vague rating of someone's ability to wield magic, combining the raw power they're able to bring to bear and how efficiently they can shape it. It measures whether you are able to learn and cast a spell, as well as the strength of those spells while cast. Actually casting spells uses the Learning stat.

1: Apprentice level; able to begin to learn the simplest of magics.
2-3: Journeyman level; able to cast simpler spells easily and begin to learn the simpler 'coloured' magics.
4-6: Magister level; the peak of an 'average' magical career.
7-10: The level of Magister Lords and Battle Wizards.


Channelling: A spell can be channelled, taking more time, effort, and concentration than normal and increasing the risk of it going wrong. If it succeeds, then the effects of the spell are increased dramatically. For instance, channelling Marsh Lights would effectively produce a hovering light comparable to a bonfire. This can only be done to spells that have a linear effect that can be scaled up. Previously called 'ritual casting', not to be confused with Rites/Ritual Magic.


Petty Magics: These are the very basics of arcane magic, and are taught to all apprentice wizards before they move on to more complicated spells. Though all the Colleges hold these spells in common, each performs them differently due to using different Winds to achieve the same effect. Mathilde learned all of these at the start of her apprenticeship, but fell out of practice with all but Sounds. Magic 1 required to learn and cast reliably.

K / Drop: Compels someone at short range to drop something they are holding.
K / Glowing Light: Causes something to glow for as long as you hold it, up to one hour.
K / Magic Dart: Strikes someone at short range with an impact comparable to a sling stone.
K / Marsh Lights: Creates a light or lights at medium range which can be moved around as you desire. Lasts an hour.
K / Sleep: Compels someone you touch to fall unconscious for up to half a minute.
K / Sounds: Creates a noise of the type and volume of your choice, projected from where you choose within line of sight, though it can't convincingly mimic speech.


Lesser Magics: More difficult but also more codified than petty magics, these are usually learned out of a book instead of being taught directly. Like Petty Magics, these are common to all the Colleges, and Priests can also achieve the same effect by channelling their Gods. Mathilde learned some of these, but not all, though she can send a letter to the Grey College requesting spellbooks for those she's missing (though if she loses them, she'd be in a world of hurt). Magic 1 required to learn, Magic 2 to cast reliably.

M / Aethyric Armour: Magic wraps around you and acts as armour, with effectiveness based on your mastery of magic.
Mastery - Indefatigable: While Aethyric Armour is active, you do not tire from physical exertion.
- Does not stack with actual armour.
- Needs to be recast every few minutes, which isn't a problem for the duration of battles but makes it dangerous to try to maintain for hours on end.
M / Blessed Weapon: For the next hour, the weapon this is cast upon will count as magical for the purposes of damaging creatures resistant to mundane weapons, such as ghosts.
Mastery - Blessed Hands: You instinctively channel Ulgu along any weapon you wield. Any weapon held by you counts as Magical.
- the mastery does not effect the ammunition of wielded ranged weapons, but the ammo can be blessed manually.
K / Dispel: Allows you attempt to Dispel an ongoing spell within short range. Cannot be used to try to banish demons or unbind the undead.
- See also: the Counterspell section at the end of this post.
K / Magic Alarm: Creates a silent alarm at a place you touch, and if any creature comes within a couple of meters of that point you will be alerted that it has been triggered. Lasts until triggered, or until you cast it at a different spot.
K / Magic Lock: Enchants a lock or bolt you touch to be impossible to pick or force open.
- Does not enhance the strength of the rest of the door or container.
K / Move: You can move unsecured light objects around at medium range, and force equivalent to a shove at short range.
K / Silence: Makes someone unable to speak for a few seconds at short range. Interrupts spellcasting.
- Does not eliminate all sounds, only makes someone unable to vocalize.
K / Skywalk: Allows you to walk on air for a few seconds, enough to cover about twenty meters at a run.
- If you want to bring someone along you'll have to carry them.


Shadow Magics: The true arts of Ulgu, not taught until one becomes a Journey(wo)man. Taught by the wizard's Master, by either personal tutoring or correspondence. Comes in three approximate 'tiers' of difficulty.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably.
K
/ Bewilder: A target at short range will have their mind clouded and will act unpredictably for around a minute.
- Violence, inaction, and wandering off aimlessly are all possibilities.
K / Doppelganger: You take on the appearance of a humanoid creature for around an hour, though not their voice.
- You can attempt to copy a specific individual if you have seen them recently or are familiar with their appearance.
- You may also wear the appearance of a generic example of a given race, though others of that race will notice something is 'off' if they look closely. This will not be more detailed than 'an orc' or 'a human'.
- Minimum height about four feet, maximum about ten feet. This does not change your physicality, just your appearance.
- This will conceal anything worn or strapped to you (such as scabbards) but not anything you are holding.
K / Eye of the Beholder: You can change an object's appearance to make it look either worthless or valuable for several hours.
- This does not go all the way to repulsive, nor all the way to irresistable.
- Shape of the object appears unchanged. Usually changes material, craftsmanship, intricacy, decorations, and so on.
I / Mathilde's Multidimensional Aethyric Projection: Allows the caster to project, edit and colour a fairly low-resolution 3D visualization.
- Very suitable for creating and editing dynamic maps.
- Has been converted into the Lesser Magic spell Mathilde's Multidimensional Aethyric Polysevirric Projection.
K / Mindhole: A target at short range will forget everything they know of you.
- You have no way of controlling or limiting this effect. It's all or nothing.
K / Mutable Visage: You can make a target you are touching (or yourself) noticeably more or less attractive for several hours.
- This effect is relatively minor. Think make-up, not special effects.
K / Shadowcloak: Makes you significantly harder to detect visually for several minutes.
- This enhances stealth, it doesn't create it. If you're in plain view, this won't help you.
M / Shadowsteed: A mystical and supernaturally fast horse is summoned that will carry you or one you designate, until it is dismounted or until dawn the next day, whichever is first.
Mastery - Shadowrider: Your Shadowsteed is as familiar and easy to control as your own two legs. +5 Martial when mounted on a Shadowsteed, no penalty to rapid distance travel.
- Averages about 25 miles per hour, and Mathilde can comfortably ride for about ten hours a day. Beyond that will test her endurance.
K / Take No Heed: Makes you very easy to ignore - it would take an act of willpower to even notice you unless you draw attention to yourself, and those few that do notice you will have difficulty remembering anything about you. Lasts a few minutes.
- Please note unless you draw attention to yourself. If the presence of a member of your (apparent) species would be unusual, this spell will break. If you do something that only certain individuals should be allowed to do, this spell will break.

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably.
K / Burning Shadows: Causes a shadow or set of touching shadows cast by a source as bright as a torch or brighter to burn like acid. You can specify who this will and will not effect.
- Can effect inanimate objects, but acid is a lot less effective on inanimate objects than it is on living flesh.
- Must specifically be a cast shadow, not merely being in darkness. Think shadow puppets.
- Mathilde must be casting or touching the shadow in question to cast the spell.

P / Cloak Activity: Allows you to perform an action while appearing to perform something entirely different for up to half a minute.
- The illusion is only visual, and anyone you're directly affecting while concealed by this spell has a chance to see through it.

M / Mockery of Death: Causes someone you touch to act and appear dead for several days, or until you end it. They retain all their senses, including sight if their eyes are open, and will still need to breathe and drink.
- If the subject was asleep or unconscious when the spell is cast upon them, they will not consciously experience the time spent under Mockery of Death.

Mastery - Mockery of Substance: When affected by Mockery of Death, the subject is also intangible to anything except the caster and objects under the control of the caster. They are still affected by gravity, and will still require food and water. They are still able to breathe normally. The caster can end the intangibility at a touch without interrupting the main effect of the spell.
- As per Substance of Shadow, anything in contact with the target will continue to exert force, as will anything brought into contact with the target by the caster if they will it.
- Clothes go with the target. This is entirely because it turning people naked would be funny to write at most once and awkward every time, so it's not something that can be weaponized or abused. Apart from this, it does not work on inanimate objects.
K / Pall of Darkness: Creates an area of impenetrable blackness within short range that lasts for about a minute or so.
- This is impenetrable to you as well, even your Magesight.
U / Shadow of Death: Makes you seem fearsome to all those who look upon you for one minute.

K / Shroud of Invisibility: Makes you invisible for up to half a minute.
- No limitations. Attack, shoot, scream, do what you like, you stay invisible until it expires or is dispelled.

K / Throttling: Sends ropes of darkness a short distance to strangle the target. Lasts until you choose to stop or your concentration is broken.
- Without magical protection or supernatural toughness, the target is helpless from when the spell hits their throat.
- Can only be cast on living targets, and the ropes are insubstantial to everything but the target's throat, so it can't be interrupted except by magical means and can't be used to pull the target around.

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably.
M / Dread Aspect: Makes you seem absolutely terrifying to all those who look upon you for one minute.
Mastery - Roiling Shadows: Your shadow is empowered by the spell and thrashes about in a turbulent aura, lashing out at your enemies to wrap around arms and legs and throats, causing death, distraction and even more terror in all who must face you.
K / Illusion: You create an illusion at short range that can look, sound, and smell like anything you want. Requires near-constant concentration to maintain.
- Illusion will not be solid. If the illusion is implausible enough to raise suspicion, those subject to it might see through it.
I / Knightbringer: When cast, a faceless grey rider in robes and a Witch Hunter's hat will appear to attack anyone attempting to attack the caster within a moderate duration (tens of minutes to an hour, depending on Magic score). Requires a bound Rider in Red.

M / Shadow Knives: You conjure and throw several knives (scaling with magical ability and mastery of the spell) at a target at short range that passes through any non-magical armour.
Mastery - Shadow Dagger: Can be used as a melee weapon that completely ignores non-magical armour. Well suited for assassination.
K / Substance of Shadow: A single person or item that falls within a shadow becomes invisible, silent, and insubstantial, though they can selective choose to physically affect the world. Lasts until the item or character is illuminated.
- Must specifically be a cast shadow, not merely being in darkness. Think shadow puppets.
- Must be a single discrete object, not a selected portion of a larger object.
- Anything longer in any dimension than a meter, or heavier than 10kg/22lbs, will be much more difficult to cast this upon; anything more than twice that is approaching the limits of possibility.
- When cast on an inanimate object, it will only become insubstantial to anything touching it after the spell is cast. Anything it was acting on before the spell, it will continue acting on after the spell.
- If something becomes substantial while 'inside' another object, results will be thoroughly unpredictable, usually unpleasant, and sometimes dangerous.
M / Universal Confusion: Bewilder, but applies to a whole group at once, up to about a ten meter diameter. Short range.
Mastery - Cloud of Confusion: You can cast the spell as a billowing cloud of bewildering gas, which pours from you for several minutes, constantly effecting everyone nearby.
- Mathilde can cast both the normal spell and the Mastered version. Both are indiscriminate, but the normal version applies to anyone within that radius at the time of casting, whereas the Mastered version continues outputting the gas over minutes to effect everyone touched by it.
- The Mastered version does not need to be inhaled to take effect. Mathilde is immune to it, as is Wolf; everyone else will suffer from Bewilder unless they're strong-willed enough to shake it off.
- The cloud itself is not very concealing unless Mathilde stays in one place long enough for it to gather.


Battle Magics: Spells that can change the face of an entire battlefield. The consequences of miscasting these spells are almost as horrifying as the damage they cause when cast correctly. Many Magisters go their entire career without learning a single one of these spells. Magic 7 required to learn, can never be cast reliably.


K / Smoke and Mirrors: The mark of a Grey Battle Wizard is the ability to weave teleportation cantrips into other spells they cast. They appear to jump around the battlefield at will, hopping anywhere within short range with every spell they cast.
- Can be tied into a Fiendishly Complex or Battle Magic spell to teleport without any additional risk of miscast. Can also be cast on its own. Range is limited to line of sight and about a hundred yards or so.
K / Melkoth's Mystifying Miasma: The signature spell of the Grey Battle Wizard, this creates a numbing fog at medium range that attacks the combat abilities of the foe.

I / Rite of Way: The Wizard exudes a rolling fog that covers the ground, concealing all obstacles from the eye and the foot alike. Any terrain can be travelled over without penalty as long as the Wizard maintains the spell. The Wizard can focus it on a specific obstacle, or allow it to flow in their wake.
- It can handle about one regiment of infantry (2500 men) or one cohort of cavalry (500 riders).
U / Steed of Shadows: Not to be confused with Shadowsteed, an insubstantial pegasus or drake appears under an ally within short range and carries them across the battlefield at incredible speed.

U / The Enfeebling Foe: An entire group of enemies feel their muscles begin to fail them and their weapons grow heavy in their hands. Medium range.
U / The Withering: The mirror to the above spell, instills weakness and doubt into a group of foes within medium range.
U / The Penumbral Pendulum: A ghostly and razor-sharp pendulum of immense size appears above the wizard, then falls in the direction of their choosing. Anyone that fails to get out of the way will suffer horrendous damage.
U / Pit of Shades: Creates a vortex to a horrifying hell dimension within medium range that drags in anyone unfortunate enough to be nearby.
U / Okkam's Mindrazor: Summons illusory weapons for an entire group of allies within medium range that shred the very consciousness of their enemies, with strength equal to their courage.


Tool-Free Enchantment:

Mathilde has learned a suite of petty magics that stand in for all the various tools of enchantment, but they can come in handy in a number of other ways.

Forge: On cloudless days, the heat of sunlight can be focused to create a small forge, suitable for shaping metal or blowing glass.
Mirror: Either for checking one's appearance or looking around corners, although magical mirrors floating in midair do tend to draw attention.
Shank: Normally used for chiselling or scrimshawing, a shard of solidified shadow can also perform any other purpose a knife would normally be used for.
Telescope: Lenses normally used to focus and amplify lights can also be used as a telescope.


Counterspell:

While Dispel can counter a spell that is already cast, to counter a spell as it is being cast is a more involved process. One can use raw power to try to snuff it out, but this is often dangerous and the enemies of the Empire usually have better access to raw power than sanctioned Imperial mages do. As such, the preferred method involves subtlety, attention, and efficiency.

A spell in the process of being cast is sensitive to disruption, especially since by nature it must be projected forward over whatever the target of the spell is. The simplest way to counter these is brute force; it is easier to cut strands than weave them together, after all. Battle wizards of skill and cunning often weave countermeasures into their spells accordingly, creating protective overlays of energy or running magical energies through the half-completed weave to ground on anyone trying to attack it. A more devious counterspell method is to add to the weave with the intent of causing the spell to fail spectacularly upon completion, effectively forcing a miscast onto the caster or causing the spell to go off in the caster's face instead of upon their chosen target. These are the simplest and most common methods; the details vary as wildly as wizards themselves do.


An exception to the above is projectile spells, since they are formed at the caster and then unleashed fully formed. These can still be countered; a web of magical force is used to slow the projectile, giving the wizard time to try to attack the magical energies keeping the projectile together and diffusing it midway. Alternately, a wizard might attempt to seize control of the projectile's flight, redirecting it to miss the target or even to turn on the caster. Needless to say, most wizards pay careful attention to the flight of their projectile after launching them.


Masteries:

Mastery occurs when a Wizard makes a spell truly theirs, sometimes when they reach a deeper understanding of it, sometimes when it is adapted to their psyche, sometimes when it interacts with an Arcane Mark of theirs. Masteries are deeply personal, and as such can only be passed on to other Wizards if that Wizard has a near-identical relationship with the Wind of Magic in question, which usually only happens with unusually close Master-Apprentice relationships or long-term partnerships. They can sometimes be codified into new and separate spells, but this is unreliable and difficult, and it's impossible to know whether it's you can codify a specific Mastery until you make the attempt. Trying to include the effects of a Mastery in an enchantment is significantly more difficult than just the base spell effects would be.


Other Winds:
Spellbook of Gold Magic (Lore of Metal)

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Curse of Rust: One nearby metal item the size of a breastplate or smaller becomes pitted and useless.
Fault of Form: A single weapon temporarily becomes less suited to combat; any inherent flaws, unreliability or dangers are greatly increased.
Guard of Steel: Shimmering orbs of steel orbit and protect the caster for several minutes.
Inscription: Engraves indelible text into a metal object. Casting time scales with text length. Your handwriting may be recognized.
Law of Form: At a touch, gives a solid, inanimate object the strength and rigidity of steel for several minutes.
Law of Logic: Careful thought gives a significant bonus to a single task, performed either by the caster or someone else. Long casting time.
Stoke the Forge: Causes a fire to burn as hotly as naturally possible and without consuming fuel for up to an hour.

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
Armour of Lead: A group of enemies' armor becomes heavy as lead, giving penalties to combat and movement
Fool's Gold: One inanimate object appears much, much more valuable than it is for several hours.
Law of Age: A solid, inanimate object becomes brittle and much easier to break for several minutes.
Rigidity of Body and Mind: You gain resistance to mental and physical damage for several minutes, but find it harder to change your mind during this time.
Secret Rune: Engraves invisible text similar to Inscription, or reveals/re-hides text from another casting of Secret Rune.
Silver Arrows of Arha: Creates and fires silver arrows with supernatural accuracy.
Tale of Metal: By touching a metal object, you can see the circumstances of its creation as if you were there.
Transformation of Metal: By touching a metal object, you transform it into a different object of the same metal. Quality depends on casting check. Long casting time.
Trial and Error: Magically guide the actions of allies near you, giving them a reroll.

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
Breach the Unknown: Unlocks all secrets of an object, from material composition to its properties, including that of magical items.
Enchant Item: For an hour, the item this is cast upon is supernaturally better at performing its intended purpose. Can be conceptual, such as a circlet making someone better at diplomacy. Long casting time.
Law of Gold: Temporarily suppresses the abilities of a magical item.
Spellbook of Amethyst Magic (Lore of Death)

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Death's Messenger: temporary bonus to intimidation
Deathsight: See spirits for an hour
Reaping Scythe: Summon scythe-shaped lightsaber
Swift Passing: Kill someone already seriously wounded

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
Acceptance of Fate: Make allies around you fearless for a minute
Death's Release: Weaken and maybe banish a ghost or other Ethereal target
Final Words: Ask one question of the recently dead
The Icy Grip of Death: AOE stun
Knocks of the Departed: Contact deceased individual, it only answers with knocks
Limbwither: Paralyze one limb for several minutes
Steal life: Deal damage to the target ignoring armor and toughness, you heal for the same amount
Tide of Years: Simulate passage of time for one item, decreasing its quality and eventually destroying it
Tomb Robber's Curse: Anyone desecrating target tomb in the following year will contact nasty curse for a week which erodes his mental abilities
Ward Against Abomination: Undead cannot approach you. Intelligent or especially powerful undead can resist the effect

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
The Animus Imprisoned: Extract someone's soul from his body and Imprison it in a jar. It can only be released correctly by another Amethyst or a Morrite. All Wizards in a 5-mile radius can feel casting of this spell and your Patriarch will fuck you up if you do it without good reason.
Death's Door: If you or one of your allies would die in the next several minutes, they can take one last action before doing so.
Life's End: Instantly kill target if you win opposed Willpower test. All Wizards in a 5-mile radius can feel casting of this spell and your Patriarch will fuck you up if you do it without good reason.
Wind of Death: AOE damage ignoring armor and toughness. All Wizards in a 5-mile radius can feel casting of this spell and your Patriarch will fuck you up if you do it without good reason.
Youth's Bane: Simulate passage of time for one living creature, permanently decreasing his strength and toughness.
Spellbook of Bright Magic (Lore of Fire)

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Cauterize: Doesn't heal, but counts as first aid.
Choleric: Creature near you becomes annoyed at another creature nearby and may attack it. Can be resisted with Willpower
Crown of Fire: You are better at inspiring and intimidating (that is the spell bound in the Torc)
Fires of U'Zhul: You fling a small bolt of fire at the target. Slight upgrade over Magic Dart
Flashcook: Instantly cooks food or boils water
Taste of Fire: Makes food spicy, transforms water into alcoholic beverage, makes alcoholic beverages stronger

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
Consuming Wrath: Target goes berserk but is also slowly consumed by fires from within.
Curtain of Flame: Classic wall of fire, also somewhat obstructs vision
Fire Ball: You create several balls of fire and throw them. (That is exactly Shadow Knives but without "ignore armor" part)
Flaming Sword of Rhun: Summons lightsaber
Hearts of fire: Makes your allies resistant to fear
Inextinguishable flame: Makes one flame inextinguishable. Duration depends on Magic, up to one year
Ruin and Destruction: Destroys one object as if by fire. Size depends on Magic.
Shield of Aqshy: You resist fire better for several minutes

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
Aqshy's Aegis: You and your allies are immune to fire. Allies need to form unbroken chain by holding hands. Magical fire effects by stronger wizards still hurt you
Boiling blood: Boils blood in one target, dealing armor-ignoring damage each round. Duration depends on Magic. Target explodes if it dies from this spell.
Breathe Fire: Incredible fire damage, cone AOE.
Burning Vengeance: One target wants to kill another target. Can be resisted on cast and each month, lasts a year, can be recast, you require names of both targets
Conflagration of Doom: Ultimate fire AOE, repeats each round until there is nothing alive in the area of effect. All Wizards in a 5-mile radius can feel casting of this spell and your Patriarch will fuck you up if you do it without good reason.
Fiery Blast: Fire Ball Mk. 2. More balls, more damage per ball.
Spellbook of Celestial Magic (Lore of Heavens)

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Omen: Semi-reliable hint about whether a thing will go well or badly if done in the next few hours.
Polish, Clean and Gleam: Makes a transparent or reflective item spotlessly clean on touch. Apprentices are not allowed to use this for chores.
First Portent of Amul: Re-roll one die on your next turn.
Lens on the Sky: Creates magical telescope-lens.

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
Birdspeak: You can speak to and understand birds. This spell does not make them helpful or honest.
Lightning Bolt: Conjures one lightning missile to strike a target at short range.
Clear Sky: Dispels one cloud, or clears a 100-yard area in a generally overcast sky.
Second Portent of Amul: As First Portent, but can be used within the next hour.
Fortune's Renewal: Target is extra lucky today, but it's borrowed from target's luck tomorrow.
Third Portent of Amul: Rerolls a critical hit against you during the next 24 hours. Only one instance can be active at a time.
Wind Blast: Targets in a large area are knocked prone and battered about, negates missile fire in area.
Curse: One nearby enemy has penalty to all rolls for an hour, attacks against that target have damage bonus.
Premonition: Re-roll one of your skill dice during the next 24 hours. Only one instance can be active at a time.
Project Spirit: Astrally projects your invisible spirit to go exploring for several hours. Still limited by material obstacles. Bad things happen if you don't return to your body in time.
Wings of Heaven: You can fly for several minutes.

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
Finding Divination: Points the direction towards either a specific item you have seen, or the nearest item of a type.
Starshine: Banishes darkness, dispels illusions, reveals invisible things, finds secret doors, and otherwise shows all things near you for several minutes.
Signs in the Stars: Writes very short, abstract message in the sky for others to see. Do not use lightly.
Lightning Storm: Causes lightning damage in a large area. This Aethyric storm can be cast anywhere, even underground.
Fate of Doom: Dreadfully curses one target you have hair or blood from with permanent bad luck. This powerful spell disturbs the Aethyr such that all wizards for miles can sense it being cast, and yadda yadda Elder Astromancers.
Spellbook of Amber Magic (Lore of Beasts)
General note: Form of the [Animal] spells last for one hour, preserve the caster's mental faculties, and prevent the use of speech or spells while transformed.

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Calm the Wild Beast: An animal at short range becomes placid and ride-able for several hours.
Cruelty's Desserts: Anyone who harms the animal you cast this spell on will be shunned.
The Beast Broken: A nearby animal that can be domesticated becomes tame indefinitely.
Form of the Soaring Raven: You turn into a raven.
Claws of Fury: Your fingernails become razor-sharp, deadly fast claws.
The Beast Made Well: Heals an animal you touch.

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
The Ox Stands: Relieves nearby allies of Fear and Terror.
The Talking Beast: Gives an animal the gift of speech for several minutes, or lets you speak while transformed if you follow this spell with Form of the [Animal].
Master's Voice: Commands one nearby animal to take one specific action.
The Boar's Hide: Your skin becomes tough as a boar's.
Form of the Ravening Wolf: You turn into a wolf.
Leatherbane: Leather goods carried by touched creature shrivel into dust.
The Winter's Long Slumber: Touched willing creature falls into hibernation sleep for several months.
Crow's Feast: A murder of aethyric crows materializes to peck at the eyes of enemies in a large area.
Cowering Beasts: Temporarily panics some nearby enemies.
Form of the Puissant Steed: You turn into a warhorse.
The Beast Unleashed: Nearby non-animal allies become frenzied.

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
Form of the Raging Bear: You turn into a bear.
Repugnant Transformation: Touched target goes mad, grows fur, and can no longer speak.
Wings of the Falcon: You grow wings and can fly for several minutes. (Try not to get mistaken for a mutant or Tzeentch daemon.)
Spellbook of Jade Magic (Lore of Life)

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Ferment: Converts touched liquid into safely drinkable alcoholic beverage. Undrunk beverages eventually revert.
Curse of Thorns: Thorns grow in target character, causing pain and brief damage over time.
Track's Tale Told: Helps to read tracks or follow a trail in the wild.
Fat of the Land: Touched creature does not need to eat for one week. Long casting time.
Tree-Dweller's Step: Touched creature can climb and brachiate well for several hours.
Earth Blood: Heals yourself if standing on earth, more effective if you cast it for longer.

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
The Wilds Undisturbed: You and several touched creatures can move freely through wilderness and leave no trail.
Leaf Fall: Spinning leaves partly conceal you, making it hard to aim ranged attacks at you for several minutes.
Earth Gate: You sink into the earth and reappear on another nearby patch of earth.
Father of Thorns: Thornbriars grow in a large area of earth, causing damage and hindering movement for several minutes.
River's Whisper: You commune with the spirit of a river and receive general answers to questions. Long casting time.
Vital Growth: A plant you concentrate on grows very rapidly, at a rate of about one year per hour spent casting.
Wood Shape: Touched willing creature takes the form of a personality-appropriate tree for several hours.
Spring Bloom: Ensures the fertility of a field or creature. Very long casting time.
Trees' Rustle: You commune with the spirit of a tree and receive general answers to questions. Extremely long casting time. Trees talk slowly.
Summer Heat: An area a few meters in diameter becomes uncomfortably hot.

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
Geyser: Water bursts up from the earth nearby, damaging, toppling and possibly stunning creatures in a small area.
Flesh of Clay: Increases your strength and resilience, but reduces your speed and agility for several minutes.
Winter Frost: Freezes over a large area, dealing damage and slowing movement.
Cure Blight: Cures plant blight in a large area, or mitigates disease on several characters. Very long casting time.
Spellbook of White Magic (Lore of Light)

Petty/Lesser Magics:
As per Grey Magic.

Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably. (CN up to 9):
Cleansing Glow: Cleans touched item, unspoils spoiled food or drink.
Dazzling Brightness: Dazzles creatures in a small area.
Clarity: Reduces mental penalties a touched character is suffering
Radiant Gaze: Shoots eye lasers.
Shimmering Cloak: Reduces damage taken from nonmagical missiles. You cannot hide while shimmering.
Radiant Weapon: Touched weapon emits light, counts as magical, deals extra damage to Daemons for several minutes.

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably. (CN 10-19):
Healing of Hysh: Heals the injuries of a touched creature.
Illuminate the Edifice: Lights up the interior of a touched structure for several hours. Size of targetable structure increases with Magic.
Light of Purity: Cast this as you light a fire. As long as that fire burns, its light protects against disease.
Banish: Attempts to banish a nearby daemon back to the Realm of Chaos, or exorcise a possessed creature.
Radiant Sentinel: A ball of light floats around you and can parry for you.
Ill-bane: Cures poison or alleviates disease for several nearby creatures.
Inspiration: Large bonus to a Knowledge test. Long casting time.
The Power of Truth: Touched creature becomes much more charismatic, but only while speaking honestly.

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably. (CN 20+):
Eyes of Truth: You see through all illusions, invisibility, concealment, darkness and disguises nearby, severely cramping the Grey Order's style. Causes the eyes to literally glow, lasts less than a minute.
Light's Demand: Holds in place all Chaos creatures caught in a cone of light for several rounds. This spell is particularly hard to resist.
Blinding Light: Blinds creatures in a large area.
Daemonbane: Attempts to banish all daemons in a large area back to the Realm of Chaos.
Boon of Hysh: Cures and purifies touched creature of all injury, disease, poison and malady.
Pillar of Radiance: A massive column of burning light deals damage and may blind targets in a large area. This powerful spell disturbs the Aethyr such that all wizards for miles can sense it being cast, and the Hierophants frown on using it against anything but daemons.
 
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Turn 4 Results - 2471.5
[*] Plan Grassroots Improvement; Updated
-[*] As Per Orders: Perform your current assignment.
--[*] Wurtbad, inevitably, has criminals. And you're a follower of Ranald. Maybe you could reach an understanding - they'd have access to a huge amount of information, though it would mean tacit approval of their activities.
---[*] Ranald's Blessing
--[*] You're from peasant stock yourself, so it shouldn't be too hard to make friends and contacts among the peasantry in the villages surrounding Wurtbad; Julbach, Biderhof and Tarshof.
-[*] Backtracking and Side Operations:
--[*] Van Hal is interrogating the Von Stolpes. Sitting in may be helpful to him, and educational to you.
--[*] A large number of Shyish-stained weapons were uncovered from the Barrow. Perhaps you should:
---[*] Keep them in a lead-lined steel box, fastened to the floor, inside the treasury.
-[*] Self-Improvement: Things have been going well so far, but the skills of a Journeyman Grey Mage can only go so far.
--[*] Pretty Good Swords: You've struck up a friendship with the Champion of the Greatswords and have discovered a talent for wielding them. Continue to cultivate this.
--[*] You only really kept in practice with a handful of the petty and minor magics you were taught. Maybe you should brush up on the others.
-[*] Home Comforts: Your Palace-Shrine is bursting with potential. And also mud.
--[*] No Place Like Home: Move in furniture, set up a chimney, put in the effort to make sure that your new home actually feels like a home and not like sleeping in an underground mud cave.
--[*] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[*] Change tithe payment/loan payment/embezzlement (specify)
--[*] Embezzlement to 35 gold per turn.

---

You swear viciously under your breath and suck on the wounded tip of your finger, throwing the knife in your other hand at the wall in frustration. You were a wizard, for crying out loud. Wizards don't whittle. They bend arcane energy to their will and force reality to obey their slightest whims!

But after a moment, you settle back down and regard the small wooden cube carefully. And after a moment's thought, you press your bleeding finger against it, staining it with your blood. Not much of a sacrifice, but one caused by luck, within a place holy to Ranald. Hopefully that will tip the scales. You'll give Ranald the chance to guide you to the disciples of one of his other guises, before you seek them out yourself.

---

You step out into the street and look around. Okay, two directions. On a four or higher, you go left. You roll a six - a good omen, you decide. And you go left.

A three-way intersection. Okay, then. 1-2 is left, 3-4 is straight, 5-6 is right.

You roll the die, and it lands exactly on a corner between four cobbles and sticks there, one corner pointing straight up at the sky. You stare. You circle the die, ignoring the looks you get from passers-by; two, four and six point skyward, while one, three and five point toward the ground. You glare at someone who's about to step on the die. He finds somewhere else to step.

You breathe in. You breathe out. You resist the desire to curse Ranald. You pick up the die and examine it.

Okay. All three directions, or none of the directions. Neither of those made sense. Maybe Ranald was saying he couldn't help you? Or...

A thought occurs to you, and you hate it.

Reluctantly, knowing what you'll find, you examine the surface of the road on the intersection, and find what you just knew you would - a manhole to the sewers of Wurtbad.

You toy with the thought of finding a new god. Verena, you're sure, does not tell her followers to climb into sewers. But even as you wonder if Verena likes cats too, you know you're going to end up climbing down that manhole.

But first, because you're not stupid, you're going back for a lantern.

---

You stomp through the sewers in a huff, knowing that you're being played. Every time you get to an intersection, you peer down each into the darkness and down one of them you see the glint of a cat's eyes staring back at you. Then the cat blinks and is invisible once more, only for the eyes to be watching you once more when you get to the next fetid crossroads.

You walk, and walk, and walk, until you're not sure if you're even under Wurtbad any more. Your path diverges from that of the foul, trickling sewer, taking you into an area of even older stonework, and you slow as you sight a glimmer of candlelight up ahead. You creep towards the light and see a glimpse of a tunnel opening into a much wider room, dimly lit by candles.

"What're you playing at? I know you know to take the arcana out," you hear a voice ahead of you say, and you freeze.

"What're you playing at? This deck doesn't even have arcana."

"Then how come you just dealt me a Priest and a Magister?" Oh, come on. Ranald was supposed to be subtle, and yet- your temper boils over.

"Because it's an omen, you goddamn idiots," you yell as you stomp into the room, sending the two men scrambling away from you in shock. They draw daggers; you glare at them until they sheath them again, sheepishly. One is thin and bald, with a neatly-trimmed beard and had been speaking in a Nordland accent; the other is older but more muscled, with greying hair, a moustache, and the unmistakable tones of an Averlander. The room itself is surprisingly dry, and is filled with battered wooden tables and chairs, though only the one had been occupied. Hanging against a wall, overseeing the room, is a rather well-made tapestry of a black cat appearing to carve an X into the background with its claws.

"So, uh," the Averlander says.

"Is that a greatsword on your back or are you just happy to see me?" the Nordlander interjects, then ducks a swipe from the Averlander.

"Did a mutual friend send you?" asks the Averlander, and you scowl. He nods, taking that as confirmation. "Were you seeking anything in particular, or were you just inspired?"

"I was seeking..." you hesitate, and then decide that Ranald's gotten you this far, you might as well trust him even if he is insufferable. "The criminal underworld of Wurtbad. I want to make them part of Stirland's intelligence apparatus."

There's silence as the two of them mull that over, broken only by dripping water in the distance. "The Deceiver and the Night Prowler, hand in hand," the Nordlander muses.

"And in exchange?" the Averlander asks.

"My main priority right now is keeping the bloodsuckers out of Wurtbad, which is good for everyone. But I can offer all sorts of payment. Coin. Favours. Pardons. The occasional blind eye. I know you know who I am."

"The robes were a giveaway." The two of them exchange glances, seeming to communicate something, then the Averlander nods. "I'm Heideck. He's Wolf. We may be able to work something out."

---

And you do. The two, you learn, are former bandits who retired to live off their ill-gotten gains and repay their debt to Ranald by serving as His priests. The deal is an easy sell to their criminal flock - they like powerful friends, they don't like being eaten by vampires. It's a great arrangement all around. Everybody wins, except for those that Wurtbad's criminals prey upon, but, well... priorities.

[SEEK RANALD'S FAVOUR: Req 80, Piety, 77+15=92. Ranald's Blessing activated! 92+20=112! Ranald adores you.]
[HOW SAFE ARE THE SEWERS: Roll, 86. Serene, in a sewer-y kind of way.]
[FIRST IMPRESSION: Roll, Diplomacy, 71+9=80. They're impressed.]

---

When you prepared yourself to sit in on a Witch Hunter's interrogation, you were expecting horrific violence and terrible devices. What you got was, in its own way, far more shocking.

Petr von Stolpe sat bolt upright, shackled to a chair that was itself bolted to the ground, glaring at Van Hal who stood in front of him. Apart from the chair, the room was completely unadorned. Van Hal returned the glare with a steady look of his own, seemingly content to stand there until the return of Sigmar.

"If your soul is feeling burdened," Van Hal finally said, "I can fetch my personal chaplain for you."

"Piss on your chaplain," von Stolpe replies immediately, spittle spraying across the room. "I have rights! To have me kidnapped by foul sorcery is an assault on Sigmar's Empire!"

"Rights, yes," Van Hal agrees mildly. Then he strides forward and backhands von Stolpe across the face. "Rights and duties! On this very day proud and loyal men of Stirland die to hold back the tides of the unliving, protecting your petty fiefdom, and so precious little is asked in exchange for those lives. But you would not give even that. Tell me, Count, I beg of you to tell me that it was mere greed that drove you to withhold the taxes you owe to the Province of Stirland. Tell me you know nothing of those who allowed you to get away with it as long as you did. Tell me that, prove it to me, and I would see you walk free in a heartbeat. Because otherwise I will see you burn."

Von Stolpe spits blood, and in the sudden silence you hear a tooth bounce against the stone floor. "Who are you to question me," he replies, his words quiet and slurred but the rage coming through clear despite it. "My ancestors have ruled Leicheburg for centuries. This land has seen three score Count von Stolpes, and I tell you: it will see three score more. You have sat upon a stolen throne for not two years! I have taken shits more glorious than your rule!"

Silence falls once more. You hold your breath.

"Bloodlines," Van Hal says, at last. "Lineage. Ancestry. That is what fuels you." He leans forward. "You may be right about one thing: Stirland may yet see three score more Count von Stolpes. In fact, those three score start now."

"You wouldn't-" Von Stolpe is silenced by another vicious blow, rattling the chains securing him.

"Weber," Van Hal says, and it takes you a moment to remember that that's you. "Go tell Maksim that his brother has suffered a terrible accident. The Count is dead, long live the Count." He looks at the form slumped in chains. "It's not even incorrect. Just premature."

---

Later, much later, as you and Van Hal wash blood from your hands, he starts to tell you a story - a story every Stirlander knows, but not near as detailed as this. A story of a half-insane Count, seething with petty hatred, who sought any marriage for his daughter to keep his brother from inheriting. And when a man-shaped creature from blighted Nehekhara arrived at the Count's deathbed, he paid more attention to the nobility of the being's blood than the dark curse it bore.

"There are a hundred types of rot that can eat at a man's soul," Van Hal says absently, lost in thought. "But one of the most insidious is the idea that the titles of your ancestors matter more than their deeds."

In the end, you hear the name wheezed from the former count's lips that you knew you would hear.

Von Carstein.

[INTERROGATION TRAINING: Roll, Intrigue, 70+12=82. Like a duck to horrible water.]

---

After that, you feel an urgent need to clear your head, so you make your way to the countryside.

It occurs to you, as you ride into Biderhof, just how far you've come. Just over a decade ago, you were a peasant child running around in a homespun frock, collecting frogs and throwing mud at the boy next door, occasionally roped in to do some poorly-understood task out in the fields but mostly running around freely and getting underfoot. Only a fascination with storms hinted at what was to come.

Then, one day, the poorly-carved wooden horse that had been mildly entertaining bored children for generations neighed, and your life was never the same again.

If not for that, you almost certainly would have married some peasant boy (hopefully not the boy next door). You'd probably have had and lost children of your own. You'd say prayers to Shallya and fret over the weather and wonder how the harvest would be and yell at your kids to stop throwing mud at the boy next door.

Or you might have been eaten by something that crept over the border from Sylvania.

And now here you were, reconnecting with your bucolic roots not out of nostalgia, but because you were building a spy network. You wielded powers that normal people could not even see, let alone comprehend. You were somewhere between the second and fourth most powerful person in all of Stirland.

It was enough to turn anyone's head.

Your entrance into the village did not go unnoticed, with conversations dying away and stares following you as you pass. Perhaps it was the robes. Perhaps it was the enormous sword strapped to your back. Perhaps it was the horse made of shadow you rode atop. You had considered acting with a bit more subtlety, but in the end you decided that doing so would only delay the moment where they decided whether or not they would accept a wizard in their midst. It does not take long for someone to step from the gathering crowd and introduce themselves.

---

The headman of Biderhof is an enormous man, only slightly less intimidating for missing an arm, and you talk business with him alongside a massive pile of the logs that Biderhof's economy is built upon. He is cautious in the extreme, and his long, hard looks at you and the time he takes to answer your questions grates at you. But you make a deliberate effort to remember the dialect of your youth, slowing your speech down to match his and giving each question he asks of you in return long consideration before replying. This seems to take him by surprise, and eventually he asks, with a note of disbelief as if surprised to find himself acknowledging you as a person rather than a wizard: from where do you hail?

Kelham, you reply, and a gap-toothed grin splits the headman's face. On familiar ground now, he begins that most Stirlandian of habits: he tries to find the point where his family tree intersects yours.

You're there for the rest of the afternoon, but at the end of it he's built a working theory that his second cousin is your grandfather's first wife's nephew and he couldn't be happier to help you. Stirlandians need to stick together.

You spend a week getting to know the locals, cementing your face as a friend rather than a mistrusted outsider as well as detailing the kind of information that would be of use to you. In the end Biderhof is eating out of your hand, seeing you as an ally against the nebulous eternal foes of corrupt merchants and indifferent nobles.

Unfortunately, you're not able to replicate your success at Tarshof or Julbach. Perhaps being agricultural rather than timber towns makes them even more insular and mistrusting, perhaps the headman of Biderhof was just unusually open-minded. But you do find that while they don't trust you, their prejudice doesn't quite extend to your coin, and you secure agreements from them to keep you informed of anything out of the ordinary, and your payroll expands.

And then you head back to Biderhof to spend some more time with friendly peasants.

[MAKING FRIENDS WITH BIDERHOF: Breakpoints 35/65, Diplomacy, 65+9=74. Adopted.]
[MAKING FRIENDS WITH TARSHOF: Breakpoints 35/65, Diplomacy, 38+9=47. Reluctantly willing to accept your money.]
[MAKING FRIENDS WITH JULBACH: Breakpoints 35/65, Diplomacy, 34+9=43. Likewise.]

---

"I wasn't going to say anything," Markus says as his sword clacks against yours, not even slightly out of breath, "but I'm curious. Why is a wizard learning to use a greatsword?"

You take a swing at him and he sidesteps as casually as if he was allowing someone to pass in the corridor. "The sword is the symbol of the Grey Order!" you exclaim, taking another swing that he bats away without trouble.

"Not a greatsword, though," he says, and he sidesteps, tapping you on the back with his sword as your charge carries you past him.

"You're probably the best fighters in Wurtbad," you explain like it's obvious. "And the weapon you're best at is a greatsword."

"True," he grants, and parries another swing.

"Also, they look really awesome." You circle warily, looking for an opening.

"Also true." You spot an opening. You strike. It was a trap. Once more, the wooden sword taps you.

But you're learning.

[HOW GOES IT? Req 50, Martial, 49+9=58. No worse than minor bruising.]
[EXERCISE? Req 50, Martial, 80+9=89. Side-benefits to waving all that sword around.]

---

What feels like a lifetime ago, there was a young girl reading poorly-printed books under her blankets by the ethereal grey light of Ulgu. But when you reached Senior Apprentice status, there was no longer an enforced Lights Out, so you read by candlelight instead. So the knack for it rusted.

But, you reflect as the light wobbles back and forth across the room, it didn't fade.

Another spell once as natural as breathing resurfaces as you think back to those times, and before long you're happily flinging tiny balls of force against the wall with a series of thunks. And then there's that most useful of spells for growing teenagers looking for privacy in a crowded dormitory: Magic Lock, which was also made redundant by a Senior Apprentice perk when you got your own room.

So much has changed since then, but the magic remains the same. Perhaps there's comfort to be taken from that.

[BRUSHING UP: Roll, Learning, 73+13=86. Three petty, one lesser.]

---

It is time - finally, truly time - to sleep in a comfortable bed for the first time since you left Altdorf.

You enlist Anton's aid and you're soon in the workshop of the best carpenter in town, demanding he uproot all of his plans and start building an entire bedroom of furniture for you. Who are you? Good question. Perhaps you'd like to ask your good friend, the Heir of Blutdorf. Anton waves at the man. The man uproots all of his plans and starts building an entire bedroom of furniture for you.

It's nice to have friends.

Soon, the furniture starts arriving at the inn, and you recruit some of the regulars to help haul it down the trapdoor, and subsequently buy a drink for and Mindhole them.

A dresser, to keep your stunning array of grey robes in! A desk complete with little cubby holes to store mail in! A stove to heat the room, with a chimney leading up to a crack in the floor of the shack! A rack to put your flamberge on! A bookshelf for, well, the books you'll probably eventually get!

And, blessing of blessings, a bed! A soft, warm, comfortable bed!

[SHOPPING FOR FURNITURE: Roll, Stewardship, 60+10. Bargains hunted.]

---

You look around the room, a smile spreading across your face as the small but wiry man smiles in pride. For the past six months, this man has been in one of two places: in his room in the inn, or in your Palace-Shrine, excavating the next room along the corridor from the entrance. A hefty requirement, but one that the man was promised equally hefty compensation for. And now it is complete. Some small part of you was hoping for buried treasure, but what he has uncovered is no less valuable: space.

You lead him up and out of the Palace-Shrine, and then through the inn onto the street he hasn't stepped foot in for half a year.

"Thank you for your help," you say sincerely, handing him a pouch of coins.

Mindhole.

The man blinks. He looks around. He looks down at the pouch in his hand. He feels its weight, hears the clink of coin on coin.

And he steps back into the inn.

You smile to yourself as you watch him begin celebrating his mysterious wealth in the most time-honoured fashion: by drinking it.

Yes, you could have just not given him the money. But you're not the sort of person that uses your magic to rob peasants.

[ANY TREASURES? Req 80, 50.]

---

Another six months passed, you think to yourself as you walk through the corridor towards the meeting room. Your resources have increased, but the stakes even more so. But you swear to Ranald and any other decent God that may be listening that you won't be found wanting.

You enter the room and find Van Hal at the table going over some letters, but without the company of any of the others. You take the seat on his left and return the smile he gives you, and start to arrange your own papers. As you do so, something on one catches your eye, and you remember a question you meant to ask. "What's happening with the position of Marshal?" you ask, resisting the urge to glance over at where the bloodstain on the table still hasn't come out.

"With regards to our friends in Altdorf, you mean?" You nod. "It's tricky. I executed his agent, but the agent he inserted was undermining the defence of Stirland. So I wrote to Altdorf, explaining the circumstances surrounding de Verezzo's retirement, and asking if they can recommend a replacement. They more carefully vet their agent, and I get someone who can do their job. Sometimes two wrongs can make a right."

"So they're sending someone?"

"Three someones," he replies, waving a sheet of paper. "I can pick whoever I think will be best for the future of Stirland. That's as close to apology as we're going to get, I feel." He looks over at you. "Gods know there's not enough hours in the day - I know you haven't been able to look at those tainted weapons from the Mound yet - but if you can claw the time from somewhere, head to Altdorf or wherever they come from and do a background check on them when they arrive."

You open your mouth to agree, but you stop, knowing how many different directions you're being pulled in. You instead say that you'll see if you can find the time. He smiles and nods once more as the rest of the council start filing into the room.

---

INFLUENCE ACQUIRED: Wurtbad Thieves Guild
CHARACTERISTIC INCREASE: Piety +1 (from Ranald's guidance)
TRAIT ACQUIRED: Interrogator
RELATIONSHIP INCREASED: Van Hal 9/10
INFORMANT ACQUIRED: Headman of Biderhof
INFORMANT ACQUIRED: Headman of Tarshof
INFORMANT ACQUIRED: Headman of Julbach
INFLUENCE ACQUIRED: Village of Biderhof
SKILL ADVANCED: Greatsword (Intermediate)
SKILL ADVANCED: Fitness (Intermediate)
SPELL LEARNED: Magic Dart
SPELL LEARNED: Glowing Light
SPELL LEARNED: Marsh Lights
SPELL LEARNED: Magic Lock
PALACE-SHRINE UPGRADED: Spare room excavated!
PALACE-SHRINE UPGRADED: It's now liveable! I'll no longer make rolls to see if you catch pneumonia every turn!


Discretionary Income: +150g
Embezzlement: -35g
Excavations: -20g
---
Net: +105g

Personal Income: +50g
Embezzlement: +35g
Tithe: -5g
Student Loans: -35g
Furniture: -40g
---
Net: +5g


New mechanic unlocked: Influence.

Influence is a binary thing - you either have it or you don't. If you have it, then you not only have the influenced party as allies, but you possess a level of influence that if you saw fit, and had the backing of the Elector Count, you could effectively take it over. This will give you side-options every turn to either upgrade or utilize whatever it is you have influence over.

However, you can only spread yourself so thin. If you take over more than you can handle - and you're not experienced enough to know how much that is, but you know one would be safe - you'll either start losing actions or suffering maluses to rolls as you try to do too many things at once.

It is possible to install a lieutenant to do your will in handling one of them, but you would be giving them an incredible amount of influence and power. Do you trust anyone with that? Can you?

- I'm moving the councils' reports to the other half of the turn, since these are long enough already.
- That goddamn snake is still failing it's rolls.

---


[] Write in your report
[] Write in a one-on-one report (optional)

Possible orders for the next turn (new ones up top, old ones below):

[] You've got a whole bunch of friends now, but you could always use more!
[] You've got the town of Biderhof eating out of your hand. If you could think of a reason to justify it, maybe all the taxes from it's lumber sales could flow into your pocket instead.
[] The Wurtbad Thieves Guild is basically a church group right now, instead of an actual organization. If you started throwing your weight around, that could change. Imagine the power you would wield if the criminal underworld reported to you. However, imagine how much more damage they'd do to Stirland if they were united... and you're not sure that Van Hal would be easy to convince.

[] Drakenhof. You almost hesitate to suggest it, but... surely this must be investigated.
[] The disappearance of your predecessor is very concerning, especially since he's actively trying to sabotage the hunt for him. He must be found, and you've got a lead: Julbach.
[] The Stirlandian League is a cancer eating at Stirland's economy, and it must be destroyed.
[] The Stirlandian League is a gold mine of information, and it must be yours.
[] There is a risk of enemy agents infiltrating the castle staff - they must be watched.
[] The castle staff can be a great source of information and first line of defence - they should report to you.
[] Seriously what is up with the East Wing.
[] If you had proper facilities, you could do better work. Would Van Hal fund renovations to a base he's never seen?
[] Other (write in)
 
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