Voted best in category in the Users' Choice awards.
Turn 5 - 2472
[*] [Report] We've established a network of informants reporting to us from Wurtbad itself and in the surrounding villages. We should pick up on anyone setting up operations outside of town, unusual travelers, and people hiring on local help for illicit activities. That's not going to catch every vampire or spy coming into town but it should catch the overconfident, careless, or unlucky.

[*] [Solo] We can write to the Grey College requesting intelligence on his new prospects, though actually travelling to Altdorf to investigate them would leave Stirland without a spymaster for quite a while. There's no guarantee they'll give us anything useful, but we'll be writing them anyway because there's a killer illusion-snake trying to murder us. He shouldn't need to worry about that, but if we're found dead with two suspicious puncture holes in the corpse, he should probably check whether it's vampire fangs or giant snake fangs before making assumptions.

[*] [Options] Plan League or Network
-[*] 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.
--[*] Capture of our predecessor could lead to taking over the Stirlandian League for purposes of spying, and give us knowledge of his past actions and whether he's involved with any other threats.
-[*] 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 a whole bunch of friends now, but I could always use more!
--[*] If the Count wants Wurtbad truly locked down, we can focus on expanding and deepening our local network.
--[*] Our current network is focused around the Wurtbad area. If suspicious activity happens farther afield we don't have any sources in place to let us know.
--[*] We know that at least one Von Carstein is active. If they focus on the nobility we'll want eyes on Stirland's prominent families.

---

This meeting of the Council is a lot less subdued than the last one, though the seat that de Verezzo once filled remains unfilled. Without the Professor's droning to begin the round of reports, Anton jumps in to fill the silence before it has a chance to extend awkwardly. "As you're aware, your Grace, the new Count von Stolpe is settling in well. Maksim is delighted to get out of his older brother's shadow, and has already begun to send back-taxes to make up for what Petr didn't pay. That said, he probably won't be able to change the deadlock of infighting in Southern Stirland without help."

LEICHEBURG LOYALTY: SECURED

Van Hal sighs. "Something to deal with another day. Right now, between the Knights of Morr and Count von Stolpe, I have agreeable vassals along most of the Sylvanian border. All that's missing is Langwald and Drebkau. Get in touch with..."

There's a moment of hesitation, and Anton steps in. "Count Haupt of Steinbachthal and Count Toppenheimer of Hornau."

Van Hal frowns. "Haupt. Any relation to my predecessors?"

"Only very distantly, and there was a great deal of tension between the Haupts and the Haupt-Anderssens before the latter went extinct."

Van Hal looks down and traces a line down the map. "Get in touch with them. If Langwald and Drebkau can be fortified, Leicheburg can be turned into the new garrison for the Army of Stirland and the border will be secured." He considers the map broodingly for another moment. "Wilhelmina, news?"

"Back-taxes have started flowing in," she says, "and nobody else is putting up a fight about it like von Stolpe did. Either nobody else realizes we were missing the ledgers, or they took heed of the lesson." She looks from Van Hal to you and back again, looking uncomfortable for a moment, then moves on. "The treasury should soon start increasing, despite the climb in expenditures."

"Good. Continue working on it, the money will start flowing out again soon." Wilhelmina looks pained, but nods.

WEALTH OF STIRLAND: Poor.
INCOME OF STIRLAND: Mediocre.

"Brother Kasmir, how is the spiritual health of the castle?"

"Among the servants, Sigmar is not as venerated as I would prefer, but Morr and Shallya fill the void. More concerning is the state of the souls of the Greatswords - they have not had a chaplain assigned to them in some time, and though I could find no worship of proscribed cults, there is no central uniting faith among them. The closest is Ulricans, but they only make up a third - the rest are Sigmarites, Myrmidians, Morrites and Verenans." He shakes his head sadly. "The rift between the Sigmarites and the previous rulers of Stirland left the Army without spiritual guidance. I can only hope that I continue to find no evidence of heresy among them."

CASTLE SERVANT FAITH: Primarily Morrite and Shallyan.
GREATSWORD FAITH: Heavily mixed. Ulrican, Sigmarite, Myrmidians, Morrites, Verenans.
ARMY OF STIRLAND FAITH: Unguided.

"Worse than I'd hoped, but better than I feared," Van Hal says. "I'll talk with Markus about the Greatswords, you take care of the army. Liaise with the Sigmarites, send off to Altdorf if you have to. I want at least a chaplain for every cohort in the Army proper. They'll report to you. Ensure that the Army's faith is equal to that of the task ahead of them."

Kasmir seems pleased at his orders, in a grim sort of way.

"Herr Schultz, any problems with the granary?"

"None, your Grace. I've turned it over to Frau Hochschild's authority, and I understand it is gradually filling with grains from taxes paid in kind."

EAGLE CASTLE: Granary added.

"Excellent. For now, the defences of Eagle Castle will have to prove sufficient. I'm sending you to Southern Stirland, I want you to review the defences of the villages of Swartzhafen and Drebkau. If they're walled, I want to know how feasible improving those walls would be. If they're not, we'll have to organize a corvée to raise mottes and baileys, so survey for suitable sites." He looks at the map, measuring distances with his fingers, and grimaces. "It's about 80 miles from Langwald to Leicheberg, but to go by road means having to circle all the way around and through the Moot. Once you've seen to the villages, you are to survey the area so we can begin work to drive a road between the two."

Schultz pales. "Your Grace, that area of the province-"

Van Hal's eyes narrow. "I'm aware. You'll have troops assigned to you."

Schultz's mouth opens, then closes again. Van Hal turns to you, his expression softening.

"We've established a network of informants reporting to us from Wurtbad itself and in the surrounding villages," you say proudly. "We should pick up on anyone setting up operations outside of town, unusual travelers, and people hiring on local help for illicit activities. That's not going to catch every vampire or spy coming into town but it should catch the overconfident, careless, or unlucky."

"Including Julbach?" Van Hal asks.

"Yes. Biderhof is the most agreeable of the villages, but the headmans of Julbach and Tarshof have both fallen into line."

He looks down at the document you prepared for him, and considers the options. Uncharacteristic indecision twists his face into a grimace, and in the end he sighs. "Widen the local network. Wurtbad is the administrative center of Stirland, we cannot allow it to be compromised - especially with the Army of Stirland to be based out of the south."

---

Your now-customary post-council meeting with Van Hal opens as per usual, with him barely looking up from his desk as you enter. It seems like every time you come in here, there's more papers stacked up.

"So," he says, signing one document and putting it on a pile seemingly identical to all the others. "Will you have a chance to look into the replacements for the Professor, do you think?"

You nod. "One way or the other. I can write to the Grey College requesting intelligence on his new prospects, or I can personally travel to Altdorf to investigate them, though doing so would leave Stirland without a spymaster for a while."

"I'd prefer for you to do so in person, if possible," he says, pouring drinks for the two of you. This time, you expect the burning of the Ostland liquor, and welcome it. "Do you keep correspondence open with your alma mater?"

"Letters every now and then. I'll have been getting in touch with them this year anyway because there's a killer illusion-snake trying to murder me."

Van Hal's mug was halfway to his lips when you said that, and he lowers it back down onto the desk and gives you a flat look. "What have you been getting up to," he asks - he doesn't quite growl, but there's a hint of it in his voice.

"Nothing recently," you assure him. "This is from back when I was still getting a hold on Ulgu."

"And it didn't occur to you to tell me there was a Thorned One pursuing you?"

"You know of it?" you ask, hopefully.

"Barely. I once pursued an artist-cult that worshipped it as their muse. In the end, I only got the snake's leftovers, and they would have been for the asylum if they had escaped the pyre." You sigh, disappointed, and he shakes his head at you. "A Thorned One. And you're only just sending letters home to ask for advice."

"I've been busy," you say defensively.

He smiles and shakes his head again. "If there's a solution to the snake I can help with, let me know. Anyway, there's something I'd like your thoughts on. This whole business with our predecessors - we've barely scratched the surface, I realize, but I'd like to know what your gut is saying. Were they in league with whatever accursed Von Carstein is haunting Sylvania, or merely aligned with it? Is it a priority to root out the remnants, or to repair the damage they've done?

"And this business with the Stirlandian League." He finishes his drink, grimacing. "I'm still undecided on what direction to take with them. I'm new to the title, but as an Elector Count, the thought of giving de facto immunity to those that would avoid paying the taxes and tolls Stirland needs is galling. But as a Witch Hunter, I'm quite familiar with the concept of a lesser evil. I'd like to hear your opinion on the matter."

---

[ ] Weigh in - write-ins justifying a decision will have much greater weight. No action point expenditure; these are not actions, just giving your opinion to Van Hal. Choose one from each pair, or write in variations.
-[ ] PREDECESSOR LOYALTY: Their self-serving nature and incompetence only gave the Von Carsteins an opportunity.
-[ ] PREDECESSOR LOYALTY: I believe that they were truly suborned by the Von Carsteins.
-[ ] PREDECESSOR APPROACH: The damage is done; we must repair it.
-[ ] PREDECESSOR APPROACH: The rot lives on; we must excise it.
-[ ] STIRLANDIAN LEAGUE: Do not clasp the snake to your bosom. Destroy the League.
-[ ] STIRLANDIAN LEAGUE: Do not waste such a potent resource. Claim the League.


PLAN FOR THIS TURN - CHOOSE BETWEEN SIX AND EIGHT. ANY CHOSEN BEYOND THE FIRST SIX WILL COME WITH RISKS.

[ ] 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.
-[ ] Acquire a copy of Brother Kasmir's report, and confirm everyone is worshipping as they claimed to.
-[ ] Wurtbad, like all major cities, is home to a number of guilds. Reach out to them and enforce your will.
-[ ] 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)
-[ ] 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 considering candidates for the post of Marshal, and he has asked you to vet them. Investigate them (choose: in person, via correspondence).
-[ ] 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).

[ ] Delegation: Maybe it's time to start being less spy and more master. Though Gods know where you'll find someone competent and trustworthy enough to grant such easily-abusable power. (write in source of potential lieutenants)
[ ] 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)
-[ ] Filled with Potential: You've got a room cleared out and ready to be put to use. Decide what you're going to put there. (write in the purpose of the room)

[ ] 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, much more difficult than the above)

[ ] Influence: Though you haven't taken these over (yet?) you could still spend some time to influence or tap into them. Write in what you would like to do with them.
- [ ] The Wurtbadian Thieves Guild is currently little more than a church group, albeit of a very unconventional god.
- [ ] Biderhof, a village based on woodcutting and agriculture, has adopted you as one of it's own.


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 1/4 of discretionary income (35 gold/turn)

[ ] 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)


NEW MECHANIC: OVERWORK. With an established base of operations, you can now start pushing yourself to your limits. You can perform up to eight tasks per turn, but any after the first six will have more severe consequences for poor rolling and have a high chance to accumulate negatraits from physical or mental wear and tear. Negatraits can be fixed, but it will take actions to do so. If additional tasks are chosen, label the 'additional' tasks accordingly.

- As always, voting will be in plan format. Answers and action plan can be separated.
- Don't forget Ranald's Blessing!
- Once, you almost got in hot water over the Stirlandian League. Now you're being asked to weigh in on it. The magic of a good relationship with your boss.
- You've got a lot on your plate, so Van Hal decided to give you a lighter and more flexible task; but if there's unfinished business lingering at the end of this turn, your actions might start attracting greater oversight.
 
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Revelation of All Secrets
An Optimistic View Of How Things Might Have Gone

BoneyM said:
Your now-customary post-council meeting with Van Hal opens as per usual, with him barely looking up from his desk as you enter. It seems like every time you come in here, there's more papers stacked up.
(...)
"Letters every now and then. I'll have been getting in touch with them this year anyway because there's a killer illusion-snake trying to murder me."
Van Hal's mug was halfway to his lips when you said that, and he lowers it back down onto the desk and gives you a flat look. "What have you been getting up to," he asks - he doesn't quite growl, but there's a hint of it in his voice.
"Nothing recently," you assure him. "This is from back when I was still getting a hold on Ulgu."
"And it didn't occur to you to tell me there was a Thorned One pursuing you?"
"You know of it?" You ask, hopefully.
"Barely. I once pursued an artist-cult that worshipped it as their muse. In the end, I only got the snake's leftovers, and they would have been for the asylum if they had escaped the pyre." You sigh, disappointed, and he shakes his head at you. "A Thorned One. And you're only just sending letters home to ask for advice."
"I've been busy," you say defensively.
He's not taking that too badly, you think. But he would have liked to be notified earlier. You should probably tell him about the other things earlier rather than later, too.

"My lord." you say nervously, taking a deep breath to gather your thoughts.

"Weber?" Van Hal looks at you.

"I'm not sure how to put this. But- ah, in several of the books I've read, there's a question which indicates things are about to go wrong: 'When were you planning on telling me about this?' So there are some things I want to get off my chest before that happens."

"Is this about the fact that you worship Ranald?"

You blink. You were sure you'd been discreet about that. "How did you know?"

"Kasmir told me."

"How did he know?"

"He didn't tell me. Priest business of some sort, I suppose?" Van Hal shrugs. "As I've said, as long as you're loyal to Stirland and the Empire, it doesn't concern me that you worship Ranald. But you said 'things'. What else?"

"...it's more than just worship. I've bought a place in the city so I could work more discreetly outside the castle, and I turned it into a shrine to Ranald the Deceiver, and I've made friends with some of the thief-priests of Ranald the Night Prowler."

Van Hal makes the sign of the comet. "Sigmar preserve me from the plans of wizards. But I've worked with worse. You do intend to make these priests part of your spy network and have them warn you, and me, about attempted vampire infiltration of the city's underworld, right?" His tone makes it clear that this is actually an order despite being phrased as a question.

"Yes."

"Good. What else?"

"The posts listed as 'Magical Expenses' and 'Contacts Outside Stirland' in my budget report are padded with interest payments on my debt to the Grey College."

The Elector Count rolls his eyes. "Weber, the most relevant part of that sentence wasn't the embezzling, it was the word 'debt'. A spymaster in debt to someone else is a spymaster whose loyalties are uncertain." The silence is oppressive as he weighs his next words carefully, glaring at you sharply. "But you have a record of good service, even if it's short, and the Grey Order is a respectable institution, not some Tilean usurer. How much do you owe?" You tell him, and he grunts. "Mmm. I'll have to talk to Wilhelmina, but here's what I'm thinking: You'll stop embezzling, I'll lend you the money, you'll pay off the Grey Order, your debt is now to me. And Wilhelmina will be scrutinizing your future expenses."
(Relation -1)

You nod quickly, hoping that the word 'future' in that sentences means he's willing to overlook your past indiscretions.

"Is that all? Because I have a province to run." Van Hal looks sour and disgruntled, but not angry. Not quite yet. Time for the last card.

"Only one more thing. My former master in the Grey Order sent me a letter. He said that --- ------- --------- ------ --- --- -- -------- ----- -- - ------ ------ -----."

"Well, what did he say?"

"What? I just told you." You reach for Ulgu and try to explain again, listening to yourself speak. "- --- ----- -- ------- - ------ -- -----. Oh. I see. -- ------- ------- -- ----------- -- -- -- ------- -- ------- ----- ------ - ----------." The Count is tapping his fingers impatiently, so you try a new tack. "Hypothetically speaking, a wizard might be able to use Ulgu to magically hide certain information a person knows so that it cannot be passed on. Hypothetically speaking, if I'd had a spell of secrecy put on me this way, there might be certain things I'd be unable to tell you and I'd have to talk around. Hypothetically speaking, such a spell could be dispelled by a similarly powerful wizard. Hypothetically speaking, - ----- -- --------- ---- ---."

"Bloody wizards." Now Van Hal does look angry. "Has your former master asked, told, instructed, or otherwise suggested you do anything contrary to the interests of Stirland and the Empire?"
(Relation -1)

"No." At least you can say that much.

"Then I'm going to conclude this is bloody stupid wizard business and leave it to the bloody stupid wizards to keep their bloody stupid wizard secrets. Get out. Get out, do your job, and see if you can find a way to dispel whatever happened to you. Hypothetically." He spits the last word. You have a feeling he's going to be watching you a lot more closely from now on.

(Entirely speculative post.)
 
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Turn 5 Results - 2472
[*] Answers Reasoned To Bits
-[*] PREDECESSOR LOYALTY: I believe that they were truly suborned by the Von Carsteins.
--[*] Loyalty Reasoning: The primary factors are, how agents of Drakenhof knew enough to move the ledgers, which should only be known to the prior count and his administration, how the Von Carstein aligned nobles knew we didn't have them, how the League benefited from the loss of the ledgers and the various undead and monsters literally buried within the castle at the barest inspection.
---[*] While the last factor could be achieved through incompetence or sloth, this does align with the former pieces, which points to a highly competent individual who knew they were in league with monsters. Either his loyalty lies with the monsters, or his greed lies beyond mortal means to fulfill.
-[*] PREDECESSOR APPROACH: The rot lives on; we must excise it.
--[*] The case of the stablehand to feed us poor information, and the Ledgers placed where they could be recovered intact, rather than much more simply burned or thrown in the river, points to further plots aimed at us rather than simple obscuration of loose ends. As such, the previous spymaster should be considered an active party rather than a simpler historical note.
-[*] STIRLANDIAN LEAGUE: Do not clasp the snake to your bosom. Destroy the League.
--[*] Intelligence wise, with what we know of their affiliates, the entire network's integrity is suspect, and its continued operations highlight the possibility of its former master still being in control, which would make it too easily suborned a source of deliberately bad information. Economically, the vast amounts of wealth running along the League has to be funding SOMETHING, and indications are that this is not to our benefit. If there were to be such a drain upon our economy, it should at least go towards paying for our operations rather than a mystery party's.

[*] Plan Backlog
-[*] Do your job:
--[*] 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.
---[*] ... and make sure some of the new hires and trustworthy ones report to you.
---[*] Ask the good Brother to assist you. Can't hurt to double check when it comes to HERESY.
--[*] 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.
-[*] Secret Base:
--[*] Diggy Diggy Hole, Outsourced: Pay someone to do the digging, then Mindhole them on their way out. (no action required, -personal gold)
-[*] Research:
--[*] 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.
---[*] Ranald's Blessing
----[*] Bring an example or two to show your master while you are in Altdorf.
-----[*] Lead-lined steel case. Magic lock on top of mundane one. Carry on your person.
-[*] Go to Altdorf:
--[*] Van Hal is considering candidates for the post of Marshal, and he has asked you to vet them.
--[*] 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.
--[*] Filled with Potential: You've got a room cleared out and ready to be put to use. It should make an excellent enchanter's workshop after a bit of furnishing and some purchases in Altdorf. (no action, -personal gold)

---

You consider the questions at length. "The primary factors are," you begin, unconsciously taking on the tone of voice you used to use in debates back in College, "how agents of Drakenhof knew enough to move the ledgers, which should only be known to the prior Elector Count and his administration; how the Von Carstein-aligned nobles knew we didn't have them; how the League benefited from the loss of the ledgers; and the various undead and monsters literally buried within the castle, exposed at the barest inspection.

"While the last factor could be achieved through incompetence or sloth, this does align with the former pieces, which points to a highly competent individual who knew they were in league with monsters. Either his loyalty lies with the monsters, or his greed lies beyond mortal means to fulfil."

"Compelling reasoning," Van Hal says, motioning for you to continue.

"The case of the stablehand who attempted to feed us poor information, on top of the ledgers placed where they could be recovered intact instead of being simply burned or thrown in the river: this points to further plots aimed at us rather than simple obfuscation of loose ends. As such, the previous spymaster should be considered a still-active party rather than a simpler historical note."

"I'm inclined to agree. And the Stirlandian League?"

"Intelligence wise, with what we know of their affiliates, the entire network's integrity is suspect, and its continued operations highlight the possibility of its former master still being in control. This would make it too easily suborned to be a good source of information. Economically, the vast amounts of wealth running along the League has to be funding something, and indications are that this is not to our benefit. If there were to be such a drain upon our economy, it should at least go towards paying for our operations rather than those of some unknown party."

"Mmm," Van Hal says neutrally, swirling what remains of his liquor in its mug. "That was my thought too, but I wasn't sure if it was the proper caution of an Elector Count or the leftover instincts of a Witch Hunter. I'm glad your thoughts on the matter align with mine."

"Happy to put your mind at ease," you say, and Van Hal smiles at you.

---

Your first instinct was to immediately begin galloping off to Altdorf, but it occurs to you to at least wait until they arrive, so you cast around for something else to spend your time on. You don't want to get started on something and be unable to complete it. So you visit the treasury, open up the large steel-and-lead crate, wince at the wave of Shyish that flows out, and select a candidate for investigation - a large iron greatsword.

Then you glare at it suspiciously, before putting it back in the box and going to find a blacksmith that can make you a case to carry it around in.

A couple of days later, you have transported the suspect greatsword back home and are ready to start examining it properly. Sure, you've got nothing more than magesight, an unhoned talent for enchantment, and some half-remembered lessons on the subject from back when you were an apprentice, but what's the worst that can happen, right?

In the peaceful quiet of your excavated spare room, illuminated by a softly glowing ball of Ulgu, you peer closely at the sword. The Shyish is unmistakable, densely twisted in on itself in a spiralling lattice, and as far as you can tell untainted by Dhar. You frown and look closer, not sure what it is you're seeing.

Magic, you know, is fundamentally about taking the unreality of the Winds and forcing them into reality, softening the fundamentals of what is and twisting them according to the will of the caster and the nature of the Wind in question. If you push Aqshy into reality, fire can appear from nothing, because the Aqshy temporarily and locally changes reality so that fire can come from nowhere. But where spellcasting does so for mere seconds, enchanting does so indefinitely. In reality fire needs fuel, but a magically burning sword does not, because the sword is no longer entirely real and therefore no longer beholden to that aspect of reality.

But just as the sword becomes partly unreal, the Winds become partly real. An enchanter isn't just bringing the Winds into reality, they're changing the nature of the Winds themselves.

But that isn't what you're seeing here. The Winds are densely-packed but unchanged in their fundamental nature - but that can't be right, because the fundamental nature of Shyish isn't being stacked up in a sword like apples in a barrel. So you look for the barrel itself, peering closer and closer to try to make out what would be a tiny amount of magical framework around the overpowering glow of the trapped Shyish. It's like trying to see a candle in front of a bonfire, and your vision blurs as your eyes strain to make it out, and you wince at the sudden coldness as your nose touches the iron of the blade but you think you just caught a glimpse of it, right at the edge of the-

Sudden agony shoots up your leg and you drop the sword, its point embedding itself in the soil. You whirl around to see a cat sprinting out of the room, its mischief apparently done. You rub at your calf and wince as you feel dampness of the fabric. The little bastard drew blood through your robes, and how did it even get down here, what sort of horrible demon cat-

Your thoughts are scattered as the sensation of the raw energy of death unleashed fills the room, and you whirl once more and then take several steps back as you see sinister purple light arcing across the length of the sword. The Shyish dances up and down the blade, seeking an escape, and then turns inwards and the sword turns red with rust as it ages decades in seconds. Before your eyes it flakes away to nothing, and the now-released death energy sinks into the earth.

You stare in horror. If you had still been holding the sword...

[TEMPTING RANALD: Breakpoints 30/60, Learning, Ranald's Blessing 11+13+20=44. Ranald's got your back.]

Shaken, you spend the next few days curled up with a freshly-bought novel or two as you await the arrival of your potential new coworkers. Finally they arrive from Altdorf, escorted by pistoliers and unknowingly observed from the wall as you try to put faces to the names you've been given. The first candidate is unmistakable, with their horse just as clad in steel as the man himself, and wielding a hammer that would put Brother Kasmir's to shame. Sir Berthold of the Order of the Hammer of Sigmar, you presume. The second is more difficult to spot, blending in as he does among the ranks of the pistoliers, but you identify him by his more ornate half-plate and the missing plume on his helmet - Outrider Champion Gustav von Jungfreud. And bringing up the rear is an overweight man driving a cart, covered with a bulging sheet. That must be Master Engineer Otto of Nuln.

Three very different candidates. A tricky decision to be made. Hopefully what you find in Altdorf will simplify it.

---

After consulting a map, you realized that the trip by road to Altdorf is actually shorter than the trip to Leicheburg. An overnight stay in Nuln and you'll be there at the end of the second day.

You are, however, reminded that no travel in the Empire is trivial as part way through the first day, you encounter a group of beastmen trotting along the path, on the hunt for travellers. You were sorely tempted to draw your greatsword and set about them, but you didn't want to risk dropping your cargo (a second greatsword from the crate in the treasury, hopefully less temperamental than the first) so you just blasted right past them at full speed, chuckling to yourself at the frustrated man-goat noises they made as they tried fruitlessly to match your speed. You report them at the next roadwarden waystation you pass.

The rest of the trip is uneventful.

---

Altdorf is just as you remember it - overcrowded and full of snobs. You're also struck by how... ignored you are. In Stirland, you get looks everywhere you go, albeit mostly nervously respectful ones lately. But Altdorf is practically bursting with wizards, and though you aren't exactly getting jostled by passers-by, neither are you given any undue attention.

You're not sure how you feel about it.

The morning after you arrive, you're enjoying a quiet drink in the tavern you've rented a room in when your Master walks in, exactly as you remember him - same robe, same hat, same hideous fox stole he insists on constantly wearing dangling from his neck. He heads straight for your table and sits himself down uninvited, not even glancing away from you as the bartender hurries over with a tankard of ale.

"You could have waited until I sent word," you say with feigned exasperation.

"What's the point in knowing everything if you can't show it off?" he replies, his deep, booming voice ringing around the tavern. "So, what's got you running all the way back home? Not shooting for Magister already, are you?"

"Not this year," you reply breezily. "Mainly, I'm checking up on the candidates to replace the previous Marshal."

"And didn't that business cause some red faces here," he chuckles. "There's an old tale about a scorpion and a frog that leaps to mind."

You wonder whether the scorpion is supposed to be the late Professor or Van Hal. "I don't suppose you could save me the work?"

"And what kind of teacher would I be if I did that? Go, do your investigating, then come back to me and I'll tell you if you missed anything important."

You huff. "There are a couple of other reasons. The first is that I've got a bit of an ardent pursuer, if you get my meaning. Vain, too. Really likes mirrors."

The smile falls off Regimand's face at that. He looks over to the bartender and jerks his head towards the door, and the man hurries out from behind the bar and starts shooing the morning crowd out the door, steins still in their hands. In moments the room is empty, and the bartender scurries through a back door and closes it behind him, leaving the two of you alone. "What foolishness have you been getting up to in that blasted province-"

"Oh, it's not new," you reassure him. "This has been an ongoing thing since... '65, I think. When I filled that practice room with sticky fog that melted candles."

"Why didn't you say something," he asks, aghast.

You shrug. "At the time, I didn't want to admit that the incident was an even bigger screw-up than everyone thought. After that... well, I guess I just got used to it. There's actually less mirrors around than you'd think, and it's easy to get in the habit of dulling the shine on blades and silverware."

He shakes his head in disbelief. "I wonder if it's too late to transfer you to the Bright Order..."

"None of that. Come on, what's the solution here."

He sighs, and thinks. "There's a school of thought that such manifestations should be left to run their course, to cull the wizards that result in them. But miscasts happen to the best of us, I say. Go to- wait, no, you can't. Okay, I'll have an apprentice dig through the archives. There's a book somewhere in there that has a device to catch this particular variety of creature."

"Thank you," you begin, but you're interrupted.

"Don't thank me yet. The cost of having a new copy printed will be added to your debts."

"Can't I just borrow it?"

"If we lent out books, the archives would be empty within a generation." You sigh, and finish your drink. "So what was the third reason?"

"Oh, right," you say, and get up to go fetch the case from your room. When you return with it, he eyes the case thoughtfully. "Birchwood would be better," he says, taking it from you and working the clasp and opening it. "Oh, lead-lined. Well, that works too, though for short-term storage you want iron instead of steel on the outside." He eyes the sword inside thoughtfully. "Speaking of iron. Pre-Imperial?" You nod, and he leans in closer to it - though, you note sourly, not so close that he risks prodding it with his nose. "Hmf. Found in Stirland, I take it? So Asoborn construction... oh, I know what this is. Bloody primitives. There was a belief back then that the Winds of Magic were the souls of the dead, so some twit wizards put enchantments on the weapons to absorb ambient winds thinking that would mean it would eat the souls of those killed with it. Nasty stuff, except wrong in literally every way." He closes the case with a click. "So instead you end up with the swords sucking in all sorts of magic and it ends up mixing and curdling and next thing you know it's Dhar. At that point the best thing to do is find a nice volcano to drop it into. You've got the exception to the rule, though - looks like it's been soaking up nothing but Shyish, so it hasn't been tainted." He shrugs. "Not that it's any good. The enchantment itself is lost and could be interesting to work with, but you can't reverse-engineer the enchantment without grounding the Shyish, and unless you do it right the first time, that takes the blade and thus the enchantment with it and you're left with nothing."

You feign a disappointed look, thank him for his insight, and take the case back to your room, your mind alight with possibilities.

---

The Markets of Altdorf, however, refuse to cooperate with your ambitions. There's so much equipment that could be of use to you - looking glasses, magnifiers, prisms, crystals, lenses... and not a single one is anywhere to be found.

Wizard Chic, you discover, is in fashion among every spoiled rich youth in Altdorf that wants to outrage their parents. All over the city the damn brats are using genuine components to craft absolutely useless monuments to their own foolishness, and have sucked up everything that looks like it might be magically useful, and then commissioned more on top of that, so that every glassblower in the city is too busy catering to the whims of Altdorf's feckless youth to craft you the enchanting components you need.

You miss Wurtbad.

[REGIMAND'S EXAMINATION. Roll, Learning, 92+18=110. This is why he is the Master.]
[SHOPPING FOR ENCHANTING EQUIPMENT: Roll, Stewardship, 8+10=18. Ayn Ranald's free market destroys your dreams.]

---

You abandon the markets of Altdorf in disgust and go about your official business. First order of business: the chapterhouse of the Order of the Hammer of Sigmar.

You knock on their door, introduce yourself, hand them your letter of introduction, and the door is slammed in your face.

You scowl at the door. Now you'll need to get a new letter of introduction.

Still, you're not so easily put off. The Knights themselves might not feel like talking, but there's others inside the Chapterhouse that might not be so tightlipped. You spend days lurking in the pubs, bars, inns and taverns nearest to the Chapterhouse, and finally you find someone who works there that's willing to talk to a stranger.

He peers at you through the haze of smoke and his own drunkenness as he recounts his tale. "There's a group of 'em that are always together, and though I ain't ever seen your boy getting up to mischief, the others in that group are right proper arses. Always makin' us recite hymns to Sigmar, and if we don't know the words we get a beatin'. And if we say we follow one of the other Gods we get a bigger beatin'. I asked my Priest, and he says that's not right."

You murmur agreement that it's not right, your eyes narrowing.

---

Four days it took, to head back to Wurtbad and ask the bemused Van Hal for a replacement letter of introduction and come all the way back to Altdorf. And now you finally stand at the door of the Outrider's Barracks. They're not a Knightly Order, so you figure they'll be lacking the heady mix of arrogance and self-righteousness that made the Knights refuse to even-

The door opens. You introduce yourself. You hand them your letter of introduction. The door is slammed in your face.

Literally in your face. You prod at it gingerly, hoping it's not broken. As it is, you're going to have one hell of a bruise.

Four more days to Wurtbad and back. Van Hal couldn't decide whether to laugh at your predicament or worry about the hideous bruise that had spread across your face by then.

When you knock on the door of the Pistolier barracks, you're ready to draw your greatsword and jam it in the doorframe if it looks like it's going to be slammed in your face. But instead, you're invited in by the enthusiastic young noble, who apparently is a follower of Wizard Chic and compliments you on how authentic your outfit looks. You assure him that it looks authentic because it damn well is authentic, and he's awestruck.

You're introduced to a dizzying array of young nobles with more pistols than sense, and none of them have anything bad to say about Gustav von Jungfreud. They seem to hero-worship him, each competing to tell stories of the man charging impossible odds with a repeater pistol in each hand, dealing out improbable amounts of death. You listen carefully nonetheless, and a picture forms in your mind. Gustav is always the first into the fight, the boys are all eager to tell you. Now, you're no strategist, but it occurs to you that leading from the front is all well and good, but there's a time and a place for it, and the time isn't always and the place isn't everywhere.

Hmm.

---

Another day of travel to Nuln, to visit the famous Gunnery School. The famous Gunnery School that you're going to level to the ground if they even think of slamming the door in your face.

Luckily for the famous Gunnery School of Nuln, they're entirely welcoming to you, and more than happy to talk of the man who put his chances of tenure in jeopardy to volunteer for service in Stirland. Everyone speaks of how brilliant he is; how he miniaturized the bird-bomb, how he demolished the stables with what he insisted on calling the greatgreatcannon, how he tried to replicate the Dwarven gyrocopter and ended up creating a sort of ballista that fires enormous spinning blades.

You're shown into his workshop, which is a picture of absolute chaos. Parts and pipes and tools and scraps of parchment lie everywhere, half-covering prototype devices of unidentifiable purpose. You eye writing scrawled across the stone wall in charcoal, which appears to be calculating how big you can scale up a mortar until steel is no longer sufficient to contain the blast. Then it starts speculating about the properties of gromril.

Ambitious. Inspired. And quite possibly insane.

[INVESTIGATING THE KNIGHT: Req 60, Intrigue, 28+14=44. Door slammed in face.]
[ALTERNATE ROUTES: Req 80, Intrigue, 73+14=87. A fortunate encounter.]
[INVESTIGATING THE OUTRIDER: Req 50, Intrigue, 4+14=18. Door slammed in face, literally. Ow.]
[INVESTIGATING THE PISTOLIERS: Req 70, Intrigue, 95+14=109. They're eager to gush about their idol.]
[INVESTIGATING THE ENGINEER: Req 50, Intrigue, 76+14=90. They're happy to show him off.]

---

In Wurtbad, you thought of Altdorf as home. But after spending time in Altdorf once more, you find yourself yearning for Wurtbad. So after you finalize your investigations, you waste no time in heading back to Stirland.

Your Palace-Shrine welcomes you, and you sink into the welcoming embrace of your familiar, comfortable bed and luxuriate in finally being away from that damn stupid overcrowded impertinent sprawl of a city. But you can't luxuriate for long, because you've spent a lot of time out of the city and you've got work to do. First order of business is finding some more dumb muscle willing to become hermit miners for a few months in exchange for a hefty paycheck, and then you're off to visit the Wurtbad Watch.

The Wurtbad Watch, you soon discover, is the final destination for any members of the Army of Stirland too mutilated to serve but too stubborn to quit. The average member of the Watch has three limbs and nine tenths of a face, and nowhere is this better embodied than in their leader, Captain Guion 'Lefty' Ragnier, a former Brettonnian peasant with a hook in place of his left hand and an eyepatch covering whatever happened to his left eye. He doesn't let that slow him down, though, and you find him to be worryingly sharp and surprisingly literate, his desk almost as covered in paperwork as Van Hal's. He's also openly suspicious of you, bordering on hostile.

Currently, his eye is narrowed as he looks at you across the desk. "Wouldn't this be the Marshal's jurisdiction?"

You shrug. "If you've got a shovel, you can dig him up and ask him."

"Right, I heard about that. Treason, wasn't it?"

You're not sure what he's insinuating, but you're pretty sure you don't like it. "Yes, and it was uncovered and he was executed for it."

"What about the Steward, then? If we're part of the city's civil infrastructure, seems more natural we'd report to her."

"And if you were nothing but petty thief-takers, that would be the case. Look, we've gone off-track. I'm not asking for you and your men to become spies. All I'm asking is that, when you're keeping an eye out for cultists and creatures as you normally do, you keep me informed of anything you find. Then I can work with you in exterminating them before they're a threat to Wurtbad."

He looks at you long and hard, then, reluctantly, he nods. "Suppose I don't have much of a choice in the matter."

"No. You don't."

That could have gone better. But sullen obedience is still obedience.

[RECRUITING THE WATCH: Breakpoints 40/60/80, Diplomacy, 51+8=59. Reluctant obedience.]

---

As much as you hate leaving Wurtbad again so soon, your next priority is seeing to the allegiances of the regional representatives of the Elector Count's demesne. Before you head out, you see to the trio of diggers who you hired to clear out another room in the Palace-Shrine - it's a bit trickier to Mindhole and pay each of them individually without tipping off the other two, but since you're barely in Wurtbad recently you had no choice. Once again you're disappointed to find a lack of treasures.

So off you go to find those regional representatives. It's an exceedingly dull task, because as it turns out, there's no one clear representative, just a snarled bureaucratic mess that runs off inertia. You spend days trying to find out who's centrally placed enough to be able to act as an information pipeline, then days more trying to convince them you have the authority to recruit them. But in the end, Munzhausen falls into line, and then Purgg.

In Worden, however, the bureaucrats are made of sterner stuff, and they stubbornly resist your attempts to untangle the confusing mess of who reports to who. You almost suspect that you're being deliberately stonewalled, but it could be entirely innocent - after all, Worden is the largest of the three areas. In the end you have to break off and head back to Wurtbad if you're going to complete what you had planned.

[ANY TREASURES? Req 80, 21.]
[MUNZHAUSEN, Req 40, Diplomacy, 42+8=50.]
[PURGG, Req 40, Diplomacy, 79+8=87.]
[WORDEN, Req ??, Diplomacy, 22+8=30.]

---

Final entry on your agenda: looking into the staff of Eagle Castle. You haven't had much contact with them since you moved out, but they're a pretty straightforward bunch, largely drawn from the surrounding villages since the Wurtbadians are oddly skittish about the castle.

Things get off to a bad start right away, as Brother Kasmir gets the impression that you're checking up on his work. He declines your request to assist him with icy politeness and strides off before you have a chance to rephrase. You consider going after him to try to smooth things over, but decide to leave things be before you jam your foot any deeper into your mouth.

Still, you've got a job to do.

Things start off innocently enough. Some of the staff know you and the rest know of you, so they're comfortable answering your questions, and you compare everyone's stories together and find that everything matches. Then one day, you're barely paying attention to the fifteenth interview of the day when the man mentions his relation to the headman of Biderhof. You prompt him to continue, remembering the agonizing detail said headman went into when describing his family tree, and notice that the picture being painted for you doesn't line up at all with the one the headman himself gave to you.

The man's voice trails off, apparently picking up on your suspicion. For a long moment the two of you stare at each other over the table, filling the room with silence.

When he moves, it is with inhuman speed - if his legs hadn't been tucked under the table, he would have had you. As it is, him having to push his chair back and rise to his feet before he could throw himself at you gave you time to draw your greatsword and meet his pounce with your swing.

Once again, silence descends upon the room, broken only by the the blood dripping from the enormous gash in the man's torso, almost splitting him in half.

You stare in horror at the cleaved body of the man that seconds ago you were talking to. You look down at the spray of blood marring your grey robes. You look at your trusty flamberge embedded in the flesh of the thing that just tried to kill you. Then you turn away, and vomit your half-digested lunch against the wall.

[RECRUITING BROTHER KASMIR: Req 30, Diplomacy, 7+8=15. You're not making a lot of friends lately.]
[TRY TO UNDO THE DAMAGE: Req 60, Diplomacy, 40+8=48. Best to leave him be.]
[HOW BAD IS IT: ???]
[WHAT DO YOU FIND: Req ???, Intrigue, 52+14=66. Inconsistency found.]
[STAY COOL: Req 40, Intrigue, 9+14=23. Failed at playing it cool.]
[REACT: Roll, Martial, 82+10=92. GREATSWORD!]
[POST-BATTLE COMPOSURE: Roll, Martial, 17+10=27.]

---

ENCHANTED SWORD LOST. 49 remaining.
STUDENT LOANS INCREASED.
BOOK ACQUIRED: Light And Its Properties, by Leonardo da Miragliano.
KNIGHT INVESTIGATED: Kept over-zealous company.
OUTRIDER INVESTIGATED: Always the first into the fight, always.
ENGINEER INVESTIGATED: There's a fine line between genius and madness, and he's trying to weaponize it.
INFORMANT GAINED: Captain Guion 'Lefty' Ragnier, Head of the Wurtbadian Watch
PALACE-SHRINE UPGRADED: Spare room excavated!
INFORMANT GAINED: Munzhausen Bureaucrat
INFORMANT GAINED: Purgg Bureaucrat
BROTHER KASMIR RELATION CHANGES: -1, now 4/10.


Discretionary Income: +150g
Embezzlement: -35g
Sword box: -5g
Altdorf trip accommodation: -20g
---
Net: +90

Personal Income: +50g
Embezzlement: +35g
Tithe: -5g
Student Loans: -35g
Excavations: -20g
---
Net: +25g

---

You have just become very aware that something is very, very wrong.

WRITE IN what you do next.

---

YOU are currently in a small room near the Great Hall you have been using for interviews. It is roughly equidistant between the Chapel, the Courtyard, and the Great Hall. It is not much further to the Study. It is far away from the Archives.
ANTON is in Steinbachthal.
WILHELMINA is either in the Archives or out of the Castle.
KASMIR is sulking in the Chapel.
SCHULTZ is in Southern Stirland.
MARKUS is in the Courtyard.
BERTHOLD is in the Courtyard.
You noticed about twelve GREATSWORDS in the Courtyard.
GUSTAV is with VAN HAL, wherever he is.

You do not know where OTTO is.
You do not know where VAN HAL is. He may be in his study.

There are roughly two hundred SERVANTS in the castle. You have interviewed sixty of them without incident.
 
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Interlude - Counterespionage in Eagle Castle 1
[*] Confirm the kill, make sure the head is properly off. Remove blood-stained robes, leave the room, and lock the door behind us with Magic Lock. Head over to the Courtyard while attempting to remain calm/avoid drawing attention, to find Markus. Mindhole any castle staff who see you near the scene of the killing.
- [*] If Markus is at the Courtyard, appraise him on the situation quietly and attempt to find van Hal, both to ensure our liege's safety, and to place ourselves under his command. If van Hal cannot be found, try to find Kasimir.
- [*] If Markus is not at the Courtyard but other Greatswords are, take them with us [with a vague excuse about "be wary - treason is afoot"] and try to find van Hal
- [*] If the Courtyard is deserted of Greatswords, check the Study for van Hal; if he's not to be found, look in the Chapel for Kasimir.

---

You wipe your mouth on your sleeve as you collect yourself. You'd thought you'd become accustomed to violence, but sudden and brutal violence had taken you off guard. You've still got a way to go yet.

You turn and look once more at the corpse, and wince. It's probably dead. Living creatures generally need the various organs in their torso, and you'd bisected quite a lot of them. But unliving creatures are less picky, and you don't want to rush to any judgement about the nature of your interviewee.

You take a deep breath, grasp the greatsword, and pull, trying to close your ears to the noises made. Then you pull harder, and then you place your foot on the corpse's shoulder to try to get some leverage. Finally it is torn free from the embrace of the shattered ribcage, and you take a moment to collect yourself, fighting back the sob that was threatening to tear its way free.

Before you can think about it too clearly, you line the greatsword up with the corpse's neck and swing. The head bounces off the stone floor with a soft, fleshy thud.

You need reinforcements. The creature almost got the jump on you, and it was alone. Markus was in the courtyard earlier, and you can't think of much better, but the tricky part would be getting there without risking tipping off any of the creature's compatriots. You look down at your splattered robes and whimper.

---

Without your robes, you're down to your chemise and pettipants, both suitably grey. You're wearing even less than when you trained with the Greatswords. Your legs are exposed all the way up to the knee. You feel naked.

You put your wizard hat back on and belt your greatsword scabbard across your torso. That feels better.

It's necessary, you remind yourself. Wandering around in your underthings will certainly attract attention, but not suspicion. At least, not suspicion that you'd just beheaded someone; you're pretty sure what suspicion it would cause, and curse your exhaustive mental encyclopedia of mischief a lowborn girl in her underwear could have been getting up to in a castle. For the Empire, you remind yourself. For Stirland. For Van Hal.

When you leave the room, you bump straight into a servant woman walking along the corridor, carrying a basket of unwashed bedlinen. "Good evening, ma'am," she begins, then notices your manner of dress and pauses, giving you an odd look.

Mindhole.

Completely for the purposes of operational security, you tell yourself. By the time she's recovered from her confusion, you've woven a magical lock into the door and escaped down a corridor.

You also make a mental note of the woman's identity. You had interviewed her earlier, and everything had seemed fine, but...

A task for later. You consult your mental map of the castle, and quickly discount the possibility of passing through the great hall. But there's dozens of smaller doors onto the courtyard, including a passage that goes all the way through the walls to open up next to the barracks. It's mostly used during the colder months, so in this time of year it sees very little traffic, as the servants would rather take the shorter path across the courtyard.

Thankfully, you encounter nobody further as you walk briskly through the stone corridors, and you peek out the door. The courtyard is bustling with activity, but none of it belonging to the Greatswords you saw earlier. Servants are everywhere, some running errands but most of them just enjoying the sunlight and gossiping - with Anton and Herr Schultz out of the castle, they've got less to do than usual. Thankfully, Markus is still in the training field, sparring with Berthold.

You need a way to draw their attention without also drawing the attention of the dozens of servants loitering in the courtyard. You run through your limited repertoire of spells. Was there a sound you could make that would attract their attention, but not that of the servants? Maybe you should send some dancing lights over there and try to lead them back to you? Though that would draw just as much attention. You're casting around for something to throw when an idea occurs to you. They're in armour, right?

The first magic dart raises a puff of dirt from the ground they're circling each other on, going unnoticed by either of them. Okay. You line up for a moment, bring Ulgu into you, and unleash-

There's a mighty clang, and every head in the courtyard swivels to seek the source. Berthold sways for a moment and then collapses like a puppet with its strings cut, and lies unmoving on the ground.

[DRAWING ATTENTION, Roll, Magic, 13+8=21. Miss.]
[DRAWING ATTENTION PART TWO, Roll, Magic, Natural One! Direct hit!]

Oh dear.

[ ] Continue with your original plan, even though the courtyard is swarming with servants, almost empty of Greatswords, and you just knocked out a Knight of the Order of the Hammer of Sigmar with an apprentice-level spell.
[ ] Change course. Think of and act on a different plan (write in).
 
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Interlude - Counterespionage in Eagle Castle 2
[*] While everyone is distracted, head straight for the Study. Hopefully you can find Van Hal before this gets into even more of a farce

---

You turn and immediately retreat back into the depths of the castle. Stupid, you think to yourself. You could have cast a Sound spell at their feet. It's not good for replicating speech, but you could have made the noise 'walk' in your direction and directed their attention to you. Instead, you did the magical equivalent of throwing rocks at them, and managed to smack the Knight directly on the temple.

It will serve as a distraction, you rationalize as you backtrack. Everybody's eyes are going to be on the courtyard now. You can go to Van Hal, tell him what's happening, and let him decide what must be done.

As you reach the hallway outside the room you were holding interviews in, you come to a sudden halt. The woman you Mindholed earlier was fiddling with the lock and swearing, and stopped her actions guiltily at your approach, but then gives you a bewildered look. With no remaining memories of you, all she knows is that some complete stranger in her underwear is running around the castle in a wizard's hat.

You don't give her a chance to get her thoughts in order. Drawing your flamberge, you smack her upside the head with the flat of the blade, and she crumples to the ground. You stand at the ready for a moment, ready to swing again if she demonstrates any inhuman resilience, but she seems to be completely unconscious. You release the lock on the door, drag the woman in to keep the corpse company, and then lock it back up again.

Okay. Onwards to the study.

[SURPRISE ATTACK: Breakpoints 40/70, Martial, 80+10=90. Greatsword!]

You manage to make your way to the study without encountering anyone else by dint of lurking around corners until the coast was clear. You try the handle, and are overwhelmingly relieved to find it unlocked - Van Hal always locks it when he's not in his office, and it's a fiendishly complicated lock too, specially ordered from the craftsmen of Nuln. You barge right in and Van Hal is halfway out of his chair in an instant, his hand going for the rifle on the wall behind him-

Then he sees you and freezes, his mind grinding to a halt.

Under any other circumstances you'd be bashful, but you don't have time for this. "Your Grace, one of the servants attacked me during the interviews," you say urgently, "and displayed inhuman speed, though not, thankfully, inhuman resilience."

That bypasses whatever is going on in his head, and he continues the gesture reaching for his rifle. It's a new one, you remember, supplied by the Master Engineer in the hopes of currying favour - instead of the single-shot design of a conventional rifle, this has the mechanism similar to a repeater pistol, allowing six shots before reloading.

"Any sign of other infiltrators," he says, opening a drawer and scooping a fistful of speedloaders into a pouch.

"At least one other - I caught her trying to break into the room where the dead infiltrator was. I knocked her out and stashed her inside there."

"Good work. And..." he hesitated. "Your, uh, clothes?"

"Covered in blood," you say. "I didn't want to tip off any other infiltrators, so I left them behind."

"So instead you..." he shakes his head. "Okay, I guess I see the logic in that."

Then there's a clatter of feet in the hallway outside, and the door bursts open. "Your Grace!" Markus cries, "there's been an attack on-" Then he trails off, looking from you, standing there in your underwear with a greatsword strapped to your back, then to Van Hal, standing next to you with his rifle cradled in his arms. The moment stretches out for an eternity, and you feel heat rising to your cheeks. "I apologize for interrupting, your Grace," he says with a surprisingly level voice, "but this is a matter of urgency. Berthold was attacked in the courtyard."

"They must realize they've been discovered," Van Hal says to you, and you open your mouth to correct him, and then shut it again as he turns back to Markus. "Where is the man now?"

"Out cold, the guards on the gate are tending to him. I've told them not to let anyone in or out of the castle until they hear further orders."

"How many men do you have in the castle?"

"Ten men at the gate, a few more at the treasury, a handful of men off-duty in the barracks. Maybe a single platoon. The rest are out practicing manoeuvres with von Jungfreud, won't be back for about an hour."

Van Hal frowns, his grip tightening on the rifle. It's obvious he itches to get out there and slay, but he also realizes the odds could be against you. His eyes turn to you.

What do you suggest?

[ ] Our main priority is defending Van Hal. Hole up somewhere defensible and wait for the rest of the Greatsword cohort to return.
[ ] Our main priority is defending the leadership of Stirland. As above, but also find a way to get a message to Wilhelmina, telling her to seek safety.
[ ] Act natural. Investigate the two infiltrators you know about and hope none of the infiltrators realize they've been detected.
[ ] We only have a limited amount of time to act. We must round up the infiltrators now. (write in how)
[ ] Close the gates. Nobody in, nobody out. Not until we get to the bottom of this.
[ ] Other (write in)
 
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Interlude: Outside Wurtbad Books, Periodicals, and Printing
Interlude: Outside Wurtbad Books, Periodicals, and Printing

Markus was heading to the Shieldarm, a favourite tavern, after drills to meet up with some of the Watch. A few were veteran Greatswords, old comrades injured in Sylvania who still wanted to serve Stirland, and Markus wasn't going to forget about them.

He rounded the corner, dodged neatly to the left to avoid tripping over a stray cat, and ran right into a small figure exiting a shop. The package she was carrying flew from her arms and burst open, scattering books even as the cat tangled her robes and tripped the woman up. Robes. Grey robes.

"Mat- Journeywoman Weber!" Markus extended his hand to help her up. "My apologies! I dodged the cat, but not your flanking attack." The look Mathilde gave him from under her brim was... unreadable. "Cat. Of course. RnldIhpyramsd." Markus didn't catch the last bit.

"Are you unhurt?" Mathilde stood and dusted herself off, but appeared uninjured. "Of course you are, my honorary Greatsword-in-training. Still, let me help you collect your books."

"Oh. Oh! Umm, no, thankyou that's not-" Mathilde scrambled for her books, still somewhat in disarray.

Markus already had an armful, but paused at this as he picked up another, taking a look at one for the first time. The Witch and her Hunter 3: Trials By Night. The cover had a rough print of a tall man in a tall hat with a very long rifle looking at a young woman who had raised her arms theatrically, as if to cast a spell. Or embrace him.

"Ahh, your books, m'lady."

"Thankyou. Markus. Sir. I must be on my way, please don't let me detain you." Mathilde seemed a little flustered as she swept away, balancing her pile of books.

Wizards.

In the alley opposite, two reflective eyes gleamed, then it was dark once more.

I always wanted to make clear that I pictured this as happening shortly before the other more famous Interlude, CounterShenanigans in Eagle Castle. This line in particular was the inspiration, particularly for the book cover description.
Then he trails off, looking from you, standing there in your underwear with a greatsword strapped to your back, then to Van Hal, standing next to you with his rifle cradled in his arms.
A little roleplay can be part of a healthy relationship, after all.
 
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The Witch and her Hunter 1: Murder Most Foul
Back cover blurb on a dog-eared copy of The Witch and her Hunter 1: Murder Most Foul

MAGDA WESSEN was a talented young apprentice in the shadowy GREY ORDER of WIZARDS. Until the FATEFUL DAY her kindly Magister was found RITUALLY MURDERED! Denounced as a WITCH and accused of a crime she didn't commit, Magda has no choice but to FLEE the Order. Ahead of her lies a long QUEST to prove her INNOCENCE and find the desperate CULTISTS she believes responsible for the heinous crime.

ALBRECHT VON HAST is the WITCH HUNTER ordered to hunt Magda down. Tall, handsome, brave, from a noble line of Witch Hunters, will his PURSUIT bring them together? And if he does find Magda, will he believe her tale of innocence, or will he perform his SWORN DUTY to BURN THE WITCH?

WORSE STILL, the ritual awakened some SHADOWY ENTITY from BEYOND that even now stalks Magda and those close to her. Will her PURE HEART and MAGIC be strong enough to save her, and those she cares about?

Author: Stabreim Knochenbeinern
 
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Interlude - Counterespionage in Eagle Castle 3
[*] Our main priority is defending the leadership of Stirland. As above, but also find a way to get a message to Wilhelmina, telling her to seek safety.
-[*] Berthold was me. I may have panicked and tried to attract Marcus' attention with a Magic Dart. I am not accustomed to running around in my underwear alright.

---

It would be so very easy, you think to yourself, to just keep your mouth shut and let the misconception go. But if they think that Berthold being knocked out was enemy activity, it would lead them to misread the situation and make tactical errors.

You have a duty to your liege.

"The attack on Berthold wasn't an attack," you blurt out, and both heads swivel to you. "I was trying to get Markus' attention without going out into the courtyard by bouncing a magic dart off his armour, and accidentally got Berthold in the head."

They stare at you, wordless. The moment stretches on. You shift from foot to foot, looking down at the floor, and then glance up at the faces staring at you. Van Hal's look is the resigned disbelief you've seen from him a few times now, but Markus' disappointment hurts.

"Okay," Van Hal finally says, his voice strained. "That changes things. Is there any indication that there's other infiltrators, and if so, that they've been activated?"

"There was a second infiltrator trying to break into the room I left the corpse of the first in," you say. "I knocked her out and then locked her into it. I think she may have been a lookout for the man I was interviewing."

"Then any other infiltrators may not yet realize that it's now or never," Markus says. "Your Grace, your safety has to be our first priority in this. It's very likely that you're their target."

"Not necessarily the only target, though," you say, and Van Hal's eyes narrow as he grasps what you're getting at. He looks between the two of you, then makes a decision.

"Markus, go to the barracks. Send half of the Greatswords to the Archives, and half to the Chapel, with messages telling Wilhelmina and Kasmir that the castle has been infiltrated and they may be attacked. Then join your men at the gatehouse and await the return of Gustav and the rest of the Greatswords - when they get here, take command and secure the castle."

"Yes, your Grace." He bangs his fist against his chest in a salute, bows, and leaves.

---

Weaving the locking enchantment into the door took a few seconds. Shifting Van Hal's writing desk over in front of the door took most of a minute. You transferred a set of curios and keepsakes off one set of shelves, and then overturned them to act as cover, just in case - that took a couple more minutes.

You have approximately fifty-seven minutes left of waiting barricaded in a room with your liege while wearing nothing but your wizard hat and smallclothes.

[ ] Stand there awkwardly for fifty-seven minutes.
[ ] Deliver your report regarding the Marshal candidates (write in the report)
[ ] Challenge Van Hal to a spar
[ ] Find Van Hal's bottle of Ostland brandy and drink away the awkwardness
[ ] Other (write in)

---

[RELATIONSHIP TESTED, VAN HAL: Coin flipped, heads! Birds fly, grass grows, Mathilde is gonna Mathilde.]
[RELATIONSHIP TESTED, MARKUS: Coin flipped, tails! He is disappointed in his pupil.]

SIR MARKUS VON PFAFFBACH RELATIONSHIP CHANGE: -1, now 6/10.
 
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Interlude - Counterespionage in Eagle Castle 4
[*] Plan Stick To Work Now, Be Blushing Maiden After Work
-[*] Discuss the latest infiltrators with Van Hal, focusing on what they might be and what their objective could be.
--[*] On their nature, they are clearly as intelligent as any human, do not seem to be significantly impaired by sunlight and are superhumanly swift. Yet they are common enough to employ in numbers, considering you found at least two in rapid succession, if the things discovered in the walls previously weren't more of their kind.
---[*] It would be difficult to pick them out without some kind of supernatural tell, you only caught the first one because he tried to use a personal acquaintance of yours for his cover story, and the second one when she tried to pick the lock to the sealed room.
--[*] On their objective, if their main mission was assassination, you fear they could have long accomplished that by drugging the food and drink, so you suspect it's mainly information gathering, as servants pass unnoticed.
-[*] Discuss countermeasures for cases of future infiltration.
--[*] Most of the key staff in the castle are without personal security. While your can't feasibly be escorted everywhere and still do your job effectively beyond getting some security for interviews, the others should not be too impeded. Particularly those without much personal combat ability.
--[*] Some way of relaying messages covertly between the council would be valuable. However, that turns up the issue of what if they were compromised like the past Marshal and the code leaks. Maybe if the cipher was regularly changed?

---

Okay. Just a regular private debriefing with oh god no, of all the words to use - okay, a private meeting with your liege. And you've got a topic of great import to discuss right at hand. No need to focus on your state of undress or how you're going to be barricaded in this room together and alone for almost an hour. Power through the awkwardness.

"So," you begin. "Infiltrators."

Van Hal grips the lifeline you've thrown out. "Yes, right, infiltrators." He takes a moment to gather his thoughts. "Was there any change in their appearance when they displayed inhuman abilities?"

You think back, and shake your head. "No, completely normal."

"And still alive, based on the blood you mentioned." He glances back over to you, and then away. "Could they have cast a spell?"

"Not without me noticing."

"That eliminates a lot of the possibilities. Not vampires, not shapeshifters, not creatures under an illusion... possibly humans enchanted ahead of time, possibly mutants... empowered mortal servants of the vampires, perhaps? I've never encountered a Von Carstein that bothered, but some of the other bloodlines do. Once the castle is secured we can investigate the source of their abilities. For now, it's irrelevant. What do you think their goal is?"

"If it was assassination, they could have succeeded already," you say doubtfully. "They've had plenty of time to drug or poison you."

He snorts. "They would have, if I actually ate or drank anything prepared in this castle."

"Okay, so it might be assassination, in which case they'll definitely try an attack. But I suspect it might be gathering information - keeping an eye on us for whoever their true master is."

"We're going to have to do more to vet the castle staff," he says, frowning. "How did you uncover the one that attacked you, anyway?"

"He claimed a relation to one of my informants, but I knew their family tree well enough to know it for a lie."

He looks over at you and raises his eyebrows, clearly impressed. Then his gaze flicks down before he hurriedly looks away again. "We'll have to try to find a more reliable way. Between the two you found, hopefully we should be able to find something that gives them away." He looks at the door, rubbing the stock of his rifle distractedly. "I'll have to keep the Greatswords closer at hand," he says thoughtfully. "I've been throwing them at any problem that needs military might, but that means they're not acting as bodyguards. I'll have to cultivate some other unit to act as the elites of the Army of Stirland." He stares into space. "Three shifts... call it six platoons a shift, leaving two left over to fill in or supplement as needed. One platoon with myself, two at the gates, and a squad for each member of the council, maybe. I'll have to work out the details with Markus..." You're glad that he reached that conclusion yourself, because you were trying to think of a way to tactfully suggest it. He's silent for a moment longer, then he changes the subject. "So, how are we going to prevent this from happening in the future?"

---

For most of the next hour, you discuss various possibilities to vet the castle staff, ranging from personally investigating the family links of every single candidate, to importing an entirely new staff en masse from a distant and randomly-chosen town so that it would be impossible for someone to infiltrate them ahead of time, to doing without servants entirely and just having soldiers perform all the menial tasks of the castle. There's no practical solution, so you bandy around impractical ones, each more outlandish than the last. Have apprentice priests who've taken vows of humility rotate through the castle to do the work? Hire a small army of halflings? Force the castle staff to never leave the castle? Send away to distant Cathay and purchase, at outrageous cost, a small handful of terracotta automatons to act as servants?

Before long, you've almost forgotten that you're in mortal peril and your underwear. You haven't spent that much time with Van Hal, considering you've been working for him for going on three years now, and he surprises you in just how much he varies from what you'd expect from a Witch Hunter. For one thing, he's a veritable font of obscure lore when it comes to magical constructs and nightmarish creatures and how to identify and counter them, far from the 'set them on fire and let Sigmar sort them out' you feared when you first laid eyes on him. And for another, he's actually kind of really bad at espionage and sneakiness.

Oh, he's got natural paranoia and decades of experience to draw from, but every suggestion he comes up with for a body of servants that couldn't be infiltrated has flaws that are immediately apparent to you but invisible to him. When you tactfully point them out, he furrows his brow and thinks of a workaround that just opens more holes. That it took this long for you to realize this is a testament to how far confidence and authority can take someone.

Then your bonding experience is rudely interrupted as the thud of flesh on wood reverberates through the room as someone, or something, tries to bludgeon down the door.

You weave Ulgu into your flamberge as Van Hal readies his Runefang.

And then you wait. And wait some more. And awkwardly lower your flamberge again as Van Hal sighs and takes a seat.

It's the door. Van Hal had it installed himself the first month after he arrived. Six inches thick, made of solid hardwood, and with steel hinges driven into the stone of the doorframe. Completing the picture is a very well-made Nuln-made lock and a bar you'd struggle to lift without help, all topped off with your spell making the bar and lock all but immune to brute strength. Whatever it is that's bashing away at the door is strong and tireless beyond the abilities of a human, but it's just not enough.

The worst part is, it's too loud for you and Van Hal to continue your discussion.

It continues on for what feels like forever but was probably more like ten minutes, until it suddenly stops, and the reason is immediately obvious - without the constant percussion of flesh on wood, you can hear yelling and the clash of steel boots on stone floors coming closer at speed. You hear a surprisingly human yell of frustration, and then footsteps retreating away.

It's over.

---

Van Hal lent you his coat for the walk back to the interview room to retrieve your robes, but the looks you get wearing his coat are almost as bad as the ones you would have gotten in your underwear. When you got to the interview room you had the Greatswords escorting you open it up carefully, but the woman you locked inside was still out cold, which you're pretty sure is a bad sign for her continued well-being, but at least she's still breathing. You gratefully wrap yourself in your familiar grey robes once more, uncaring of the blood.

Naturally, an emergency session of the Council is being called right there and then as Greatswords sweep the castle and round up all the servants in the Great Hall. You're annoyed that the notes you were preparing for it are still at home and there's no time to go fetch them, but you remember them well enough and you can give them to Van Hal later.

---

[] Write in your report
[] Write in a report on the incident that just occurred
[] Write in a private report on the Marshal candidates
[] Write in a one-on-one report (optional)


Possible orders for the next turn (new ones up top, old ones below):
Only one will be chosen, as in previous turns; they're just organized differently because they're starting to add up.

Investigation:
[] The servants. Is there even any reason to suggest any other course of investigation? (NEW)
[] 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.

Infrastructure:
[] 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.
[] If you had proper facilities, you could do better work. Would Van Hal fund renovations to a base he's never seen?

Influence:
[] 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.
[] Your grip on the Wurtbad Watch is extremely tenuous, but with official backing you should be able to tighten it. (NEW)
[] You've got a whole bunch of friends now, but you could always use more!


- When reporting on the incident, you may include whether you think Kasmir was negligent for missing what you found.
- When reporting on the Marshal candidates, it would not be unexpected for you to include a personal recommendation.
- Van Hal's
Suspicious trait has been eating up a lot of his actions, but it's finally paid off. Things may have been different if you had tipped off whoever or whatever you're facing by closing the gates and visibly locking down the castle. But then again, you may have cause to regret not doing so when it comes time to investigate.
- Van Hal's character sheet under
Dramatis Personae has been updated with what you've learned of him. Specifically: Intrigue 8, Learning 16.
 
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What if we rolled a nat 100 on our investigation check?
What if we rolled a nat 100 on our investigation check?
Van Hal: "Ah. Weber. Come in. Come in. So. Have you found out found out who's been conspiring against us yet?"

Mathilde: "Well, your grace, I've been doing some digging and um..."

Van Hal: "What? What is it?"

Mathilde: "It's...It's everyone, sir."

Van Hal: "What do you mean, everyone?

Mathilde: "I mean everyone! Literally everyone in this castle is part of some ancient conspiracy or other, and has been for centuries!
The gate guards are all in the pocket of the Von Carsteins, but they keep feuding with the wall guards, who are all under the thumb of the Blood Dragons. The cleaners are all part of a Slaaneshi cult, the cooks are all Nurgleites, your valet's a Tzeenchian sorcerer and the townsfolk are currently taking bets over whether they'll be part of the Skaven conspiracy the Dark Elven one. The Greatswords are all sworn to the Tomb Kings, except for the one weirdo who's conspiring with Malal. Heck, even the choir boys in the chapel are actually just a bunch of very poorly-disguised goblins who wanted to know what all the fuss was about. We have, in short, achieved 100% Ancient Conspiracy Saturation."

Van Hal: "By Sigmar! Then we must act now! Raise the alarm! Raise the-"

Mathilde: "Not so fast, your grace. You see, it turns out that, while all the conspiracies are technically against you, they actually hate each other more than they dislike you. Over the many centuries that this has gone on, they've developed a kind of...equilibrium. Everybody here may want you dead, but none of the conspiracies wants the other ones to be the one to take all the glory doing so. So the entire castle is made up of conspiracies to kill you conspiring against other conspiracies to kill you. It all balances out, see."

Van Hal: "So in other words, I'm..."

Mathilde: "You're actually the safest man in all the Empire, so long as you don't disturb any of the conspiring factions here. Yes. This whole place is like a bunch of archstones all keeping themselves in balance. It's silly, but there you are."

Van Hal: "And what about yesterday's incident?"

Mathilde: "Well, your grace. It turns out that was actually a very foolish Lahmian. Thought she could make a name for herself by barging in here and causing a ruckus. Pissed off quite a few people doing it, too."

Van Hal: "So what happened to her?"

Mathilde: "Well I had intended to apprehend her, but it turns out she'd suffered a very tragic accident. She was in one of the towers combing her hair, when she tragically slipped, fell down the tower stairs and fell on her sword. On the way down she'd also fallen into *pulls up notes* Sixteen spears, fifty-three daggers, nine bullets (normal), three bullets (silver), Five jars containing Nurgle's Rot, Twenty-three ghouls, two stray warpfire blasts and one very lost Arachnorok. It's all quite sad, really."

Van Hal: "Oh..."

Mathilde: "Anyway, I'm off. I heard we're having spider stew tonight, and I sugest you don't look at it too closely. Ta-ta!"
 
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